• Title/Summary/Keyword: Public metaverse

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The status of metaverse and digital twin technology development

  • CHUNG, Myung-Ae;KIM, Kyung-A;KANG, Min-Soo
    • Korean Journal of Artificial Intelligence
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    • v.10 no.2
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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.

A Study of the Case and Effects of Family Festival Using the Metaverse (메타버스를 적용한 가족축제 운영 사례와 효과 분석)

  • Joowon Jung;Kyung Im Chang;Min Hye Kim
    • Human Ecology Research
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    • v.61 no.4
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    • pp.709-721
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    • 2023
  • This study aimed to enhance awareness of diverse families and promote an inclusive, family-friendly culture by implementing the metaverse in a family festival and assessing its effects during the Covid-19 pandemic. To achieve this, the metaverse was applied and operated at the Jung-gu Family Center Family Festival in Seoul from October 29 to November 6, 2021. The design of the Metaverse Family Festival prioritized the integration of metaverse technology and the layout of program-linked spaces to create a realistic experience. The festival was operated with a focus on providing experiential activities and exhibitions. Data comprised program satisfaction and reviews from a sample of 228 festival participants. The key findings were as follows. Firstly, participants shared their interest and joy in experiencing new activities with their families through the Metaverse Family Festival. Secondly, creating a realistic family festival environment proved practical for encouraging active participation. Thirdly, the Metaverse Family Festival was perceived as promoting an inclusive, family-friendly culture by facilitating safe and accessible communication. Fourthly, the festival effectively bridged the digital gap within families, thereby enhancing digital literacy. This study offers new insights for the future design and operation of various programs in family centers and public institutions.

Metaverse Technology and Security Threats and Countermeasures (메타버스 기술과 보안 위협 및 대응방안)

  • Woo, SungHee;Lee, HyoJeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.328-330
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    • 2022
  • Currently, the Metaverse is introduced in various fields, and a virtual convergence economy that uses NFTs for content or item transactions is expected to develop into a 'metaverse environment'. The 'metaverse environment' will lead the changes in our society in the future and it will be fused with AI, big data, cloud, IoT, block chain, and next-generation network technology. However, personal information, device information, and behavior information provided by Metaverse users to use the service are subject to major attacks. Therefore, in order to provide a safe environment for users to use and to expand the business base of related companies, building a public-private cooperation system and developing a security guide are the leading tasks. Therefore, in this study, we compare and analyze metaverse features and technologies, and examine possible security threats and countermeasures.

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A Study on Firms' Metaverse Use and Competitiveness (기업의 메타버스 활용과 경쟁력 요인에 대한 연구)

  • Park, Jeehye;Park, Sohyun;Lee, Changkeun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.441-447
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    • 2022
  • Despite many discussions on the metaverse, there has been little concrete evidence and predictions about how firms use the metaverse, what determines firm competitiveness, and who will lead the industry. This paper attempts to answer these questions by conducting and examining a custom-designed survey of employees serving in the metaverse business. The survey results indicate that firms do not have strategic models for metaverse business yet, but they will become more affordable and widely used in the next three to five years. It is expected that many firms would coexist in the contents area, while the influence of global companies and large domestic companies with market dominance will be significant in the platform and software area.

A Study on the Factors Influencing the Intention to Use the Metaverse: Focusing on Innovation Resistance Model (메타버스 이용의도에 영향을 미치는 요인에 관한 연구: 혁신저항 모델을 중심으로)

  • Minjung, Kim;Mina, Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.51-58
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    • 2023
  • The purpose of this study is to identify various variables that affect the intention to use the metaverse, which has recently attracted attention. In particular, while previous studies have focused only on the variables that have a positive effect on the spread of the metaverse, this study tried to examine both the use and resistance perspectives by examining the psychological variables of consumers who reject specific changes, such as innovation resistance. By constructing consumer characteristics and innovation characteristic variables that affect innovation diffusion, the relationship between innovation resistance, attitude toward the metaverse, and intention to use the metaverse was examined. As a result of the study, it was found that innovation propensity, social image, and conformity had a negative effect on resistance to the metaverse. In addition, innovation propensity, social image, suitability, relative advantage, complexity, and observability mediate innovation resistance and attitudes toward the metaverse, and were finally revealed as variables that have positive or negative influences on the intention to use the metaverse.

