• 제목/요약/키워드: Metaverse design

검색결과 110건 처리시간 0.024초

메타버스 커뮤니티 구성원의 정체성 형성과 참여에 대한 연구: 가상 자산의 가치의 역할 (A Study on The Identification Formation and Engagement of The Metaverse Community: Value of Virtual Assets)

  • 이민영;김상현;손창용
    • 한국정보시스템학회지:정보시스템연구
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    • 제33권1호
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    • pp.183-205
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    • 2024
  • Purpose This study aims to identify the factors that form the social identity of metaverse community users and to investigate the processes that influence engagement behavior. Specifically, this study is to verify the structural relationship between socio-technical factors and social identity of metaverse community. Furthermore, we would figure out the role of psychological ownership and virtual assets in engagement of metaverse community members. Design/methodology/approach Hypotheses were derived through literature research and a survey was conducted for users of the metaverse community. 357 collected responses were analyzed for the structural equitation modeling(SEM) with AMOS 24.0. Findings As a result of the study, all of the proposed hypotheses were supported. As a result, it was found that technical and social perceptions of the metaverse community platform had a positive effect on social identity. Social identity affects the intention to engage in the metaverse community through psychological ownership, and its influence is reinforced by the perceived value of virtual assets.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • 한국컴퓨터정보학회논문지
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    • 제27권10호
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    • pp.147-153
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    • 2022
  • 현재, 다양한 형태의 메타버스 서비스 솔루션(제페토, 로블록스, 샌드박스, 디센트럴랜드)이 제작되고 서비스되고 있다. 메타버스 서비스는 360 파노라마 형태의 월드 기반에 3D 오브젝트를 배치해 구성한 솔루션이 대부분으로 게이미피케이션 형태로 구성된다. 하지만, 메타버스 형태의 웹툰 서비스는 구현 및 연구가 부족한 실정이다. 본 연구는 2D 평면이미지 형태의 웹툰을 3차원 공간에서 구현하는 방법과 실감형 360도 파노라마 웹툰 메타버스 서비스에 관해 연구했다. 연구 및 분석 과정은 웹툰 제작을 위한 기본적인 스토리텔링 및 설계작업, 제작된 이미지를 360도 형태로 변환하기 위한 파노라마 이미지 생성, 메타버스 공간에서 전-방향(all directional)을 보기 위한 360웹툰 콘텐츠 제작과정을 연구했다. 또한, 가상현실 기반의 웹툰을 감상할 수 있도록 쉐이딩 및 메트리얼 작업 방법을 제시했다. 현재 불모지로 여겨지는 웹툰 메타버스 분야에 초석이 될 것으로 생각한다.

5G 기반의 메타버스 모션 동기화 시스템의 설계 및 실험 (The Design and experiment of 5G-based metaverse motion synchronization system)

  • 이상윤;이대식;유영모;유현수;이상구
    • 디지털산업정보학회논문지
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    • 제19권3호
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    • pp.61-75
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    • 2023
  • In this paper, we design and experiment a 5G-based metaverse motion synchronization system with configuration of a mobile motion capture studio that has not been commercialized at home and abroad. As a result of the experiment, the average value of the latency test measurement using Wi-Fi is 0.134 seconds faster than the average latency test measurement value using the 5G network. Existing motion capture studios have spatial limitations as the motion capture range is limited to the Wi-Fi communication range. However, the 5G-based metaverse motion synchronization system configures a mobile motion capture studio so that motion performers can solve the spatial limitations by expanding the motion capture communication range indefinitely regardless of time and place. Therefore, it is possible to implement realistic metaverse contents by displaying a realistic and natural digital human because it is free from spatial constraints. The system which was tested in this paper can create a new business model by converging next-generation technologies that are receiving attention related to the digital virtual world, such as motion capture + 5G + digital human twin + metaverse. And it allows for research and develop a next-generation metaverse-based broadcasting solution at a recent time when the business value of digital human and metaverse technologies and functions has been proven and related sales are growing in earnest.

