• Title/Summary/Keyword: Metaverse platforms

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Metaverse for Marketing in the Public Sector: Implications on Citizen Relationship Management

  • Yooncheong CHO
    • Korean Journal of Artificial Intelligence
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    • v.11 no.2
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    • pp.29-38
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    • 2023
  • The purpose of this study is to explore how citizens perceive application of the metaverse platforms for city marketing and investigate factors that affect overall attitude for citizen relationship management in the public sector. In particular, this study investigates the following: i) how factors including perceived city brand value, public service, emotional value, experience, personalization, economic value, social value, and cultural value on overall attitude and ii) how overall attitude affects intention to use of metaverse for the public sector and citizen satisfaction. This study conducted an online survey with the assistance of a well-known research firm. This study applied factor, ANOVA, and regression analysis to test hypotheses. The results found that effects of perceived city brand value, emotional value, information, economic value, social value, and cultural value on overall attitude toward metaverse application for the public sector showed significance. The results provide managerial and policy implications for the public sector on how to apply metaverse to provide public services and enhance engagement with citizens. The results also provide implications which aspects should be considered to enhance citizen relationship management and to build the better city brand value by applying metaverse.

A Study on the Direction of Metaverse Platform in the Library: Focusing on the Method and Difference of Using the Metaverse Platform of Domestic and Foreign Libraries (도서관의 메타버스 플랫폼 활용 방향성 탐색 연구: 국내외 도서관의 메타버스 플랫폼 활용 방식 및 차이를 중심으로)

  • Ji Soo, Kim;Sun Young, Kwon
    • Journal of the Korean Society for information Management
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    • v.39 no.4
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    • pp.307-345
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    • 2022
  • Due to the prolonged COVID-19 pandemic, metaverse has begun to receive attention as a means of providing future services. The importance of metaverse was further emphasized and metaverse platforms are being used by various institutions. Against this background, cases of using the metaverse platform in libraries are increasing. Therefore, the purpose of this study is to investigate domestic and foreign library cases using the metaverse platform and analyze each platform's characteristics and content types according to the metaverse platform's method. Based on the findings, the implication of the current study suggests the future direction of using the metaverse platform in the library.

A Study on the Perception of Metaverse Fashion Using Big Data Analysis

  • Hosun Lim
    • Fashion & Textile Research Journal
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    • v.25 no.1
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    • pp.72-81
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    • 2023
  • As changes in social and economic paradigms are accelerating, and non-contact has become the new normal due to the COVID-19 pandemic, metaverse services that build societies in online activities and virtual reality are spreading rapidly. This study analyzes the perception and trend of metaverse fashion using big data. TEXTOM was used to extract metaverse and fashion-related words from Naver and Google and analyze their frequency and importance. Additionally, structural equivalence analysis based on the derived main words was conducted to identify the perception and trend of metaverse fashion. The following results were obtained: First, term frequency(TF) analysis revealed the most frequently appearing words were "metaverse," "fashion," "virtual," "brand," "platform," "digital," "world," "Zepeto," "company," and "game." After analyzing TF-inverse document frequency(TF-IDF), "virtual" was the most important, followed by "brand," "platform," "Zepeto," "digital," "world," "industry," "game," "fashion show," and "industry." "Metaverse" and "fashion" were found to have a high TF but low TF-IDF. Further, words such as "virtual," "brand," "platform," "Zepeto," and "digital" had a higher TF-IDF ranking than TF, indicating that they had high importance in the text. Second, convergence of iterated correlations analysis using UNICET revealed four clusters, classified as "virtual world," "metaverse distribution platform," "fashion contents technology investment," and "metaverse fashion week." Fashion brands are hosting virtual fashion shows and stores on metaverse platforms where the virtual and real worlds coexist, and investment in developing metaverse-related technologies is under way.

Metaverse business research for revitalizing the music ecosystem in the web 3.0 era: Focusing on strategies for building music platform (웹 3.0 시대 음악 생태계 활성을 위한 메타버스 비즈니스연구: 음악 플랫폼의 발전 양상 및 구축 전략을 중심으로)

  • Jiwon Kim;Yuseon Won
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.787-800
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    • 2023
  • This paper is a study aimed at facilitating a comprehensive understanding of the music metaverse platform that will emerge in the era of Web 3.0 and exploring productive strategies for its construction. We examine the significance of the metaverse music platform from various perspectives and investigate the developmental process of digital music platforms from Web 1.0 to 3.0. Subsequently, assuming the emergence of metaverse platforms as a transition to Web 3.0, we align this transition with technological(VR technology, wearable devices, generative AI), cultural(digital avatars, fandom), and economic(NFT) discussions related to Web 3.0. These discussions are integrated with the developmental strategies of the metaverse music platform. Through this study, we hope to enhance the understanding of the metaverse music platform and provide insights into potential construction strategies.

