References
- Biocca, F. (2006). Communication within virtual reality: Creating a space for research. Journal of Communication, 42(1), 5-22. doi:10.1111/j.1460-2466. 1992.tb00810.x
- Cheon, S. (2022, September 1). 이터니티, 영국 빅토리아& 앨버트 한류 기획전 초청받아 ['Eternity', invited to participate in the British Victoria & Albert Hallyu Exhibition]. Star Daily News. Retrieved February 21, 2023, from http://www.stardailynews.co.kr/news/articleView.html?idxno=329518
- Cho, H., Myung, H., & Jang, N. (2005). Collaboration strategy in fashion industry: Focused on individual and company collaboration cases. Journal of Fashion Design, 5(1), 19-37. Retrieved from https://www.earticle.net/Article/A32121
- Clothes Created by Givenchy for Aespa. (2021). [Photograph]. Fashion Post. Retrieved January 7, 2023, from https://fpost.co.kr/board/bbs/board.php?bo_table=today&wr_id=6899
- Cosplay Photos Posted by K/DA Fans on Social Media. (2020). [Photograph]. Instagram. Retrieved February 21, 2023, from https://www.instagram.com/p/CF-8qmpJ_g4/?igshid=MDJmNzVkMjY%3D
- Creswell, J. C. (2017). 30 essential skills for the qualitative researcher. (Y. Han, Trans.). Seoul: Parkyoungsa. (Original work published 2015).
- Emergen Research. (2022). Digital human avatar market by product type, by industry vertical, and by region forecast to 2030 (ER_00897). Retrieved January 3, 2023, from https://www.emergenresearch.com/industry-report/digital-human-avatar-market
- Eternity participated in the V & A Hallyu Project. (2022). [Photograph]. Star Daily News. Retrieved February 21, 2023, from http://www.stardailynews. co.kr/news/articleView.html?idxno=329518
- Eternity's Fashion Pictorial Project. (2021). [Photograph]. Artificial Intelligence Times. Retrieved January 7, 2023, from https://www.aitimes.kr/news/articleView.html?idxno=23353
- Eternity's Zaein NFT Project. (2022). [Photograph]. Tech M. Retrieved January 7, 2023, from https://www. techm.kr/news/articleView.html?idxno=99026
- Gaming Earphones 'G333 K/DA'. (n.d.). [Photograph]. Logitech G. Retrieved January 7, 2023, from https://www.logitechg.com/ko-kr/league-of-legends-kda-gear.html
- Hu, X. Y. (2019). The reason for VLOG's sucess in new media period: Focusing on idol fandom (Unpublished master's thesis). Konkuk University, Seoul, Korea.
- Huh, H. (2021, October 07). 지방시, 에스파를 위한 오뜨 쿠뛰르 의상 공개 [Givenchy launches haute couture for 'Aespa']. Fashion Post. Retrieved January 31, 2023, from https://fpost.co.kr/board/bbs/board.php?bo_table=today&wr_id=6899
- Hwang, J., Kim, E., & Cho, J. (2006). The perceived interactivity (PI), internet usage motivation, and involvement as the factors affecting on the attitude toward the website (Ast). The Korean Journal of Advertising and Public Relations, 8(1), 159-186.
- Hwang, J. Y., & Hwang, S. I. (2022). A study on the changes in the social discourse concerning the 'Metaverse' and 'Virtual Human' in the entertainment field. Journal of Digital Contents Society, 23(12), 2435-2444. doi:10.9728/dcs.2022.23.12.2435
- Jang, H. (2004). The study on the characteristics of cultural storytelling in the graphic of avartars. Archives of Design Research, 17(2), 157-170.
- Jeon, B., Choi, W., Hwang, S., Lee, D., Koo, H., Titennock, A., & Yoo, M. (2021). The cloud nation is coming. Incheon, Korea: Isae Books.
- Jeon, M. (2021, November 26). 인공지능 가상 아이돌 '이 터니티', '마리끌레르' 12월호 화보 장식 [Artificial intelligence virtual idol group 'Eternity' decorates the December issue of 'Marie Claire']. Artificial Intelligence Times. Retrieved January 31, 2023, from https://www.aitimes.kr/news/articleView.html?idxno=23353
- Jeong, J. (2021). The change of the acting arts environment in the era of the fourth industrial revolution: Focusing on 'Motion Capture'. Journal of Acting & Arts, 22(2), 73-88. Retrieved from https://www.earticle.net/Article/A394985
- Jeong, S. (2022, August 31). '메타버스 걸그룹' 에스파, 화 려한 뉴욕커의 일상 모노그램 패턴룩 ['Metaverse girl group' 'Aespa' wearing colorful New Yorker's daily monogram pattern look]. Fashionn. Retrieved January 31, 2023, from https://www.fashionn.com/board/read_new.php?table=1024&number=42761
- Jo, H., & Jeon, Y. (2022). Analysis of idol marketing success factors through metaverse platform. Culture and Convergence, 44(11), 147-158. doi:10.33645/cnc.2022.11.44.11.147
- Jung, H., & Um, G. (2001). The study on avata types case in the irtual apce: Centering on the domestic avata types. Journal of the Korean Society of Design Culture, 7(1), 319-331.
