• Title/Summary/Keyword: metaverse platforms

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Korean Hair Style Trends and 3D Hair Modeling for Metaverse Content Creation Guidelines (메타버스 저작 가이드라인 제공을 위한 한국인 헤어스타일 트렌드와 3D헤어 모델링)

  • Chae-Rim Lee;Seongah Chin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.501-508
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    • 2023
  • This research endeavors to categorize a diverse range of hairstyles for both men and women in South Korea using hair images and subsequently generate 3D hair models based on this classification. The classification process relies on prominent visual features, resulting in the division of hairstyles into 14 distinct categories, including six styles for men and eight styles for women. By accurately matching the most appropriate hairstyle to the given hair image, the study aims to provide recommendations for the necessary hair models required for metaverse authoring tools, thus enabling realistic hair styling. This capability can be effectively utilized on platforms like metaverse, allowing users to seamlessly find and apply the 3D hair model that closely resembles their remotely captured or pre-existing hair images. Through this innovative approach, users can be presented with the most similar 3D hair model, enhancing their virtual hairstyling experience.

A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.91-100
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    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.

Development of an Optimized Class Space and Map based on the Metaverse ZEP Platform (메타버스 ZEP 플랫폼 기반의 최적화된 수업 공간 및 맵 개발)

  • Ae-ran Park;Myung-suk Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.439 -447
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    • 2023
  • This paper aims to develop a map for optimized class space using ZEP among the metaverse platforms. As a research method, the classroom space was organized so that the subject of learning became a learner, and the classroom space was modified and supplemented to optimize while being applied to elementary school computer classes. The contents of the study investigated learners' prior perception of metaverse, and compared and analyzed the advantages and disadvantages of the metaverse platform. In addition, the map was designed by reflecting the results of the survey, and after applying the map to the class, necessary APIs and apps were installed to supplement it. As a result, the learner became the subject of learning in the metaverse space, freely identified the space, and actively participated in the class. In particular, we found that students who were passive offline and those who had a low participation rate due to lack of skills participated more actively. In particular, students who were passive offline or whose participation was low due to lack of skills participated more actively. If API and JavaScript programs are added to collect log data of learners for learning analysis, real-time feedback is possible for learners, and learner feedback is possible for instructors with statistical data. If this is possible, the metaverse space can fully expect the role of a learning assistant for learners and a teaching assistant for instructors.

A Plan to Revitalize Virtual Space using Metaverse Zeb and ZEPETO App in Radiology Education (방사선학 교육에서 메타버스 젭과 제페토 앱을 활용한 가상공간 활성화 방안)

  • Dong-Hee Hong
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.965-975
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    • 2023
  • Education in radiology involves a large portion of practical training, and it is difficult to conduct it through non-face-to-face online education. In this study, we utilized the Metaverse platform, which can replace hands-on education, to implement a practice room that is difficult to access through non-face-to-face classes into a virtual world, and then evaluated the satisfaction of learners after the practice class, the practicality of the Metaverse platform class, and the future orientation of the curriculum. I wanted to find out. Using the metaverse platforms ZEPETO (Build It) and ZEP (ZEP), the S University radiology department lab was implemented into a virtual world and used for students' classes. A total of 50 students were surveyed twice, divided into pre- and post-surveys, and all questions used a 5-point Likert scale. As a result of the study, satisfaction was low at 2.32 for education without using Metaverse virtual space, while education using virtual space was very high at 4.16. As a result of the analysis, the satisfaction level of the new education system and the practicality of the Metaverse platform classes are very high, and it is believed that it will be a more effective education platform when conducting additional education such as app explanations in the future.

A Study on Solving ESG Issues focusing on Pet Problems (메타버스에서의 반려동물을 중심으로 한 ESG 문제 해결 설계)

  • Eunjin Kim;Woori Kim;Seunghoon Choi;Nayoon Song;Hyunseo Jang;Jinsil Ahn;Mingu Lee;Juhvun Eune
    • Smart Media Journal
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    • v.13 no.5
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    • pp.52-61
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    • 2024
  • The onset of the COVID-19 pandemic has accelerated social transformations across various nations. These changes, particularly prominent in the corporate and industrial sectors, have necessitated a shift towards increased remote activities, fundamentally altering societal structures. Within this context, the concept of the Metaverse, a virtual world existing since the early 2000s but previously underrecognized, began to gain widespread recognition. In South Korea, major tech companies such as Naver, Kakao, and Coupang have long normalized remote working, with new employee orientations also taking place on Metaverse platforms. Beyond the IT sector, institutions requiring large gatherings, such as schools, have adopted the Metaverse for hosting major events like welcome ceremonies and informational sessions. This phenomenon suggests that the Metaverse is not merely a transient social trend but is gradually integrating into the daily lives of the general populace, serving as a significant social connector. This study explores the potential of Metaverse-enabled design thinking and methodologies to address the Environmental, Social, and Governance (ESG) challenges faced by Korean society. Specifically, the research focuses on developing solutions for social issues related to pets in Korea.

