• 제목/요약/키워드: Metaverse 2.0

검색결과 17건 처리시간 0.021초

메타버스의 발전방향과 활성화를 위한 6대 이슈 연구 (A Study on Development Direction of Metaverse and Six Issues to Promote Metaverse)

  • 이상준;김태순;이해경;박상현
    • 한국IT서비스학회지
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    • 제21권1호
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    • pp.41-59
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    • 2022
  • Metaverse which was not mentioned until recently due to the failure of 'Second Life' in the past is drawing attention again with the emergence and popularity of metaverse platforms such as 'Roblox' and 'Zeppetto'. On the other hand, there are concerns that past failures will still be repeated. In order to create and sustain the ecosystem surrounding the metaverse, it is important to diagnose and analyze the development process of the metaverse industry and market to define a clear concept that expresses the current metaverse boom. In this paper, the metaverse of the future is defined as "Metaverse 2.0: A virtual world that evolves into a 'Hyper world' through the convergence of hyper-connectivity, hyper-intelligence, and hyper-reality." And six issues that need to be resolved for the activation of the metaverse were analyzed. Based on the contents of this study, it is expected that the metaverse ecosystem will be formed and spread by establishing the roles of the public sector and the private sector.

웹 3.0 시대 음악 생태계 활성을 위한 메타버스 비즈니스연구: 음악 플랫폼의 발전 양상 및 구축 전략을 중심으로 (Metaverse business research for revitalizing the music ecosystem in the web 3.0 era: Focusing on strategies for building music platform)

  • 김지원;원유선
    • 문화기술의 융합
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    • 제9권5호
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    • pp.787-800
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    • 2023
  • 본 논문은 웹 3.0 시대에 도래할 메타버스 음악 플랫폼의 학술적 이해를 도모하고 생산적인 구축 방안을 모색한 연구이다. 본 연구에서는 메타버스 음악 플랫폼이 현 시점에 지니는 의미를 입체적으로 짚어보고자 디지털 음악의 발전을 웹 1.0부터 3.0까지의 플랫폼 형성과정을 중심으로 살펴본다. 전반부에서는 메타버스 음악 플랫폼이 현재 향유하는 음악문화와 단절된 것이 아니라, 1990년대부터 지금까지 진화되어온 웹 플랫폼 환경과 밀접하게 연결되어 있다는 것을 보여주고자 했다. 또한 메타버스 플랫폼의 부상을 웹 2.0의 한계를 극복하는 동시에 웹 3.0으로의 전환과 연계된 변화로 가정하고, 최근 거론되는 1. 기술적(XR기술, 웨어러블 디바이스, 생성형 AI), 2. 문화적(디지털 아바타, 팬덤), 3. 경제적(NFT) 논의들을 현재까지 발전된 메타버스 음악 플랫폼의 발전방안과 연계시켜 논의하였다. 본 연구를 통해 '메타버스 음악 플랫폼'에 대한 합의된 개념이나 공식적인 정론이 확립되지 않은 상황에서 해당 개념에 대한 이해를 증진시키고 향후 발전방안에 대한 모색에 참고가 될 수 있기를 기대한다.

주얼리 브랜드의 메타버스 마케팅 사례 연구 (A Case Study on Metaverse Marketing of Jewelry Brand)

  • 강혜림
    • 디지털융복합연구
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    • 제20권1호
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    • pp.285-291
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    • 2022
  • 본 연구는 주얼리 브랜드를 중심으로 메타버스를 활용한 마케팅에 관한 사례를 분석하고, 메타버스 마케팅의 새로운 방향성을 모색함에 목적이 있다. 메타버스 로드맵 2.0에 대한 IT 기술적 유형과 변화를 조명하고 이를 마케팅 전략에 융합하여 분석하였다. 이러한 마케팅 전략을 바탕으로 주얼리 브랜드의 메타버스 마케팅 사례를 비교 연구하여 시사점을 도출하였다. 그 결과 성공적인 메타버스 마케팅은 가상화 공간에서 개인화된 경험을 제공하고, 고객 여정에 대한 분석이 수반되어야 한다는 점을 글로벌 브랜드의 사례에서 확인할 수 있었다. 향후 연구 방향으로, 마케팅의 투자자본수익률(ROI)에 대한 심도 있는 보완 연구를 통해 궁극적으로 주얼리 브랜드의 경쟁력을 높이는 데 기여하고자 한다.

