• Title/Summary/Keyword: Metaverse Data

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A Study on the Consumer Perception of Metaverse Before and After COVID-19 through Big Data Analysis (빅데이터 분석을 통한 코로나 이전과 이후 메타버스에 대한 소비자의 인식에 관한 연구)

  • Park, Sung-Woo;Park, Jun-Ho;Ryu, Ki-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.287-294
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    • 2022
  • The purpose of this study is to find out consumers' perceptions of "metaverse," a newly spotlighted technology, through big data analysis as a non-face-to-face society continues after the outbreak of COVID-19. This study conducted a big data analysis using text mining to analyze consumers' perceptions of metaverse before and after COVID-19. The top 30 keywords were extracted through word purification, and visualization was performed through network analysis and concor analysis between each keyword based on this. As a result of the analysis, it was confirmed that the non-face-to-face society continued and metaverse emerged as a trend. Previously, metaverse was focused on textual data such as SNS as a part of life logging, but after that, it began to pay attention to virtual reality space, creating many platforms and expanding industries. The limitation of this study is that since data was collected through the search frequency of portal sites, anonymity was guaranteed, so demographic characteristics were not reflected when data was collected.

Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

A Study on the Users' Response to Privacy Issues in Customized Services

  • Park, Sunwoo;Baek, Jeongyun;Yoo, Yeajoo;Kim, Dongwhan
    • Journal of Multimedia Information System
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    • v.9 no.3
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    • pp.201-208
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    • 2022
  • Customized service is a vital and mandatory element for apps in improving their technical performance and app customer analysis. While apps require users' consent for their data extraction and usage, many of the terms and agreement forms are written intricately, making it harder for users to fully understand the whole concept of users' data collection for customized services. Ever since the Facebook-Cambridge Analytica scandal, personal data privacy has been re-examined, forcing many app companies to reinforce a reliable solution to data privacy issues. However, there has not been a secured solution, which worries many people about the future advanced issues when metaverse platforms are actively used in daily apps. The research aims to collect the reactions and behaviors of everyday app users who utilize apps with customized services to understand the nature of privacy data issues and the users' opinions about the future implementation of metaverse platforms. The method of the research was an online questionnaire that targeted university students. The study revealed many fearful and anxious reactions about personal data and further metaverse issues where most app users were uneducated about how current apps collect and utilize users' private data.

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

  • Gang In Lee;Eun Hye Noh;Young Jae Jo;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.172-178
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    • 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.

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A study on Metaverse Consumer perception survey before and after Covid-19 using CONCOR analysis on BIG Data

  • Min, Byun Kwang;Hwan, Ryu Gi
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.36-40
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    • 2022
  • Many parts of life have been changed due to the unprecedented coronavirus outbreak, and Noncontact has now become a general culture of society around the world. Also, many years later, after the Fourth Industrial Revolution, it is now deeply embedded in the human lifestyle. The purpose of this paper's research is to investigate the metaverse perception before and after Corona. It was confirmed that the number of metaverse, the central keyword, was 70971 before Corona, but 261767 after Corona, which was more than three times the frequency. In addition, it was confirmed that the number of COVID-19, the reference point of this study, increased significantly to 1,9236 during the pre-COVID-19 period. Through this, it can be inferred that the metaverse accelerated and developed significantly after the corona. Metaverse about Keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above. As such, it was confirmed that keywords for metaverse were changing before and after Corona, and as such, Consumers' perceptions were also changing.

A Study on the Typology and Advancement of Cultural Leisure-Based Metaverse (문화 여가 중심의 메타버스 유형 및 발전 방향 연구)

  • Ko, Sun Young;Chung, Han Kun;Kim, Jong-In;Shin, Youngtae
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.8
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    • pp.331-338
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    • 2021
  • Metaverse is a compound word of 'meta' and 'universe', which means transcendence and the world. It is a digital world where daily life and economic activities are possible. While the Metaverse is being actively used as an alternative space to enjoy leisure life since COVID-19, not much academic research on Metaverse in Korea has been done yet. Based on the previous research on Metaverse in Korea and overseas we conducted a typology analysis on cultural leisure-based Metaverse and a study on its key features. Considering the current situation in which the Metaverse era is blooming we also investigated the development trends of the Metaverse and related technologies at home and abroad. We also presented the direction of advancement of the cultural leisure-based Metaverse. This study differentiates itself from previous domestic and foreign studies by discovering and analyzing theoretical models, frameworks and features in terms of society, collaboration, and leisure use through case studies. It is meaningful that this research presents directions on further Metaverse research that reflect the current information technology (IT) and changes in life.

Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

A Comparative Study on the Social Awareness of Metaverse in Korea and China: Using Big Data Analysis (한국과 중국의 메타버스에 관한 사회적 인식의 비교연구: 빅데이터 분석의 활용 )

  • Ki-youn Kim
    • Journal of Internet Computing and Services
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    • v.24 no.1
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    • pp.71-86
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    • 2023
  • 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.

Con-Metaverse: Analysis of Performance Factor of Activate the Application of the Metaverse to the Construction Industry (건설 메타버스(Con-Metaverse): 메타버스의 건설 산업 적용 활성화를 위한 영향인자 분석)

  • Yu, Chaeyeon;Kim, Sungjin
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2023.05a
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    • pp.81-82
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    • 2023
  • Since the COVID-19 pandemic, the importance of remote work has been emphasized, and new digital technologies are rapidly being developed. One such digital technology is the metaverse, which combines reality and virtual space to create an expanded digital world. The metaverse can provide online collaborative spaces that visualize and transmit information and data in real-time. When applied to construction sites, this technology is expected to enable more efficient and stable project management. However, research on construction metaverses, both domestically and internationally, is still inadequate. In this study, 16 influential factors for promoting the application of metaverses to the construction industry were identified through the initial stages of the system dynamics technique. These performance factors were classified into four categories: systemrelated factors for metaverse site construction, device-related factors, user-related factors, and construction site-related factors. It is expected that this study will promote research on the activation of Con-Metaverse by developing casual loop diagrams(CLD) to identify the relationship between each performance factor and constructing stock & flow diagrams(SFD) for simulations in future studies.

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