• Title/Summary/Keyword: 메타 게임

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A Study on the Possibility of Expanding Educational Space Using Metaverse-Focused on Gen Z (메타버스 공간을 활용한 교육 공간 확장 가능성 연구-z세대를 중심으로)

  • Su-jin Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.59-61
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    • 2023
  • 본 논문에서는 현재 학령층인 Z세대의 특성에 맞는 새로운 교육 공간으로 메타버스 교육 공간을 활용했을 때 장점을 알아보고 향후 메타버스 교육공간 연구의 필요성을 제시한다.

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A Study on the Effectiveness of Learning Management System in Metaverse (메타버스 학습관리시스템 실효성에 관한 연구)

  • Yuchul Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.127-128
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    • 2023
  • 본 논문에서는 학습관리 시스템 서비스 형태에 따른 특징들을 살펴보고, 메타버스에서 서비스되고 있는 학습관리 시스템의 특징을 통해서 비대면 원격 교육 시스템에서 이루어지고 있는 학습의 특징과 방향성에 대해서 알아본다. 그리고 향후 메타버스 학습관리 시스템의 실효성에 대한 연구 방향성의 기준을 제시한다.

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Metabus culture and intellectual property. (메타버스 문화와 지적재산)

  • Seok, yeonseon;Kim, Soo dong;Kim, Deok min;Bae, Shin hoon;Jeong, Hyung won
    • Journal of Integrative Natural Science
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    • v.15 no.1
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    • pp.27-36
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    • 2022
  • Metabus, currently represented by Second Life on the Internet, is the next-generation 3DCG Internet world in which the 2D Internet world has evolved, and has grown as a new ICT culture of mankind that can replace real society with virtual society. As such, the reason why the world of metabus has rapidly expanded is that the era of 3D Internet has arrived due to the evolution of the Internet, which only used information, and the spread of 5G communication in user-participating WEB. However, there are many situations in which laws do not exist in this virtual world and various illegal acts occur. As the Internet culture developed earlier, illegal activities by users began to appear, and as the legal responsibility of Internet providers was discussed, mankind quickly passed the Millennium Copyright Act or introduced new copyright protection measures such as technical protection, transmission rights, and rights management information. Therefore, this paper reviews and studies how to accept and further grow this new metabus culture, including the viewpoint of intellectual property.

Metaverse Artifact Analysis through the Roblox Platform Forensics (메타버스 플랫폼 Roblox 포렌식을 통한 아티팩트 분석)

  • Yiseul Choi;Jeongeun Cho;Eunbeen Lee;Hakkyong Kim;Seongmin Kim
    • Convergence Security Journal
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    • v.23 no.3
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    • pp.37-47
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    • 2023
  • The growth of the metaverse has been accelerated by the increased demand for non-face-to-face interactions due to COVID-19 and advancements in technologies such as blockchain and NFTs. However, with the emergence of various metaverse platforms and the corresponding rise in users, criminal cases such as ransomware attacks, copyright infringements, and sexual offenses have occurred within the metaverse. Consequently, the need for artifacts that can be utilized as digital evidence within metaverse systems has increased. However, there is a lack of information about artifacts that can be used as digital evidence. Furthermore, metaverse security evaluation and forensic analysis are also insufficient, and the absence of attack scenarios and related guidelines makes forensics challenging. To address these issues, this paper presents artifacts that can be used for user behavior analysis and timeline analysis through dynamic analysis of Roblox, a representative metaverse gaming solution. Based on analyzing interrelationship between identified artifacts through memory forensics and log file analysis, this paper suggests the potential usability of artifacts in metaverse crime scenarios. Moreover, it proposes improvements by analyzing the current legal and regulatory aspects to address institutional deficiencies.

A Study on the Types of Crime and Scalability in Metaverse (메타버스 내 범죄발생 유형과 확장성에 관한 연구)

  • Song, HyeJin;Nam, Wanwoo
    • Journal of the Society of Disaster Information
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    • v.18 no.1
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    • pp.218-227
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    • 2022
  • Purpose: In the case of cavity discovered by ground penetrating radar exploration, it is necessary to accurately predict the filling amount in the cavity in advance, fill the cavity sufficiently and exert strength to ensure stability and prevent ground subsidence. Method: The cavity waveform analysis method by GPR exploration and the method using the cavity shape imaging equipment were performed to measure the cavity shape with irregular size and shape of the actual cavity, and the amount of cavity filling of the injection material was calculated during rapid restoration. Result: The expected filling amount was presented by analyzing the correlation between the cavity size and the filling amount of injection material according to the cavity scale and soil depth through the method by GPR exploration and the cavity scale calculation using the cavity shaping equipment. Conclusion: The cavity scale measured by the cavity imaging equipment was found to be in the range of 20% to 40% of the cavity scale by GPR exploration. In addition, the filling amount of injection material compared to the cavity scale predicted by GPR exploration was in the range of about 60% to 140%, and the filling amount of the injection material compared to the cavity size by the cavity shaping equipment was confirmed to be about 260% to 320 Purpose: The purpose of this study is to examine the types of crimes taking place in the metaverse, and to establish a crime prevention strategy and find a legal deterrent against it. Method: In order to classify crime types in the metaverse, crime types were analyzed based on the results of previous studies and current incidents. Result: Most of the crimes taking place in the metaverse are done in games such as Roblox or Zeppetto. Most of the game users were teenagers. Looking at the types, there are many teens for sexual crimes, violent crimes, and defamation, but professional criminals are often included in copyright infringement, money laundering using virtual currency, and fraud. Conclusion: Since the types of crimes in the metaverse are diverse, various institutional supplementary mechanisms such as establishment of police crime prevention strategies, legal regulations, and law revisions will have to be prepared.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