메타버스 텔레워크 도입과 효과의 향상에 관한 연구: 인지된 업무생산성, 직무성과, 직무만족도를 중심으로 (A Study on the Introduction and Effectiveness of Metaverse Telework: Focusing on Perceived Work Productivity, Job Performance, and Job Satisfaction)

  • 유해초;이상준
    • 한국IT서비스학회지
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    • 제23권2호
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    • pp.31-47
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    • 2024
  • With the spread of COVID-19, non-face-to-face social exchanges around the world have increased, leading to a rise in the demand for telework. The recent advancement in technology has facilitated the emergence of metaverse platforms, with telework utilizing the metaverse gaining significant popularity. Such metaverse telework is signaling innovative changes in the business environment, yet sufficient research has not been conducted. This study analyzed the factors affecting the perceived work productivity, job performance, and job satisfaction of metaverse telework users. To achieve this, an online survey was conducted, focusing on individual factors (self-management tactics, sense of belonging, social presence, IT complexity) and situational factors (perceived workload, organizational support, metaverse telework environment, and flexible work arrangements). Out of the total responses, 358 valid questionnaires were used for the analysis, excluding any insincere responses. The SPSS 27.0 software was employed to verify the research hypotheses. This study proposed effective strategies to enhance the efficiency of telework within the metaverse.

메타버스 공간을 활용한 대학생 코칭 프로그램 개발과 효과 (Development and Effectiveness of a University Student Coaching Program Using Metaverse Space)

  • 김경아;윤희정;김지은
    • Human Ecology Research
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    • 제61권3호
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    • pp.445-458
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    • 2023
  • This study aims to develop and implement a coaching program in the metaverse space to address issues faced by university students during their life stage and verify their effectiveness. The overall program consists of four sessions: "Opening," "Metaverse-based Coaching Clinic (2 sessions)," and "Coaching Clinic Reflection and Feedback." A total of 20 participants were selected through S University's extracurricular program system. To assess the effectiveness of the program, surveys, as well as focus group interviews (FGIs) were conducted. Using SPSS 26.0, significant differences were observed in the participants' career decision self-efficacy and resilience. The FGIs were conducted with a total of four participants divided into two groups, with each group lasting for one hour. The analysis revealed key phases, including the introductory phase comprising participants' motivation and expectations, the main phases consisting of program operation, coaching perception and outcomes, metaverse environment, and metaverse coaching perception and outcomes, as well as the concluding phase in which recommendations are suggested for subsequent programs. The study confirmed the significant impact of coaching in the metaverse space and highlighted the maximization of coaching effectiveness through mutual anonymity facilitated by avatars. This research holds significance as an exploratory study that practically verifies the potential expansion of the metaverse environment in the coaching field.

메타버스특성이 이용의도에 미치는 영향에 관한 연구 - 확장된 기술수용모델을 기반으로 (A study of the impact of Metaverse attributes on intention to use - based on the Extended Technology Acceptance Model)

  • 김승범;이형용
    • 지능정보연구
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    • 제29권2호
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    • pp.149-170
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    • 2023
  • 본 연구에서는 확장된 기술 수용 모델을 적용하여 사용자의 메타버스 사용 의도에 영향을 미치는 요인을 분석했습니다. 즉, 확장된 기술수용모델의 관점에서 메타버스 이용의도에 영향을 미치는 요인을 기술적 특성(원격실재감, 상호운용성, 연속성, 동시성, 경제적 흐름)과 개인적 특성(사회적 영향력, 지각된 즐거움)으로 정의하고, 메타버스 이용의도에 영향을 미치는 요인들을 분석했습니다. 이를 위해 10대부터 60대까지 다양한 연령대의 남녀를 대상으로 설문조사를 실시했으며, 327명의 참여자로부터 수집된 데이터는 SPSS 22.0과 Smart PLS 4.0을 사용하여 분석했습니다. 그 결과 확장된 기술 수용 모델의 선행 요인인 지각된 유용성과 지각된 사용 용이성이 메타버스 사용 의도에 영향을 미치고, 지각된 사용 용이성은 지각된 유용성에 영향을 미치는 것으로 나타났습니다. 원격실재감, 상호운용성, 경제성 흐름은 인지된 유용성에 긍정적인 영향을 미치는 것으로 나타났으며, 상호운용성, 연속성, 동시성은 인지된 사용 용이성에 긍정적인 영향을 미치는 것으로 나타났습니다. 또한 사회적 영향력과 지각된 즐거움은 메타버스 사용 의도에 긍정적인 영향을 미치는 것으로 나타났습니다. 본 연구는 우리의 일상과 플랫폼 소비 환경에 큰 변화를 가져올 새로운 플랫폼으로 주목받고 있는 메타버스에 대한 사용자의 수용 요인을 실증적으로 분석했다는 점에서 의의가 있습니다.

