• Title/Summary/Keyword: Use of Metaverse

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Digital Transformation, Business Model and Metaverse (디지털 전환, 비즈니스 모형 관점에서 본 메타버스)

  • Kim, Taekyung;Kim, Shinkon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.215-224
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    • 2021
  • Business stakeholders have shown huge interests on the way how to increase business value by integrating real world businesses with a rising metaverse concept. To understanding the utility of metaverse regarding digital transformation, this study conducted a qualitative study based on a metaverse framework from 2006 Metaverse Roadmap and reference theories on business models. Specifically, a multiple comparative case approach was adopted to investigate three metaverse application cases from 2000 to 2020. From findings, it was revealed that different metaverse features were tried to leverage traditional simulation games, social communities, and virtual communication activities to build business models. Secondly, the use of metaverse features were likely to be helpful in getting competitive advantages. However, we are also aware that stakeholder credibility should be carefully managed to sustain businesses.

Opportunities and Future Directions of Human-Metaverse Interaction (휴먼-메타버스 인터랙션의 기회와 발전방향)

  • Yoon, Hyoseok;Park, ChangJu;Park, Jung Yeon
    • Smart Media Journal
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    • v.11 no.6
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    • pp.9-17
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    • 2022
  • In the COVID-19 pandemic era, non-contact services were demanded and the use of extended reality and metaverse services increased rapidly in various applications. In this paper, we analyze Gather.town, ifland, Roblox, and ZEPETO metaverse platforms in terms of user interaction, avatar-based interaction, and virtual world authoring. Especially, we distinguish interactions among user input techniques that occur in the real world, avatar representation techniques to represent users in the virtual world, and interaction types that create a virtual world through user participation. Based on this work, we highlight the current trends and needs of human-metaverse interaction and forecast future opportunities and research directions.

A Study on Factors Affecting Learning Satisfaction and Continuous Use Intention in Non-face-to-face Classes based on Metaverse Platform Gather.Town (메타버스 플랫폼 게더타운 기반 비대면수업의 학습만족도와 지속이용의도에 미치는 요인 연구)

  • Na Rang Kim;Yeonkook J. Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.2
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    • pp.77-94
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    • 2023
  • This study aims to determine the factors that affect learning satisfaction and continuous use intention in metaverse-based non-face-to-face classes. Therefore, a hypothesis was established based on the technology acceptance model and information system success model, and a survey was conducted from November 22, 2021 to January 03, 2022 for students who had class experience using Gather.town-a metaverse platform. PLS Structural Equation was conducted on 122 copies, excluding the questionnaires with insincere responses. The results reveal that "all platform quality" factors influenced "easiness," "content quality" influenced "usefulness," "easiness" influenced "usefulness," "easiness" and "usefulness" influenced "learning satisfaction," "usefulness" and "learning satisfaction" had a positive effect on "continuous use intention." This study is significant because it empirically analyzes the variables that affect learning satisfaction and continuous use intention in metaverse-based non-face-to-face classes. In follow-up studies, additional research is required on the variables that affect learning satisfaction and continuous use intention targeting various metaverse-based platforms, including Gather.town.

Teachers' Levels of Use and Stages of Concern Regarding Metaverse-based Classes in Home Economics Education (가정과교육에서 메타버스 활용 수업에 대한 교사의 관심 단계와 실행 수준에 대한 연구)

  • Kim, Ye Lim;Chae, Jung Hyun
    • Human Ecology Research
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    • v.60 no.3
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    • pp.331-344
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    • 2022
  • The purpose of this study was to identify a support method for the introduction of metaverse-based classes (MBC) in home economics (HE) education. This was achieved by diagnosing the stages of concern and levels of use exhibited by HE teachers applying the concerns-based adoption model (CBAM). Questionnaires were sent to a convenience sample of middle- and high-school HE teachers using the KSDC (Korea Social Science Data Center). Overall, 271 responses were received, and the data were analyzed using KSDC E-STAT 3.0 and SPSS 28.0.1.1. The results were as follows: First, regarding the level of knowledge of MBC, the introductory level was the most common (139 respondents, 51.3%,), followed by the beginner level (81, 29.9%), the intermediate level (28, 10.3%,), the advanced level (12, 4.4%), and the master level (11, 4.1%). Average responses on a 5-point Likert scale to questions about the use of metaverse in HE classes were as follows: possibility (4.02), necessity (3.82), and usefulness (3.90). Second, HE teachers' stages of concern in MBC were as follows (in descending order): unconcerned - stage 0, and information - stage 1 (86.9), personal - stage 2 (85.6), management - stage 3 (80.9), collaboration - stage 5 (57.5), consequence - stage 4 (57.4), and refocusing - stage 6 (55.2). Third, the use of MBC was highest for orientation - level 1 (173 respondents, 63.8%), followed by non-use - level 0 (34, 12.5%), preparation - level 2 (29, 10.7%), mechanical - level 3 (15, 5.5%), refinement - level 5 (8, 3.0%), renewal - level 7 (8, 3.0%), routine - level 4 (3, 1.1%), and integration - level 6 (1, 0.4%). Many HE teachers had heard about MBC but were in the introductory level of not knowing what it is, and at the stage of being unconcerned or wanting to know about MBC. Of the 271 respondents, only 35 used metaverse in classes. Therefore, it is necessary to provide teacher training opportunities that provide basic information on the significance and implementation of MBC for HE teachers. Also, an MBC guideline book should be developed and distributed to HE teachers. Finally, a teacher community meeting is needed to share the expertise of teachers with substantial experience in using MBC.

