• Title/Summary/Keyword: Metaverse platforms

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Intellectual Property Disputes in the Era of the Metaverse: Complexities of Cross-Border Justice and Arbitration Consideration

  • Kye Hwan Ryu;Choong Mok Kwak
    • Journal of Arbitration Studies
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    • v.33 no.3
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    • pp.147-175
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    • 2023
  • The emergence of the metaverse, a complex three-dimensional virtual environment, has led to significant changes in the intellectual property (IP) landscape. This paper examines the challenges and legal intricacies of IP within the virtual realm, focusing on the unprecedented nature of these disputes and on the inadequacies of traditional jurisdiction methods. Drawing from international frameworks, including the International Law Association's Guidelines and WIPO's guides, the study critically explores arbitration as an alternate approach to metaverse IP disputes, analyzing its complexities and applicability. The paper further delves into challenges arising from diverse protection laws that pertain to the global nature of the metaverse, including the nuances of various digital assets like NFTs. By assessing jurisdictional difficulties, the paper addresses the adoption of decentralized justice platforms, and examines the role of Alternative Dispute Resolution (ADR) methods, this paper presents a comprehensive view of the evolving virtual legal field. It suggests that while innovative methods are emerging, traditional arbitration will likely remain the preferred choice for complex disputes, offering a balance of speed, cost-effectiveness, and legal robustness within the virtual world.

A Study on the intentions of early users of metaverse platforms using the Technology Acceptance Model (기술수용모델을 활용한 메타버스 플랫폼 초기 이용자들의 이용 의도에 관한 연구)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.275-285
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    • 2021
  • The purpose of this study is to empirically identify the process of technology acceptance of the metaverse, a virtual world-based platform that has attracted attention due to the 4th industrial revolution and the COVID-19 pandemic. The technology acceptance model (TAM) was used to identify factors affecting the use of the metaverse platforms and to analyze the causal relationship among these factors. For research, a survey was conducted on ordinary adult men and women and was analyzed using a structural equation model. The study found that perceived pleasure, interactivity, self-efficacy, and social influence had a positive effect on perceived ease-of-use. Interactivity and social influence had a statistically significant effect on perceived usefulness. The relationship between perceived ease-of-use and perceived usefulness was not statistically significant, but both perceived ease-of-use and perceived usefulness had a significant effect on positively forming attitudes toward metaverse. Lastly, favorable attitudes toward the metaverse platform had a positive effect on the intention to continue using it. Through this study, it was possible to identify the factors affecting the intention to use the metaverse and to confirm the causal relationship between the factors. A deeper understanding of users may be obtained in future if the research subject can be expanded and investigated with various factors.

The Influence of Service Characteristic Factors of Metaverse Platforms on Intention to Use the Metaverse (메타버스 플랫폼의 서비스 특성요인이 메타버스 사용의도에 미치는 영향)

  • Kim, Hyojin;An, Myounga
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.173-190
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    • 2023
  • In recent times, with the development of virtual convergence technologies, the market for the Metaverse, a digitally virtual space that combines virtuality and reality, is experiencing significant growth. These Metaverses are realizing new value in both reality and virtual spaces through the development of diverse services and content. However, existing research on the Metaverse mostly revolves around its conceptualization and categorization, with limited exploration of intentions to use the Metaverse. Consequently, this study examined the impact of Metaverse service characteristic factors on trust and intention to use within the Metaverse. The results of this study are as follows. First, among the service characteristic factors of the Metaverse, presence, interactivity, and playfulness were found to have a positive impact on Metaverse trust. On the other hand, informativeness was found not to have a significant influence on trust in the Metaverse. Second, Metaverse trust was found to have a positive impact on intention to use the Metaverse. Based on the research results above, this study aims to propose effective communication strategies for activating the Metaverse and developing services within the Metaverse platform.

Effects of Blended Learning on Pharmacy Student Learning Satisfaction and Learning Platform Preferences in a Team-based Learning Pharmacy Experiential Course: A Pilot Study (블렌디드 러닝을 활용한 팀 기반 학습 실습 수업에서 약학대학 학생의 학습만족도와 플랫폼 선호도: 예비 연구)

  • So Won Kim;Eun Joo Choi;Yun Jeong Lee
    • Korean Journal of Clinical Pharmacy
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    • v.33 no.3
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    • pp.202-209
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    • 2023
  • Background: With the emergent transition of online learning during the COVID-19 pandemic, the need for online/offline blended learning that can effectively be utilized in a team-based learning (TBL) course has emerged. Methods: We used the online metaverse platforms, Gather and Zoom, along with face-to-face teaching methods in a team-based Introductory Pharmacy Practice Experience (IPPE) course and examined students' learning satisfaction and achievement, as well as their preferences to the learning platforms. A survey questionnaire was distributed to the students after the IPPE course completion. All data were analyzed using Excel and SPSS. Results: Students had high levels of course satisfaction (4.61±0.57 out of 5) and achievement of course learning objectives (4.49±0.70 out of 5), and these were positively correlated with self-directed learning ability. While students believed that the face-to-face platform was the most effective method for many of the class activities, they responded that Gather was the most effective platform for team presentations. The majority of students (64.3%) indicated that blended learning was the most preferred method for a TBL course. Conclusion: Students in a blended TBL IPPE course had high satisfaction and achievements with the use of various online/offline platforms, and indicated that blended learning was the most preferred learning method. In the post-COVID-19 era, it is important to utilize the blended learning approach in a TBL setting that effectively applies online/offline platforms according to the learning contents and activities to maximize students' learning satisfaction and achievement.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

