• Title/Summary/Keyword: metaverse

Search Result 565, Processing Time 0.023 seconds

Action-Based Audit with Relational Rules to Avatar Interactions for Metaverse Ethics

  • Bang, Junseong;Ahn, Sunghee
    • Smart Media Journal
    • /
    • v.11 no.6
    • /
    • pp.51-63
    • /
    • 2022
  • Metaverse provides a simulated environment where a large number of users can participate in various activities. In order for Metaverse to be sustainable, it is necessary to study ethics that can be applied to a Metaverse service platform. In this paper, Metaverse ethics and the rules for applying to the platform are explored. And, in order to judge the ethicality of avatar actions in social Metaverse, the identity, interaction, and relationship of an avatar are investigated. Then, an action-based audit approach to avatar interactions (e.g., dialogues, gestures, facial expressions) is introduced in two cases that an avatar enters a digital world and that an avatar requests the auditing to subjects, e.g., avatars controlled by human users, artificial intelligence (AI) avatars (e.g., as conversational bots), and virtual objects. Pseudocodes for performing the two cases in a system are presented and they are examined based on the description of the avatars' actions.

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
    • /
    • 2022.05a
    • /
    • pp.573-576
    • /
    • 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.

  • PDF

Metaverse Core-value Structure and Consumer Expectations Survey (메타버스 핵심가치에 대한 소비자 기대 수준 조사)

  • W.H. Seok;J.Y. Ahn;Y.H. Shin
    • Electronics and Telecommunications Trends
    • /
    • v.39 no.3
    • /
    • pp.13-24
    • /
    • 2024
  • The capabilities of the metaverse have been demonstrated by representative examples such as Roblox, Fortnite, and Zepeto, and it can enable gaming, social networking services, and other applications. Nevertheless, research on the metaverse has been fragmented owing to conflicting definitions, core values, and characteristics. This ambiguity in metaverse conventions has hindered related research, analysis, and policy establishment. As the confusion seems to aggravate, consistent concepts should be established. Although the coronavirus disease pandemic led to a collapse in metaverse usage, it is regaining public interest since 2022. To promote the metaverse development, we structure core values based on existing research and surveys of consumer expectations. We found that consumers perceive the metaverse as a realistic virtual space and a potential economic opportunity. Hence, it seems necessary to track the extent to which the metaverse core values satisfy consumer demands. Such core values should be consistently reflected in policies and technology development.

A Study on the Typology and Advancement of Cultural Leisure-Based Metaverse (문화 여가 중심의 메타버스 유형 및 발전 방향 연구)

  • Ko, Sun Young;Chung, Han Kun;Kim, Jong-In;Shin, Youngtae
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.10 no.8
    • /
    • pp.331-338
    • /
    • 2021
  • Metaverse is a compound word of 'meta' and 'universe', which means transcendence and the world. It is a digital world where daily life and economic activities are possible. While the Metaverse is being actively used as an alternative space to enjoy leisure life since COVID-19, not much academic research on Metaverse in Korea has been done yet. Based on the previous research on Metaverse in Korea and overseas we conducted a typology analysis on cultural leisure-based Metaverse and a study on its key features. Considering the current situation in which the Metaverse era is blooming we also investigated the development trends of the Metaverse and related technologies at home and abroad. We also presented the direction of advancement of the cultural leisure-based Metaverse. This study differentiates itself from previous domestic and foreign studies by discovering and analyzing theoretical models, frameworks and features in terms of society, collaboration, and leisure use through case studies. It is meaningful that this research presents directions on further Metaverse research that reflect the current information technology (IT) and changes in life.

Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
    • /
    • 2021.08a
    • /
    • pp.361-368
    • /
    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

  • PDF

A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology (메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구)

  • Jeon, Juhui;Kim, Marie;Kim, Bokyung;Kang, Kyuri
    • Journal of Engineering Education Research
    • /
    • v.26 no.6
    • /
    • pp.19-29
    • /
    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

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
    • /
    • v.13 no.4
    • /
    • pp.173-190
    • /
    • 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.

Utilizing Natural Language Processing to Compare Perceptions of Metaverse between News Articles and Academic Research (자연어 처리를 활용한 메타버스 보도, 연구 간 인식 차이 비교)

  • Lee, Gyuho;Lee, Joonhwan
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.10
    • /
    • pp.1483-1498
    • /
    • 2022
  • While public interests in the metaverse are growing recently in the Korean media and research, its understanding has not been fully established yet. In this study, we aimed to probe whether the rapid growth in media attention about the metaverse has increased its usage as a buzzword accompanied by an absence of scientific context. We analyzed publications and online news containing "metaverse" from 2020 to 2022. The data analysis methods are 1) time series frequency, 2) keyword network, 3) natural language model. The findings indicate the perception gap about metaverse between research and news articles broadened as its popularity has grown. Research about metaverse gradually expanded its connections with related topics-virtual and augmented realities-focusing on social changes in a remote environment. However, media reporting frequently used "metaverse" as a buzzword rather than explaining its scientific background, stimulating the proliferation of related topics and the dispersion of news content. This study further discusses the need for a media strategy to improve public conception of the long-term development of the metaverse.

Analysis of Information Security Issues and Classification through Metaverse Infringement Cases

  • Mi-Na, Shim
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.1
    • /
    • pp.13-22
    • /
    • 2023
  • In the age of Web 3.0, the metaverse is emerging as a new innovative element to replace the Internet. Leading major ICT companies, it is striving to become a metaverse platform or infrastructure-oriented company. Along with the expansion of the VR and AR market, governments of each country are investing large budgets in this field. However, security concerns about metaverse are also growing. In addition to potential damage to infrastructure, platform and services, personal information leakage and privacy damage are expected to increase further. In this study, we investigated and closely analyzed cases of infringement on the infrastructure, platform, and service of Metaverse. We have clearly identified the current state of metaverse security and the characteristics of the risks of greatest concern. The research procedure is composed of a method of determining the metaverse security area for case analysis first and deriving the type of threat by area through the type of infringement. In particular, the results were mapped into Domain, Case, and Threat, and the implications of the results were analyzed. Through these results, researchers want to contribute to finding the right direction of research by clearly understanding the latest metaverse security status.