Decentralized Autonomous Organization (DAO) as a Metaverse Governance: A Case Study of Decentraland DAO (메타버스 운영조직으로서 탈중앙화자율조직(DAO) 사례분석: 디센트럴랜드를 중심으로)

  • Jinyoung Han;Hyunjung Rhee
    • Information Systems Review
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    • v.26 no.1
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    • pp.151-172
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    • 2024
  • Metaverse, which supports social and economic activities in the virtual world, is being cited as the core of future Web 3.0 businesses. However, most of the major metaverse platforms currently adhere to the Web 2.0 system and are operated in a centralized manner. Accordingly, this study investigated the form of metaverse operation by examining the case of Decentraland, a metaverse platform operated as DAO, a decentralized autonomous organization in the form of Web 3.0. From the case analysis, we found that Decentraland had positive characteristics such as a horizontal operating structure, fair profit distribution, and transparency, but there were challenges including the possibility of returning to centralization in the operating process, the possibility of abuse of an autonomous system, and inefficiency in decision-making. Therefore, in this study, the timing of transition to DAO governance was discussed, and DAO's efforts for business continuity and the need for adjustment for autonomous operation were suggested as implications. The implications presented in this study are expected to contribute to materializing not only practical but also theoretical aspects of platform operation aimed at web 3.0 as well as the metaverse.

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.

A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.852-865
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    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

Formative Characteristics of Futurism Fashion in Metaverse - Focusing on DRESSX the virtual fashion platform - (메타버스에서의 미래주의 패션 조형성 - DRESSX 가상패션 플랫폼을 중심으로 -)

  • Rui Yang;Sue-Min Son
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.135-150
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    • 2023
  • The purpose of this study is to understand the formative characteristics of futuristic virtual fashion revealed in virtual fashion platforms targeting the human body. First, the current status of fashion in the metaverse and futurist fashion were reviewed and summarized by referring to prior research. Next, among the items posted on DRESSX, "futurism" was searched and those resturning a positive result were collected as research subjects. The characteristics were organized into design elements: colors, shapes, materials, and patterns. Futuristic aesthetic characteristics were derived from the characteristics of each design element. As a result, color showed the characteristics of achromatic, vivid and neon colors, multi-color and gradation, multi-color due to reflected light, and color conversion. As for the form, a body-concious look or exaggerated silhouettes, spatial expressions in geometric structures, forms imitating living things, and fluid silhouettes using clouds were prominent. Materials showed the digitization of universal clothing materials, application of industrial materials, use of metal materials, and unrealistic materials. In the patterns, geometric abstract patterns, patterns that reveal the digital world view, and moving fluid patterns appeared. The aesthetic characteristics of futurism in virtual fashion were revealed in four categories: visual dynamics, high-tech sensibility, variability, kineticisim. Visual dynamics were revealed in geometric forms, and intense neon colors. High-tech sensibility was prominent in the use of metal and industrial materials, light emission, and patterns of the digital world view. The expression of multiple colors by reflected light and the change showed the variability of futurism. The use of unrealistic materials, such as clouds and fire and fluid silhouettes expressed kineticisim. The infinite expressiveness of virtual fashion made it possible to actively express the aesthetic characteristics of futurism.

Development of a Game Content Based on Metaverse Providing Decision Tree Algorithm Education for Middle School Students (중학생을 위한 의사결정나무 알고리즘 교육을 제공하는 메타버스 기반 게임 콘텐츠 개발)

  • Hyun, Subin;Kim, Yujin;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.106-117
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    • 2022
  • In 2021, AI basics were introduced in the high school curriculum. There are many worries that the problem of utilization-oriented education will be repeated with the introduction of artificial intelligence education rather than the principles that occurred when ICT was applied to education in the past. Most of the existing AI education platforms focus only on the use of AI. For artificial intelligence education of middle school students, there are difficulties in learning about the process by which artificial intelligence derives results and learning the principles of artificial intelligence algorithms. Recently, as the educational application of metaverse has become a hot topic, research has been started to improve learning achievement by arousing students' immersion and interest. This research developed educational game contents about decision tree algorithm using metaverse as educational contents that can be used in middle school AI education. By applying games to education, it was intended to increase students' interest and immersion in artificial intelligence, and to increase educational effectiveness. In this paper, the educational effectiveness, difficulty, and level of interest were analyzed for pre-service teachers regarding the developed game content. Based on this, a future principle-oriented artificial intelligence education method was suggested.