• Title/Summary/Keyword: Metaverse content

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A study on the components of the Metaverse ecosystem (메타버스 생태계 구성 요소에 관한 연구)

  • Jung, Sang Hee;Jeon, In-oh
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.163-174
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    • 2022
  • Despite the great interest in the metaverse from academia and industry, research so far has been focused on a specific area, and the background of the study is in the recognition that research is necessary from the perspective of the entire metaverse ecosystem. The purpose of this study was to derive the metaverse research framework and each component to study from the perspective of the metaverse ecosystem, and to study the development stage of the metaverse ecosystem. From an academic point of view, the ecosystem components were derived through the Metaverse IDC-Platform, a framework for applying Michael Porter's diamond model to the metaverse. From a practical point of view, the four components of the metaverse ecosystem interact with each other in terms of metaverse application and development. As the basis of this study, it can be used strategically because it is possible to identify areas for reinforcement in academia and industry and provide basic data for insight by closely examining the strengths and weaknesses of each component. The contribution of research is that it has created a foundation for research that has been limited to specific areas from an ecosystem perspective, unlike before.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.179-193
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    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

Hyper-reality Metaverse Technology Trends and Development Prospects (초실감메타버스 기술 동향 및 발전 전망)

  • Y.S. Cho;E.H. Hyun;S.J. Bae;H. Jeong;S.D. Ahn
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.1-11
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    • 2024
  • The metaverse is expected to evolve into an immersive environment based on photorealistic stereoscopic imaging to integrate real and virtual worlds. To transition from flat images to immersive stereoscopic images, such as light fields and holograms, a continuous cycle of technological development should be reached in media, content, and device technologies, ranging from acquisition and generation to transmission and synthesis as well as reproduction and interaction. Additionally, owing to the multitude of components involved in the metaverse, proper service realization will be challenging without concurrent advancements in computing and communication technologies that facilitate the integration of such components. We introduce research and development trends in media, contents, and devices at the Electronics and Telecommunications Research Institute toward the next generation of stereoscopic images.

A Study on Interest Factors of Game-based Metaverse : focused on the topic analysis of user community (게임 기반 메타버스의 사용자 흥미 요인 연구 : <동물의 숲> 사용자 커뮤니티의 토픽 분석을 중심으로)

  • Ahn, Jin-Kyoung;Kwak, Chanhee
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.1-9
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    • 2021
  • Although interest in the metaverse increases due to the pandemic, the understanding of the metaverse interest factor, which is an essential element for the sustainability of any metaverse platform, is lacking. This study aims to reveal the interest factors of metaverse services by analyzing user community discourse. We collected user community discourses from and applied LDA to extract topics. Further, we categorize the factors into growth and verifiable indicators, various levels of interaction, self-expression and freedom, and connection with the real world. The content planning direction of the game-based metaverse of utilization was derived. This study is meaningful in that it analyzes the interest factors of the metaverse based on the empirical evidence of user discourse data.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

An Analysis of Changes in Perception of Metaverse through Big Data - Comparing Before and After COVID-19 - (빅데이터 분석을 통한 메타버스에 대한 인식 변화 분석 - 코로나19 발생 전후 비교를 중심으로 -)

  • Kang, Yu Rim;Kim, Mun Young
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.593-604
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    • 2022
  • The purpose of this study is to analyze the flow of change in perception of metaverse before and after COVID-19 through big data analysis. This research method used Textom to collect all data, including metaverse for two years before COVID-19 (2018.1.1~2019.11.30) and after COVID-19 outbreak (2020.1.11~2021.12.31), and the collection channels were selected by Naver and Google. The collected data were text mining, and word frequency, TF-IDF, word cloud, network analysis, and emotional analysis were conducted. As a result of the analysis, first, hotels, weddings, and glades were commonly extracted as social issues related to metaverse before and after COVID-19, and keywords such as robots and launches were derived, so the frequency of keywords related to hotels and weddings was high. Second, the association of the pre-COVID-19 metaverse keywords was platform-oriented, content-oriented, economic-oriented, and online promotion-oriented, and post-COVID-19 clusters were event-oriented, ontact sales-oriented, stock-oriented, and new businesses. Third, positive keywords such as likes, interest, and joy before COVID-19 were high, and positive keywords such as likes, joy, and interest after COVID-19. In conclusion, through this study, it was found that metaverse has firmly established itself as a new platform business model that can be used in various fields such as tourism, travel, festivals, and education using smart technology and metaverse.

