• Title/Summary/Keyword: Metaverse industry

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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.

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

  • Lee Sangyoon;Lee Daesik;You, Youngmo;You, Hyeonsoo;Lee, Sangku
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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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.

A Study on the analysis of Chinese metaverse status (중국 메타버스 산업정책 현황 분석에 관한 연구)

  • In-Suk Jung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1151-1157
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    • 2023
  • It raises questions about how China, dominated by the socialist system and the Communist Party, will change in the era of artificial intelligence. We predict how the Chinese socialist system will change in the meta-world where SNS is developed, communication is conducted within the meta-verse world, and artificial intelligence is operating in many fields. In order to do so, it is necessary to understand the characteristics of the Chinese state and the characteristics of national policy, as well as the metaverse policy proposed by the Chinese state. The development of the metaverse was emphasized at the 5th session of the 13th National People's Congress in 2022, and in May of that year, the Central Party School of the Communist Party of China published the <Metaverse Industry Manual for Party and Political Officials>. Therefore, in this paper, we will analyze China's metaverse policy and forecast the direction of development of the metaverse industry that China wants to pursue.

Metaverse and NFT Business Model Trends and Considerations (메타버스와 NFT 비즈니스 모델현황 및 고려사항)

  • W.H. Seok
    • Electronics and Telecommunications Trends
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    • v.38 no.2
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    • pp.56-65
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    • 2023
  • The combination between metaverse and non-fungible token (NFT), which opens up new opportunities for the media industry, raised expectations for a new economic system and business model. Of course, last year, various institutions and researchers continuously introduce representative metaverse services and business strategies such as Roblox, Fortnite, and ZEPETO. However, as 2022 progresses, the reaction to the metaverse is tepid than expected. Search volume on Google has been continuously decreasing. Furthermore, skepticism, regarded as one of the special phenomena caused by the coronavirus disease 2019 pandemic, is expanding since December 2021. Nevertheless, analysis or contemplation of a new business model related to the metaverse, which is still ongoing, is essential for those who must prepare for the future. The reason is that even if without being activated now, advanced preparation can help when various problems arise. In this study, we look at the metaverse and NFT biz models and estimate a picture of the future. In other words, the social and economic problems that may arise when the business model is expanded are summarized, and technical and policy measures are derived as solutions.

Factors Influencing the Intention to Continue Using the Metaverse: Focusing on the Influence of Social Norms

  • Mina Lee;Minjung Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.51-60
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    • 2023
  • This study aims to examine factors influencing the intention to continue using the metaverse, focusing on the impact of social norms. Specifically, direct and indirect effects of technical characteristics (perceive quality, interactivity, perceived playfulness), user characteristics (self-efficacy, personal innovativeness), and social influence factors (descriptive norm, injunctive norm, subjective norm) on continuous use intention were examined. The role of perceived ease of use and perceived usefulness as a mediator was also examined. An online survey was conducted with 165 college students attending universities in two large cities in South Korea who had used the metaverse. As a result, perceived playfulness, descriptive norm, and perceived usefulness directly influenced continuous use intention. Perceived playfulness, interactivity, and subjective norm influenced continuous use intention indirectly through perceived usefulness. This study theoretically extends the Technology Acceptance Model by specifying social influence in metaverse contexts. Practical implications are provided in terms of marketing strategy for the metaverse industry to continue to grow and develop.

A Study on the Application Direction of Financial Industry Metaverse Platform to secure MZ Generation Contact Points (MZ 세대 접점 확보를 위한 금융권 메타버스 플랫폼 활용 방향 연구)

  • Ki-Jung Ryu;Ki-Bum Park;Sungwon Cho;Dongho Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.127-137
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    • 2023
  • COVID-19 has not only affected all sectors of society, economy and politics, but also had a huge impact on industry. The non-face-to-face exchange method was essential to prevent infectious diseases, and the generation who experienced it recognizes the importance of a platform that can be quickly accessed anytime, anywhere, and attention is focused on the Metaverse that can accommodate it well. Each financial industry uses a differentiated metabus platform strategy, focuses on new customer service and revenue generation, and is also used as an internal and external communication channel. This paper analyzes the theoretical background of the financial sector metaverse and domestic and international cases, and studies and describes the direction of using the financial sector metaverse platform to secure MZ generation contact points.

Strategies for Recreation of Metaverse Convergence Space (메타버스 융복합 공간의 재창조를 위한 전략)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.676-684
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    • 2022
  • In this paper, we consider the potential of a metaverse space that can be expanded infinitely through the reinvention of the metaverse space. In particular, this study attempted to establish a new concept of metaverse space, and to present research models and strategies between technologies and humanities. To perform this, this study revealed problems that can be overlooked through characteristic analysis of the metaverse space and proposed ways to overcome them through in-depth interviews with experts. In this way, interdisciplinary research will contribute to the revitalization of the metaverse content industry in the mid to long term. Therefore, through this study, it is expected that reinterpreted metaverse space can reach a practical realization as a meaningful place of life and a creative space through Yi-Fu Tuan's concept.

Global Fashion Brand Non-Fungible Token (NFT) Application Case Study

  • Hye-Sook Park;Phil-Joo Moon
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.315-320
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    • 2023
  • Covid-19 is rapidly changing the global society. In particular, as the online connected world has become more important in recent years, new communication methods such as VR, AR, and metaverse have emerged as global trends. As social interest in technologies such as metaverse, blockchain, and NFT continues to grow, this study aims to understand the concept of NFT, which is being illuminated as a global trend keyword, and to examine the current status of the global fashion industry. As a result of examining NFT application cases of fashion brands that have grown rapidly since Covid-19, the use of NFT in the global fashion industry can be largely classified into three categories - Collection and Investment Type, Game Type NFT, Marketing and Event Type NFT. Based on this, We expect that this study will be used as basic data to actively utilize NFT, which is still in its infancy, to prepare a plan to revitalize the domestic fashion industry.

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

  • Lee, Min-Ho;Shin, Jeong-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1500-1508
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    • 2022
  • As non-face-to-face culture melts into people's daily lives due to the COVID-19 pandemic, interest in the metaverse has also increased significantly. There are several types of metaverse depending on the purpose of applications. With this recent explosive interest in the metaverse platform and demanding applications on it, there have been various contents for metaverse in progress in industries. However, developing such contents has many real problems since there is no valuable guidelines for metaverse contents development in industry. In this study, we aim to propose a development guideline that developers can refer to for game-type metaverse content by comparative analysis of existing contents among various metaverse types. In the development guideline, we derive common characteristic components of representative features for game-type metaverse platforms and give explanations on developing strategies. Such proposed development guidelines are verified by game-type metaverse field experts by survey.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.