• Title/Summary/Keyword: Metaverse content

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Suggestions for Developing a Metaverse Platform for Educational Purpose: A Delphi Study

  • Hee Chul, Kim;Iljun, Park;Myoeun, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.235-246
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    • 2023
  • In this paper, we propose suggestions for developing a Metaverse platform for educational purpose utilizing a Delphi study method with experts on Metaverse and digital education. 17 experts participated in the 1st study and 16 took part in the 2nd study, and data was collected via emails from January 5th to 10th for the 1st study and from January 12th to 17th for the 2nd study in 2022. Collected data in the 1st study was analyzed by applying content analysis. The results for the 1st study indicated that there were 120 sub-factors were derived from 7 main questions(the necessity of a Metaverse platform for future education, how to use the Metaverse platform for education to improve the capacities needed for future human resources, problems that may arise during education using the Metaverse platform, the functions that the Metaverse platform for education should have, the infrastructure and environment required when using the Metaverse platform for education, how to use the Metaverse effectively as a learning space, subjects and educational contents that will be effective if conducted on the Metaverse platform for education). The results for the 2nd study were presented by being ranked with calculated means of sub-factors for each question. Finally, based on the results, suggestions for building a Metaverse platform for educational purpose are stated and limitations of the study and possible future study are discussed.

Review of K-12 Metaverse Safety Education in Korea :Ministry of Education Official Program

  • Deok-Jin Jang;Hong-Sang Lee;Ha-Sung Kong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.44-48
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    • 2023
  • To enhance safety in dangerous situations, it is essential to provide practice-oriented safety education. However, direct experiences can be limited, and thus, metaverse-based safety education is emerging as an alternative. In this study, we analyzed the first official metaverse safety education program of the Korea Ministry of Education, mainly focusing on its title, objectives, content, and results using the Revised PRISMA framework. The program concentrates on "life safety" for "fire safety," "disaster safety" for "earthquake safety," and "first aid" for "abrasions, burns, fractures, cardiopulmonary resuscitation, and the use of AED." We classified the objectives of the entire program and its three sub-programs, and identified the knowledge, main practice tasks, and their results. The aim of this study is to promote an understanding of the main cases of national-led metaverse safety education and infer the practical safety education contents emphasized to Korean school-age students.

Metaverse Friend Making System Design and Implement (메타버스 비대면 친구사귀기 시스템 디자인 및 구현)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

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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Case Study on Fashion Brand Flagship Store in Metaverse -Focusing on Fashion Brand in ZEPETO- (패션 브랜드 메타버스 플래그십 스토어 사례연구 -제페토(ZEPETO) 내 패션 브랜드를 중심으로-)

  • Kim, Woo Bin;Hur, Hee Jin;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.3
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    • pp.545-563
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    • 2022
  • Metaverse is a digitally generated world beyond the physical realm; many fashion brands are launching virtual stores in Metaverse. This study explores the cases of flagship stores of fashion brands in Metaverse to understand the peculiarity of Metaverse retailing. This study selected four flagship stores of fashion brands launched on ZEPETO, the largest Metaverse platform in Korea. The characteristics of Metaverse retailing used for case analysis were store (store credibility, servicescape, ease of use), product (content, demos, incentives), social factor (store personnel, store customers), and entertainment (events, games, free gifts). The results illustrate that a transaction system linked to reality could not be established due to technical limitations; it was difficult to obtain specific product information, such as the color, size, and fabric. However, all four fashion brands overwhelmed the traditional retail channels in terms of providing various spatial experiences by operating their virtual stores in global cities related to the heritage and identity of each brand. Furthermore, fashion brands can convey a sense of deviation and fantasy to consumers by delivering unique entertainment activities in Metaverse that they cannot easily provide in real life.

Analysis of Meta Fashion Meaning Structure using Big Data: Focusing on the keywords 'Metaverse' + 'Fashion design' (빅데이터를 활용한 메타패션 의미구조 분석에 관한 연구: '메타버스' + '패션디자인' 키워드를 중심으로)

  • Ji-Yeon Kim;Shin-Young Lee
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.549-559
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    • 2023
  • Along with the transition to the fourth industrial revolution, the possibility of metaverse-based innovation in the fashion field has been confirmed, and various applications are being sought. Therefore, this study performs meaning structure analysis and discusses the prospects of meta fashion using big data. From 2020 to 2022, data including the keyword "metaverse + fashion design" were collected from portal sites (Naver, Daum, and Google), and the results of keyword frequency, N-gram, and TF-IDF analyses were derived using text mining. Furthermore, network visualization and CONCOR analysis were performed using Ucinet 6 to understand the interconnected structure between keywords and their essential meanings. The results were as follows: The main keywords appeared in the following order: fashion, metaverse, design, 3D, platform, apparel, and virtual. In the N-gram analysis, the density between fashion and metaverse words was high, and in the TF-IDF analysis results, the importance of content- and technology-related words such as 3D, apparel, platform, NFT, education, AI, avatar, MCM, and meta-fashion was confirmed. Through network visualization and CONCOR analysis using Ucinet 6, three cluster results were derived from the top emerging words: "metaverse fashion design and industry," "metaverse fashion design and education," and "metaverse fashion design platform." CONCOR analysis was also used to derive differentiated analysis results for middle and lower words. The results of this study provide useful information to strengthen competitiveness in the field of metaverse fashion design.

A Study on the Development of a Dog Fashion Show Program Using Metaverse (메타버스를 활용한 반려견 패션쇼 프로그램 개발 연구)

  • Jin-Beom, Pyeon;Hee-Eun, SunWoo;Yun-Seo, Hong;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.101-107
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    • 2023
  • The purpose of this study is to research and develop the concepts and functions of the Metabus dog fashion show. Currently, as the pet-related industry grows rapidly, the pet fashion industry is also naturally growing. However, unlike the fast-growing fashion industry, it was not enough to meet the needs of dog owners. Therefore, this study attempted to develop a metaverse dog fashion show by supplementing the problems that arise when purchasing existing pet clothes through metaverse. As a research method, first, a survey was conducted on the rise in the actual pet-related industry and the social trends of metaverse and virtual fashion shows. Second, the existing dog clothing purchase characteristics were examined through user demand analysis, and user needs were derived. Third, the appropriate form of content was established, and a new content consumption environment called metaverse was analyzed and derived. Finally, functions were derived and developed to give users satisfaction. In the future, it is necessary to study a clear payment system in connection with the actual dog clothing business based on this.

A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

The Influence of Service Characteristic Factors of Metaverse Platforms on Intention to Use the Metaverse (메타버스 플랫폼의 서비스 특성요인이 메타버스 사용의도에 미치는 영향)

  • Kim, Hyojin;An, Myounga
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.173-190
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    • 2023
  • In recent times, with the development of virtual convergence technologies, the market for the Metaverse, a digitally virtual space that combines virtuality and reality, is experiencing significant growth. These Metaverses are realizing new value in both reality and virtual spaces through the development of diverse services and content. However, existing research on the Metaverse mostly revolves around its conceptualization and categorization, with limited exploration of intentions to use the Metaverse. Consequently, this study examined the impact of Metaverse service characteristic factors on trust and intention to use within the Metaverse. The results of this study are as follows. First, among the service characteristic factors of the Metaverse, presence, interactivity, and playfulness were found to have a positive impact on Metaverse trust. On the other hand, informativeness was found not to have a significant influence on trust in the Metaverse. Second, Metaverse trust was found to have a positive impact on intention to use the Metaverse. Based on the research results above, this study aims to propose effective communication strategies for activating the Metaverse and developing services within the Metaverse platform.

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.