• 제목/요약/키워드: Metaverse Contents

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A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.232-237
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    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.

A Study on Practical Method to Enhancing the Creativity Effectiveness for Media Contents Education by Using Artificial Intelligence and Metaverse

  • Jong Bae, Ahn
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.253-260
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    • 2024
  • We studied to aim for exploring practical approaches to enhance the effectiveness of creativity education by using artificial intelligence and the metaverse in the field of media contents. Recognizing the need for educational innovation to adapt to the accelerating changes driven by the advancements in artificial intelligence and the metaverse, and considering the increasing importance of fostering creativity as a key competitive advantage for future talents, we focused on research implementing creativity education in the media contents domain. To achieve this, we conducted this study during a semester-long media contents course utilizing artificial intelligence and the metaverse in real classroom setting. We involved in this study collecting feedback and opinions from students to investigate and identify effective strategies for enhancing the impact of creativity education. As a result, we proposed the utility of media contents class using artificial intelligence and the metaverse in enhancing students' creativity. By elucidating which teaching methods are most effective, we contributed to derive beneficial outcomes for media contents creative education.

오락 위주의 게임형 메타버스 개발 가이드라인 요소 도출 (Extracting Features for Developing Guideline a Game-type Metaverse Centered on Entertainment)

  • 이민호;신정철
    • 한국정보통신학회논문지
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    • 제26권10호
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    • pp.1500-1508
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    • 2022
  • 코로나 19 팬데믹으로 비대면 문화가 사람들의 일상에 녹아들면서 메타버스에 대한 관심도 크게 증가하였다. 메타버스는 목적에 따라 여러 형태가 존재한다. 메타버스에 대한 관심도 와 수요가 최근 급증하면서 다양한 메타버스 산출물의 개발과 공급이 진행되고 있지만, 산업체 개발자들이 참고할 수 있는 실질적인 산업체 친화적인 메타버스 콘텐츠 개발 가이드라인이 없어 개발에 많은 어려움이 있다. 본 연구에서는 다양한 메타버스의 유형 중 게임형 메타버스 콘텐츠들을 비교 분석함으로써 개발자들이 게임형 메타버스 콘텐츠를 개발할 때 참고할 수 있는 개발 가이드라인을 작성하고자 한다. 개발 가이드라인에서는 대표적인 게임형 메타버스 플랫폼들의 공통되는 특징적 요소들을 정리하고 해당 요소들을 어떻게 개발해야하는지에 대하여 설명을 첨부하였다. 특징적 요소 도출 및 설명 첨부 이후 관련 전문가들을 대상으로 진행한 설문조사를 통해 개발 가이드라인의 적절성을 검증하였다.

문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로 (A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum)

  • 남상훈
    • 방송공학회논문지
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    • 제27권5호
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    • pp.728-737
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    • 2022
  • 메타버스는 세계적으로 관심이 높아지고 있으며 관련 산업은 빠르게 발전하고 있다. 교육 분야에서도 메타버스에 관한 학생들의 관심이 높아지며 메타버스 관련 기술 및 서비스에 대한 교육이 요구되고 있다. 하지만, 대학에서는 주로 이론적인 교육과 국내외 사례분석 교육으로 구성되어 있으므로, 메타버스 기술을 현실 세계에 적용할 수 있는 실습 교육도 필요한 상황이다. 문화 분야에서의 메타버스 콘텐츠들은 입학식, 전시회와 같은 이벤트성 콘텐츠들이 주로 제작되고 있는데, 사람들이 꾸준하게 방문하여 장기적으로 지속할 수 있는 메타버스 콘텐츠 기획 연구도 필요하다. 본 연구에서는 지속성 있는 메타버스 콘텐츠를 제작하기 위하여 지역 문화 공간을 매개체로 하여 현실 세계에서의 문화 참여와 메타버스 공간의 문화 참여를 연계할 수 있는 교육 콘텐츠를 연구하였다. '문신탄생 100주년 기념 메타버스 문신 미술관' 프로그램은 로블록스에서 학생들이 협업하여 현실 세계의 창원시립문신미술관을 가상 세계로 재해석하였다. '확장현실 문신 미술관' 프로그램은 홀로렌즈를 활용하여 작고하신 문신 작가를 미술관 전시장에 증강함으로써 시간을 초월하는 확장된 메타버스 미술관을 만들었다. 문화와 관련된 전공을 공부하는 학생을 대상으로 메타버스 교육과 실습을 병행하는 교육 프로그램을 진행하였으며 보완하여 교안으로 활용할 계획이다.

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

  • 이병권
    • 한국콘텐츠학회지
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    • 제19권1호
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    • pp.13-17
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    • 2021
  • 현재, COVID-19로 인해 비대면 상태가 지속되면서 사람 간의 만남이 줄어들고 있는 상황에서 급부상하는 것이 메타버스이다. 본 기고에서는 현실의 모습을 옮겨 놓은 가상현실 세계인 메타버스 세계를 알아보고 우리가 미래에 어떻게 살아가야 할지를 조망해 본다. 이를 위해 메타버스 서비스 플랫폼 중 가장 많이 알려진 국내의 네이버Z의 제페토(zepeto)와 국외의 초등학생 70%가 하고 있는 로블록스(roblox) 서비스의 기술현황을 분석해 메타버스가 우리의 미래에 미치는 영향과 모습을 확인하고자 한다.

유니티 게임엔진을 활용한 메타버스 가상세계 구현 (Implementation of Metaverse Virtual World using Unity Game Engine )

  • 이강인;한석호;이용환
    • 반도체디스플레이기술학회지
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    • 제22권2호
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    • pp.120-127
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    • 2023
  • Recently, metaverse has attracted great attention worldwide with the development of related technologies and the demand for on-tact systems. The ideal metaverse should constitute a virtual world more similar to the realistic society with physical interactions. However, there are many constraints when we construct a virtual world using the existing commercialized metaverse platform. In this paper, we design and implement a university campus-based metaverse which minimizes the constraints, and create a virtual environment maps very similar to the real-world using Unity engine, Photon cloud and Playfab SDK for multi-user accessible to virtual world as a personal avatar. Also, this work includes attractive interaction based on exchange between users. Lastly, we illustrate our implemented metaverse works on Android phone, and it works without difficulty in terms of performance.

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Research on the Open World System of Metaverse Content <Ready Player One>

  • JungWoo Lee;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.322-327
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    • 2023
  • Recent advances in augmented reality (AR) and virtual reality (VR) technologies have led to a significant increase in metaverse platforms. Metaverses are setting a new direction for the digital world. This paper examines the phenomenon of virtual worlds that are becoming an issue these days, focusing on [Ready Player One]. One of the common features of the metaverse platform in [Ready Player One] and the platforms currently in use is the concept of open world. This is a feature that goes beyond simply moving around in a virtual world and allows users to freely reset, participate in, and control the environment. This innovative concept is a hallmark of metaverse platforms, and it is becoming increasingly important and influential. Through this study, we focused on the [open world system] of the platform in the movie and the modern metaverse platform, and suggested and studied how the scalability of the metaverse will present a turning point in the future.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • 식품보건융합연구
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    • 제8권2호
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    • pp.1-6
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    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.

A Study on Metaverse Learning Based on TPACK Framework

  • Jee Young, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.56-62
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    • 2023
  • In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.