• Title/Summary/Keyword: Metaverse content

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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.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

Analysis of Metaverse Business Model and Ecosystem (메타버스 비즈니스 모델 및 생태계 분석)

  • Seok, W.H.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.81-91
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    • 2021
  • Recently, discussions on Metaverse, which represents the transcendent world, have been dominant for some time. Cases related to the Metaverse are introduced through various media and are continuously attracting attention as the next generation of the Internet. This study reviews the business model and the ecosystem overview, focusing on service cases related to the Metaverse. The widely used business models include content production and sales, media brokerage fee, and marketing fee. The Metaverse ecosystem is formed around games, with major players in game production, authoring tool & support SW, intelligent cloud service, and game platform expected to lead the market. Results show that a strategy to secure the leadership of the Metaverse, such as the business model expansion conditions, a strategy to foster a game-oriented Metaverse ecosystem, and technology development for the realization of the ultra-realistic Metaverse, is necessary.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case (메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로-)

  • Choi, Eunjin;Lee, Young-suk
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.63-74
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    • 2021
  • Metaverse fits well with the lifestyle of MZ generation who carries smart-phones at all times and value their identity. This study proposes a planning model that develops Minhwa, traditional Korean culture and arts, into art galleries on Zepeto, a metaverse platform. To this end, the characteristics of the metaverse platform, open world, sandbox, creator economy, and avatar, are analyzed and developed into a planning to open a Minhwa museum on Zepeto. While reinterpreting traditional Korean art in a modern way, it is worth researching as a metaverse planning and development model suitable for the new-tro sensibility of the MZ generation.

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

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.

Study on Factors Affecting Perceived Value and Intention to Use the Metaverse: Focusing on Differences between Metaverse Experienced and Non-Experienced (메타버스의 지각된 가치와 사용의도에 영향을 미치는 요인에 관한 연구: 메타버스 유경험자와 무경험자의 차이를 중심으로)

  • Mina Lee;Minjung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.587-594
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    • 2023
  • The purpose of this study is to examine the factors influencing the intention to use the Metaverse from various angles based on the Extended Technology Acceptance Model and Value-based Adoption Model. Specifically, we examined whether there is a difference in perception of the Metaverse and in factors affecting the intention to use the Metaverse between the Metaverse experienced and non-experienced. For this purpose, the variables were classified into the technical characteristics of the Metaverse (interactivity, content quality), perceived benefits (perceived usefulness, perceived enjoyment), and perceived sacrifices (perceived risk, perceived complexity) and a survey was conducted with university students. The findings of this study indicate that the perceived interactivity, usefulness, and enjoyment of the Metaverse had a major impact on the intention to use the Metaverse for those without Metaverse experience, whereas enjoyment of the Metaverse had the greatest impact on the intention to use the Metaverse for those with Metaverse experience. Based on the study results, we provided marketing strategy implications for continuous growth and development of the Metaverse industry.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Utilizing Natural Language Processing to Compare Perceptions of Metaverse between News Articles and Academic Research (자연어 처리를 활용한 메타버스 보도, 연구 간 인식 차이 비교)

  • Lee, Gyuho;Lee, Joonhwan
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1483-1498
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    • 2022
  • While public interests in the metaverse are growing recently in the Korean media and research, its understanding has not been fully established yet. In this study, we aimed to probe whether the rapid growth in media attention about the metaverse has increased its usage as a buzzword accompanied by an absence of scientific context. We analyzed publications and online news containing "metaverse" from 2020 to 2022. The data analysis methods are 1) time series frequency, 2) keyword network, 3) natural language model. The findings indicate the perception gap about metaverse between research and news articles broadened as its popularity has grown. Research about metaverse gradually expanded its connections with related topics-virtual and augmented realities-focusing on social changes in a remote environment. However, media reporting frequently used "metaverse" as a buzzword rather than explaining its scientific background, stimulating the proliferation of related topics and the dispersion of news content. This study further discusses the need for a media strategy to improve public conception of the long-term development of the metaverse.