• Title/Summary/Keyword: Metaverse

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Future of Virtual Reality and Metaverse in Hospitality and Tourism Management: An Industry Perspective

  • Jay, Bhakta;Amanda, Charreton;Anne Anoek, de Rooij;Minwoo, Lee;Hubie, Sangster;Yingni, Wang
    • Journal of Smart Tourism
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    • v.2 no.4
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    • pp.25-34
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    • 2022
  • Digital transformation plays a critical role in making hospitality and tourism organizations create new business processes and customer experiences. The hospitality and tourism industry thrives on creating unique experiences by offering exceptional and innovative customer services through innovative digital technologies. Thus, this study provides an overview of the current use of these technologies in the hospitality industry and their potential advantages and opportunities. In particular, the metaverse and immersive virtual reality (VR) technology are gaining popularity in the hospitality industry, offering new opportunities for innovation and driving core values. This study discusses the current use of VR and metaverse and potential advantages and opportunities for researchers and practitioners in the hospitality and tourism context. Thus, we provide suggestions and implications for hospitality and tourism industry stakeholders to increase core values and business performance and create sustainable competitive advantages over other market players through VR and metaverse.

The Effects of Metaverse Avatar Identification on Immersion, Vicarious Pleasure, and Fashion Brand Item Sharing Intention (메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향)

  • Seunghee Shin;Hyojung Kim;Jungmin Yoo;Minjung Park
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.492-510
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    • 2023
  • The metaverse, an expansion of the real world, refers to a three-dimensional virtual world where daily life and economic activities can be conducted through avatars. This study examines the effect of avatar identification on metaverse immersion, vicarious pleasure, and fashion brand item sharing intention by subdividing avatar identification into similarity identification, wishful identification, and embodied presence. In addition, it investigates the difference in the influence relationship between avatar identification, immersion, and vicarious pleasure according to the degree of fashion involvement. The total of 319 participants were analyzed using SPSS 26.0 and AMOS 24.0. The results showed that similarity identification, wishful identification, and embodied presence had significant impacts on immersion and vicarious pleasure, influencing sharing intention. There was also a difference in the effect of avatar identification on consumer responses depending on fashion involvement. This study provides theoretical implications for experiential marketing and presents practical suggestions for developing metaverse marketing strategies.

Analysis of Cybersecurity Threats and Vulnerabilities in Metaverse Environment (메타버스 환경에서 사이버보안 위협과 취약점 분석)

  • Jinwon Choi;Jaewoo, Kwon;Sehee Lee;Wonhyung Park;Tae-Kyung Cho
    • Convergence Security Journal
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    • v.22 no.3
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    • pp.19-24
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    • 2022
  • Metaverse is a compound word of the English words 'meta', meaning 'virtual' and 'transcendence', and 'universe' meaning the universe. dimensional virtual world. Metaverse is a concept that has evolved one step further than virtual reality (VR, a cutting-edge technology that enables people to experience life-like experiences in a virtual world created by a computer). It has the characteristic of being able to engage in social and cultural activities similar to reality. However, there are many security issues related to this, and cybersecurity vulnerabilities may occur. This paper analyzes cybersecurity threats that may occur in the metaverse environment and checks vulnerabilities.

Proposal of Makeup's Function on the Metaverse Digital Platform - Focusing on Zepeto - (메타버스 디지털 플랫폼의 메이크업 기능 제안 - 제페토를 중심으로 -)

  • Se Mi Nam;Eun Sil Kim
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.739-744
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    • 2023
  • With the popularization of 5G networks and the development of AI (artificial intelligence) technology, Metaverse, which creates production capacity by combining virtual space and reality, is attracting attention. In this study, we searched for makeup applications with more than 100 million downloads from October 11, 2020 to November 3, 2020 through the Google Play Store. As a result of the search, four applications were found: YouCam Makeup, YouCam Perfect, Beauty Plus, and Sweet Snap. Based on the functions provided by the four applications, we attempted to suggest makeup functions applicable to Zepeto's avatar. Functions for the eyes (eyeliner, eyelashes, mascara, eye shadow, eye shape, eyebrow shape, lenses, double eyelids), functions for the nose (nose shape), functions for the mouth (lipstick, lip shape, smile function) ) Functions corresponding to the facial contour (contour, skin foundation, blusher, shading, highlighter, face painting, theme makeup) and functions corresponding to the body (body adjustment) were proposed. This study is the first in the beauty field to propose a method of applying the functions of the Metaverse platform as the importance of digital platforms is highlighted, and is the first to propose a makeup function applied to the Metaverse so that it can be used as important basic data in the future.

Study on Space Design for Metaverse Fashion Show through Meta-Analysis of Literature (문헌 분석을 통한 메타버스 패션쇼 공간 디자인 연구)

  • Jin-Beom Pyeon;Yun-Seo Hong;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.475-480
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    • 2023
  • As the digital fashion show developed through the pandemic period, this study analyzed the literature on the digital fashion show and presented basic data for the design of the metaverse fashion show space. Through keyword analysis, the flow of research was identified, and implications for space design for the metabus fashion show were derived through analysis of space, models and avatars, lighting, and communication. Through keyword analysis, it was possible to understand the conversion process of digital fashion show research in the pandemic situation. Metaverse fashion shows can express stages, avatars, and costumes that are impossible in the real world, but require design considering expressiveness. In the metaverse space, communication can be thought of as a designer's value delivery, digital marketing, and communication with customers.