오락 위주의 게임형 메타버스 개발 가이드라인 요소 도출 (Extracting Features for Developing Guideline a Game-type Metaverse Centered on Entertainment)

  • 이민호;신정철
    • 한국정보통신학회논문지
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    • 제26권10호
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    • pp.1500-1508
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    • 2022
  • 코로나 19 팬데믹으로 비대면 문화가 사람들의 일상에 녹아들면서 메타버스에 대한 관심도 크게 증가하였다. 메타버스는 목적에 따라 여러 형태가 존재한다. 메타버스에 대한 관심도 와 수요가 최근 급증하면서 다양한 메타버스 산출물의 개발과 공급이 진행되고 있지만, 산업체 개발자들이 참고할 수 있는 실질적인 산업체 친화적인 메타버스 콘텐츠 개발 가이드라인이 없어 개발에 많은 어려움이 있다. 본 연구에서는 다양한 메타버스의 유형 중 게임형 메타버스 콘텐츠들을 비교 분석함으로써 개발자들이 게임형 메타버스 콘텐츠를 개발할 때 참고할 수 있는 개발 가이드라인을 작성하고자 한다. 개발 가이드라인에서는 대표적인 게임형 메타버스 플랫폼들의 공통되는 특징적 요소들을 정리하고 해당 요소들을 어떻게 개발해야하는지에 대하여 설명을 첨부하였다. 특징적 요소 도출 및 설명 첨부 이후 관련 전문가들을 대상으로 진행한 설문조사를 통해 개발 가이드라인의 적절성을 검증하였다.

메타버스 디지털 플랫폼의 메이크업 기능 제안 - 제페토를 중심으로 - (Proposal of Makeup's Function on the Metaverse Digital Platform - Focusing on Zepeto -)

  • 남세미;김은실
    • 한국의류산업학회지
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    • 제25권6호
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    • pp.739-744
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    • 2023
  • With the popularization of 5G networks and the development of AI (artificial intelligence) technology, Metaverse, which creates production capacity by combining virtual space and reality, is attracting attention. In this study, we searched for makeup applications with more than 100 million downloads from October 11, 2020 to November 3, 2020 through the Google Play Store. As a result of the search, four applications were found: YouCam Makeup, YouCam Perfect, Beauty Plus, and Sweet Snap. Based on the functions provided by the four applications, we attempted to suggest makeup functions applicable to Zepeto's avatar. Functions for the eyes (eyeliner, eyelashes, mascara, eye shadow, eye shape, eyebrow shape, lenses, double eyelids), functions for the nose (nose shape), functions for the mouth (lipstick, lip shape, smile function) ) Functions corresponding to the facial contour (contour, skin foundation, blusher, shading, highlighter, face painting, theme makeup) and functions corresponding to the body (body adjustment) were proposed. This study is the first in the beauty field to propose a method of applying the functions of the Metaverse platform as the importance of digital platforms is highlighted, and is the first to propose a makeup function applied to the Metaverse so that it can be used as important basic data in the future.

대화 공간의 크기와 대화 주제가 메타버스 경험에 주는 영향 (The Effect of Space Size and Dialogue Topic on Metaverse UX)

  • 송원철;정한나;정동훈
    • 한국게임학회 논문지
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    • 제22권1호
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    • pp.65-76
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    • 2022
  • 메타버스 경험은 실제 세계와 어떤 차이가 있을까? 본 연구는 특히 공간과 대화 주제와 관련해서, 메타버스를 사용하는 공간과 커뮤니케이션의 내용이 메타버스 경험에 주는 영향을 밝혔다. 75명의 연구 참여자를 대상으로 한 3(대화 공간: 대면 vs. 넓은 공간에서의 메타버스 vs. 좁은 공간에서의 메타버스) x 2(대화 주제: 긍정적 vs. 부정적) 혼합 요인 설계 실험 연구 결과, 공간에 따라 반응 정도에, 대화 주제에 따라 친밀감에 통계적으로 유의미한 차이가 있었다. 연구 결과는 메타버스 경험이 현실 공간과 연관되어 있고, 특히 비몰입형 기기를 활용한 메타버스 콘텐츠를 제작할 때, 현실 공간을 염두에 두어야 함을 시사한다.

