• 제목/요약/키워드: 메타버스 교육

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Development and evaluation of virtual world-based elementary education programs (가상세계 기반 초등 교육 프로그램 개발 및 평가)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.219-227
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    • 2022
  • Students are always preparing for remote classes while taking face-to-face classes due to COVID-19. However, it is true that the class satisfaction with distance learning is not high for students and teachers. The idea that even if remote classes are conducted at home, it would be nice to have classes together like real ones, the need for a virtual world education program that utilizes augmented reality and virtual reality based on the metaverse has emerged. However, there are very few studies that teachers try to apply them to their classes. In this study, a metaverse application curriculum was presented for elementary science and 'space' domains. To implement the metaverse, ZEPETO and COSPACIS EDU were used. In the analysis of content creation with students and evaluation with schoolmates, this study showed that the concentration of learning was increased and creativity improved in the 'real', 'individual', and 'society' domains.

A Study on the Generation MZ Users' Perception of Metaverse in Public Libraries (공공도서관의 메타버스 도입을 위한 MZ세대의 이용자 인식 연구)

  • Kim, Young-ju;Kwon, Sun-young
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.217-240
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    • 2022
  • As non-face-to-face elements became important due to COVID-19, the metaverse received social attention, and the MZ generation became the main users of public libraries. In light of this trend, it is necessary to introduce services for the MZ generation, the main users of public libraries, and to provide services tailored to social development. Therefore, this study investigated the perception of the metaverse through questionnaire surveys and semi-structured interviews, centered on the MZ generation, and then proposed a method for applying the metaverse to users in public libraries. According to the results of the study, the direction for the introduction of the metaverse in public libraries was suggested. First, it is necessary to provide basic education and information about the metaverse. Second, it is necessary to provide services that take advantage of the community based on communication. Third, a program that is not constrained by time and space should be provided. Fourth, services by librarians should be provided by enhancing the librarians' expertise on the metaverse. Fifth, services for generation M must be provided.

A study on the effect of flow factors on the continuous use of metaverse content and devices (메타버스 콘텐츠와 디바이스의 지속이용에 플로우(flow) 요인이 미치는 영향 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.427-429
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    • 2022
  • Recently, metaverse technology is being used in various service industries such as games, entertainment, manufacturing, distribution, advertising, and education. Studies on the correlation between the continuous use of devices used in metaverse content are still insufficient. In order to be more immersed in the metaverse, it is necessary to develop a natural movement and an easy-to-use input device. Based on flow, this study was conducted on the topic of continuous use of metaverse contents and devices. The constituent factors of Flow, an independent variable, were set as sense of reality, immersion, and interaction. We intend to use the data of 500 male and female metaverse users for research through a survey institution. Among the flow factors that increase the continuous use of metaverse contents and devices, the factors that have the greatest influence were studied. Through the results of this study, it is intended to help establish the direction of the next-generation metaverse content and device industry.

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Smart City-based Metaverse a Study on the Solution of Urban Problems (스마트시티기반의 메타버스(Metaverse)를 통한 도시문제해결 방안에 관한 연구)

  • Kwon, Changhee
    • Journal of Integrative Natural Science
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    • v.14 no.1
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    • pp.21-26
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    • 2021
  • 이 논문은 기존의 도시가 부동산 중심의 경제 원리로 형성됐다면 스마트시티는 거주자 생활을 중심으로 한 도시계획 서비스라고 말한다. 이런 스마트시티가 되기 위해서는 각 지역의 철도와 도로 등 도시 인프라를 비롯해 유통, 의료, 교육의 혁신도 필요하다.하지만 스마트시티가 도시운영체제를 디지털화하는 것으로 끝나는 건 아니다. 스마트시티기반에 메타버스(Metaverse)를 통한 당면한 각종 도시 문제를 해결을 위한 선행연구를 다뤄보기로 하였다. 도시운영체제를 입히는 도시의 지역적 특성을 살리면 해당 도시에 당면한 문제를 해결하는 미래의 스마트시티는 과연 어떠한 도시일까? 이에 대한 답변을 하기 위하여 스마트시티기반의 메타버스(Metaverse)를 통한 도시문제해결을 모색하였다.

Implementation of motion recognition 3D avatar to utilize Metabus (메타버스 활용을 위한 동작 인식 3D 아바타 구현)

  • Pyoun, Yukyoung;Kim, Yeonji;Lee, Gyemin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.301-303
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    • 2021
  • 최근 COVID-19 때문에 교육 및 모임 등 다양한 환경을 비대면으로 진행하고 있다. 이에 따라 메타버스 개념이 새로운 이슈로 주목받고 있다. 본 작품은 메타버스, 즉 3차원 가상공간의 새로운 세계에서 사용자를 대신하여 참여시킬 수 있는 아바타를 제작해 본다. 메타버스를 활용한 사용자의 움직임을 인식하는 3D 아바타는 코로나 사태로 인한 언택트 시대에 매우 유용하게 활용될 수 있을 것이다. 본 논문에서는 사용자가 각종 비대면 미팅에 자신의 아바타를 만들어 참여할 수 있도록 그 아바타를 움직임과 함께 구현하는 과정을 설명한다. 먼저, Kinect를 통해 사용자의 움직임을 받아 유니티를 연동시켜 불러온다. 다음으로 블렌더를 통해 사용자가 원하는 아바타를 제작하고 유니티 환경에서 사용자의 움직임을 실시간으로 반영하는 아바타를 나타낸다. 사용자는 자신의 행동을 그대로 반영시켜주는 3D 아바타를 가상현실 속 화면을 통해 확인할 수 있다.

