• Title/Summary/Keyword: 메타성

Search Result 2,505, Processing Time 0.029 seconds

Metaverse as a future living environment of Homo Culturalis (문화적 인간의 미래 생활환경으로서 메타버스)

  • Lee, Arum;Oh, Min Jung
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.2
    • /
    • pp.167-176
    • /
    • 2022
  • In this paper, the metaverse is viewed as a future space for the living environment of Homo Culturalis. Although the metaverse is perceived as a digital 'virtual' space, it should be understood as an extension of the real space. A human dreams of a reincarnation in the digital space, but a human has a body that cannot be completely separated from the physical environment. This means that human activities are not disconnected from reality and more specifically the human existence ought to be found in the socio-cultural context of reality. If the way of life in Metaverse becomes increasingly common, humans should be able to access this metaverse as a reality. Therefore, in this paper, the metaverse that creates the world of creation, play, and empathy, becomes considered as the world of human life of Homo Culturalis, where the realization of human desires and desires in that world are made.

A Study on the Metadata based on the Semantic Structure of the Humanities Research Articles for Research Data (인문학 분야 연구데이터를 위한 연구논문의 의미구조 기반 메타데이터 연구)

  • An, Byoung-Goon;Ko, Young Man
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.33 no.1
    • /
    • pp.345-369
    • /
    • 2022
  • The purpose of this study is to build a metadata set based on the semantic structure of the humanities field research articles for research data that can associate research data and research articles. To understand the interest of Humanities researchers, keywords of research articles were categorized. By proceeding the keywords classification and analyzing based on the semantic structure of general research papers, additional elements to be added were identified for reflecting the characteristics of the humanities field. Based on it, 17 metadata elements based on the semantic structure of research papers in the humanities field was determined. In order to evaluate whether the metadata is appropriate as a metadata for research data in the humanities field, a survey was conducted on researchers in the humanities field. As a result of the survey, 7 elements were judged to be suitable for use as metadata for research data in the field of humanities, and 10 other elements were identified as usable elements. Drawing on the survey results, the metadata based on the semantic structure of the humanities field research articles for research data was constructed.

Metaverse Artifact Analysis through the Roblox Platform Forensics (메타버스 플랫폼 Roblox 포렌식을 통한 아티팩트 분석)

  • Yiseul Choi;Jeongeun Cho;Eunbeen Lee;Hakkyong Kim;Seongmin Kim
    • Convergence Security Journal
    • /
    • v.23 no.3
    • /
    • pp.37-47
    • /
    • 2023
  • The growth of the metaverse has been accelerated by the increased demand for non-face-to-face interactions due to COVID-19 and advancements in technologies such as blockchain and NFTs. However, with the emergence of various metaverse platforms and the corresponding rise in users, criminal cases such as ransomware attacks, copyright infringements, and sexual offenses have occurred within the metaverse. Consequently, the need for artifacts that can be utilized as digital evidence within metaverse systems has increased. However, there is a lack of information about artifacts that can be used as digital evidence. Furthermore, metaverse security evaluation and forensic analysis are also insufficient, and the absence of attack scenarios and related guidelines makes forensics challenging. To address these issues, this paper presents artifacts that can be used for user behavior analysis and timeline analysis through dynamic analysis of Roblox, a representative metaverse gaming solution. Based on analyzing interrelationship between identified artifacts through memory forensics and log file analysis, this paper suggests the potential usability of artifacts in metaverse crime scenarios. Moreover, it proposes improvements by analyzing the current legal and regulatory aspects to address institutional deficiencies.

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
    • /
    • v.24 no.4
    • /
    • pp.63-85
    • /
    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

A Study on Factors Affecting the Intention to Use the Metaverse by Applying the Extended Technology Acceptance Model(ETAM) : Focused on the Virtual World Metaverse (확장된 기술수용모델(ETAM)을 적용한 메타버스 이용의도에 영향을 미치는 요인연구: 가상세계 메타버스를 중심으로)

  • Oh, Ji-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.10
    • /
    • pp.204-216
    • /
    • 2021
  • This study empirically analyzed factors affecting consumers' intention to use metaverse by applying the extended technology acceptance model. In other words, the factors affecting the intention to use the metaverse were set as content quality, perceived enjoyment, social influence, self-efficacy, and investigated from the perspective of the expanded technology acceptance model. For this end, a survey was conducted on 296 university students in Seoul, and the collected data from 267 students were analyzed using SPSS 25.0 and AMOS 23.0. As a result, it was found that perceived usefulness and perceived ease of use, which are the antecedent variables of the extended technology acceptance model, affect the intention to use the metaverse, and perceived ease of use has an effect on perceived usefulness. Content quality and perceived enjoyment had an effect on perceived usefulness, perceived ease of use and intention to use metaverse. Social influence was found to affect perceived usefulness and intention to use metaverse. Also, self-efficacy was found to affect perceived ease of use and intention to use metaverse.

