• Title/Summary/Keyword: Use of Metaverse

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A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

Exploring Enhancing Interaction for Foreign Learners e-PBL Using Meta-verse (메타버스를 활용한 외국인 학습자의 e-PBL 상호작용 강화 방안)

  • Ko-Eun Song
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.555-563
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    • 2022
  • This study explored the educational effects of e-PBL by using metaverse tools to strengthen PBL interactions among foreign learners. The university's 3-hour, 15-week PBL subject was systematically reorganized to satisfy the needs of online groups of students. Metaverse technology was also used as a tool for interaction in the process of solving practical problems closely related to our social issues through e-PBL. e-PBL lectures are composed of foreign learners from various countries. More than half of the 43 participating students are from 11 different nations. Learners in an e-PBL class are able to partake in task-based learning activities through the use of the metaverse. This qualitative study identified the metaverse is an effective communication tool which transcends language and nationality. It is also a unique space where both verbal and non-verbal communication between team members are possible online. This study can demonstrate the positive effects of e-PBL teaching methods. By using the metaverse's various tools of interaction to improve communication among foreign learners whose Korean levels are not perfect, we can create a digital space which more closely resembles an offline, interpersonal learning experience.

Web 3.0 Business Model Canvas of Metaverse Gaming Platform, The Sandbox

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.119-129
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    • 2024
  • We look at Web 3.0 business model canvas (BMC) of metaverse gaming platform, The Sandbox (TS). As results, the decentralized, blockchain-based platform, TS benefits its creators and players by providing true ownership, tradability of decentralized assets, and interoperability. First, in terms of the governance and ownership, The SAND functions a governance token allowing holders to participate in decision and SAND owners can vote themselves or delegate voting rights to other players of their choice. Second, in terms of decentralized assets and activities, TS offers three products as assets like Vox Edit as a 3D tool for voxel ASSETS, Marketplace as NFT market, and Game Maker as a visual scripting toolbox. The ASSETS made in Vox Edit, sold on the Marketplace, can be also utilized with Game Maker. Third, in terms of the network technology, in-game items are no longer be confined to a narrow ecosystem. The ASSETS on the InterPlanetary File System (IPFS) are not changed without the owner's permission. LAND and SAND are supported on Polygon, so that users interact with their tokens in a single place. Last, in terms of the token economics, users can acquire in-game assets, upload these assets to the marketplace, use for paying transaction fees, and use these as governance token for supporting the foundation.

Global Fashion Brand Non-Fungible Token (NFT) Application Case Study

  • Hye-Sook Park;Phil-Joo Moon
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.315-320
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    • 2023
  • Covid-19 is rapidly changing the global society. In particular, as the online connected world has become more important in recent years, new communication methods such as VR, AR, and metaverse have emerged as global trends. As social interest in technologies such as metaverse, blockchain, and NFT continues to grow, this study aims to understand the concept of NFT, which is being illuminated as a global trend keyword, and to examine the current status of the global fashion industry. As a result of examining NFT application cases of fashion brands that have grown rapidly since Covid-19, the use of NFT in the global fashion industry can be largely classified into three categories - Collection and Investment Type, Game Type NFT, Marketing and Event Type NFT. Based on this, We expect that this study will be used as basic data to actively utilize NFT, which is still in its infancy, to prepare a plan to revitalize the domestic fashion industry.

Nuclear Decommissioning Simulation Using Virtual·Augmented Reality (가상·증강 현실을 이용한 원전 작업에서의 활용 방안)

  • Kang, Dong-Yoon;Kim, Sung-Hyun;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.566-568
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    • 2022
  • Metaverse is the most emerging technology due to the recent 4th industry and the non-face-to-face society of Corona 19. As one of the core technologies of Metaverse, VR·AR technology is being industrialized in various fields such as medical care, education, and service. Among them, education and training are the most important fields of application, and nuclear power plant operation also requires this technology. In this paper, we will look at the fields of application of VR·AR technology in existing industries and suggest a plan for use in nuclear power plant work.

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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.