Metaverse Kiosk Education System for Digitally Marginalized Seniors (디지털 소외계층인 시니어를 대상으로 한 메타버스 키오스크 교육시스템)

  • Seung-Eon Jeong;Yeon-Jae Oh
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1371-1378
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    • 2023
  • Kiosks are gaining popularity as an essential tool that offers unmanned services and payment systems, and their use is rapidly increasing in the service industry. However, the use of kiosks can be challenging for the elderly who are not accustomed to digital technology and touchscreens. Consequently, this study develops an educational program that utilizes metaverse technology to enhance the digital skills and kiosk service accessibility of older adults. This research has created an educational system that allows the elderly to learn digital skills and kiosk access through play.

A Comparative Study on the Brand Experiences of Metaverse and Offline Stores (메타버스와 오프라인 스토어의 브랜드 체험 비교 연구)

  • Gwang-Ho Yi;Yu-Jin Kim
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.53-66
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    • 2023
  • In recent times, more fashion brands have been seeking ways to use metaverse platforms, in which users can actively participate, as their new brand touch-points. This study aims to compare the brand experiences of the fashion brand Gentle Monster's offline store and its equivalent metaverse store. By changing the order of offline and metaverse visits, two groups participated in the field study that allowed them to experience directly the offline and metaverse stores. As a result of the analysis, the following findings were discovered: (1) In the overall experiential response, the frequency of sensory modules responding to new information was much higher than that of feeling experiences; (2) Experiential responses were more active in the offline store where the subjects could touch and use products directly rather than in the metaverse; (3) Among the four types of theme space, the experiential response was the most frequent in the product space; (4) The first group that visited the metaverse store before the offline store showed a more active experience than the second group that visited the offline store first. Finally, the results of this study show that metaverse brand stores in virtual space not only provide differentiated experiences beyond the spatiotemporal constraints of real space but can also be used as a strategic tool to make offline store experiences more meaningful and rich.

The Effect of Social Function and Telepresence on Intention to Offer Support Through Trust of Metaverse Participants (메타버스의 사회적 기능과 원격실재감이 메타버스 참여 주체의 신뢰를 통해 요청지원 의도에 미치는 영향)

  • Hwang, Inho
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.3
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    • pp.29-46
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    • 2022
  • COVID-19 has radically changed the behavior of members of society for exchange. In particular, the strong contagiousness of the virus is increasing networking on online platforms while reducing people's networking in the real world. Recently, the metaverse, which strengthened the presence based on 3D technology, is attracting attention from members of society such as individuals and companies. We present a method to improve metaverse utilization from the perspective of organizations and employees who have introduced metaverse for work. In other words, we check the effect of metaverse social function and telepresence on the employee's intention to offer support by improving the trust of the metaverse participants. We obtained samples through questionnaires targeting employees of organizations that introduced metaverse to their work, and verified the research hypothesis by applying the structural equation model. As a result, social interactivity, reciprocal favor, and telepresence of metaverse partially affected metaverse trust (platform, peer, organization), and metaverse trust increased the intention to offer support. Our study suggests a strategic direction to improve the metaverse utilization and exchange level of employees of organizations who want to use the metaverse for business.

A Study on the Local Particulate Matter Monitoring Technology using Shared-Use Mobilities for Metaverse Reality (메타버스 리얼리티를 위한 공유 모빌리티 기반 국부적 미세먼지 관측 기술 연구)

  • Jung, In Taek;Jang, Bong-Joo
    • Journal of Korea Multimedia Society
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    • v.24 no.8
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    • pp.1138-1148
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    • 2021
  • In this study, we developed a 'shared-use mobility'-mounted local particulate matter monitoring terminal technology to measure the actual particulate matter concentration around me. As a mobile terminal device in the form of an IoT sensor platform, it is designed to be separated into a control module and a sensor module to minimize interference between sensors and to consider the optimal observation position of each sensor. As a result of the field test, it was confirmed that particulate matter was locally different depending on time and space even within the same area. In addition, it was confirmed that the concentration of particulate matter in the relevant section differed by up to 100 times compared to the surrounding area due to specific sources of particulate matter such as unpaved roads. In addition, we positively reviewed the applicability of the service in the real-time metaverse environment using this result. Through technological advancement and application of multiple shared-use mobilities, we expect to be able to provide new services for practical smart city air environment monitoring, such as localized particulate matter information, air pollution event information, and identification of causes of particulate matter.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.