Intellectual Property Disputes in the Era of the Metaverse: Complexities of Cross-Border Justice and Arbitration Consideration

  • Kye Hwan Ryu;Choong Mok Kwak
    • Journal of Arbitration Studies
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    • v.33 no.3
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    • pp.147-175
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    • 2023
  • The emergence of the metaverse, a complex three-dimensional virtual environment, has led to significant changes in the intellectual property (IP) landscape. This paper examines the challenges and legal intricacies of IP within the virtual realm, focusing on the unprecedented nature of these disputes and on the inadequacies of traditional jurisdiction methods. Drawing from international frameworks, including the International Law Association's Guidelines and WIPO's guides, the study critically explores arbitration as an alternate approach to metaverse IP disputes, analyzing its complexities and applicability. The paper further delves into challenges arising from diverse protection laws that pertain to the global nature of the metaverse, including the nuances of various digital assets like NFTs. By assessing jurisdictional difficulties, the paper addresses the adoption of decentralized justice platforms, and examines the role of Alternative Dispute Resolution (ADR) methods, this paper presents a comprehensive view of the evolving virtual legal field. It suggests that while innovative methods are emerging, traditional arbitration will likely remain the preferred choice for complex disputes, offering a balance of speed, cost-effectiveness, and legal robustness within the virtual world.

Design and Development Study of a Trust-based Decentralized User Authentication System with Enhanced Data Preprocessing Functionality in a Metaverse Environment (메타버스 환경에서 Data Preprocessing 기능을 개선한 Trust-based Decentralized User Authentication 시스템 설계 및 개발 연구)

  • Suwan Park;Sangmin Lee;Kyoungjin Kim
    • Convergence Security Journal
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    • v.23 no.4
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    • pp.3-15
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    • 2023
  • As remote services and remote work become commonplace, the use of the Metaverse has grown. This allows transactions like real estate and finance in virtual Second Life. However, conducting economic activities in the Metaverse presents unique security challenges compared to the physical world and conventional cyberspace. To address these, the paper proposes solutions centered on authentication and privacy. It suggests improving data preprocessing based on Metaverse data's uniqueness and introduces a new authentication service using NFTs while adhering to W3C's DID framework. The system is implemented using Hyperledger Indy blockchain, and its success is confirmed through implementation analysis.

A Study of Wearable Device Data Analysis for Metaverse Soccer Game (메타버스 축구 게임을 위한 웨어러블 디바이스 데이터 분석 연구)

  • Hyunsu Kim;Mikyeong Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.365-366
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    • 2023
  • 메타버스는 점차 빠른 속도로 발전되며 응용 분야가 확대되고 있다. 스포츠 분야에서 다양한 메타버스 시도가 이루어지고 있으며, 축구, 야구, 농구 등 인기 종목에 대한 메타버스 구축 및 운영이 이루어지고 있다. 그러나 사용자의 새로운 경험을 이끌어 내기보다, 오프라인 대체 수단으로 활용되고 있다. 본 연구에서는 웨어러블 디바이스를 통해 사용자 생체 정보를 수집하여 메타버스에 적용 가능한 데이터로 가공하는 과정에 대한 연구내용을 기술한다.

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Analysis of User Experiences to Improve Elementary Learner's Interactivity in the Exhibition Appreciation Class through Metaverse platform : Focusing on Zepeto (메타버스 플랫폼을 활용한 전시 감상수업에서 초등 학습자의 상호작용성 향상을 위한 UX 분석: 제페토를 중심으로)

  • Kim, Youbin;Nam, Yanghee
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.476-492
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    • 2022
  • This study explored at the potentials of exhibition appreciation classes using the metaverse platform, and identified what types of interactions could occur when elementary students participate in the exhibition appreciation education using metaverse platform. We had a user observation research and FGI through implementation of actual elementary class and we analyzed problematic experiences from the viewpoint of user to content and user to user interaction. As a result, fifteen UX improvements were derived by Delphi technique for solving the problematic experiences and improving learner's interactivity.

Game-type as Metaverse System for Problem Based Learning Classes

  • Sung-Jun, Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.211-221
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    • 2023
  • After COVID-19, various metaverse platforms for online lectures are being provided. Most of the classrooms are tiered type, and they are divided into intensive classrooms and open classrooms depending on the shape of the classrooms. Intensive classrooms provide a one-sided lecture format, so there are many difficulties in conducting communication-based classes that carry out team missions like PBL classes. In this study, we propose a metaverse classroom that applies the functions of a multiplayer online role-playing game (MMORPG), one of the game genres suitable for PBL classes. The proposed system provides various interaction techniques for PBL classes. We evaluated user satisfaction when this was applied to actual classes. As a result of the evaluation, it was found that users preferred text and voice chatting more than video chatting and solving missions like games was very helpful in online classes.