• Title/Summary/Keyword: Metaverse

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Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.2
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    • pp.1-6
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    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.

Potential of an Interactive Metaverse Platform for Safety Education in Construction

  • Yoo, Taehan;Lee, Dongmin;Yang, Jaehoon;Kim, Dohyung;Lee, Doyeop;Park, Chansik
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.516-524
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    • 2022
  • The construction industry is considered the most hazardous industry globally. Therefore, safety education is crucial for raising the safety awareness of construction workers working at construction sites and creating a safe working environment. However, the current safety education method and tools cannot provide trainees with realistic and practical experiences that might help better safety awareness in practice. A metaverse, a real-time network of 3D virtual worlds focused on social connection, was created for more interactive communication, collaboration, and coordination between users. Several previous studies have noted that the metaverse has excellent potential for improved safety education performance, but its required functions and practical applications have not been thoroughly researched. In order to fill the research gap, this paper reviewed the potential benefits of a metaverse based on the current research and suggested its application for safety education purposes. This paper scrutinized the metaverse's key functions, particularly its information and knowledge sharing function and reality capture function. Then, the authors created a metaverse prototype based on the two key functions described above. The main contribution of this paper is reviewing the potential benefits of a metaverse for safety education. A realistic and feasible metaverse platform should be developed in future studies, and its impact on safety education should be quantitatively verified.

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The Factors and Effects of Metaverse Service Authenticity: Focusing on the Metaverse Education Service (메타버스 서비스 진정성 구성 요인과 효과에 관한 연구: 메타버스 교육 서비스를 중심으로)

  • Daebong Choi;Sangyeon Song;Junsu Bae
    • Journal of Information Technology Applications and Management
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    • v.30 no.6
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    • pp.53-68
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    • 2023
  • Through the COVID-19 pandemic, the demand for non-face-to-face communication systems has surged, leading to an increased prevalence of virtual interactions across various domains, such as tasks, meetings, orders and deliveries, and even student education. Against this backdrop, interest in the metaverse platform has been on the rise, with metaverse services like Zepeto, Roblox, and Minecraft expanding beyond gaming to encompass educational fields as well. This study aims to identify authenticity factors influencing metaverse platform-based educational services and examine their impact. The authenticity components are defined as integrity, empathy, interactivity, presence, and uniqueness. The study investigates the effects of these authenticity components on both service value and service satisfaction. To achieve this, a survey involving 320 metaverse users was conducted, and the model was subjected to statistical validation. The findings of this research underscore that perceiving metaverse education services, still in the early stages of introduction, as authentic educational methods for learners positively influences satisfaction with the educational service.This study holds significance as it lays the theoretical groundwork for enhancing the authenticity of educational services in virtual space. It defines and proposes authenticity elements for customer satisfaction in metaverse educational services, which are still in their nascent stages. Moving forward, it is anticipated that various studies will be conducted to enhance the value of metaverse education services and achieve higher customer satisfaction as customer experiences evolve and deepen.

QNFT: A Post-Quantum Non-fungible Tokens for Secure Metaverse Environment

  • Abir El Azzaoui;JaeSoo Kim
    • Journal of Information Processing Systems
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    • v.20 no.2
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    • pp.273-283
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    • 2024
  • The digital domain has witnessed unprecedented growth, reshaping the way we interact, work, and even perceive reality. The internet has evolved into a vast ecosystem of interconnected virtual worlds, giving birth to the concept of the Metaverse. The Metaverse, often envisioned as a collective virtual shared space, is created by the convergence of virtually enhanced physical reality and interactive digital spaces. Within this Metaverse space, the concept of ownership, identity, and authenticity takes on new dimensions, necessitating innovative solutions to safeguard individual rights. The digital transformation through Metaverse has also brought forth challenges, especially in copyright protection. As the lines between the virtual and physical blur, the traditional notions of ownership and rights are being tested. The Metaverse, with its multitude of user-generated content, poses unique challenges. The primary objective of this research is multifaceted. Firstly, there's a pressing need to understand the strategies employed by non-fungible token (NFT) marketplaces within the Metaverse to strengthen security and prevent copyright violations. As these platforms become centers for digital transactions, ensuring the authenticity and security of each trade becomes paramount. Secondly, the study aims to delve deep into the foundational technologies underpinning NFTs, from the workings of blockchain to the mechanics of smart contracts, to understand how they collectively ensure copyright protection. Thus, in this paper, we propose a quantum based NFT solution that can secure Metaverse and copyright contents in an advanced manner.

