• Title/Summary/Keyword: Metaverse Data

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A Suggestion and an analysis on Changes on trend of the 'Virtual Tourism' before and after the Covid 19 Crisis using Textmining Method (텍스트 마이닝을 활용한 '가상관광'의 코로나19 전후 트렌드 분석 및 방향성 제언)

  • Sung, Yun-A
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.155-161
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    • 2022
  • The outbreak of the Covid 19 increased the interest on the 'Virtual Tourism. In this research the key word related to "Virtual Tourism" was collected through the search engine and was analyzed through the data mining method such as Log-odds ratio, Frequency, and network analysis. It is clear that the information and communication dependency increased in the field of "Virtual Tourism" after Covid 19 and also the trend have changed from "securement of the contents diversity" to "project related to economic recovery." Since the demands for the "Virtual Reality" such as metaverse is increasing, there should be an economic and circular structure in which the government establishing a related policy and the funding plan based on the research, local government and the private companies planning and producing discriminate contents focusing on AISAS(Attension, Interest, Search, Action, Share) aand the research institutions and universities developing, applying, assessing and commercializing the technology.

An Analysis of Technology Stress of Call Center Employees: Focusing on Digital Shadow Work and Organizational Citizenship Behavior (콜센터 상담원의 기술 스트레스 현상 분석: 디지털그림자노동과 조직시민행동을 중심으로)

  • Byeong Hoon Lee;Joon Koh
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.21-41
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    • 2022
  • With the development of AI and digital technologies such as big data, metaverse, and the Internet of Things, Robotic Process Automation (RPA) has brought great development and change to companies. Among these realistic industrial areas by RPA, the call center service area, which consists of a combination of complex high-tech systems and professional operation groups, has now reached the stage where AI is conducting counseling. The evolution of this digital transformation has become an important direction of change in the digital-related industry sector. Along with these changes, there have been many changes in the technical stress of the members of the organization within the RPA organization and their solutions. In this study, the representative psychological mechanisms were presented as Digital Shadow Work (DSW), expressed as 'unpaid work', and Organizational Citizenship Behavior (OCB), which is 'an act that helps organizations other than their duties'. This study theoretically contributes to the extension of the DSW concept to the organizational members.

Comparative research on the preferences and choices of distribution channels depending on the consumption characteristics on fashion consumer - Focused on active Korean and Chinese seniors - (패션 소비자의 유통채널 선호 및 소비 특성에 따른 유통채널 선택에 관한 비교연구 - 한·중 액티브 시니어 비교를 중심으로 -)

  • Sang In Lee;Jihun Yu
    • The Research Journal of the Costume Culture
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    • v.31 no.3
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    • pp.361-378
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    • 2023
  • This research not only determined the preference of fashion brand distribution channels of active Korean and Chinese seniors who became major consumers in the fashion industry, but also analyzed the effect on these preferences and choices of distribution channels depending on personal consumption characteristics and differences between the two groups. Data was collected by a professional survey firm. SPSS 24.0 and AMOS 24.0 were used for empirical analysis, and frequency analysis, multiple response analysis, EFA, reliability analysis, CFA, SEM, and multiple-group comparison analysis were performed. As a result of multiple response analysis, the offline channel was revealed as the preferred fashion distribution channel for active Korean and Chinese seniors; the second most popular was the online channel. The results of multiple-group comparison analysis reveal differences between two groups in seeking emotional consumption via the offline channel; the effect was only evident for active Korean seniors. A difference in seeking emotional consumption via preference for online channel also existed, but only for active Chinese seniors. For these reasons, marketers targeting active Korean seniors will be effective to not only offer brand information by fashion display to let seniors understand the fashion brand, but also to have brand events to form positive emotions toward the fashion brand. Moreover, targeting active Chinese seniors will be necessary to transmit brand sensibility by utilizing metaverse marketing comprising various factors, so that consumers can enjoy the fashion brand.

A review on urban inundation modeling research in South Korea: 2001-2022 (도시침수 모의 기술 국내 연구동향 리뷰: 2001-2022)

  • Lee, Seungsoo;Kim, Bomi;Choi, Hyeonjin;Noh, Seong Jin
    • Journal of Korea Water Resources Association
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    • v.55 no.10
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    • pp.707-721
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    • 2022
  • In this study, a state-of-the-art review on urban inundation simulation technology was presented summarizing major achievements and limitations, and future research recommendations and challenges. More than 160 papers published in major domestic academic journals since the 2000s were analyzed. After analyzing the core themes and contents of the papers, the status of technological development was reviewed according to simulation methodologies such as physically-based and data-driven approaches. In addition, research trends for application purposes and advances in overseas and related fields were analyzed. Since more than 60% of urban inundation research used Storm Water Management Model (SWMM), developing new modeling techniques for detailed physical processes of dual drainage was encouraged. Data-based approaches have become a new status quo in urban inundation modeling. However, given that hydrological extreme data is rare, balanced research development of data and physically-based approaches was recommended. Urban inundation analysis technology, actively combined with new technologies in other fields such as artificial intelligence, IoT, and metaverse, would require continuous support from society and holistic approaches to solve challenges from climate risk and reduce disaster damage.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.