A Study on Application of Archival Information Services Based on Metaverse (메타버스 기반 기록정보서비스 적용 방안 연구)

  • Kim, Hyunjin;Yim, Jinhee
    • The Korean Journal of Archival Studies
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    • no.74
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    • pp.119-153
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    • 2022
  • Metaverse combines the real and virtual worlds to create a world where all experiences and activities in the real world are possible even in the virtual world without time and space constraints. Currently, metaverse technology is expanding and converging into the realms of society, economy, and culture. In particular, the MZ generation, the main user base, is engaged in various cultural activities such as games, contents, culture, exhibitions, and performances in the metaverse world. Archives, one of the cultural institutions, should provide a new type of service by fusion of Archival information services with metaverse technology so that the MZ generation can know the value and meaning of archives. This will arouse the interest of the MZ generation, which will naturally increase the awareness of the archives, increase visits and use, and will serve as an opportunity to expand the user base. Therefore, in this study, the concept, type, and characteristics of each service were examined, and the representative metaverse platform for each service was selected and a platform utilization plan suitable for Archival information services such as exhibition, experience, and publicity was proposed. In addition, by using 'Spatial', a blockchain-based social metaverse platform, to directly produce exhibition contents, we want to check the considerations suggested, the production process, and the advantages of the metaverse exhibition.

An Exploratory Study for Metaverse Governance in the Public Sector (공공 메타버스 거버넌스에 대한 탐색적 연구)

  • Haejung Yun;Jaeyoung An;Sang Cheol Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.353-376
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    • 2023
  • The global pandemic and the development of virtual and augmented reality technologies have led a metaverse boom that enables a lot of interactions in virtual worlds, and is being utilized in various fields such as business, government, and education etc. Despite the growing interest in the metaverse, its scope and definition are still unclear and the concept is still evolving, making it challenging to establish its governance. Governmental entities are also investing intensively in public metaverses to make public value and promote social welfare, but they are underutilized due to lack of systematic governance. Therefore, in this study, we propose a public metaverse governance framework and identify the relative importance of the factors. Furthermore, since a public metaverse should be accessible to anyone who wants to use, we explore the factors of shadow work and examine the ways to minimize it. Based on the socio-technical system theory, we derived public metaverse governance factors from previous literature and topic modeling and then generate a framework with 23 factors through expert interviews. We then tested relative priority of the factors using the analytic hierarchical process (AHP) from the experts. As a result, the top five overall rankings are: 'roles and responsibilities', 'standardization/modularization', 'collaboration and communication', 'law and policies', and 'availability/accessibility'. The academic implications of this study are that it provides a comprehensive framework for public metaverse governance, and then the practical implications include suggesting prioritized considerations for metaverse operations in the public sector.

Analysis on Awareness and Actual Condition of Metaverse Utilization in Education for Design Major Students : Focusing on D-University (메타버스 활용 교육에 대한 디자인 전공생의 인식 및 실태 분석 : D 대학교를 중심으로)

  • Heejung Kang;Hyunsuk Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.837-842
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    • 2023
  • This study analyzed the awareness and actual condition on metaverse utilization in education for design major students. An online survey was conducted for 14 days from May 10 to 23, 2023, targeting 120 students majoring in design at D University. The evaluation method of the questionnaire was a nominal scale and a 5-point scale, and the questionnaire results were analyzed through SPSS 29.0. First, it is necessary to sufficiently share the advantages of metaverse utilization in education with students, and to provide basic literacy programs utilizing the characteristics of metaverse and supporting class activities. Second, students' response will be higher in studio classes where practical training is conducted rather than information delivery or understanding-oriented lectures. Third, in order for the metaverse to become a means of education in the digital transformation era rather than just a temporarily medium in COVID-19 era, specific and systematic design education programs reflecting the characteristics of the metaverse need to be continuously developed. In addition, it is important for instructors to actively review the use of the metaverse and search for various ways to utilize it.

Appeared on the Metaverse Platform Typing the Interface Properties of the Extended Space (메타버스형 플랫폼에 나타난 확장공간의 인터페이스 특성 유형분석)

  • Jang, Jinha;Lim, Kyungran
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.94-105
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    • 2022
  • This study looks at the recently increasing metaverse platform from the perspective of users. Therefore, to understand the metaverse concept as an extended space, we looked at the spatial theory and looked at the paradigm from the perspective of lifestyle and technological change. The case was viewed as 'big tech', and it was shown to be developing in various forms. simulation, Immersense, It is reclassified into Tranconnect and Explorience interfaces to suggest directions for use in various fields.