• Title/Summary/Keyword: Metaverse industry

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A Study on the Direction of Development of Related Policies with Game-related Issue Analysis: Using Text Mining and Spline Function Analysis of Newspaper Articles (게임 관련 이슈 분석을 통한 관련 정책 발전 방향에 관한 연구: 운형함수와 텍스트마이닝 분석을 활용하여)

  • Jang, You-mi;Yoo, Han-byeol
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.513-528
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    • 2022
  • The purpose of this study is to analyze Korean game-related issues and policies to increase the effectiveness of related policies in the future and to increase the consistency of social norms of the policies. this study analyzes related issues by analyzing changes in Korean newspaper articles using spline function and text mining methods, and analyzes the contents of newspaper articles at the time of amplification of issues to present major issues and development directions. As a result of the analysis, game-related issues appeared in various topic, and there are not only support from the government and local governments but also coexisted with game-related regulations (taxation, gambling regulations, game addiction disease, and prevention of fee expansion). Despite regulations, the government presents preemptive responses to problems caused by the application of metabuses and NFTs to games, fostering game-related experts, start-up support, and supporting manpower departure as policy implications.

Effect of Fashion Brand Experience on Brand Attitude and Offline Fashion Product Purchase Intention by using ZEPETO - A Case of Korean and Chinese Consumers in their 10s and 20s - (ZEPETO를 통한 패션 브랜드 경험이 브랜드 태도와 오프라인 패션 제품 구매의도에 미치는 영향 - 한국과 중국의 10-20대 소비자를 중심으로 -)

  • Choi, Dahui;Song, Sumin;Zhang, Tengyu;Gao, Li;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.567-576
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    • 2022
  • This study aims to determine the effects of the experiences of ZEPETO platform users on their attitudes and purchase intentions. A survey on 10-20 Korean and Chinese virtual fashion consumers was conducted. Brand experiences were independent variables, and offline purchase was the dependent variable. The results showed that, first, among the four factors of the brand experience, Korea and China have the highest explanatory power. Second, the brand experience of Korean consumers significantly impacted their brand attitude. Additionally, cognitive and emotional experiences of the brand positively impacted their brand attitude. Third, the brand experience of Chinese consumers significantly affected their brand attitude, and among the sub-factors of brand experience, cognitive experience positively affected brand attitude. Fourth, the brand experience of Chinese consumers significantly influenced their offline purchase intention, and among the sub-factors of brand experience, cognitive experience positively influenced their offline purchase intention. Overall, an emotional branding strategy that provides brand and product information must be implemented for the Korean market encouraging consumers to develop a positive and emotional connection with the brand. The Chinese market would benefit from formulating a reliable branding strategy that easily provides a wide range of brand and product information focusing on cognitive experiences.

An Analysis of Technology Stress of Call Center Employees: Focusing on Digital Shadow Work and Organizational Citizenship Behavior (콜센터 상담원의 기술 스트레스 현상 분석: 디지털그림자노동과 조직시민행동을 중심으로)

  • Byeong Hoon Lee;Joon Koh
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.21-41
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    • 2022
  • With the development of AI and digital technologies such as big data, metaverse, and the Internet of Things, Robotic Process Automation (RPA) has brought great development and change to companies. Among these realistic industrial areas by RPA, the call center service area, which consists of a combination of complex high-tech systems and professional operation groups, has now reached the stage where AI is conducting counseling. The evolution of this digital transformation has become an important direction of change in the digital-related industry sector. Along with these changes, there have been many changes in the technical stress of the members of the organization within the RPA organization and their solutions. In this study, the representative psychological mechanisms were presented as Digital Shadow Work (DSW), expressed as 'unpaid work', and Organizational Citizenship Behavior (OCB), which is 'an act that helps organizations other than their duties'. This study theoretically contributes to the extension of the DSW concept to the organizational members.

Comparative research on the preferences and choices of distribution channels depending on the consumption characteristics on fashion consumer - Focused on active Korean and Chinese seniors - (패션 소비자의 유통채널 선호 및 소비 특성에 따른 유통채널 선택에 관한 비교연구 - 한·중 액티브 시니어 비교를 중심으로 -)

  • Sang In Lee;Jihun Yu
    • The Research Journal of the Costume Culture
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    • v.31 no.3
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    • pp.361-378
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    • 2023
  • This research not only determined the preference of fashion brand distribution channels of active Korean and Chinese seniors who became major consumers in the fashion industry, but also analyzed the effect on these preferences and choices of distribution channels depending on personal consumption characteristics and differences between the two groups. Data was collected by a professional survey firm. SPSS 24.0 and AMOS 24.0 were used for empirical analysis, and frequency analysis, multiple response analysis, EFA, reliability analysis, CFA, SEM, and multiple-group comparison analysis were performed. As a result of multiple response analysis, the offline channel was revealed as the preferred fashion distribution channel for active Korean and Chinese seniors; the second most popular was the online channel. The results of multiple-group comparison analysis reveal differences between two groups in seeking emotional consumption via the offline channel; the effect was only evident for active Korean seniors. A difference in seeking emotional consumption via preference for online channel also existed, but only for active Chinese seniors. For these reasons, marketers targeting active Korean seniors will be effective to not only offer brand information by fashion display to let seniors understand the fashion brand, but also to have brand events to form positive emotions toward the fashion brand. Moreover, targeting active Chinese seniors will be necessary to transmit brand sensibility by utilizing metaverse marketing comprising various factors, so that consumers can enjoy the fashion brand.