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Development of Instructional Model for Activation of K-MOOC: Based on Metaverse (K-MOOC 활성화를 위한 교수법 수업모형 개발 : 메타버스를 중심으로)

  • Dongyeon Choi
    • Journal of Christian Education in Korea
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    • v.74
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    • pp.273-294
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    • 2023
  • The purpose of this study is to use K-MOOC, which has limitations in utilization because it is centered on theory delivery, to derive tasks to activate the teaching methods of instructors, and to implement the derived tasks using the metaverse platform. to develop a prototype. According to the purpose of the study, the study was conducted as follows. First, from October 4 to November 15, 2022, a Delphi survey was conducted on 21 experts with experience of consulting, research, class development, and operation related to the K-MOOC project. Second, in order to realize the tasks in the teaching method field derived from the Delphi survey, matching with the teaching method class model elements to result of Delphi survey was applied was carried out. Finally, based on the results of expert Delphi and the elements of the class model applicable to the metaverse platform, a teaching method was developed. Through the process of the study, a total of 16 detailed items were derived for the teaching method-related tasks for the activation of K-MOOC: support strategic tasks, teaching method competency, aspect of class design, evaluation and sharing of learning outcomes. By applying the metaverse, the teaching model elements for K-MOOC revitalization were derived from four categories: self-directed repetition, individualized problem solving, practice opportunity expansion, and immediate feedback, and matched with the first 16 detailed items. A four-step teaching model was completed: course attendance (step 1), mission analysis by individual level (step 2), sharing of mission solutions (step 3), and mission evaluation and feedback (step 4). Through the results of this study, the possibility of using the metaverse as a teaching practice platform was confirmed even in terms of the introduction and development of specialized techniques.

Development of an Optimized Class Space and Map based on the Metaverse ZEP Platform (메타버스 ZEP 플랫폼 기반의 최적화된 수업 공간 및 맵 개발)

  • Ae-ran Park;Myung-suk Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.439 -447
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    • 2023
  • This paper aims to develop a map for optimized class space using ZEP among the metaverse platforms. As a research method, the classroom space was organized so that the subject of learning became a learner, and the classroom space was modified and supplemented to optimize while being applied to elementary school computer classes. The contents of the study investigated learners' prior perception of metaverse, and compared and analyzed the advantages and disadvantages of the metaverse platform. In addition, the map was designed by reflecting the results of the survey, and after applying the map to the class, necessary APIs and apps were installed to supplement it. As a result, the learner became the subject of learning in the metaverse space, freely identified the space, and actively participated in the class. In particular, we found that students who were passive offline and those who had a low participation rate due to lack of skills participated more actively. In particular, students who were passive offline or whose participation was low due to lack of skills participated more actively. If API and JavaScript programs are added to collect log data of learners for learning analysis, real-time feedback is possible for learners, and learner feedback is possible for instructors with statistical data. If this is possible, the metaverse space can fully expect the role of a learning assistant for learners and a teaching assistant for instructors.

A Study on the Military use of the New Future Battlefield Environment Metaverse (새로운 전장환경 메타버스의 군사적 활용방안 연구)

  • Jung, Min-Sub;Song, Jae Jung;Park, Sang-Hyuk;Moon, Jang-Kwon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.179-185
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    • 2022
  • Society is entering a new transition period due to the metaverse, where a new world is created by the fusion of the online virtual world and the real world with the development of information and communication technology. The realm of Metaverse, which was focused on entertainment, is gradually expanding into everyday areas such as fellowship activities, education, and commerce. Its application is also increasing in the field. Therefore, this study intends to discuss the concept, core type, development trend, and future application of the metaverse in the military field.

Motion-Based User Authentication for Enhanced Metaverse Security (메타버스 보안 강화를 위한 동작 기반 사용자 인증)

  • Seonggyu Park;Gwonsang Ryu
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.3
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    • pp.493-503
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    • 2024
  • This paper addresses the issue of continuous user authentication within the metaverse environment. Recently, the metaverse plays a vital role in personal interaction, entertainment, education, and business, bringing forth significant security concerns. Particularly, vulnerabilities related to user identity verification have emerged as a major issue. This research proposes a novel method to verify identities by analyzing users' character movements in the metaverse through a pose estimation model. This method uses only video data for authentication, allowing flexibility in limited environments, and investigates how character movements contribute to user identification through various experiments. Furthermore, it explores the potential for extending this approach to other digital platforms. This research is expected to significantly contribute to enhancing security and innovating user identity verification methods in the metaverse environment.