Thesis of the Metaverse Concept and Proposing Research Direction (메타버스 개념 및 현황에 대한 논의와 향후 연구 방향 제안)

  • Ryu, Sunghan;Yun, Haejung;Park, Jaehyun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.1-13
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    • 2022
  • Metaverse has been encountering in our daily lives, and it has dynamically changed people's way of working, educating, and entertaining. During the Covid-19, people has been more immersed with virtual world. For example, the virtual environments have created new form and features of our remote work, online education, entertainment, and so on. Also, some people make a strong tie with their avatar to live in a virtual world. Indeed, it became a new normal life now. With this radical social and technological change, the metaverse has become a core issue for the communities of researchers and practitioners as well, and a variety of meaningful research and products have been conducted so far. Nevertheless, it still is lack of diverse theoretical, empirical, and practical studies, dealing with this huge socio-technical shift with the metaverse. Therefore, in this special issue commentary, we suggest potential metaverse research issues and topics, which highlight how management, organization, and information systems researchers could dance with the ongoing metaverse ecosystem for creating more productive research performances.

The Applicability of Metaverse for Urban Inundation Response (도시 침수 대응을 위한 메타버스의 활용 가능성 고찰)

  • Kim, Dong Hyun;Park, Hyung Jun;Yoo, Hyung Ju;Lee, Seung Oh
    • Journal of Korean Society of Disaster and Security
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    • v.15 no.2
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    • pp.13-25
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    • 2022
  • Public consent is essential to proceed with large-scale projects such as dam and hydroelectric power plant in the Carbon Neutral Era. In general, when designing facilities such as dams and river facilities, the impact due to constructing them is analyzed through numerical simulation in advance. Those facilities are built to cope with floods and usually HEC-RAS is used for numerical simulation in this process. The numerical simulation provides accurate data, but it is very difficult to persuade the public only with the data. Therefore, this study intends to consider the utilization of metaverse in the field of urban flooding and flood response. The applicability of metaverse was confirmed by emphasizing visual effects and providing easy-to-see data, using a kind of metaverse platform called Cities: Skylines. The functions and limitations of this platform were reviewed. A virtual flood scenario was applied after implementing real cities on a metaverse. The hazard map established in Korea and the results of applying the scenario of metaverse platform were compared. On the metaverse, not only the disaster situation caused by realizing the city and society as it is, but also the spread of social disasters after the disaster can be confirmed. Through this, countermeasures can be virtually implemented. If these social and humanistic data are also verified in the future, it is expected that the overall process for responding to urban flooding can be modeled.

A Study on Multi-Signature Scheme for Efficient User Authentication in Metaverse (메타버스 환경에서의 효율적인 사용자 인증을 위한 다중 서명 기법 연구)

  • Jae Young Jang;Soo Yong Jeong;Hyun Il Kim;Chang Ho Seo
    • Smart Media Journal
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    • v.12 no.2
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    • pp.27-35
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    • 2023
  • Currently, online user authentication is perform using joint certificates issued by accredited certification authorities and simple certificates issued by private agency. In such a PKI(Public Key Infrastructure) system, various cryptographic technologies are used, and in particular, digital signatures are used as a core technology. The digital signature scheme is equally used in DID(Decentralized Identity), which is attracting attention to replace the existing centralized system. As such, the digital signature-based user authentication used in current online services is also applied in the metaverse, which is attracting attention as the next-generation online world. Metaverse, a compound word of "meta," which means virtual and transcendent, and "universe," means a virtual world that includes the existing online world. Due to various developments of the metaverse, it is expted that new authentication technologies including biometric authentication will be used, but existing authentication technologies are still being used. Therefore, in this study, we study digital signature scheme that can be efficiently used for user authentication in the developing metaverse. In particular, we experimentally analyze the effectiveness of ECDSA, which is currently used as a standard for digital signatures, and Schnorr signatures, which can quickly verify a large amount of signatures.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.