Proposal for Possibility of Using Metaverse in the 'Earth and Space' Area of Pre-service Elementary Teachers' (초등예비교사의 '지구와 우주' 영역에서 메타버스 활용가능성 제안)

  • Lee, Yong-Seob
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.3
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    • pp.248-256
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    • 2021
  • The purpose of this study is to investigate the perception of pre-service elementary teachers on the educational approach to metaverse. Questions about metaverse were asked to 71 pre-service elementary teachers who were taking the course 'Study of Textbooks in Elementary Science II'. The results of analyzing the contents of the questions are as follows. The results and conclusions were presented through numerical analysis and static analysis based on the responses to questions presented using the university's LMS system. First, the level of understanding of the metaverse of pre-service elementary teachers is very high. Pre-service elementary teachers, as the MZ generation, are already living in a very fast IT environment that can be the basis of the metaverse, so it would have been helpful to understand the metaverse. Second, the need for the metaverse of pre-service elementary teachers is very high. There was a tendency to think that the perception of pre-service elementary teachers is because the metaverse has many factors that can provide higher quality education beyond the current educational environment. Third, in the question of applicability exploration in the 'Earth and Space' domain of Pre-service elementary teachers, there have been few cases in which instructional design was planned based on instructional design principles. Based on these results, if the possibility of metaverse application is proposed in the 'Earth and Space' domain, educational contents using virtual space that can transcend time and space will be very necessary. Based on these results, suggestions are made as follows. First, educational content incorporating the metaverse technique based on instructional design should be developed and utilized. Second, financial support should be provided so that the metaverse can be implemented in the educational environment. Third, it is necessary to provide training opportunities for teachers (including Pre-service elementary teachers) to give lectures on metaverse.

The Effect of Logistics Education Using Metaverse on Learning Participation and Learning Satisfaction (메타버스 활용 물류 교육이 학습 참여와 학습 만족에 미치는 영향)

  • Cho, Sang-Lee;Shin, Hak-Sung
    • Journal of Korea Port Economic Association
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    • v.39 no.3
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    • pp.61-73
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    • 2023
  • When conducting metaverse-based logistics education, educational, entertainment, and sense of reality were presented as preceding factors as factors that content should have, and the effect on learner satisfaction by mediating learner participation was verified. The results and implications are as follows. First, educational, entertainment, and presence were found to be important factors that can improve learners' participation. Since it is a content provided as part of university education, it can be expected that the educational value will be the highest, but entertainment has been identified as the most influential variable. Therefore, in order for metaverse-based logistics education to induce learners' participation, it is necessary to plan contents that students can enjoy and enjoy. Second, it was found that learner participation has a positive effect on learning satisfaction. Although it is a virtual world, if it is real and you can interact with other learners, you will be satisfied with your learning. Therefore, it is necessary to develop contents that can induce learners' participation in order to continuously provide learning satisfaction when providing metaverse-based logistics education.

The Creator Economy on the Metaverse Platform (메타버스 플랫폼의 크리에이터 이코노미: 광고수입 모델과 수익배분 구조를 중심으로)

  • Kim, Eunjin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.275-286
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    • 2022
  • The metaverse platform has been gaining popularity since the pandemic. It facilitates non-face-to-face interaction among creators, users, advertisers, various forms of organizations, and itself. Such interaction has brought light to the new forms of economy, which is called the "creator economy." By providing the virtual space, easy tools, and methods, the platform allows the creators to produce value for the users in the forms of virtual items, content, and experiences. At the same time, it provides audiences to the organizations that need attention. In the course, the platform and the creators generate revenue. Among the diverse revenue sources, this study focuses on revenue generated from advertising and studies how the revenue sharing between the platform and the creator is affected by the abilities of the metaverse platform. With an analysis of the analytical model, we show that if the platform has the ability to reduce advertising avoidance, it can reduce the revenue share of the creator without discouraging the creator from making the proper effort in content creation. Also, as the platform provides effective tools and methods for quality content creation, it can reduce the revenue share of the creator without damaging the creator's required motivation. The ability of the platform in increasing advertising effectiveness helps it to reduce the revenue share of the creator as well.

A study on the Metaverse based memorial service platform

  • Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.93-100
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    • 2022
  • Korea's ancestral culture has limited travel and contact due to Corona (COVID-19). In addition, Korean ancestral culture meets in person to commemorate the deceased. In this paper, we propose a non-face-to-face metaverse memorial platform service that can commemorate the deceased and perform ancestral rites in the cyber world (virtual reality) by applying the metaverse technology. The services proposed in the study consisted of a remembrance hall that displays the life story of the deceased, a ancestral hall that conducts ancestral rites for the deceased, and a deceased pavilion that checks the remains and wills of the deceased. In addition, the virtual reality device (HMD: Head Mounted Display) set the teleportation and content resolution to 4K to minimize dizziness. In particular, the priests applied interaction technology to provide an immersive service for ancestral rites between family members. The researched memorial hall metaverse service is a metaverse-based platform service that allows anyone to commemorate the deceased as a family unit in a non-face-to-face state rather than face-to-face.