• Title/Summary/Keyword: 메타이론

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The Creator Economy on the Metaverse Platform (메타버스 플랫폼의 크리에이터 이코노미: 광고수입 모델과 수익배분 구조를 중심으로)

  • Kim, Eunjin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.275-286
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    • 2022
  • The metaverse platform has been gaining popularity since the pandemic. It facilitates non-face-to-face interaction among creators, users, advertisers, various forms of organizations, and itself. Such interaction has brought light to the new forms of economy, which is called the "creator economy." By providing the virtual space, easy tools, and methods, the platform allows the creators to produce value for the users in the forms of virtual items, content, and experiences. At the same time, it provides audiences to the organizations that need attention. In the course, the platform and the creators generate revenue. Among the diverse revenue sources, this study focuses on revenue generated from advertising and studies how the revenue sharing between the platform and the creator is affected by the abilities of the metaverse platform. With an analysis of the analytical model, we show that if the platform has the ability to reduce advertising avoidance, it can reduce the revenue share of the creator without discouraging the creator from making the proper effort in content creation. Also, as the platform provides effective tools and methods for quality content creation, it can reduce the revenue share of the creator without damaging the creator's required motivation. The ability of the platform in increasing advertising effectiveness helps it to reduce the revenue share of the creator as well.

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.

How do people verify identity in the Metaverse: Through exploring the user's avatar (메타버스 내 아바타 정체성 확인에 영향을 미치는 요인에 관한 연구)

  • Kihyun Kim;Seongwon Lee;Kil-Soo Suh
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.189-217
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    • 2023
  • The metaverse is a virtual world where individuals engage in social, economic, and cultural activities using avatars, which represent an alternate version of oneself within the virtual realm. While the metaverse has garnered global attention recently, research exploring the identity manifested through avatars within the metaverse remains limited. This study investigates the influence of four IT artifact characteristics related to avatar usage in the metaverse-avatar representation, avatar copresence, avatar profiling, and avatar-space interaction-on perceived avatar identity verification. A survey was conducted with 196 experienced users of the Zepeto platform, and hypotheses were tested using structural equation modeling. The analysis results indicate that the use of IT artifacts enabling avatar representation, avatar copresence, and avatar-space interaction has a positive impact on perceived avatar identity verification. This achieved self-verification indirectly influences the satisfaction and subsequent intention to continue using the metaverse. This study contributes to the academic field by empirically verifying the metaverse technological factors that influence the projected identity onto avatars within the metaverse. Furthermore, it is expected to provide effective guidelines for metaverse platform companies in designing and implementing the metaverse.

The Effects of Avatar Identification on Immersion, Brand Loyalty, and Purchase Intention of Brand Items in the Metaverse (메타버스 내 몰입이 아바타 동일시, 브랜드 충성도, 브랜드 아이템 구매의도에 미치는 영향)

  • Ji-yeon Eom;Yeong-woo Lim;Kee-young Kwahk
    • Information Systems Review
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    • v.26 no.2
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    • pp.1-22
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    • 2024
  • This study aims to empirically analyze the usage behavior of metaverses, which have recently attracted attention in various fields. To date, research on metaverses has focused on the concept, direction of utilization, development prospects, and technical aspects. However, there is a lack of research on the characteristics of metaverses and the behavior of users. As the metaverse develops with new content, there is a need to understand user behavior and content characteristics. In this study, we surveyed 375 adult males and females who experienced metaverse, and analyzed the impact of metaverse usage behavior on brand loyalty and item purchase intention based on 350 samples after excluding non-responses. The collected data were cleaned and statistically analyzed using SPSS 25.0 and SmartPLS 4.0. The results showed that the usage behavior factors such as immersion, vicarious satisfaction, and avatar identification have a positive effect on brand loyalty and intention to purchase branded items. These findings help to understand the concept and development direction of metaverse, and are expected to make important contributions to the field of brand marketing strategy formulation and metaverse-related user behavior research.

