• 제목/요약/키워드: Metaverse platforms

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The status of metaverse and digital twin technology development

  • CHUNG, Myung-Ae;KIM, Kyung-A;KANG, Min-Soo
    • 한국인공지능학회지
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    • 제10권2호
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    • pp.19-24
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    • 2022
  • Metaverse refers to a world that transcends reality. Metaverse is a compound word of meta (transcendence) and universe (universe). The impact of the corona pandemic has provided an opportunity to rapidly grow the metaverse based on realistic content along with online and non-face-to-face environments. Various content and service platforms reflecting the concepts of metaverse and digital twin are rapidly spreading around the world in line with the pandemic situation. As their needs accelerate in response to the COVID-19 situation, the technology of metaverse and digital twin is attracting attention again as an indispensable condition for business, culture and art, national industry, and public services. In particular, the metaverse requires the balanced development of ecosystem components based on various advanced convergence technologies. In this paper, the concept of metaverse and digital twin, types of platforms, and development status are examined, and trends of key element technologies are investigated and analyzed. As these key element technologies, XR sensory technology, avatar technology, and other XR devices and parts were examined. Through this, we want to clearly pinpoint the direction in which the metaverse will develop through future technologies, services, and follow-up research.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • 식품보건융합연구
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    • 제8권2호
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    • pp.1-6
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    • 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.

블록체인 NFT 문화예술콘텐츠의 현황과 과제 (Prospects & Issues of NFT Art Contents in Blockchain Technology)

  • 김종국
    • Journal of Information Technology Applications and Management
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    • 제30권1호
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

디지털 플랫폼의 변화에 따른 디지털 패션쇼의 형태변화와 특성 연구 (A Study on Changes in Form and Characteristics of Digital Fashion Shows According to Changes in Digital Platforms)

  • 최하진;정재윤
    • 한국의상디자인학회지
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    • 제26권2호
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    • pp.1-14
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    • 2024
  • Digital transformation has been actively evolving through the use of digital platforms. The fashion industry also utilizes digital platforms and significant changes have become particularly evident in fashion shows. Therefore it is essential to research digital fashion shows. The purpose of this study is to analyze the evolution of digital fashion shows in terms of their form and characteristics in response to changes in digital platforms. The research method consisted of literature research and case analysis. In this study, the development stages of digital platforms were divided into four stages: Internet platforms, SNS platforms, Metaverse platforms, and Artificial Intelligence platforms. Results were derived by analyzing digital fashion shows published on digital platforms at each stage. Internet digital fashion shows were used as an ancillary implement for fashion shows. SNS digital fashion shows expanded the fashion presentation method by experimenting with various fashion show formats. The Metaverse Digital Fashion Show offers a unique experience by integrating Virtual Reality and digital technology to create visual effects customized for the virtual environment. The Artificial Intelligence digital fashion show used virtual graphics created using Artificial Intelligence. Digital fashion shows will continue to evolve and become a significant digital strategy for fashion content and brands. The change in the format of digital fashion shows clearly showcases the characteristics of each stage, but the formats appear to merge during the development process.

Music License in the Metaverse

  • Kyungsuk Kim
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.44-54
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    • 2023
  • This paper provides a comprehensive analysis of the implications of the metaverse on the music industry, focusing on copyright issues and potential solutions. It delves into the concept and characteristics of metaverse platforms, describing them as environments that immerse users in a variety of virtual experiences. A significant portion of the paper is dedicated to exploring music use and copyright infringement in the metaverse. It examines how users incorporate existing music into their content, often leading to legal challenges due to copyright infringement. The paper discusses the role of online service providers (OSPs) in this context and the legal implications of their actions. The paper also addresses the 'safe harbor' provisions for OSPs and examines the balance between protecting rights holders and limiting OSP liability. It highlights the challenges and limitations of copyright enforcement in the metaverse, especially given the unique nature of content on platforms such as Roblox. Finally, the article proposes solutions to simplify music licensing in the metaverse, suggesting a shift from property rules to liability rules and the establishment of Collective Management Organizations (CMOs) to streamline the licensing process and better protect copyright holders' interests.

실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현 (Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data)

  • 이강인;노은혜;조영재;이용환
    • 반도체디스플레이기술학회지
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    • 제22권4호
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    • pp.172-178
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    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

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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.

메타버스 이용자의 프레즌스 경험이 몰입과 지속이용의도에 미치는 영향 (The Impact of Metaverse Presence on Immersion and Intention to Continuous Use)

  • 최믿음
    • 문화기술의 융합
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    • 제10권4호
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    • pp.581-588
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    • 2024
  • 개인용 컴퓨터, 인터넷, 모바일 기기의 발전에 이은 네 번째 컴퓨팅 기술 혁신으로 불리는 메타버스 기술은 타인과의 소통뿐만 아니라 현실 세계에서 이루어지는 사회, 문화, 경제 활동이 가능한 3차원 가상세계를 구현하였다. 2018년 출시된 제페토와 2020년 출시된 모여봐요 동물의 숲이 출시 당시부터 젊은 세대를 중심으로 화제가 되었지만 2023년부터 메타버스에 대한 투자와 이용률 감소에 대한 우려가 가시화되고 있다. 이 연구는 메타버스 이용자의 프레즌스 경험이 이용몰입과 지속이용의도에 미치는 영향력을 살펴보았다.

메타버스의 발전방향과 활성화를 위한 6대 이슈 연구 (A Study on Development Direction of Metaverse and Six Issues to Promote Metaverse)

  • 이상준;김태순;이해경;박상현
    • 한국IT서비스학회지
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    • 제21권1호
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    • pp.41-59
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    • 2022
  • Metaverse which was not mentioned until recently due to the failure of 'Second Life' in the past is drawing attention again with the emergence and popularity of metaverse platforms such as 'Roblox' and 'Zeppetto'. On the other hand, there are concerns that past failures will still be repeated. In order to create and sustain the ecosystem surrounding the metaverse, it is important to diagnose and analyze the development process of the metaverse industry and market to define a clear concept that expresses the current metaverse boom. In this paper, the metaverse of the future is defined as "Metaverse 2.0: A virtual world that evolves into a 'Hyper world' through the convergence of hyper-connectivity, hyper-intelligence, and hyper-reality." And six issues that need to be resolved for the activation of the metaverse were analyzed. Based on the contents of this study, it is expected that the metaverse ecosystem will be formed and spread by establishing the roles of the public sector and the private sector.

Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • 제20권3호
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.