The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention (메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향)

  • Shinyoung Park;Su-yun Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

A study on the components of the Metaverse ecosystem (메타버스 생태계 구성 요소에 관한 연구)

  • Jung, Sang Hee;Jeon, In-oh
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.163-174
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    • 2022
  • Despite the great interest in the metaverse from academia and industry, research so far has been focused on a specific area, and the background of the study is in the recognition that research is necessary from the perspective of the entire metaverse ecosystem. The purpose of this study was to derive the metaverse research framework and each component to study from the perspective of the metaverse ecosystem, and to study the development stage of the metaverse ecosystem. From an academic point of view, the ecosystem components were derived through the Metaverse IDC-Platform, a framework for applying Michael Porter's diamond model to the metaverse. From a practical point of view, the four components of the metaverse ecosystem interact with each other in terms of metaverse application and development. As the basis of this study, it can be used strategically because it is possible to identify areas for reinforcement in academia and industry and provide basic data for insight by closely examining the strengths and weaknesses of each component. The contribution of research is that it has created a foundation for research that has been limited to specific areas from an ecosystem perspective, unlike before.

Extracting Features for Developing Guideline a Game-type Metaverse Centered on Entertainment (오락 위주의 게임형 메타버스 개발 가이드라인 요소 도출)

  • Lee, Min-Ho;Shin, Jeong-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1500-1508
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    • 2022
  • As non-face-to-face culture melts into people's daily lives due to the COVID-19 pandemic, interest in the metaverse has also increased significantly. There are several types of metaverse depending on the purpose of applications. With this recent explosive interest in the metaverse platform and demanding applications on it, there have been various contents for metaverse in progress in industries. However, developing such contents has many real problems since there is no valuable guidelines for metaverse contents development in industry. In this study, we aim to propose a development guideline that developers can refer to for game-type metaverse content by comparative analysis of existing contents among various metaverse types. In the development guideline, we derive common characteristic components of representative features for game-type metaverse platforms and give explanations on developing strategies. Such proposed development guidelines are verified by game-type metaverse field experts by survey.

How to Develop a Metaverse Platform for Educational Purpose: A Focus Group Study

  • Kim, Hee Chul;Kim, Myoeun;Park, Iljun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.253-265
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    • 2022
  • The purpose of this study is to make recommendations for developing a Metaverse platform for educational purpose by utilizing focus group interviews with elementary, middle, and high school teachers having experience on metaverse in teaching. 10 teachers participated in the study, and data was collected for two months from January to February in 2022, and two focus groups were formed and interviewed. Data was analyzed by applying content analysis. The results showed that there were 17 sub-themes derived from 6 main guiding questions(What are the advantages of using Metaverse platform in education? What are the advantages of utilizing Metaverse as one of educational software? What are the possible and appropriate classes utilizing Metaverse in future education? What are the possible problems when using Metaverse in education? What are the essential functions which Metaverse should have in education? and Could you provide us with policy recommendations in building Metaverse platform for educational purpose?). Finally, based on the results, recommendations for building Metaverse platform for educational purpose are suggested and limitations of the study and possible future study are discussed.

A Study on the Current Status of Metaverse Utilization in University Libraries and Librarian Perceptions (대학도서관의 메타버스 활용 현황 및 사서 인식조사 연구)

  • Jae-Ryeong, Oh;Sung-Sook, Lee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.4
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    • pp.159-180
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    • 2022
  • Recently, services using metaverse in various fields are increasing, the technology is behind the metaverse is rapidly developing. Consequently, it is necessary to provide metaverse services in university libraries. Therefore, this study examined the status of using metaverse in domestic university libraries and the librarians response to it. To this end, the cases of foreign libraries and domestic university libraries were analyzed. Furthermore, an interview was conducted with nine librarians of the university library, who has running metaverse service, to collect data on the current status of the university library metaverse and perceptions of it to identify difficulties and requirements of running the service. Based on the results, it is proposing to get the differentiation of metaverse service, acquire professionals, activate education, expand the browsing feature, and select proper platforms as a way to vitalize the metaverse of domestic university libraries. It is expected that this study will help to running or planning the metaverse service of the university library.