A fMRI Meta-analysis on Neuroimaging Studies of Basic Emotions (기본정서 뇌 영상 연구의 fMRI 메타분석)

  • Kim, Gwang-Su;Han, Mi-Ra;Bak, Byung-Gee
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.15-30
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    • 2017
  • The purpose of this study was to verify the basic emotion theory based on the emotion-related research using functional brain imaging technology. For this purpose, a meta-analysis on the functional magnetic resonance imaging (fMRI) studies was performed. Six individual emotions-joy, happiness, fear, anger, disgust, sadness-were selected. In order to collect the fMRI data of individual emotions, we searched the electronic journals such as Medline, PsychInfo, PubMed for the past 10 years. fMRI experiment data aimed at healthy subjects for 6 emotions were collected, and only studies reported in Talairach or MNI standard coordinate system were included. In order to eliminate the difference between Talairach and MNI coordinate systems, we analyzed fMRI data based on the Talairach coordinate system. A meta-analysis using GingerALE 2.3 program adopting the activation likelihood estimates (ALE) techniques was performed. In this study, we confirmed that the individual emotions are associated with consistent and distinguishable regional brain responses within the framework of the basic emotion theory. The conclusion of this study of the brain areas associated with each individual emotional reaction was substantially consistent with the results of existing review articles. Finally, the limitations of this study and some suggestions for the future research were presented.

Characteristic Analysis and Design of High Frequency Resonant Inverter(SEPP Type) using ZVS (ZVS를 이용한 고주파 공진 인버터(SEPP형)의 특성해석과 설계)

  • 민병재;노채균;김동희;김종해;문창수
    • The Transactions of the Korean Institute of Power Electronics
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    • v.2 no.4
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    • pp.19-27
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    • 1997
  • This paper has described about principle and form of proposed circuit made use of soft switching technology ZVS(Zero Voltage Switching) to reduce turn on and off loss at switching. Also, the analysis of the proposed circuit has described generally by using normalized parameter and operating characteristics have been evaluated as to switching frequency and parameters. Based on the characteristics value, a method of the circuit design is proposed. In addition, this paper proves the propriety of theoretical analysis in terms of the experimental waveforms. In the future, this proposed inverter shows that it can be practically used as power source system for induction cooker etc.

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Cinematic Circulation of Meta-verse and Meta-physics (메타버스와 메타피직스의 영화적 순환)

  • Shim, Kwang-hyun
    • Trans-
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    • v.12
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    • pp.81-106
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    • 2022
  • The possibility of metaverse system to be a catalyst for hyper-connected society will be dependent on the speed of connected technological development and its social utilization in the same manner as AI technology. Putting these technical realization processes in brackets, this paper focus on some philosophical-political issues in connection with cognitive-ecological changes in the future cinema which will be influenced by the complexive techno-socio couples of accelerated development of metaverse system. Generally speaking, essence of metaverse system seems to be the degree of immersion by technical accuracy, but is not true. In perspective of cognitive-ecology, flow degree of a picture or photograph is relied not on 'accuracy of representation' but on its message's contextual link-up. In this aspect, real potentiality of metaverse system shall be understood in the context of cognitive-ecological changes of human brain's multi-intelligence networking abilities(intersection of augmentation-simulation and outside-inside) which will be activated in the new structure of natural-social-technological coupling of metaverse system. These cognitive-ecological potentialities have been partially actualized in the cinematic process of tripod mimesis for the longest time, [real contradiction/conflicts (Mimesis-1) -->fictional solutions of cinema (Mimesis-2) --> selective interpretation of spectator's wish fulfillment (Mimesis-3) --> real change (Mimesis-1')]. Therefore metaverse's real potentiality must be considered to be dependent on the possibility of deepening and extending of cinematic circulation between real seperation/problems and ideal connection/solutions. In this context, advanced metaverse system can be compared as a modern technical version of ideal circulation of physics and metaphysics

A Study on Growth Type of Comic strips Heroes through Journey of Life (삶의 여정을 통한 만화 히어로 성장유형 연구)

