• Title/Summary/Keyword: Metaverse Features

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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.

A comparative study of the Metaverse platforms through college students'experiences using the Metaverse

  • Sanghui Park;Kiyoon Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.110-118
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    • 2024
  • This study was conducted to analyze the metaverse usage behavior of college students through in-depth interviews and to explore the characteristics of the major metaverse platforms with a focus on keywords. This study derived elements such as metaverse participation activities, real-world order, metaverse system, presence, and self-expression from previous research. This study examined how college students who use the metaverse perceive these variables. We present the following research results: First, the college students who participated in the study showed interest in content with many interactive elements on the metaverse platform and appeared to participate more actively in such content. Second, college students cited the ability to engage in economic activities in the metaverse as their greatest strength. It was expected that social norms applied in the real world would also be applied in the metaverse. Third, the Metaverse system, such as the Metaverse UI, UX, and servers, was found to be a factor that needs to meet users' expectations and hinders immersion. In this study, the characteristics of the metaverse platform were analyzed, focusing on essential keywords from in-depth interviews. The analysis results are as follows: It was expressed with keywords such as Zepeto has 'avatar' and 'personality expression,' Ifland has 'free decoration' and 'communication convenience,' Gathertown has 'movement convenience' and 'video chat.' Roblox has 'game-based' and 'dynamic.'

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

  • Lee, Min-Ho;Shin, Jeong-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1500-1508
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    • 2022
  • As non-face-to-face culture melts into people's daily lives due to the COVID-19 pandemic, interest in the metaverse has also increased significantly. There are several types of metaverse depending on the purpose of applications. With this recent explosive interest in the metaverse platform and demanding applications on it, there have been various contents for metaverse in progress in industries. However, developing such contents has many real problems since there is no valuable guidelines for metaverse contents development in industry. In this study, we aim to propose a development guideline that developers can refer to for game-type metaverse content by comparative analysis of existing contents among various metaverse types. In the development guideline, we derive common characteristic components of representative features for game-type metaverse platforms and give explanations on developing strategies. Such proposed development guidelines are verified by game-type metaverse field experts by survey.

Digital Transformation, Business Model and Metaverse (디지털 전환, 비즈니스 모형 관점에서 본 메타버스)

  • Kim, Taekyung;Kim, Shinkon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.215-224
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    • 2021
  • Business stakeholders have shown huge interests on the way how to increase business value by integrating real world businesses with a rising metaverse concept. To understanding the utility of metaverse regarding digital transformation, this study conducted a qualitative study based on a metaverse framework from 2006 Metaverse Roadmap and reference theories on business models. Specifically, a multiple comparative case approach was adopted to investigate three metaverse application cases from 2000 to 2020. From findings, it was revealed that different metaverse features were tried to leverage traditional simulation games, social communities, and virtual communication activities to build business models. Secondly, the use of metaverse features were likely to be helpful in getting competitive advantages. However, we are also aware that stakeholder credibility should be carefully managed to sustain businesses.

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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    • v.11 no.4
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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.

Emergence of the Metaverse and Psychiatric Concerns in Children and Adolescents

  • Soyeon Kim;Eunjoo Kim
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.34 no.4
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    • pp.215-221
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    • 2023
  • Advancements in digital technology have led to increased usage of digital devices among teenagers. The coronavirus disease 2019 pandemic and the subsequent implementation of social distancing policies have further accelerated this change. Consequently, a new concept called the metaverse has emerged. The metaverse is a combination of a virtual reality universe that allows individuals to meet, socialize, work, play, entertain, and create. This review provides an overview of the concept and main features of the metaverse and examples of its utilization in the real world. It also explains the unique developmental characteristics of childhood and adolescence, as well as the possible negative influences of the metaverse on them, including addiction, antisocial behavior, cyberbullying, and identity confusion. This review summarizes several suggestions for future research because the metaverse is a relatively new concept.

Metaverse Technology and Security Threats and Countermeasures (메타버스 기술과 보안 위협 및 대응방안)

  • Woo, SungHee;Lee, HyoJeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.328-330
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    • 2022
  • Currently, the Metaverse is introduced in various fields, and a virtual convergence economy that uses NFTs for content or item transactions is expected to develop into a 'metaverse environment'. The 'metaverse environment' will lead the changes in our society in the future and it will be fused with AI, big data, cloud, IoT, block chain, and next-generation network technology. However, personal information, device information, and behavior information provided by Metaverse users to use the service are subject to major attacks. Therefore, in order to provide a safe environment for users to use and to expand the business base of related companies, building a public-private cooperation system and developing a security guide are the leading tasks. Therefore, in this study, we compare and analyze metaverse features and technologies, and examine possible security threats and countermeasures.

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Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

A Study on the Operation Cases and Usage Direction of Metaverse Cultural Programs in Domestic Public Libraries (국내 공공도서관 메타버스 문화프로그램 운영사례 및 활용방향성에 대한 연구)

  • Sangwon, Seo;Gyuhwan, Kim
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.259-284
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    • 2023
  • This study examined the primary features of cultural program operation instances on the metaverse platform. In addition, an interview was performed with librarians in charge of the public library culture program to get their perspectives on the viability of using the metaverse platform for each sort of cultural program. Ultimately, we intended to provide guidelines for organizing and administering a cultural program on the metaverse platform in a public library. The results showed that there are seven types of cultural programs using the Metaverse platform: library tours, education, reading, exhibits, performances, games, and events. librarians in charge of the public library culture program responded positively to the future use of library tours, exhibitions, games, and events. Education can be used depending on the character of the educational program while reading and performances are less likely to be used in the future. Regarding how to use the Metaverse platform, Zepeto was most likely to be used for tours, and Gather and Zep for education, exhibits, games, and events.