Brain-Computer Interface-based Metaverse Training System for Improving User Concentration (사용자 집중력 향상을 위한 뇌-컴퓨터 인터페이스 기반 메타버스 트레이닝 시스템)

  • Sung Gyun Moon;Ye Eun Lim;Seungmin Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.695-696
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    • 2023
  • 본 논문은 뇌-컴퓨터 인터페이스(BCI)를 활용한 게임 개발을 통해 집중력 부족 문제를 해결하기 위한 방안을 제시한다. BCI 기술은 사용자의 뇌파 신호를 분석하여 게임에 적용할 수 있으며, 그에 따라 뇌파 신호를 활용한 집중력 향상을 도모해 볼 수 있는 게임을 설계하였다. Unity 게임 개발 환경과 Emotiv Insight 장비를 사용하여 게임을 구현하였으며, 사용자는 뇌파 신호를 통해 플레이어를 제어하여 게임을 즐길 수 있다. 연구 결과는 뇌파 기반 게임이 사용자의 집중력 향상에 도움을 줄 수 있는 잠재력을 보여준다.

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A Study on the Effectiveness of P2E (Play to Earn) Game Regulations and Players' Recognition (P2E(Play to Earn)게임 규제 실효성과 플레이어들의 인식에 대한 연구)

  • Yong-Kyu Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.587-590
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    • 2023
  • 게임 시장은 신기술과 함께 꾸준한 발전을 해왔다. 최근 NFT, 블록체인, 메타버스, XR, AI, P2E등 새로운 기술과 신개념이 홍수처럼 쏟아져 이슈가 되면서, 산업계와 학계는 자연스럽게 그 어느 때 보다 활발한 연구가 진행되고 있다. 하지만, P2E는 예전부터 유사한 형태로 존재해왔음에도 불구하고, 규제에 발목이 잡혀있으며, 유저들은 우회하는 방식을 통해 P2E게임을 플레이 하거나, P2E전용 게임이 아닌 게임에 대해서도 많은 현금거래를 하고 있다. P2E게임 규제 실효성과 플레이어들의 인식에 대해 연구하고자 하고자 한다.

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Image Center Estimation Method Using Camera Rotation (카메라 회전을 이용한 이미지 센터 추정 방법)

  • Yu, Won-Pil;Chung, Yun-Koo;Bae, Young-Rae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.721-724
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    • 2002
  • 본 논문에서는 카메라 파라메타의 하나로서 이미지 센터를 구하는 방법에 대해 소개한다. 3 차원 게임, 그래픽스, 의료, 측정, 형상 복원 등의 응용에 거리 정보를 포함하는 3 차원 정보는 필수적이며 이러한 정보를 추출하기 위해서는 카메라 캘리브레이션을 반드시 거쳐야 한다. 이미지 센터는 대부분의 경우에 카메라 파라메타를 구하기 위한 모델 추정 방법에서 하나의 값으로 취급되는 경우가 많아 이미지 센터 외의 카메라 파라메타의 정확도에 영향을 받을 수 있다. 본 연구에서는 카메라 회전을 이용하여 이미지 센터만을 독립적으로 구하는 방법을 제안하며 그 편이성과 반복성, 정확도를 카메라 회전 모델링 시뮬레이션과 실험을 통해 보인다.

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Development of a Game Content Based on Metaverse Providing Decision Tree Algorithm Education for Middle School Students (중학생을 위한 의사결정나무 알고리즘 교육을 제공하는 메타버스 기반 게임 콘텐츠 개발)

  • Hyun, Subin;Kim, Yujin;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.106-117
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    • 2022
  • In 2021, AI basics were introduced in the high school curriculum. There are many worries that the problem of utilization-oriented education will be repeated with the introduction of artificial intelligence education rather than the principles that occurred when ICT was applied to education in the past. Most of the existing AI education platforms focus only on the use of AI. For artificial intelligence education of middle school students, there are difficulties in learning about the process by which artificial intelligence derives results and learning the principles of artificial intelligence algorithms. Recently, as the educational application of metaverse has become a hot topic, research has been started to improve learning achievement by arousing students' immersion and interest. This research developed educational game contents about decision tree algorithm using metaverse as educational contents that can be used in middle school AI education. By applying games to education, it was intended to increase students' interest and immersion in artificial intelligence, and to increase educational effectiveness. In this paper, the educational effectiveness, difficulty, and level of interest were analyzed for pre-service teachers regarding the developed game content. Based on this, a future principle-oriented artificial intelligence education method was suggested.