  • Kim, MiRim
    • Cartoon and Animation Studies
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    • s.29
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    • pp.173-207
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    • 2012
  • The four-phased plot which consists of introduction, development, turn and conclusion in the long-story structure tends to be patterned and schematized. The behavior of characters is in line with the beginning of human beings and the plot of comic strips basically has four phases. It is, however, not a simple arrangement but a complex one which was developed by organizing patterns of human power, behavior and emotions. With the results from a survey with college students studying comic strips, this study aims to categorize four characters from the archetypal system by Carol Pearson, four phases of the hero's journey by Joseph Campbell, and the four phases of the plot based on Aristotle's theory, which is the frame of the comic strip structure through supporting evidence extracted from comic strips in an integrated way. In this study, the categorization is performed by simplifying and systemizing a character's life cycle, which is a factor of a story structure in complex comic strips. This study is to identify what comic strip writers express by using the metaphor in the complicated long-story structure of comic strips This study reveals that the structure of introduction, development, turn and conclusion based on the plot theory by Aristotle is the metaphor of human life and fate and that the phases of development in the archetypal system by Carol Pearson, a Jung researcher influenced by Jung's theory are the metaphor of human life and fate. Also, the theories of Joseph Campbell, who also was influenced by Jung, are the metaphor of human life and fate as they projected complex emotions of joy, anger, sorrow, and pleasure onto the archetype of heroes and used the metaphor of the hero's journey. Lastly, the theories are introduced with the approach of 'guide to screenwriters' by Christopher Vogler. Meanwhile, this metaphor is the objective and goal of this study. The comic strips selected for this study seem to have long complex stories which have characters leaving their homes, going through adventures and difficulties, meeting the world in another way, experiencing tension, competition, wars, and hardship and returning home with compensation. They grow mentally and psychologically through their journeys and finally become heroes. They express the meaning of our introspection in a narrative through plots and images of comic strips. This appears complex but the basic structure of long comic strips has four phases of plot. The life style of an extraordinary character traveling for adventures and growing in long comic strips can be divided into four phases symbolizing childhood, adolescence, adulthood, and senescence and it is a psychological growth process. The archetypes of the character can be divided into four phases and the growth process can be explained. The hero's journey symbolized by the character can be also divided into four phases. Through theories, the complex arrangement of four-phased plots in comic strips corresponds with the growth process of introduction, development, turn and conclusion through the stages of life. At the same time, this study found that the characters becoming heroes are the metaphor of introspection and that the characters' growth and life correspond with the four phases in life through long comic strips. Long stories in long comic strips written by comic strip writers show that characters go on their journeys and change their lives through hardship and difficulty by logical construction of plot and their growth processes are presented in archetypal images and they reach introspection as heroes. The readers share time and space through images in comic strips and realize that they had the same experience as the characters emotionally by being moved by the stories.

Quorum Consensus Method based on Ghost using Simplified Metadata (단순화된 메타데이타를 이용한 고스트 기반 정족수 동의 기법의 개선)

  • Cho, Song-Yean;Kim, Tai-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.1
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    • pp.34-43
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    • 2000
  • Replicated data that is used for fault tolerant distributed system requires replica control protocol to maintain data consistency. The one of replica control protocols is quorum consensus method which accesses replicated data by getting majority approval. If site failure or communication link failure occurs and any one can't get quorum consensus, it degrades the availability of data managed by quorum consensus protocol. So it needs for ghost to replace the failed site. Because ghost is not full replica but process which has state information using meta data, it is important to simplify meta data. In order to maintain availability and simplify meta data, we propose a method to use cohort set as ghost's meta data. The proposed method makes it possible to organize meta data in 2N+logN bits and to have higher availability than quorum consensus only with cohort set and dynamic linear voting protocol. Using Markov model we calculate proposed method's availability to analyze availability and compare it with existing protocols.

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Meta-analysis on the effects of the prevention and intervention programs for internet addiction (인터넷 중독 예방 및 개입 프로그램의 효과에 대한 메타분석)

  • Oh, Ik-Soo;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.529-537
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    • 2009
  • This study was to meta-analyze the effects of the internet addiction programs for elementary, junior, and high school students. The 54 programs to meet the conditions for meta-analysis were selected using internet search on the homepage of National Digital Library, KERIS, and National Assembly Library and the key words such as 'internet', 'addiction', 'counseling', and 'program' were used for searching the programs. The results of this study were followings: First, the average score of the effect sizes of 54 programs was 1.89 and thus the internet addiction programs had great positive effects on the improvement of adolescent's internet addiction. Second, all the programs' effect size scores showed more than 1.25 except psychological education program. Third, there were no significant differences at the effect size scores among elementary school students' goup, junior school student's group, and high school students' group. Fourth, when programs had more than 6 sessions, the programs showed desirable effect size. Fifth, when programs had were less than 15 subjects, the program's effect sizes were sufficiently great.

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