• 제목/요약/키워드: Metaverse

검색결과 560건 처리시간 0.026초

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

  • 남세미;김은실
    • 한국의류산업학회지
    • /
    • 제25권6호
    • /
    • pp.739-744
    • /
    • 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.

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

  • 편진범;홍윤서;김정이
    • 문화기술의 융합
    • /
    • 제9권5호
    • /
    • pp.475-480
    • /
    • 2023
  • 본 연구는 팬데믹 기간을 통해 디지털 패션쇼가 발전함에 따라 디지털 패션쇼에 대한 문헌을 분석하여 메타버스 패션쇼 공간 디자인을 위한 기초 자료를 제시하고자 하였다. 키워드 분석을 통해 연구의 흐름을 파악하였고 공간, 모델과 아바타, 조명, 커뮤니케이션에 대한 분석을 통해 메타버스 패션쇼 공간 디자인을 위한 시사점을 도출하였다. 키워드 분석을 통해서 팬데믹 상황에서 디지털 패션쇼 연구의 전환 과정을 파악할 수 있었다. 메타버스 패션쇼에는 현실 세계에서 불가능한 무대와 아바타 및 의상을 표현할 수 있지만 표현력을 고려한 설계가 요구된다. 메타버스 공간에서 커뮤니케이션은 디자이너의 가치 전달, 디지털 마케팅, 고객과의 소통 등으로 생각해 볼 수 있다.

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

  • Kye Hwan Ryu;Choong Mok Kwak
    • 한국중재학회지:중재연구
    • /
    • 제33권3호
    • /
    • pp.147-175
    • /
    • 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.

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

  • 박수완;이상민;김경진
    • 융합보안논문지
    • /
    • 제23권4호
    • /
    • pp.3-15
    • /
    • 2023
  • 비대면 서비스의 확산과 원격근무 등의 생활이 일상화되면서 메타버스의 이용자가 급증하였으며, 세컨드 라이프를 위한 금융, 부동산 등 자산 실거래로써 사람들의 생활반경이 자연스럽게 확대되고 있다. 하지만 실세계에서와 같이 경제 활동을 자유롭게 하기에는 전혀 다른 쟁점의 보안 이슈들이 발생할 수 있으며, 기존의 사이버 공간과 비교해도 완전히 새로운 유형의 문제들이 발생할 가능성이 크다. 본 논문에서는 이러한 문제를 해결하기 위해 인증 및 프라이버시를 중점으로 방안을 제안한다. 메타버스에서 수집되는 데이터의 특수성에 기반하여 데이터 전처리 기능을 개선하고, W3C의 DID의 표준 방식을 준수하는 가운데 NFT를 활용한 메타버스 내 새로운 인증 서비스를 정의하며, 이에 대한 시스템 설계 및 개발 방안을 제시한다. 제안한 시스템은 하이퍼레저 인디 블록체인을 활용하여 구현하고, 결과를 분석하여 본 연구의 적용 가능성 및 우수성을 검증한다.

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

  • 김현수;문미경
    • 한국컴퓨터정보학회:학술대회논문집
    • /
    • 한국컴퓨터정보학회 2023년도 제68차 하계학술대회논문집 31권2호
    • /
    • pp.365-366
    • /
    • 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.

  • PDF

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

  • 김유빈;남양희
    • 한국멀티미디어학회논문지
    • /
    • 제25권3호
    • /
    • pp.476-492
    • /
    • 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
    • /
    • 제15권1호
    • /
    • pp.211-221
    • /
    • 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.

실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현 (Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data)

  • 이강인;노은혜;조영재;이용환
    • 반도체디스플레이기술학회지
    • /
    • 제22권4호
    • /
    • pp.172-178
    • /
    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

  • PDF

Traveling to the Hangang River via Metaverse: Interaction Effects between Avatar Self-Congruence and Digital Age Type

  • Zong-Yi Zhu;Sumi Kim
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권4호
    • /
    • pp.21-30
    • /
    • 2023
  • The aim of this study is to investigate how travelers' destination visit intentions are influenced by avatar self-congruence in the metaverse platform. We extended the impression management theory by considering both perceived enjoyment and social engagement, and illustrated the interaction effect based on users' digital age. To achieve this, we conducted an online survey with 302 users. The survey results revealed that avatar self-congruence significantly influenced users in terms of perceived enjoyment and social engagement, thereby affecting their destination visit intentions. This study also revealed a significant interaction effect between digital age type and avatar self-congruence on users' perceived enjoyment. The results of this study are expected to provide not only a theoretical reference for metaverse research and travel research but also managerial implications for destination management and metaverse applications.

초실감메타버스 기술 동향 및 발전 전망 (Hyper-reality Metaverse Technology Trends and Development Prospects)

  • 조용성;현은희;배성준;정혁;안성덕
    • 전자통신동향분석
    • /
    • 제39권2호
    • /
    • pp.1-11
    • /
    • 2024
  • The metaverse is expected to evolve into an immersive environment based on photorealistic stereoscopic imaging to integrate real and virtual worlds. To transition from flat images to immersive stereoscopic images, such as light fields and holograms, a continuous cycle of technological development should be reached in media, content, and device technologies, ranging from acquisition and generation to transmission and synthesis as well as reproduction and interaction. Additionally, owing to the multitude of components involved in the metaverse, proper service realization will be challenging without concurrent advancements in computing and communication technologies that facilitate the integration of such components. We introduce research and development trends in media, contents, and devices at the Electronics and Telecommunications Research Institute toward the next generation of stereoscopic images.