The Journal of the Convergence on Culture Technology
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v.9
no.4
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pp.229-238
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2023
This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.
This study explored the educational effects of e-PBL by using metaverse tools to strengthen PBL interactions among foreign learners. The university's 3-hour, 15-week PBL subject was systematically reorganized to satisfy the needs of online groups of students. Metaverse technology was also used as a tool for interaction in the process of solving practical problems closely related to our social issues through e-PBL. e-PBL lectures are composed of foreign learners from various countries. More than half of the 43 participating students are from 11 different nations. Learners in an e-PBL class are able to partake in task-based learning activities through the use of the metaverse. This qualitative study identified the metaverse is an effective communication tool which transcends language and nationality. It is also a unique space where both verbal and non-verbal communication between team members are possible online. This study can demonstrate the positive effects of e-PBL teaching methods. By using the metaverse's various tools of interaction to improve communication among foreign learners whose Korean levels are not perfect, we can create a digital space which more closely resembles an offline, interpersonal learning experience.
Journal of Information Technology Applications and Management
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v.31
no.1
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pp.113-122
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2024
This comprehensive study delves into the analysis of user review data across various metaverse platforms, employing advanced text mining techniques such as TF-IDF and Word2Vec to gain insights into user perceptions. The primary objective is to uncover the factors that contribute to user satisfaction and dissatisfaction, thereby providing a nuanced understanding of user experiences in the metaverse. Through TF-IDF analysis, the research identifies key words and phrases frequently mentioned in user reviews, highlighting aspects that resonate positively with users, such as the ability to engage in creative activities and social interactions within these virtual environments. Word2Vec analysis further enriches this understanding by revealing the contextual relationships between words, offering a deeper insight into user sentiments and the specific features that enhance their engagement with the platforms. A significant finding of this study is the identification of common grievances among users, particularly related to the processes of refunds and login, which point to broader issues within payment systems and user interface designs across platforms. These insights are critical for developers and operators of metaverse platforms, suggesting a focused approach towards enhancing user experiences by amplifying positive aspects. The research underscores the importance of continuous improvement in user interface design and the transparency of payment systems to foster a loyal user base. By providing a comprehensive analysis of user reviews, this study offers valuable guidance for the strategic development and optimization of metaverse platforms, ensuring they remain responsive to user needs and continue to evolve as vibrant, engaging virtual environments.
This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.
Kim, Dong Hyun;Park, Hyung Jun;Yoo, Hyung Ju;Lee, Seung Oh
Journal of Korean Society of Disaster and Security
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v.15
no.2
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pp.13-25
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2022
Public consent is essential to proceed with large-scale projects such as dam and hydroelectric power plant in the Carbon Neutral Era. In general, when designing facilities such as dams and river facilities, the impact due to constructing them is analyzed through numerical simulation in advance. Those facilities are built to cope with floods and usually HEC-RAS is used for numerical simulation in this process. The numerical simulation provides accurate data, but it is very difficult to persuade the public only with the data. Therefore, this study intends to consider the utilization of metaverse in the field of urban flooding and flood response. The applicability of metaverse was confirmed by emphasizing visual effects and providing easy-to-see data, using a kind of metaverse platform called Cities: Skylines. The functions and limitations of this platform were reviewed. A virtual flood scenario was applied after implementing real cities on a metaverse. The hazard map established in Korea and the results of applying the scenario of metaverse platform were compared. On the metaverse, not only the disaster situation caused by realizing the city and society as it is, but also the spread of social disasters after the disaster can be confirmed. Through this, countermeasures can be virtually implemented. If these social and humanistic data are also verified in the future, it is expected that the overall process for responding to urban flooding can be modeled.
In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.
With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.
This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metaverse environment then present a plan for individual exhibitions in consideration of the recent metaverse environment. The proposed metaverse-based personal exhibition method is structured so that artists can construct a space on the metaverse and place their works, and then viewers can freely take a look on it from a remote location. Based on the proposed exhibition direction, the representative metaverse platform was applied to confirm the characteristics and possibilities of exhibition space and composition of works and users' exhibition experience. In the face of the rise of online exhibitions, space can be constructed in the direction the artist pursues in online exhibitions as well as offline exhibitions, but also online exhibitions, and hopes that online exhibitions will become another genre of exhibitions rather than incidental after the end of Covid-19.
The purpose of this exploratory study is to compare the differences in public perceptual characteristics of Korean and Chinese societies regarding the metaverse using big data analysis. Due to the environmental impact of the COVID-19 pandemic, technological progress, and the expansion of new consumer bases such as generation Z and Alpha, the world's interest in the metaverse is drawing attention, and related academic studies have been also in full swing from 2021. In particular, Korea and China have emerged as major leading countries in the metaverse industry. It is a timely research question to discover the difference in social awareness using big data accumulated in both countries at a time when the amount of mentions on the metaverse has skyrocketed. The analysis technique identifies the importance of key words by analyzing word frequency, N-gram, and TF-IDF of clean data through text mining analysis, and analyzes the density and centrality of semantic networks to determine the strength of connection between words and their semantic relevance. Python 3.9 Anaconda data science platform 3 and Textom 6 versions were used, and UCINET 6.759 analysis and visualization were performed for semantic network analysis and structural CONCOR analysis. As a result, four blocks, each of which are similar word groups, were driven. These blocks represent different perspectives that reflect the types of social perceptions of the metaverse in both countries. Studies on the metaverse are increasing, but studies on comparative research approaches between countries from a cross-cultural aspect have not yet been conducted. At this point, as a preceding study, this study will be able to provide theoretical grounds and meaningful insights to future studies.
The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.
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