• Title/Summary/Keyword: Metaverse

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A Study on Interest Factors of Game-based Metaverse : focused on the topic analysis of user community (게임 기반 메타버스의 사용자 흥미 요인 연구 : <동물의 숲> 사용자 커뮤니티의 토픽 분석을 중심으로)

  • Ahn, Jin-Kyoung;Kwak, Chanhee
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.1-9
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    • 2021
  • Although interest in the metaverse increases due to the pandemic, the understanding of the metaverse interest factor, which is an essential element for the sustainability of any metaverse platform, is lacking. This study aims to reveal the interest factors of metaverse services by analyzing user community discourse. We collected user community discourses from and applied LDA to extract topics. Further, we categorize the factors into growth and verifiable indicators, various levels of interaction, self-expression and freedom, and connection with the real world. The content planning direction of the game-based metaverse of utilization was derived. This study is meaningful in that it analyzes the interest factors of the metaverse based on the empirical evidence of user discourse data.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 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.

An Analysis of Changes in Perception of Metaverse through Big Data - Comparing Before and After COVID-19 - (빅데이터 분석을 통한 메타버스에 대한 인식 변화 분석 - 코로나19 발생 전후 비교를 중심으로 -)

  • Kang, Yu Rim;Kim, Mun Young
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.593-604
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    • 2022
  • The purpose of this study is to analyze the flow of change in perception of metaverse before and after COVID-19 through big data analysis. This research method used Textom to collect all data, including metaverse for two years before COVID-19 (2018.1.1~2019.11.30) and after COVID-19 outbreak (2020.1.11~2021.12.31), and the collection channels were selected by Naver and Google. The collected data were text mining, and word frequency, TF-IDF, word cloud, network analysis, and emotional analysis were conducted. As a result of the analysis, first, hotels, weddings, and glades were commonly extracted as social issues related to metaverse before and after COVID-19, and keywords such as robots and launches were derived, so the frequency of keywords related to hotels and weddings was high. Second, the association of the pre-COVID-19 metaverse keywords was platform-oriented, content-oriented, economic-oriented, and online promotion-oriented, and post-COVID-19 clusters were event-oriented, ontact sales-oriented, stock-oriented, and new businesses. Third, positive keywords such as likes, interest, and joy before COVID-19 were high, and positive keywords such as likes, joy, and interest after COVID-19. In conclusion, through this study, it was found that metaverse has firmly established itself as a new platform business model that can be used in various fields such as tourism, travel, festivals, and education using smart technology and metaverse.

A Study on the Operation Cases and Usage Direction of Metaverse Cultural Programs in Domestic Public Libraries (국내 공공도서관 메타버스 문화프로그램 운영사례 및 활용방향성에 대한 연구)

  • Sangwon, Seo;Gyuhwan, Kim
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.259-284
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    • 2023
  • This study examined the primary features of cultural program operation instances on the metaverse platform. In addition, an interview was performed with librarians in charge of the public library culture program to get their perspectives on the viability of using the metaverse platform for each sort of cultural program. Ultimately, we intended to provide guidelines for organizing and administering a cultural program on the metaverse platform in a public library. The results showed that there are seven types of cultural programs using the Metaverse platform: library tours, education, reading, exhibits, performances, games, and events. librarians in charge of the public library culture program responded positively to the future use of library tours, exhibitions, games, and events. Education can be used depending on the character of the educational program while reading and performances are less likely to be used in the future. Regarding how to use the Metaverse platform, Zepeto was most likely to be used for tours, and Gather and Zep for education, exhibits, games, and events.

