• Title/Summary/Keyword: Metaverse design

Search Result 112, Processing Time 0.025 seconds

The Prospects of Metaverse in the Public vs. Private Sector by Millennials and Generation Z: Citizen/Customer Relationship Management

  • Yooncheong CHO
    • The Journal of Industrial Distribution & Business
    • /
    • v.15 no.2
    • /
    • pp.1-10
    • /
    • 2024
  • Purpose: The aim of this study is to examine the factors influencing prospects toward for the metaverse in both the public and private sectors, focusing on the perspectives of millennials and generation Z that were rarely examined in previous studies. Research design, data and methodology: This study employed an online survey as its research methodology utilizing factor analysis, ANOVA, and regression analysis to test the formulated hypotheses. Results: The findings of this study reveal that factors such as citizen/customer relationship management, the application of metaverse in both in the public and private sectors. Moreover, the effect size of applying the metaverse to cities on prospects toward the Metaverse was notably higher in the public sector. The effect size of metaverse management for customer relationship management showed a greater impact in the private sector. Conclusions: The results carry significant managerial and policy implications. They shed light on how millennials and generation Z perceive the applications of the metaverse in relation to cities, products, and brands. Notably, the results suggest that application of the metaverse for cities and management of customer relationships for products and brands emerge as key factors influencing the prospect of the metaverse in the public and private sectors.

Analysis on Awareness and Actual Condition of Metaverse Utilization in Education for Design Major Students : Focusing on D-University (메타버스 활용 교육에 대한 디자인 전공생의 인식 및 실태 분석 : D 대학교를 중심으로)

  • Heejung Kang;Hyunsuk Han
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.837-842
    • /
    • 2023
  • This study analyzed the awareness and actual condition on metaverse utilization in education for design major students. An online survey was conducted for 14 days from May 10 to 23, 2023, targeting 120 students majoring in design at D University. The evaluation method of the questionnaire was a nominal scale and a 5-point scale, and the questionnaire results were analyzed through SPSS 29.0. First, it is necessary to sufficiently share the advantages of metaverse utilization in education with students, and to provide basic literacy programs utilizing the characteristics of metaverse and supporting class activities. Second, students' response will be higher in studio classes where practical training is conducted rather than information delivery or understanding-oriented lectures. Third, in order for the metaverse to become a means of education in the digital transformation era rather than just a temporarily medium in COVID-19 era, specific and systematic design education programs reflecting the characteristics of the metaverse need to be continuously developed. In addition, it is important for instructors to actively review the use of the metaverse and search for various ways to utilize it.

Implementation of Metaverse Virtual World using Unity Game Engine (유니티 게임엔진을 활용한 메타버스 가상세계 구현)

  • Gang In Lee;Seok Ho Han;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
    • /
    • v.22 no.2
    • /
    • pp.120-127
    • /
    • 2023
  • Recently, metaverse has attracted great attention worldwide with the development of related technologies and the demand for on-tact systems. The ideal metaverse should constitute a virtual world more similar to the realistic society with physical interactions. However, there are many constraints when we construct a virtual world using the existing commercialized metaverse platform. In this paper, we design and implement a university campus-based metaverse which minimizes the constraints, and create a virtual environment maps very similar to the real-world using Unity engine, Photon cloud and Playfab SDK for multi-user accessible to virtual world as a personal avatar. Also, this work includes attractive interaction based on exchange between users. Lastly, we illustrate our implemented metaverse works on Android phone, and it works without difficulty in terms of performance.

  • PDF

A Study on the Development of a Platform for the Prevention of Digital Sexual Crimes in the Virtual-Reality Metaverse (가상현실 메타버스 디지털 성범죄 예방을 위한 플랫폼 구축 제안 연구)

  • Jae-Won, Hwang;Jung-Heum, Park;Sang-Jin, Lee
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.17 no.6
    • /
    • pp.1157-1166
    • /
    • 2022
  • With the advent of the non-face-to-face era, a new type of digital sexual crime with avatars is emerging on the Metaverse virtual reality platform. Due to the lack of clearly established in legal and regulatory systems, it is challenging to punish offenders and acquire digital proof for sexual crimes using these avatars. This research aims to suggest a service and technological solution is development platform that may assist crime prevention and the collection of digital evidence, with a particular emphasis on digital sex crimes that occur in the metaverse, a virtual reality realm. This study explores the reasons behind the difficulty of legal application in the metaverse and then determines the types of digital sex crimes that may occur in the metaverse. In addition, it is suggested what service components the metaverse should contain from the stage of construction and design, can be utilized what element of metaverse in order to prevent illegal activity of avatars.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • The Korean Journal of Food & Health Convergence
    • /
    • v.8 no.2
    • /
    • pp.1-6
    • /
    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
    • /
    • v.25 no.5
    • /
    • pp.578-592
    • /
    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

A Study on Metaverse Usability in the Fashion Industry

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.396-402
    • /
    • 2022
  • Since the 21st century, the internet has been an essential existence due to the 4th industrial revolution and the development of IT technology, but the focus of the existing development direction has changed a lot over the past three years. COVID-19, also known as a pandemic, first occurred in 2020 escalating rapidly and cutting off society existing as an off-line form in every country. As non-face-to-face life continues, everyday technologies using online such as hybrid work have promptly developed, and an online virtual world called Metaverse excelled and became a phenomenal topic. In this study, theoretical considerations and the current status of the metaverse, which are being highlighted as global trend keywords, are examined, and the utility of the metaverse in the fashion industry was studied. Based on this study, it is expected that the work is recognized and brings helpful intuitions as a way to revitalize the shrinking fashion industry by using the metaverse, which is still in its infancy.

Wrapping based Open Metaverse Platform Architecture (래핑 기반 개방형 메타버스 플랫폼 아키텍처)

  • Park, Je-Ho
    • Journal of the Semiconductor & Display Technology
    • /
    • v.21 no.1
    • /
    • pp.1-4
    • /
    • 2022
  • As computers can express and utilize information in a semantic dimension different from the real world, humans have opened the door to the digital world and have played a pivotal role in the transformation of the human habitual environment. Using metaverse, it can be possible to predict concepts such as virtual currency, artificial intelligence, and virtual reality, which have now become possible for practical systemic visualization. In order to implement the metaverse in the realm of technology, it requires not only a multifaceted discussion on the platform, but also research on an architect that can include the intrinsic complexity of the metaverse. In this paper, we discuss the architecture for an open metaverse platform based on convergence wrapping that can converge various contents into one space, and propose a comprehensive platform design.

Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
    • /
    • v.32 no.3
    • /
    • pp.19-39
    • /
    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

Coexistence Direction of Webtoon in The Metaverse World

  • Han, Bo-Ra;Kwon, Young-Hee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.6
    • /
    • pp.65-75
    • /
    • 2022
  • This study analysed about to feasiblity of metaverse what it can be grantify the need of the current generation even though webtoon have limited environment and fixed story and if it possible, whether to some extent it possible. This study have direction it was set the needs of users centrically and was purposed to found a model for invigoration of webtoon market in metaverse to come. For this study, direction of development of metaverse, precedent study about metaverse and than analyzed it about based on grafted cases of metaverse and webtoon.