A Study on the Users' Response to Privacy Issues in Customized Services

  • Park, Sunwoo;Baek, Jeongyun;Yoo, Yeajoo;Kim, Dongwhan
    • Journal of Multimedia Information System
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    • v.9 no.3
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    • pp.201-208
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    • 2022
  • Customized service is a vital and mandatory element for apps in improving their technical performance and app customer analysis. While apps require users' consent for their data extraction and usage, many of the terms and agreement forms are written intricately, making it harder for users to fully understand the whole concept of users' data collection for customized services. Ever since the Facebook-Cambridge Analytica scandal, personal data privacy has been re-examined, forcing many app companies to reinforce a reliable solution to data privacy issues. However, there has not been a secured solution, which worries many people about the future advanced issues when metaverse platforms are actively used in daily apps. The research aims to collect the reactions and behaviors of everyday app users who utilize apps with customized services to understand the nature of privacy data issues and the users' opinions about the future implementation of metaverse platforms. The method of the research was an online questionnaire that targeted university students. The study revealed many fearful and anxious reactions about personal data and further metaverse issues where most app users were uneducated about how current apps collect and utilize users' private data.

An Industry-Service Classification Development of Metaverse Platform (메타버스 플랫폼 활용 산업-서비스 분류체계 개발)

  • Yun, Seung-Mo;Leem, Choon-Seong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.253-258
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    • 2021
  • With the 4th Industrial Revolution and the development of technology, markets of the VR&AR have increased. Also due to COVID-19 pandemic, demands for a digital environment were required because of physical space constraints. Firms are trying to solve this problem by using Metaverse platforms. However, with markets such as Metaverse, VR, AR, and Digital Twins are expanding, prior research on Metaverse definition or classification system is insufficient. Based on understanding VR&AR, Digital Twin, this study established a Industry-Service classification for Metaverse by defining Case studies on Metaverse and through prior research. And by Industry-Service classification for Metaverse this paper propose Metaverse Industry-Service Matrix to analyze the trend and possibility of Metaverse Platform

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QNFT: A Post-Quantum Non-fungible Tokens for Secure Metaverse Environment

  • Abir El Azzaoui;JaeSoo Kim
    • Journal of Information Processing Systems
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    • v.20 no.2
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    • pp.273-283
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    • 2024
  • The digital domain has witnessed unprecedented growth, reshaping the way we interact, work, and even perceive reality. The internet has evolved into a vast ecosystem of interconnected virtual worlds, giving birth to the concept of the Metaverse. The Metaverse, often envisioned as a collective virtual shared space, is created by the convergence of virtually enhanced physical reality and interactive digital spaces. Within this Metaverse space, the concept of ownership, identity, and authenticity takes on new dimensions, necessitating innovative solutions to safeguard individual rights. The digital transformation through Metaverse has also brought forth challenges, especially in copyright protection. As the lines between the virtual and physical blur, the traditional notions of ownership and rights are being tested. The Metaverse, with its multitude of user-generated content, poses unique challenges. The primary objective of this research is multifaceted. Firstly, there's a pressing need to understand the strategies employed by non-fungible token (NFT) marketplaces within the Metaverse to strengthen security and prevent copyright violations. As these platforms become centers for digital transactions, ensuring the authenticity and security of each trade becomes paramount. Secondly, the study aims to delve deep into the foundational technologies underpinning NFTs, from the workings of blockchain to the mechanics of smart contracts, to understand how they collectively ensure copyright protection. Thus, in this paper, we propose a quantum based NFT solution that can secure Metaverse and copyright contents in an advanced manner.

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.

A Study on the Introduction and Effectiveness of Metaverse Telework: Focusing on Perceived Work Productivity, Job Performance, and Job Satisfaction (메타버스 텔레워크 도입과 효과의 향상에 관한 연구: 인지된 업무생산성, 직무성과, 직무만족도를 중심으로)

  • Hai Chao Liu;Sang Joon Lee
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.31-47
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    • 2024
  • With the spread of COVID-19, non-face-to-face social exchanges around the world have increased, leading to a rise in the demand for telework. The recent advancement in technology has facilitated the emergence of metaverse platforms, with telework utilizing the metaverse gaining significant popularity. Such metaverse telework is signaling innovative changes in the business environment, yet sufficient research has not been conducted. This study analyzed the factors affecting the perceived work productivity, job performance, and job satisfaction of metaverse telework users. To achieve this, an online survey was conducted, focusing on individual factors (self-management tactics, sense of belonging, social presence, IT complexity) and situational factors (perceived workload, organizational support, metaverse telework environment, and flexible work arrangements). Out of the total responses, 358 valid questionnaires were used for the analysis, excluding any insincere responses. The SPSS 27.0 software was employed to verify the research hypotheses. This study proposed effective strategies to enhance the efficiency of telework within the metaverse.

Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.207-228
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    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.