Metaverse Platform Design for Strengthening Gender Sensitivity of MZ Generation

  • Kim, Sea Woo;Na, Eun Gyung
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.79-84
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    • 2022
  • Due to a series of online sex crimes cases and online class conversions caused by the spread of the coronavirus, alternatives to sex education in schools are urgently required. As a result of this study, the metaverse sex education platform was designed. Using this platform, learners are expected to cultivate correct adult awareness and digital citizenship. Within the metaverse platform, learners can participate more actively in learning. Instead of exposing one's name and face in a place dealing with sensitive gender issues, one can participate in education through his or her decorated avatar and participate in education much more actively than face-to-face education and express one's opinion through chat. In addition, education by level can be received regardless of time and place, which can have the effect of bridging the educational gap between urban and rural areas. In this paper, we propose a new sex education platform without time and space constraints by utilizing metaverse.

Linkage between Value of Digital Fashion Products and Purchase Behavior of Potential Consumers on the Metaverse Platform

  • Jae-Min LEE
    • 산경연구논집
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    • 제14권8호
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    • pp.1-8
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    • 2023
  • Purpose: This research aims to identify positive connections between digital fashion product value and consumer purchase behavior. The research tries to offer valuable insights and implications for fashion industry practitioners, enabling them to harness the power of the Metaverse to enhance customer engagement, drive sales, and stay ahead in this ever-evolving digital landscape. Research design, data and methodology: The research design for this study is a systematic literature review. A systematic and rigorous approach was adopted to ensure the reliability and validity of the research findings. By conducting this kind of approach to achieve the purpose of the study, this research aims to comprehensively analyze existing academic articles, peer-reviewed journals, and relevant publications related to the topic. Results: According to various academic search engines, the results revealed several dimensions of value associated with digital fashion products on the Metaverse platform, which significantly influence consumer perceptions. These dimensions of value extend beyond traditional tangible attributes and are uniquely shaped by the immersive and interactive nature of the virtual environment. Conclusions: All in all, the findings highlighted the significance of experiential value in driving purchase behavior. Creating immersive and interactive virtual shopping experiences emerged as a crucial strategy for fashion industry practitioners to engage potential consumers effectively.

초등 수학에서 메타버스 수업 공간 설계 및 적용 사례 연구: 정의적 영역을 중심으로 (A case study on the design and application of metaverse class space in elementary mathematics: Focusing on the affective domain)

  • 박만구;이윤경;정보화;정유진;김지영
    • 한국수학교육학회지시리즈A:수학교육
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    • 제62권1호
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    • pp.117-149
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    • 2023
  • 본 연구는 메타버스 학습 공간에서의 수학 수업이 가능하도록 메타버스 플랫폼인 젭(ZEP)을 이용하여 가상공간을 설계하고 이를 교실 수학 수업에서 적용한 뒤 학생들의 정의적 영역에서의 변화를 알아보고자 하였다. 연구 결과, 학생들은 교과 효능감, 교과 흥미, 내재적 동기, 수업 만족도 및 수업 참여도 측면에서 긍정적인 효과를 나타내었다. 또한, 제한된 시간과 공간을 가진 교실 수업에서 서로 다른 미션을 수행함으로써 학생 수준별 맞춤형 수업을 할 수 있는 가능성을 발견하였다.

The Metaverse and Video Games: Merging Media to Improve Soft Skills Training

  • Shin, Edward;Kim, Jang Hyun
    • 인터넷정보학회논문지
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    • 제23권1호
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    • pp.69-76
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    • 2022
  • Education systems have made efforts to prepare students by providing technical and nontechnical courses. With video games, however, there is the potential to develop dedicated metaverses that can help teach soft skills even during casual pastimes. The research conducted will propose a set of design practices for metaverse and game development to promote soft skills. While there are many soft skills people can acquire, this paper will focus on certain aspects based on specific games and studies. There will be some information collected from the information to support the design model and arguments. This paper will provide developers with a starting point for imaginative game creation and impart users with soft skills to assist in their professions and social life.