• 제목/요약/키워드: Metaverse design

검색결과 123건 처리시간 0.024초

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

  • 정혜경;고장혁
    • 반도체디스플레이기술학회지
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    • 제20권3호
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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.

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

  • 김우빈;허희진;추호정
    • 한국의류학회지
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    • 제46권3호
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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.

메타버스를 적용한 가족축제 운영 사례와 효과 분석 (A Study of the Case and Effects of Family Festival Using the Metaverse)

  • 정주원;장경임;김민혜
    • Human Ecology Research
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    • 제61권4호
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    • pp.709-721
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    • 2023
  • This study aimed to enhance awareness of diverse families and promote an inclusive, family-friendly culture by implementing the metaverse in a family festival and assessing its effects during the Covid-19 pandemic. To achieve this, the metaverse was applied and operated at the Jung-gu Family Center Family Festival in Seoul from October 29 to November 6, 2021. The design of the Metaverse Family Festival prioritized the integration of metaverse technology and the layout of program-linked spaces to create a realistic experience. The festival was operated with a focus on providing experiential activities and exhibitions. Data comprised program satisfaction and reviews from a sample of 228 festival participants. The key findings were as follows. Firstly, participants shared their interest and joy in experiencing new activities with their families through the Metaverse Family Festival. Secondly, creating a realistic family festival environment proved practical for encouraging active participation. Thirdly, the Metaverse Family Festival was perceived as promoting an inclusive, family-friendly culture by facilitating safe and accessible communication. Fourthly, the festival effectively bridged the digital gap within families, thereby enhancing digital literacy. This study offers new insights for the future design and operation of various programs in family centers and public institutions.

패션 브랜드 가상공간에서 메타버스의 속성과 소비자의 지각된 가치 (Attributes of the metaverse and consumers' perceived values of fashion brands in virtual spaces)

  • 박신영;신수연
    • 복식문화연구
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    • 제32권3호
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    • pp.321-333
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    • 2024
  • This study aims to investigate how consumers perceive the attributes (ubiquity, continuity) of metaverse fashion brands in a virtual space. It also empirically verifies the impact on consumers' perceived values (hedonic value, social value) and consumer behavioral intentions (intention to use the platform, intention to purchase virtual products). The results verified in this study are as follows: First, we confirmed that the metaverse attributes perceived by consumers in the virtual space of the fashion brand, ubiquity and daily extension, positively affect customers' perceived hedonic and social values. Second, we found that consumers' perceived hedonic and social values have a significant positive effect on their intention to use the platform. Finally, we found that consumers' intention to use the platform had a significant positive effect on their intention to purchase virtual products. The results of this study will have academic significance by expanding the scope of research related to identifying metaverse attributes and values by identifying metaverse attributes and consumer values that perceived by consumers in fashion brands' virtual spaces in the metaverse. This study suggests a direction and strategy for fashion brands to move forward in building virtual spaces on the metaverse platform. In this way, they can create perceived value for consumers that elicits positive consumer behavioral intentions.

메타버스 프레임워크와 구성요소 (Metaverse Framework and Building Block)

  • Kang, Young-myoung
    • 한국정보통신학회논문지
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    • 제25권9호
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    • pp.1263-1266
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    • 2021
  • The global Covid-19 pandemic has been accelerating the transition to the digital environment that enables providing consistent services without being affected by physical location or various circumstances. The Metaverse might be the representative realization reflecting this trend. In this paper, we introduce the potential core stacks consisting of the Metaverse framework in brief and explain why the open Metaverse framework is an adequate and reasonable design choice to support diverse platforms and multiple instances of the virtual world. Since the development of the open Metaverse framework is indeed in a very early stage, achieving technical completeness in each building block of the open Metaverse is crucial. Considering the expansion and spread of the Metaverse in the future, intensive standardization studies on the open Metaverse framework are exigent and indispensable.

Exploring Considerations for Developing Metaverse Ethical Guidelines

  • HoSung WOO;Yong KIM
    • 연구윤리
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    • 제4권2호
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    • pp.1-5
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    • 2023
  • Purpose: There are already hundreds of millions of users of the Metaverse platform, and within a few years, it is expected to develop into a stage for new economic activities with huge industrial ripple effects due to the size of users. The purpose of this study is to derive considerations for the development of metaverse ethical guidelines. Research design, data, and methodology: The concept of the metaverse was examined through various opinions of industry and experts on the metaverse, and literature related to metaverse ethics was analyzed in the Korean journal database. Results: Six issues were identified through the existing research. (1) Establishing a unified definition of metaverse (2) Necessity of establishing ethical principles considering the operator (3) Personal information protection and privacy (4) Expression in a virtual environment (5) Copyright and intellectual property rights of creations (6) Virtual economy and fairness of trade. Conclusions: Metaverse ethics will be developed and implemented in a form and method different from the real world, but basically, continuous discussions on ethical rationality are needed in the process. In addition, since the ethical judgment in the metaverse environment accompanies cultural differences and epochal changes, it is necessary to focus on metaverse ethics cases.