- Jung, J., & Kim, T. (2019). A study of kinect motion capture for animation production pipeline. The Korean Journal of Animation, 15(1), 39-56. doi:10.51467/ASKO.2019.03.15.1.39
- Kang, H. (2022). A situation analysis of NFT on the jewelry industry in Web 3.0 Era. Journal of Digital Convergence, 20(3), 439-445. doi:10.14400/JDC.2022.20.3.439
- Kang, S. G. (2021a). 가상과 현실 사이에 놓인 아이돌: K/DA와 에스파(aespa)를 중심으로 [Idols between virtual and reality: Focusing on K/DA and Aespa]. Culturescience, (105), 212-225.
- Kang, S. G. (2021b). 디지털 실감기술과 아이돌 산업의 결 합 [Combination of digital reality technology and idol industry]. Media Issue & Trend, 44, 19-30.
- K/DA Member Ahri Selected as a Beautiful Pop Star. (n.d.). [Photograph]. League of Legends. Retrieved January 7, 2023, from https://www.leagueoflegends.com/ko-kr/news/merch/20220915-kr-store/
- K/DA X Uniqlo Collaboration T-shirt. (2021). [Photograph]. Maeil Business. Retrieved January 7, 2023, from https://www.mk.co.kr/news/business/9840221
- Kim, C., & Han, H. (2020). Analysis on pataphysics of virtual idol based on game character: Focus on K/DA. The Journal of the Korea Contents Association, 20(5), 69-78. https://doi.org/10.5392/JKCA.2020.20.05.069
- Kim, D. (2015). The evolution of cyber singer viewed from the coevolution of man and machine. Cartoon & Animation Studies, (39), 261-295.
- Kim, H. (2021). A study on legal issues in NFT content transactions. Sungkyunkwan Law Review, 33(3), 391-432. doi:10.17008/skklr.2021.33.3.010
- Kim, D. (2022). 메타버스에서 태어난 버추얼 아이돌 Verse'day(벌스데이) 데뷔 [Debut of Verse' day, a virtual idol group born in the metaverse]. Sedaily. Retrieved January 18, 2023, from https://www.sedaily.com/NewsView/26DHV4Q1PM
- Kim, J. H. (2010). Augmented reality and avatar space. Journal of Korean Society of Media and Arts, 8(4), 1-14. Retrieved from https://www.earticle.net/Article/A139309
- Kim, K. (2022). Analysis of virtual fashion style preferences and purchasing behavior of metaverse platform 'Zepeto' users (Unpublished master's thesis). Sejong University, Seoul, Korea.
- Kim, O., & Park, C. (2019). The factors influencing online/offline sales of small shopping mall in startup stage: Roles of blog, online news, and advertising. Journal of the Korean Entrepreneurship Society, 14(3), 25-46. Retrieved from https://www.earticle.net/Article/A357917 https://doi.org/10.24878/tkes.2019.14.3.025
- Kim, S. (2023). NFT 불씨 살리는 경매사들 [Auctioneers saving NFT fire]. Maeil Business. Retrieved January 29, 2023, from https://www.mk.co.kr/news/culture/10617843
- Kim, S., & Yoo, J. (2021). A study on the recognition and acceptance of metaverse in the entertainment industry: Focusing on the case of K-Pop idol 'aespa' fandom. Journal of the Korea Entertainment Industry Association, 15(7), 1-15. doi:10.21184/jkeia.2021.10.15.7.1
- Kim, Y. (2005). Avatar fashion and digital culture industry. Paju: Korean Academic Information.
- Kim, Y. (2021). A study on the convergence of types in game and non-game metaverse contents. The Korean Journal of Animation, 17(3), 80-99. doi:10.51467/ASKO.2021.09.17.3.80
- Kim, Y., Kim, R., Hong, H., & Hong, Y. (2019). Fashion Collaboartion. Paju, Korea: Gyomoon.
