• Title/Summary/Keyword: 제페토

Search Result 24, Processing Time 0.024 seconds

A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.91-100
    • /
    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.

The Metaverse World and Our Future (메타버스(Metaverse)세계와 우리의 미래)

  • Lee, Byong-Kwon
    • Review of Korea Contents Association
    • /
    • v.19 no.1
    • /
    • pp.13-17
    • /
    • 2021
  • Currently, the metaverse is rapidly emerging in a situa tion where human encounters are decreasing as non-fa ce-to-face status continues due to COVID-19. In this ar ticle, we explore the metaverse world that expresses th e real world and look at how we should live in the futur e.In addition, we analyze the technological status of Na ver Z's zepeto, the most popular metaverse service platf orm in Korea, and the Roblox service, which is used by 70% of elementary school students abroad. This confir ms the impact and appearance of the metaverse on our future.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.9
    • /
    • pp.73-79
    • /
    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

XR 기술과 메타버스 플랫폼 현황

  • Nam, Hyeon-U
    • Broadcasting and Media Magazine
    • /
    • v.26 no.3
    • /
    • pp.30-40
    • /
    • 2021
  • 로블록스, 포트나이트, 제페토 등 다양한 메타버스 플랫폼들의 등장으로 글로벌 사회 전반에 메타버스 플랫폼 서비스를 통해 메타버스 산업의 주도권 확보를 위해 글로벌 ICT 기업의 경쟁이 불붙었다고 할 수 있다. 본 고에서는 메타버스 플랫폼의 정착에 활용되고 있는 XR 기술의 현황과 글로벌 메타버스 플랫폼의 동향을 살펴보고 국내 메타버스 플랫폼 도입 확산과 산업 발전을 위한 시사점을 제시한다.

A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case (메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로-)

  • Choi, Eunjin;Lee, Young-suk
    • Journal of Korea Game Society
    • /
    • v.21 no.6
    • /
    • pp.63-74
    • /
    • 2021
  • Metaverse fits well with the lifestyle of MZ generation who carries smart-phones at all times and value their identity. This study proposes a planning model that develops Minhwa, traditional Korean culture and arts, into art galleries on Zepeto, a metaverse platform. To this end, the characteristics of the metaverse platform, open world, sandbox, creator economy, and avatar, are analyzed and developed into a planning to open a Minhwa museum on Zepeto. While reinterpreting traditional Korean art in a modern way, it is worth researching as a metaverse planning and development model suitable for the new-tro sensibility of the MZ generation.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.9
    • /
    • pp.179-193
    • /
    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

A Study on the Suitability of Scripting Language in Metaverse Development (메타버스 개발과 스크립팅 언어 적합성에 관한 연구)

  • Hwa-Seon Choi
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.01a
    • /
    • pp.299-300
    • /
    • 2023
  • 최근 인공지능의 현실화와 더불어 프로그래밍 언어인 Python의 독주가 한창이다. 그렇다면 과연 메타버스 시대가 현실화 된다면 어떤 프로그래밍 언어가 대세가 될 것인가. 현재 메타버스 플랫폼인 로블록스에서 사용되고 있는 루아스크립트, 제페토 월드에서 사용되고 있는 Typescript에서 착안해서 미래의 메타버스 개발에 공용으로 사용될 효율적인 언어를 살펴보았다.

  • PDF

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
    • /
    • v.26 no.3
    • /
    • pp.219-227
    • /
    • 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.

Metaverse Company Zepeto's Growth Competitiveness Analysis and Development Strategy: SWOT Focuses on TOWS Development Model (메타버스 기업 제페토의 성장경쟁력 분석과 발전전략: SWOT, TOWS 발전모델을 중심으로)

  • Park, Sang-Hyeon;Kim, Chang-Tae;Hong, Guan-Woo
    • Journal of Industrial Convergence
    • /
    • v.20 no.6
    • /
    • pp.7-15
    • /
    • 2022
  • Recently, due to the development of AI and big data technologies following the advent of the era of the 4th Industrial Revolution, the emerging metaverse industry is emerging as a new business, and in particular, from this point of view, this paper analyzes the history of metaverse and the pros and cons of "Geppetto", which is the most popular in the Korean metaverse market, and aims to give an appropriate direction for future development based on this. In order to carry out this study, we first used SWOT analysis techniques as an initial enterprise analysis method to examine the strengths and weaknesses, opportunities and threat requirements, and derive the status of each factor. Based on the factors in each of the subsequent derivatives, we wanted to explore the TOWS development strategy and present significant implications based on this.

Case Study on Fashion Brand Flagship Store in Metaverse -Focusing on Fashion Brand in ZEPETO- (패션 브랜드 메타버스 플래그십 스토어 사례연구 -제페토(ZEPETO) 내 패션 브랜드를 중심으로-)

  • Kim, Woo Bin;Hur, Hee Jin;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.46 no.3
    • /
    • pp.545-563
    • /
    • 2022
  • Metaverse is a digitally generated world beyond the physical realm; many fashion brands are launching virtual stores in Metaverse. This study explores the cases of flagship stores of fashion brands in Metaverse to understand the peculiarity of Metaverse retailing. This study selected four flagship stores of fashion brands launched on ZEPETO, the largest Metaverse platform in Korea. The characteristics of Metaverse retailing used for case analysis were store (store credibility, servicescape, ease of use), product (content, demos, incentives), social factor (store personnel, store customers), and entertainment (events, games, free gifts). The results illustrate that a transaction system linked to reality could not be established due to technical limitations; it was difficult to obtain specific product information, such as the color, size, and fabric. However, all four fashion brands overwhelmed the traditional retail channels in terms of providing various spatial experiences by operating their virtual stores in global cities related to the heritage and identity of each brand. Furthermore, fashion brands can convey a sense of deviation and fantasy to consumers by delivering unique entertainment activities in Metaverse that they cannot easily provide in real life.