A Study on User Experience of the Metaverse Exhibition: Focusing on Prayer for Life Metaverse

  • Park, Ji-Su;Park, So-Jeong;Park, So-Eun;Shin, Ji-Hye;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.89-98
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    • 2022
  • Using the extended technology acceptance model, this study aims to quantitatively analyze the user experience with the . In the case of Perceived Usefulness and Perceived Ease of Use, only limited detailed factors have significant impacts on the degree of satisfaction. The degree of satisfaction has positive correlations with the degree of immersion and the variables of Behavioral Intention to Use Metaverse. Although sophisticatedly remediates using digital technology to provide visitors with the sameness of exhibits, exhibition circulation and interaction method, the metaverse exhibition does not acquire the same value of the exhibition. In conclusion, cannot replace , however, it has the potential to offer learning usefulness to visitors with low accessibility to the art museum.

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 Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Thesis of the Metaverse Concept and Proposing Research Direction (메타버스 개념 및 현황에 대한 논의와 향후 연구 방향 제안)

  • Ryu, Sunghan;Yun, Haejung;Park, Jaehyun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.1-13
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    • 2022
  • Metaverse has been encountering in our daily lives, and it has dynamically changed people's way of working, educating, and entertaining. During the Covid-19, people has been more immersed with virtual world. For example, the virtual environments have created new form and features of our remote work, online education, entertainment, and so on. Also, some people make a strong tie with their avatar to live in a virtual world. Indeed, it became a new normal life now. With this radical social and technological change, the metaverse has become a core issue for the communities of researchers and practitioners as well, and a variety of meaningful research and products have been conducted so far. Nevertheless, it still is lack of diverse theoretical, empirical, and practical studies, dealing with this huge socio-technical shift with the metaverse. Therefore, in this special issue commentary, we suggest potential metaverse research issues and topics, which highlight how management, organization, and information systems researchers could dance with the ongoing metaverse ecosystem for creating more productive research performances.

A Study of the Beauty Brand Experience Case Using Metaverse (메타버스를 이용한 뷰티 브랜드 경험 사례에 대한 고찰)

  • Kim, Na-Yeong;Kim, Gyu-Ri
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.185-190
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    • 2022
  • Since COVID-19, digital transformation has been taking place in the entire industry, and Metaverse is attracting attention as an untect service. Therefore, this study aims to find out about brand experience marketing cases using metaverse targeting beauty brands. This study reviewed previous studies related to metaverse marketing and beauty brand marketing. SK-II, Christian Dior used VR technology to provide users with contents and experience of brand products, and L'Oreal, Sephora, Laneige used AR technology to provide virtual makeup applications. It's believed that this experience marketing will have a positive effect on customers' purchase intention and its importance will increase further to target Z Generation. It's expected that this study can be used as related data in the metaverse and experience marketing of beauty brands, and research on metaverse marketing should be continued in the beauty field.

The Design and experiment of 5G-based metaverse motion synchronization system (5G 기반의 메타버스 모션 동기화 시스템의 설계 및 실험)

  • Lee Sangyoon;Lee Daesik;You, Youngmo;You, Hyeonsoo;Lee, Sangku
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.61-75
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    • 2023
  • In this paper, we design and experiment a 5G-based metaverse motion synchronization system with configuration of a mobile motion capture studio that has not been commercialized at home and abroad. As a result of the experiment, the average value of the latency test measurement using Wi-Fi is 0.134 seconds faster than the average latency test measurement value using the 5G network. Existing motion capture studios have spatial limitations as the motion capture range is limited to the Wi-Fi communication range. However, the 5G-based metaverse motion synchronization system configures a mobile motion capture studio so that motion performers can solve the spatial limitations by expanding the motion capture communication range indefinitely regardless of time and place. Therefore, it is possible to implement realistic metaverse contents by displaying a realistic and natural digital human because it is free from spatial constraints. The system which was tested in this paper can create a new business model by converging next-generation technologies that are receiving attention related to the digital virtual world, such as motion capture + 5G + digital human twin + metaverse. And it allows for research and develop a next-generation metaverse-based broadcasting solution at a recent time when the business value of digital human and metaverse technologies and functions has been proven and related sales are growing in earnest.