- Korea Creative Content Agency [KOCCA]. (2020). 코로 나19로 앞당겨진 콘텐츠 산업의 미래는, 2021 콘텐츠 산 업 전망 [The future of the content industry accelerated by COVID-19, 2021 content industry outlook]. Retrieved December 30, 2022, from https://www.kocca.kr/kocca/bbs/view/B0000138/1843516.do?searchCnd=1&searchWrd=&cateTp1=&cateTp2=&useYn=&menuNo=204768&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&ufSetting=&recovery=&option1=&option2=&year=&morePage=&qtp=&domainId=&sortCode=&pageIndex=1
- Korea Creative Content Agency [KOCCA]. (2022). 콘텐츠산업 2022년 결산과 2023년 전망 [Content industry settlement in 2022 and forecast in 2023]. Retrieved December 30, 2022, from https://www.kocca.kr/kocca/bbs/view/B0000180/2001717.do?searchCnd=&searchWrd=&cateTp1=&cateTp2=&useYn=&menuNo=204164&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&ufSetting=&recovery=&option1=&option2=&year=&morePage=&qtp=&domainId=&sortCode=&pageIndex=1
- KPR. (2022, September 21). KPR 디지털커뮤니케이션연구 소, MZ세대에 대한 빅데이터 분석 진행 [KPR Digital Communication Research Institute, Big data analysis on the MZ generation]. News Wire. Retrieved December 30, 2022, from https://www.newswire.co.kr/newsRead.php?no=951680
- Lavanya, K., Prakash, S., Gedam, Y., Aijaz, A., & Ramanathan, L. (2022). Real time digital face mask detection using MobileNet-V2 and SSD with apache spark. International Journal of Performability Engineering, 18(8), 598-604. doi:10.23940/ijpe.22.08.p8.598604
- League of legends와 logitech G, 공식 K/DA 장비 소개 [League of legends and logitech G, Official introduction of 'K/DA' equipments]. (n.d.). logitech G. Retrieved January 20, 2023, from https://www.logitechg.com/ko-kr/league-of-legends-kda-gear.html
- Lee. D. (2008). Collabonomics. Seoul: Nwmedia.
- Lee, G., & Yi, C. (2006). A descriptive study on the development of digital character matching system and its application. The Korean Journal of Animation, 2(3), 123-143.
- Lee, J. H., & Yoon, J. S. (2022). The effect of metabus avatar characteristics on product purchase intention through collaboration connection. 2022 KOEN AUTUMN CONFERENCE (pp. 9-13). Seoul: Korea Entertainment Industry Association.
- Lee, S. (2022, July 5). 펄스나인 'NFT NYC 2022'에서 [Pulse Nine at 'NFT NYC 2022']. Tech M. Retrieved January 31, 2023, from https://www.techm.kr/news/articleView.html?idxno=99026
- Lee, S. Y., & Kang, E. M. (2017). Trends analysis of collaboration type on fashion industry with cases study: Focusing on cases of mentioned in the journal articles and thesis. Journal of the Korean Society of Design Culture, 23(3), 591-604. doi:10.18208/ksdc.2017.23.3.591
- Lee, S., Park, S., & Kim, B. (2022). Metaverse winner taskes all. Seoul: Gilbut.
- Lee, Y. (2021, April 21). 유니클로, LOL 아리 티셔츠 내놨다 [Uniqlo releases LoL Ahri t-shirt]. Maeil Business. Retrieved January 20, 2023, from https://www.mk.co.kr/news/business/9840221
- Lim, E. B., & Kim, J. Y. (2022). Analysis of generation Z's use perception in ZEPETO for idol marketing of the entertainment industry. Journal of Basic Design & Art, 23(2), 519-537. doi:10.47294/KSBDA.23.2.36
- Melendez, B. D. A., & Kim, I. (2022). Research on development and achivements virtual singers in animation. Cartoon & Animation Studies, (66), 35-58. doi:10.7230/KOSCAS.2022.66.035
- Ministry of Culture, Sports and Tourism. (2022). 한류-테크놀로지-문화 [Hallyu-Technology-Culture]. Retrieved February 1, 2023, from https://www.mcst.go.kr/ attachFiles/viewer/skin/doc.html?fn=DEPTDATA_20220511100813488829.pdf&rs=/attachFiles/viewer/result/202302/
- Ministry of SMEs and Startups. (2022). 실감형콘텐츠: 중소기업 전략기술로드맵(2022~2024) [Realistic content: sme strategic technology roadmap (2022-2024)]. Sejong, Korea: Author.