A study on the advancement of makerspace as a digital transformation platform (디지털전환 플랫폼으로서의 메이커스페이스 고도화 방안연구)

  • Jung, Won-Joong;Choi, NakHyeok
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.599-608
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    • 2022
  • There has been criticism that the government-led makerspace did not reflect the actual demand of makers, so there was a limit to performance creation. In this regard, the study aims to diagnose the current status and problems of makerspace and to suggest the implication to respond to policy demand. To this end, we analyzed the current status of makerspace by utilizing the government documents. Then, we conducted a survey of SMEs related to ICT devices that experienced makerspace, and analyzed their opinions on D·N·A technology demand, management difficulties, and governments' support policies. As results, the study proposed several improvement measures to upgrade makerspace as a digital conversion platform as follows. First, due to the nature of the existing industry for introducing D·N·A technology, there is a limit for companies to enter the market on their own, so comprehensive support from the government is needed. Second, it is necessary to establish and expand an empirical test bed for the development of new products and services so that various types of metaverse contents can be discovered and digital transformation convergence models of existing businesses can be derived. Third, by modifying the support method to operate the makerspace as a platform that implements the government-led start-up support policy, boldly transfer what the private sector can do well to the private sector. The participants of Industry·University·Institute Collaboration should freely share ideas and help the common problem be solved. Based on the problems and the findings for improvement, it is expected that the current makerspace would be upgraded to a digital conversion platform suitable for the demand of the field.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

A Study on Classification Model Development of Industry-Efificiency XR Technology and case Analysis (XR 기술 활용 산업-효용성 분류체계 개발 및 응용 사례 분석)

  • SeungMo Yun;ChoonSeong Leem;SeungHyun Ban
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.50-71
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    • 2022
  • After the declaration of the Covid-19 pandemic impacted most of the industries resulting economic fallout. Firms sought for solutions of governments regulations to prevent spread of infectious diseases. This led to demand rise of digital layer and spectrums of virtual reality. Replacing the reality in to virtual and interactions with the digital contents by augmented reality, the consequences were decrement of human-to-human contact. Concerns of Covid-19 and public interests of digital solutions has led to significant amounts of research and developments of Virtual/Augment Reality resulted to driven up new terms of extended reality. However, the uses in industries and the characteristics of the extended reality are currently not defined. In this paper the goal is to define and classify the uses and characteristics of extended reality based on previous researches suggested by research institute. By developing a new classification models of extended realities core technology, uses of industries and utility to analyze trends of extended reality. Two separate classification models of uses of industries and utility will be used as a tool by creating a linkage matrix. The x-axis is divided by utiliy classification model of extended reality. The y-axis are divided into classification model of uses in industries. This matrix will be used as a tool to present a guideline for industry-utility development where extended reality can be served as a service

Study on Domestic Trends of Green Fuel Policy

  • Sangseop Lim;Sang-Mi Im;Seok-Hun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.183-189
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    • 2024
  • Against the backdrop of IMO's stricter environmental regulations due to global warming, Europe's Fit for 55 plan, and other initiatives, the establishment of infrastructure for the supply of environmentally friendly marine fuels and policy analysis are more critical than ever. This study comprehensively analyzes existing research and policies on the supply of environmentally friendly marine fuels, as well as trends in regulations, industry responses, and the current status of infrastructure for the supply of environmentally friendly fuels, to draw insightful conclusions. The results show that the establishment of infrastructure for the supply of environmentally friendly fuels is as important as the introduction of environmentally friendly ships, due to the strengthening of environmental regulations. LNG is a viable option in the short term, but a transition to carbon-free fuels is necessary in the long run. In this regard, a strategic approach is needed to focus support on fuels that are advantageous to produce, considering domestic industrial conditions from a long-term perspective. Therefore, the government should actively promote infrastructure development through measures such as supporting the development and supply of environmentally friendly fuels, improving regulations and providing incentives, attracting private investment, and strengthening international cooperation. This study is expected to serve as a valuable resource for setting policy directions for the transition to an environmentally friendly maritime industry. Future research will include a comparative analysis of the economic viability of environmentally friendly fuels and basic research on the selection of fuels that are advantageous to Korea.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

Analysis of Digital Twin Technology Trends Related to Geoscience and Mineral Resources after the Korean New Deal Policy in 2020 (2020년 한국판 뉴딜 정책 이후 지질자원 분야 디지털 트윈 기술개발 동향 분석)

  • Ahn, Eun-Young
    • Economic and Environmental Geology
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    • v.54 no.6
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    • pp.659-670
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    • 2021
  • In this study, we analyzed changes in policies after the Korean New Deal Policy in 2020, metaverse and 6th generation communication technology. In the research and development of geoscience and mineral resources, we emphasized on the connection between smart cities and digital twins by focusing on the linkage of the real world and geo-information. Further, we examined trends in developing digital twins after the Korean New Deal Policy in 2020 that focused on three-dimensional visualization technology, the first stage in implementing digital twins, and real-time monitoring technology of underground information, the second implementing stage. As results of this study, we emphasized on the efforts to provide accurate underground information based on geology, groundwater and geo-environment and to analyze and predict near-real-time levels of available underground information to the industry, local governments and the central governments. Research and development that integrate the fields of geology, environment, and information is required to lead national digital twin policies and smart city policies owing to the acceleration of the digital economy in Korea and globally during the post-Corona era.