가정과교육에서 메타버스 활용 수업에 대한 교사의 관심 단계와 실행 수준에 대한 연구 (Teachers' Levels of Use and Stages of Concern Regarding Metaverse-based Classes in Home Economics Education)

  • 김예림;채정현
    • Human Ecology Research
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    • 제60권3호
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    • pp.331-344
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    • 2022
  • The purpose of this study was to identify a support method for the introduction of metaverse-based classes (MBC) in home economics (HE) education. This was achieved by diagnosing the stages of concern and levels of use exhibited by HE teachers applying the concerns-based adoption model (CBAM). Questionnaires were sent to a convenience sample of middle- and high-school HE teachers using the KSDC (Korea Social Science Data Center). Overall, 271 responses were received, and the data were analyzed using KSDC E-STAT 3.0 and SPSS 28.0.1.1. The results were as follows: First, regarding the level of knowledge of MBC, the introductory level was the most common (139 respondents, 51.3%,), followed by the beginner level (81, 29.9%), the intermediate level (28, 10.3%,), the advanced level (12, 4.4%), and the master level (11, 4.1%). Average responses on a 5-point Likert scale to questions about the use of metaverse in HE classes were as follows: possibility (4.02), necessity (3.82), and usefulness (3.90). Second, HE teachers' stages of concern in MBC were as follows (in descending order): unconcerned - stage 0, and information - stage 1 (86.9), personal - stage 2 (85.6), management - stage 3 (80.9), collaboration - stage 5 (57.5), consequence - stage 4 (57.4), and refocusing - stage 6 (55.2). Third, the use of MBC was highest for orientation - level 1 (173 respondents, 63.8%), followed by non-use - level 0 (34, 12.5%), preparation - level 2 (29, 10.7%), mechanical - level 3 (15, 5.5%), refinement - level 5 (8, 3.0%), renewal - level 7 (8, 3.0%), routine - level 4 (3, 1.1%), and integration - level 6 (1, 0.4%). Many HE teachers had heard about MBC but were in the introductory level of not knowing what it is, and at the stage of being unconcerned or wanting to know about MBC. Of the 271 respondents, only 35 used metaverse in classes. Therefore, it is necessary to provide teacher training opportunities that provide basic information on the significance and implementation of MBC for HE teachers. Also, an MBC guideline book should be developed and distributed to HE teachers. Finally, a teacher community meeting is needed to share the expertise of teachers with substantial experience in using MBC.

Web 3.0 Business Model Canvas of Metaverse Gaming Platform, The Sandbox

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • 제13권2호
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    • pp.119-129
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    • 2024
  • We look at Web 3.0 business model canvas (BMC) of metaverse gaming platform, The Sandbox (TS). As results, the decentralized, blockchain-based platform, TS benefits its creators and players by providing true ownership, tradability of decentralized assets, and interoperability. First, in terms of the governance and ownership, The SAND functions a governance token allowing holders to participate in decision and SAND owners can vote themselves or delegate voting rights to other players of their choice. Second, in terms of decentralized assets and activities, TS offers three products as assets like Vox Edit as a 3D tool for voxel ASSETS, Marketplace as NFT market, and Game Maker as a visual scripting toolbox. The ASSETS made in Vox Edit, sold on the Marketplace, can be also utilized with Game Maker. Third, in terms of the network technology, in-game items are no longer be confined to a narrow ecosystem. The ASSETS on the InterPlanetary File System (IPFS) are not changed without the owner's permission. LAND and SAND are supported on Polygon, so that users interact with their tokens in a single place. Last, in terms of the token economics, users can acquire in-game assets, upload these assets to the marketplace, use for paying transaction fees, and use these as governance token for supporting the foundation.

실과(기술·가정) 교과 '가족' 영역 메타버스 ZEP 플랫폼 기반 교수·학습 과정안 개발 (Development of Teaching and Learning Process Plans Based on the Use of the Metaverse ZEP Platform in Practical Arts (Technology & Home Economics) Focusing on the "Family Life" Unit)

  • 고은미;김성숙;김형선;김연정;채정현
    • Human Ecology Research
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    • 제61권4호
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    • pp.543-563
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    • 2023
  • The purpose of this study is to design and develop a Metaverse ZEP platform-based teaching and learning process plan by selecting learning topics that are commonly dealt with among the core concepts of the "family" area of practical (technical and home) subjects. To this end, a teaching and learning process plan was developed through planning, Metaverse platform design, expert review, and revision stages. The Metaverse ZEP "Open Class Day" platform, a virtual learning space, was created and developed to further utilize EduTech programs, such as Padlet, Mentimeter, Jamboard, Miricanvas, and Spatial. The teaching and learning process plan developed in this study consists of a total of seven sessions, including approaching EduTech, Changing Families, Exploring Our Family, and Counseling Centers 1, 2, and 3. Among them, Geumji Counseling Center 1, 2, and 3 was designed as a class in which parents and children participate together in open classes using the ZEP platform. This platform can be used as part of parent classes as well as to encourage online participation in the open classes held periodically at each individual school. In terms of the content validity ratio (CVR) of the developed teaching and learning process verified through five experts, 12 out of 15 questions had a CVR of 1, while the remaining three questions had a CVR of 0.6. The three questions with lower validity were revised and supplemented.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.