- Oh, H. (2021, October 29). 가상아이돌 이터니티, 트레져스클럽 NFT콜라보 최고가 기록 [Virtual idol 'Eternity', recorded highest price in the NFT collaboration with Treasures Club]. Venture Square. Retrieved January 29, 2023, from https://www.venturesquare.net/841395
- Oh, J. (2020, August 27). "블랙핑크만큼 핫하다" LoL이 만든 'K팝 아이돌' K/DA 컴백 임박! ["As hot as Blackpink" LoL's K-Pop idol 'K/DA' comeback is imminent]. Sedaily. Retrieved January 31, 2023, from https://www.sedaily.com/NewsView/1Z6QOTXY1O
- Park, G. (2020, October 6). 'K/DA MORE 스타일 챌린 지' ['K/DA MORE style Challenge']. Naver Esports. Retrieved February 3, 2023, from https://n.news.naver.com/sports/esports/article/442/0000124028
- Park, J., & Lee, Y. (2019). A study on mobile video usage of generation Z in the Republic of Korea based on the grounded theory: Focused on YouTube. Journal of Communication Design, 67, 313-329. doi:10.25111/jcd.2019.67.24
- Park, S. (2021, August 26). 에스파, 아이더 새 모델 ['Aespa', New model of Eider]. Maeil Business. Retrieved January 29, 2023, from https://www.mk.co.kr/star/musics/view/2021/08/825069/
- Park, S. R. (2022). A study on the virtual idol in metabus environment: Focusing on the 'Isegye Idol' (Unpublished master's thesis). Sangmyung University, Seoul, Korea.
- Shim, Y. S. (2022). A study on utilization methods and problems according to metaverse platform analysis. The Journal of the Convergence on Culture Technology, 8(6), 855-860. Retrieved from https://www.earticle.net/Article/A421238
- Shin, H., & Park, C. (2022). Survey on consumer reliability and preference on social media beauty advertisement of virtual influencer. Korean Society of Cosmetics and Cosmetology, 12(2), 197-208.
- Shin, S. (2021, November 4). 지방시의 브랜드 앰버서더 에스파 (Aespa) ['Aespa' Givenchy's brand ambassador]. World Today. Retrieved January 31, 2023, from https://www.iworldtoday.com/news/articleView.html?idxno=406111
- Shin, S., & Oh, D. (2022). A study on metaverse technology in the era of the quaternary industrial revolution and the convergence of the entertainment industry. The Korean Journal of Animation, 18(1), 64-82. doi:10.51467/ASKO.2022.03.18.1.64
- Son, H., & Lee, C. (2022). A study on metaverse platform types and characteristics according to purpose of use and experience method. Journal of Digital Contents Society, 23(11), 2181-2190. doi:10.9728/dcs.2022.23.11.2181
- Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93. doi:10.1111/j.1460-2466.1992.tb00812.x
- Sun, Y., & Lee, J. (2020). The impact of virtual idols on Chinese entertainment industry: Focused on text production by Luo Tianyi fans. 2020 Conference on Global Cultural Contents (pp. 55-60). Seoul: Academic Association of Global Cultural Contents.
- Xing, Y., & No, S. K. (2022). Analysis of the development strategy of the virtual idol industry according to the media convergence trend: Focusing on 'Luotheni'. Journal of the Korean Society of Design Culture, 28(4), 501-514. doi:10.18208/ksdc.2022. 28.4.501
- Yin, R. K. (2016). Case study research: Design and methods. (G. Sin, A. Suh & M. Song, Trans.). Seoul: Hankyungsa. (Original work published 1984).
- Yoo, G., Jung, J., Kim, Y., & Kim, H. (2018). Understanding qualitative research methods. Seoul: Parkyoungsa.
- Yoo, Y. J., & Choi, J. H. (2022). A study on the collaboration of metaverse platform ZEPETO: Focusing on fashion items. Bulletin of Korean Society of Basic Design & Art, 23(2), 377-393. doi:10.47294/KSBDA.23.2.26
- Zhang, G. (2022). 3D 스캔 기반의 ARKit 블렌드 쉐입 고도화 통한 아시아 가상 아이돌 페이셜 모션 캡처 기술 연구 [Research on Asian virtual idol facial motion capture technology through developing 3D scan-based ARkit blend shape]. (Unpublished master's thesis). Dongseo University, Busan, Korea.
- Zhe, H., & Lee, H. S. (2020). The characteristics of User Created Content(UCC) for virtual band K/DA. Journal of Korea Multimedia Society, 23(1), 74-84. https://doi.org/10.9717/KMMS.2020.23.1.074