• Title/Summary/Keyword: Use of Metaverse

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Effects of Metaverse Experience Factors(4Es) on Perceived Value and Intention to Continue Use

  • Ji-Hee Jung;Jae-Ik Shin
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.187-194
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    • 2023
  • Recently, a lot of discussions are underway in the field of introducing new technologies about the rapidly growing metaverse. However, the degree of acceptance of metaverse users at the beginning of the introduction is different from expectations, so research should be conducted for the continuous use of current real users and service success. In this study, we would like to investigate the relationship between four experience factors according to Metaverse's experiential economy theory, and perceived value and intention to continue use. A survey was conducted on metaverse real-life veterans, and 177 questionnaires were finally analyzed. The collected data were empirically analyzed using SPSS 25.0 and AMOS 21.0. As a result; First, it was found that all the experience factors of the metaverse had a positive effect on the perceived value. Second, all of the experience factors of metaverse were found to have a positive effect on the intention to continue use. Third, perceived value was found to have a positive effect on the intention to continue use. Based on the analysis results, the implications and limitations of this study were presented. Based on the analysis results, metaverse should provide and develop various experience factors differentiated from reality to users. In addition, providing an experience environment and value that metaverse users can perceive will increase users' intention to continue using it.

Study on Use the Metaverse Platform in Fashion Design (패션디자인 분야의 메타버스 플랫폼 활용 연구)

  • Ryu, Kyoung ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.

A Study of Metaverse Perception in the Food Service Industry:Based on Technology Acceptance Model and Theory of Reasoned Action (외식산업에서의 메타버스 인식 연구:기술수용모델(TAM) 및 합리적 행동이론(TRA)을 기반으로)

  • Lee Sol;Lim So-hee;Lee Seung-woo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.193-211
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    • 2023
  • This study explores consumer perceptions of the Metaverse, a new concept emerging post-pandemic. It applies the Technology Acceptance Model and Theory of Reasoned Action to examine how perceived usefulness, ease of use, attitudes, subjective norms, and intentions to adopt new technology are connected. The study analyzes samples obtained from a self-administered online survey, assessing experienced and inexperienced individuals to compare their perceptions toward Metaverse in the food service industry. The data is processed with SPSS and AMOS, utilizing factor analysis and structural equation modeling. Results show perceived usefulness and ease of use influencing attitudes, which, along with subjective norms, impact behavioral intentions, supporting hypotheses. As online experiences grow, Metaverse marketing could affect dining behaviors and purchases. The study offers insights for food service companies to enhance behavioral intentions, contributing to Metaverse advancement.

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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The Role of Artificial Intelligence and Blockchain in the Metaverse

  • Theodore A., Tagne Poupi;Athar, Ali;Abdullah, Abdullah;Begum, Khadija;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.573-576
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    • 2022
  • Currently, the world has known many innovative technologies created to bring users to interact using the internet. The latest buzzword attracting attention both from industry and academia is the metaverse. The metaverse is a virtual environment in which people used virtual reality and augmented reality devices to carry out numerous virtual activities. At first, metaverse applications were mostly virtual games, but now with advances in research, many other applications and technologies are integrating the metaverse among which manufacturing, real estate, healthcare, military, and many others. The proper operation of these applications requires some technologies like blockchain and artificial intelligence. In this paper, we investigate the role of blockchain and AI in the metaverse. This work aims to present the eventual use cases of these technologies in the metaverse regardless of their application domain.

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A Study on User Experience of the Metaverse Exhibition: Focusing on Prayer for Life Metaverse

  • Park, Ji-Su;Park, So-Jeong;Park, So-Eun;Shin, Ji-Hye;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.89-98
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    • 2022
  • Using the extended technology acceptance model, this study aims to quantitatively analyze the user experience with the . In the case of Perceived Usefulness and Perceived Ease of Use, only limited detailed factors have significant impacts on the degree of satisfaction. The degree of satisfaction has positive correlations with the degree of immersion and the variables of Behavioral Intention to Use Metaverse. Although sophisticatedly remediates using digital technology to provide visitors with the sameness of exhibits, exhibition circulation and interaction method, the metaverse exhibition does not acquire the same value of the exhibition. In conclusion, cannot replace , however, it has the potential to offer learning usefulness to visitors with low accessibility to the art museum.

A study of the impact of Metaverse attributes on intention to use - based on the Extended Technology Acceptance Model (메타버스특성이 이용의도에 미치는 영향에 관한 연구 - 확장된 기술수용모델을 기반으로)

  • Seung Beom Kim;Hyoung-Yong Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.149-170
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    • 2023
  • This study analyzed the factors influencing users' intention to use the Metaverse by applying the extended technology acceptance model. In other words, the factors affecting users' intention to use the Metaverse were defined as technical characteristics (telepresence, interoperability, seamlessness, concurrence, and economy flow) and personal characteristics (social influence and perceived enjoyment) from the perspective of the Extended Technology Acceptance Model. For this purpose, a survey was conducted among men and women of various ages ranging from teenagers to 60s, and the data collected from 327 participants were analyzed using SPSS 22.0 and Smart PLS 4.0. The results showed that perceived usefulness and perceived ease of use, which are antecedents of the Extended Technology Acceptance Model, influence the intention to use Metaverse, and perceived ease of use influences perceived usefulness. Telepresence, interoperability and economy flow were found to have a positive effect on perceived usefulness, and interoperability, seamlessness and concurrence were found to have a positive effect on perceived ease of use. In addition, social influence and perceived enjoyment had a positive effect on intention to use the Metaverse. This study is significant in that it empirically analyzed the factors of users' acceptance of the Metaverse, which is attracting attention as a new platform that will bring significant changes to our daily lives and platform consumption environments.

Case Study for Introduction and Use of Metaverse in the Financial Sector (금융권 메타버스(Metaverse) 도입 및 활용 사례 연구)

  • Byung-Jun, Kim;Sou-Bin, Yun;Su-Jin, Jang;Sam-Hyun, Chun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.171-176
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    • 2023
  • The purpose of this study is to analyze the introduction and use cases of Metaverse in the financial sector to learn lessons and implications. Let's take a look. The era of the metaverse is coming. The financial sector is pioneering the blue ocean market in a new era and working with the MZ generation. In order to expand contact points, we are very interested in the new business model, Metaverse, and are actively engaged in research and development. appear to be participating. In the case of finance, information is efficiently transmitted through metaverse, and customers It is predicted that the convenience of customers will be greatly improved by making it possible to use convenient services without visiting a branch. Additionally, by utilizing technologies such as AR and VR, we are trying to provide services linked to the metaverse in earnest. In addition, new financial services such as non-face-to-face asset management consulting services and brokerage services for funds through Metaverse Business models are also expected to be created. It is still in its infancy, and it is currently in its infancy, Metaverse is being used for educational purposes.

Research on the Open World System of Metaverse Content <Ready Player One>

  • JungWoo Lee;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.322-327
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    • 2023
  • Recent advances in augmented reality (AR) and virtual reality (VR) technologies have led to a significant increase in metaverse platforms. Metaverses are setting a new direction for the digital world. This paper examines the phenomenon of virtual worlds that are becoming an issue these days, focusing on [Ready Player One]. One of the common features of the metaverse platform in [Ready Player One] and the platforms currently in use is the concept of open world. This is a feature that goes beyond simply moving around in a virtual world and allows users to freely reset, participate in, and control the environment. This innovative concept is a hallmark of metaverse platforms, and it is becoming increasingly important and influential. Through this study, we focused on the [open world system] of the platform in the movie and the modern metaverse platform, and suggested and studied how the scalability of the metaverse will present a turning point in the future.

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.