공공디자인의 관점에서 본 지자체의 메타버스 공간 활용에 관한 연구 (A Study on the Utilization of Metaverse Space in Local Governments from the Perspective of Public Design)

  • 최재원;여준기
    • 문화기술의 융합
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    • 제8권5호
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    • pp.705-712
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    • 2022
  • 지난 3년간의 펜데믹은 우리 생활에 급격한 변화를 가져왔고, 그 변화가 이제는 자연스러운 일상이 되고 있다. 화상회의, 원격수업, 재택근무, 온라인 스트리밍 서비스 등의 온라인을 기반으로 하는 일상생활 및 경제 활동은 코로나 이후의 일상이 되었다. 그리고 통신 및 그래픽 기술의 급격한 발전의 결과물이 바로 메타버스이다. 이러한 '메타버스 열풍'에 편승해 정부와 지자체들이 경쟁적으로 '메타버스 내 공공 공간'을 생산해내고 있다. 이에 본 연구는 지자체의 메타버스 공간의 올바른 활용방안을 위해 공공디자인의 관점에서의 가능성을 연구하는 것을 목적으로 한다. 이를 위해 본 연구에서는 '지자체', '공공디자인', '메타버스'에 대한 빅데이터 분석을 진행하였다. 본 연구의 결과, 우리는 지자체의 신뢰성을 회복하고 부정적 인식을 극복하기 위한 수단으로 높은 화제성과 가능성을 지닌 메타버스를 지자체의 홍보나 토론의 공간으로 적극적으로 활용하여야 한다. 그리고 지자체 메타버스의 대중적 신뢰도를 높이기 위해 공공디자인의 적극적인 반영이 필요하다.

Action-Based Audit with Relational Rules to Avatar Interactions for Metaverse Ethics

  • Bang, Junseong;Ahn, Sunghee
    • 스마트미디어저널
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    • 제11권6호
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    • pp.51-63
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    • 2022
  • Metaverse provides a simulated environment where a large number of users can participate in various activities. In order for Metaverse to be sustainable, it is necessary to study ethics that can be applied to a Metaverse service platform. In this paper, Metaverse ethics and the rules for applying to the platform are explored. And, in order to judge the ethicality of avatar actions in social Metaverse, the identity, interaction, and relationship of an avatar are investigated. Then, an action-based audit approach to avatar interactions (e.g., dialogues, gestures, facial expressions) is introduced in two cases that an avatar enters a digital world and that an avatar requests the auditing to subjects, e.g., avatars controlled by human users, artificial intelligence (AI) avatars (e.g., as conversational bots), and virtual objects. Pseudocodes for performing the two cases in a system are presented and they are examined based on the description of the avatars' actions.

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

  • 이용섭
    • 대한지구과학교육학회지
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    • 제14권3호
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    • pp.248-256
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    • 2021
  • 본 연구는 초등예비교사들에게 메타버스에 대한 교육적 접근에 대한 인식을 알아보고자 한 연구이다. '초등과학교재연구 II' 강좌를 수강하고 있는 초등예비교사 71명을 대상으로 메타버스에 대한 설문을 하였다. 설문의 내용을 분석한 결과는 다음과 같다. 대학의 LMS 시스템을 활용하여 설문을 제시하여 그에 반응한 내용을 바탕으로 정량적 수치 해석과 정성적 분석으로 결과 및 결론을 제시하였다. 첫째, 초등예비교사의 메타버스에 대한 이해 정도는 매우 높은 수준이다. 초등예비교사들은 MZ세대로서 이미 메타버스의 기본이 될 수 있는 매우 빠른 IT환경에서 생활하고 있기 때문에 메타버스를 이해하는데 도움이 되었을 것이다. 둘째, 초등예비교사의 메타버스에 대한 필요성은 매우 높은 수준이다. 메타버스는 현재의 교육환경을 넘어서 보다 양질의 교육을 제공할 수 있는 요소가 많기 때문에 매우 필요하다고 생각하고 있었다. 셋째, 초등예비교사의 '지구와 우주' 영역에서 적용 가능성 탐색의 질문에서는 아직까지 교수설계 원리에 근거하여 메타버스 교수설계를 기획한 사례는 보기 드물었다. 이러한 결과를 바탕으로 '지구와 우주'영역에서 메타버스 활용가능성을 제안하며 시공간을 초월할 수 있는 가상공간을 활용한 교육컨텐츠는 매우 필요할 것이라 여겨진다. 이러한 결과를 바탕으로 제언을 하면 다음과 같다. 첫째, 교수설계를 기반으로 메타버스 기법을 도입한 교육컨텐츠가 개발되어 활용되어야 할 것이다. 둘째, 교육환경에서 메타버스가 구현될 수 있도록 재정적 지원을 해야 할 것이다. 셋째, 교원(초등예비교사 포함)들에게 메타버스에 대한 연찬을 할 수 있도록 연수 기회를 제공해야 할 것이다.

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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    • 제14권4호
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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.