A Comparative Study on the Social Awareness of Metaverse in Korea and China: Using Big Data Analysis (한국과 중국의 메타버스에 관한 사회적 인식의 비교연구: 빅데이터 분석의 활용 )

  • Ki-youn Kim
    • Journal of Internet Computing and Services
    • /
    • v.24 no.1
    • /
    • pp.71-86
    • /
    • 2023
  • The purpose of this exploratory study is to compare the differences in public perceptual characteristics of Korean and Chinese societies regarding the metaverse using big data analysis. Due to the environmental impact of the COVID-19 pandemic, technological progress, and the expansion of new consumer bases such as generation Z and Alpha, the world's interest in the metaverse is drawing attention, and related academic studies have been also in full swing from 2021. In particular, Korea and China have emerged as major leading countries in the metaverse industry. It is a timely research question to discover the difference in social awareness using big data accumulated in both countries at a time when the amount of mentions on the metaverse has skyrocketed. The analysis technique identifies the importance of key words by analyzing word frequency, N-gram, and TF-IDF of clean data through text mining analysis, and analyzes the density and centrality of semantic networks to determine the strength of connection between words and their semantic relevance. Python 3.9 Anaconda data science platform 3 and Textom 6 versions were used, and UCINET 6.759 analysis and visualization were performed for semantic network analysis and structural CONCOR analysis. As a result, four blocks, each of which are similar word groups, were driven. These blocks represent different perspectives that reflect the types of social perceptions of the metaverse in both countries. Studies on the metaverse are increasing, but studies on comparative research approaches between countries from a cross-cultural aspect have not yet been conducted. At this point, as a preceding study, this study will be able to provide theoretical grounds and meaningful insights to future studies.

Mechanical Properties and Resistance to Freezing and Thawing of the Recycled Aggregate Concrete with Metakaolin (메타카올린을 혼합한 재생골재 콘크리트의 역학적 특성 및 동결융해 저항성)

  • Moon, Han-Young;Kim, Yang-Bae;Moon, Dae-Joong
    • Journal of the Korea institute for structural maintenance and inspection
    • /
    • v.9 no.4
    • /
    • pp.270-278
    • /
    • 2005
  • Recycled aggregate concrete has lower strength and durability compared to concrete with natural aggregate. Therefore, metakaolin is used to improve the properties of recycled aggregate concrete. Main components of metakaolin are $SiO_2$ and $Al_2O_3$. and specific surface area is 9 times larger than that of ordinary portland cement. Quality of demolished-recycled aggregate(DRA) satisfies the type 1 of KS F 2573, but quality of source-recycled aggregate(SRA) does not satisfy with the type 2 of KS F 2573. When metakaolin was replaced with 20% of cement, compressive strength of concrete with SRA and DRA develops about 40~64% of control concrete. Water absorption ratio was reduced about 2% by replacing 20% metakaolin and it represents low compared to the natural aggregate concrete without metakaolin. In addition, the resistance to freezing and thawing, of concrete with DRA is indicated to remarkably enhanced due to the contribution of metakaolin. However, when metakaolin is replaced with 20% of cement, relative dynamic modulus of elasticity of concrete with SRA was below 60% at 210 freezing and thawing cycles.

A Study on Metadata Mapping for Semantic Interoperability (의미 호환을 위한 메타데이터 매핑 연구)

  • Ko, Young-Man;Seo, Tae-Sul;Lim, Tae-Hoon
    • Journal of the Korean Society for information Management
    • /
    • v.24 no.4
    • /
    • pp.223-238
    • /
    • 2007
  • This paper contains an analysis of the methods that have been used to achieve or improve interoperability among metadata and discuss the possibilities and limits of semantic interoperability among metadata using crosswalk. After that a semantic metadata mapping process which is able to maximize the interoperability among metadata is suggested. The methodology consists of four steps such as identifying metadata schema, finding common data element concepts(DECs), grouping attributes by the DECs, and mapping into a table. An experimental application of the process was performed onto two human resource information metadata standards developed in Korea.

Study on the Standardization of Game UCI Identification Metadata (게임 UCI 식별 메타데이터 표준화 연구)

  • Yoon, Seon Jeong
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.53-60
    • /
    • 2014
  • I designed the game UCI identification metadata to enable the game industry to provide copyright protection of game content, the efficiency of the management and distribution. This was mapped with existing UCI metadata which is composed of 9 elements that are applied to international standards for interoperability. I redefined 3 elements and added 3 more elements for reflecting the characteristics of the game. So it is composed of 12 elements in total. The result is verified by the general user survey and expert interviews. And I will develope the game UCI identification metadata management system with the results of study to be utilized by game agencies.

A Study on the Metaverse Framework Security Service (메타버스 서비스를 위한 보안 모델 연구 )

  • Do-Eun Cho
    • Journal of Platform Technology
    • /
    • v.10 no.4
    • /
    • pp.82-90
    • /
    • 2022
  • emerging. And it shows numerous possibilities and tremendous potentials in the virtual world. This metaverse is not limited to one type, but it is evolving and developing into a service in the form of a virtual convergence economy by breaking down boundaries. As a result, various security issues in metaverse are emerging. Metaverse performs all activities in the virtual space, so various problems such as privacy infringement, virtual asset theft, or fraud can occur. In this paper, a service security model is proposed to provide safe services on metaverse. To this end, we analyze security threats in the metaverse framework and propose a security service model to prevent threats. By evaluating the security of the proposed model, it was shown that safe services are effectively possible on the metaverse.