Expanded Role of Empathy in Metaverse Environment Where AI is Applied (AI가 적용될 메타버스 시대를 위한 확장된 공감의 역할)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.87-99
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    • 2021
  • As face-to-face social exchanges are limited by the pandemic, the influence of the metaverse, a virtual space crosses virtual and reality, is gradually expanding. Various metaverse platforms are currently taking advanced AI technology to provide users with a more diverse experience. However, as a result, if AI-human communion in the metaverse space is as active as the relationship between humans, this may lead to side effects that threaten humanity. This study emphasized the value of empathy as a way to minimize the side effects, and suggested that the concept and role of empathy need to be expanded. Accordingly, we conducted an empirical study to examine the difference between social relationship in the metaverse and in real life at the current level, and based on the results, we predicted the future social relationship in the environment where AI was applied to the metaverse. Combining the study, we proposed "Digital Human Empathy" for human dignity in the digital age.

A Steganography-Based Covert Communication Method in Roblox Metaverse Environment (로블록스 메타버스 환경에서의스테가노그래피기반은닉통신기법)

  • Dokyung Yun;Youngho Cho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.1
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    • pp.45-50
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    • 2023
  • Roblox, the world's No. 1 metaverse platform, has more than 3 billion subscription accounts and more than 150 millionmonthly active users (MAU). Despite such high interest in metaverse, existing studies on analyzing the risk of cyberattacks and security in the metaverse environment is insufficient. Therefore, in this paper, we propose a new steganography-basedcovert communication method in Roblox. In our proposed method, a secret message is hidden into an image by using a function provided in the Roblox Experience environment and then the image is automatically stored in the RobloxExperience participants' devices (PC or Smartphone) so that a malicious software can extract the hidden message fromthe image. By our experiments in the Roblox metaverse environment, we validated our proposed method works and thus want to inform our proposed method can be used in various cyberattacks and crimes such as the spread of secret commands, the establishment of a steganography botnet, and the mass distribution of malicious malware in metaverse platforms.

A Study on the Metaverse Experience Economy Factors and Advertisement Acceptance Intention (메타버스 체험경제 요인과 광고 수용의도에 관한 연구)

  • Lee, Sangho;Kim, Taegyu;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.99-109
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    • 2022
  • The purpose of this study is to verify the effect of experiential economy factors using metaverse on the intention to accept advertisements reflecting new technologies. The subjects of this study were those located in G Metropolitan City and J Province, and those who experienced metaverse. From August 1 to September 10, 2022, 150 people participated in the survey without face-to-face. Analysis methods were frequency analysis, factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and three-step mediated regression analysis. The conclusion is as follows. First, the influence of metaverse experience on advertisement acceptance intention was shown in the order of relational experience, educational experience, and escapist experience. Second, it was found that the relational and educational experiences of metaverse partially mediate metaverse usefulness and affect the advertisement acceptance intention. Third, it was found that the relational and educational experiences of the metaverse partially mediate the metaverse presence and affect the advertisement acceptance intention. Also, it was found that the metaverse's escapist experience completely mediates the metaverse's presence and affects the advertisement acceptance intention. Fourth, it was found that the escapist experience of metaverse completely mediates the ease of use of metaverse and affects the advertisement acceptance intention. It is expected that this study will contribute to the construction of a new platform in the advertising market using various platforms of metaverse.

A Study on NaverZ's Metaverse Platform Scaling Strategy

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.132-141
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    • 2022
  • We look at the rocket life stages of NaverZ's metaverse platform scaling and investigate the ignition and scale-up stage of its metaverse platform brand, Zepeto based on the Rocket Model (RM). The results are derived as follows: Firstly, NaverZ shows the event strategy by collaborating with K-pops, the piggybacking strategy by utilizing other SNSs, and the VIP strategy by investing in game and entertainment content genres in the 'attract' function. In the second 'match' function, based on the matching rule of Zepeto, the users can generate their own characters and "World" with Zepeto Studio. However, for strengthening the matching quality, NaverZ is investing in the artificial intelligence (AI) based companies consistently. In the 'connect' function, NaverZ's maximization of the positive interaction is possible by inducing feed activities in Zepeto & other SNSs and by uploading attractive content for viral effects in the ignition. For facilitating this, NaverZ expands the scale to other continents like Southeast Asia and Middle East with the localization strategy inclusive investment. Lastly, in the 'transact' function, based on three monetization experiments like Coin & ZEM, user generated content (UGC) fee, and advertising revenue in the ignition, NaverZ starts to invest in NFT platforms and abroad blockchain companies.

Food Purchasing Platform using Metabus-based Multinational Student Community (메타버스 기반 다국가 유학생 커뮤니티를 이용한 음식 구매 플랫폼)

  • Kim, Sea Woo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.259-264
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    • 2022
  • The food purchase platform using the metaverse-based multinational student community is a metaverse purchase platform using the multinational food preference community. Through the use of this platform, it is expected to establish a community of multinational international students, a community of international student sellers, and foster a new industry of metaverse purchase platforms. The metaverse platform guarantees anonymity, is space-time-free, and can freely communicate with avatars to create a second business communication. In addition, by selling many kinds of favorite foods in small quantities, it customizes scarcity while reducing the burden of providing services and making it easier for international students to participate.This platform can enhance to more business opportunities using community manpower.