• Title/Summary/Keyword: Metaverse Applications

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Analysis of Meta Fashion Meaning Structure using Big Data: Focusing on the keywords 'Metaverse' + 'Fashion design' (빅데이터를 활용한 메타패션 의미구조 분석에 관한 연구: '메타버스' + '패션디자인' 키워드를 중심으로)

  • Ji-Yeon Kim;Shin-Young Lee
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.549-559
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    • 2023
  • Along with the transition to the fourth industrial revolution, the possibility of metaverse-based innovation in the fashion field has been confirmed, and various applications are being sought. Therefore, this study performs meaning structure analysis and discusses the prospects of meta fashion using big data. From 2020 to 2022, data including the keyword "metaverse + fashion design" were collected from portal sites (Naver, Daum, and Google), and the results of keyword frequency, N-gram, and TF-IDF analyses were derived using text mining. Furthermore, network visualization and CONCOR analysis were performed using Ucinet 6 to understand the interconnected structure between keywords and their essential meanings. The results were as follows: The main keywords appeared in the following order: fashion, metaverse, design, 3D, platform, apparel, and virtual. In the N-gram analysis, the density between fashion and metaverse words was high, and in the TF-IDF analysis results, the importance of content- and technology-related words such as 3D, apparel, platform, NFT, education, AI, avatar, MCM, and meta-fashion was confirmed. Through network visualization and CONCOR analysis using Ucinet 6, three cluster results were derived from the top emerging words: "metaverse fashion design and industry," "metaverse fashion design and education," and "metaverse fashion design platform." CONCOR analysis was also used to derive differentiated analysis results for middle and lower words. The results of this study provide useful information to strengthen competitiveness in the field of metaverse fashion design.

Opportunities and Future Directions of Human-Metaverse Interaction (휴먼-메타버스 인터랙션의 기회와 발전방향)

  • Yoon, Hyoseok;Park, ChangJu;Park, Jung Yeon
    • Smart Media Journal
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    • v.11 no.6
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    • pp.9-17
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    • 2022
  • In the COVID-19 pandemic era, non-contact services were demanded and the use of extended reality and metaverse services increased rapidly in various applications. In this paper, we analyze Gather.town, ifland, Roblox, and ZEPETO metaverse platforms in terms of user interaction, avatar-based interaction, and virtual world authoring. Especially, we distinguish interactions among user input techniques that occur in the real world, avatar representation techniques to represent users in the virtual world, and interaction types that create a virtual world through user participation. Based on this work, we highlight the current trends and needs of human-metaverse interaction and forecast future opportunities and research directions.

Research on Safety Education Methodology Based on the Metaverse (메타버스를 기반으로 한 안전교육 방법론에 관한 연구)

  • Hyeon-Gi Baek
    • Journal of Industrial Convergence
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    • v.22 no.1
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    • pp.55-63
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    • 2024
  • This paper discusses the concept and continuously evolving applications of metaverse technology in the field of safety education, and proposes methodologies for employing metaverse technology in safety education. Additionally, it analyzes educational cases using the metaverse to explore specific directions for the advancement of safety education. Therefore, this study aims to propose methodologies for safety education utilizing metaverse technology. Recently, the metaverse has emerged as a new platform in various fields, including education. In particular, safety education using metaverse technology is carried out because it can provide an engaging learning experience by fostering understanding and immersion through interaction, moving away from one-way didactic teaching. This paper proposes a three-stage educational process for safety education using metaverse technology and presents various implementable projects and activity examples for each stage. This approach can contribute to developing practical response skills for various situations, going beyond traditional safety education methods. Future research is expected to deeply explore the long-term effectiveness of this educational methodology and its practical applicability in educational settings.

A Study on Privacy Preserving Methods in the Metaverse Environment Using Secure Multi-Party Computation (안전한 다자간 연산을 활용한 메타버스 환경에서의 프라이버시 보존 방안 연구)

  • Jiun Jang;Kwantae Cho;Sangrae Cho;Soo Hyung Kim
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.4
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    • pp.725-734
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    • 2024
  • The rapidly growing metaverse environment has received widespread attention across various fields such as health and medicine, culture and gaming, as well as politics. However, the excessive collection of personal data by the diverse sensors and devices used in the metaverse environment poses a substantial threat to user privacy. In this paper, we investigate existing cases of secure Multi-Party Computation(MPC) applications, examine the services anticipated to be necessary for the expansion of the metaverse environment, and analyze the privacy issues present in the metaverse environment as well as the limitations of current real-world services. Based on these findings, we propose application scenarios that utilize MPC to preserve user privacy in the metaverse environment. These proposed MPC application scenarios present a new perspective in metaverse security research. In the future, they are expected to be utilized in the development of secure metaverse services.

Traveling to the Hangang River via Metaverse: Interaction Effects between Avatar Self-Congruence and Digital Age Type

  • Zong-Yi Zhu;Sumi Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.21-30
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    • 2023
  • The aim of this study is to investigate how travelers' destination visit intentions are influenced by avatar self-congruence in the metaverse platform. We extended the impression management theory by considering both perceived enjoyment and social engagement, and illustrated the interaction effect based on users' digital age. To achieve this, we conducted an online survey with 302 users. The survey results revealed that avatar self-congruence significantly influenced users in terms of perceived enjoyment and social engagement, thereby affecting their destination visit intentions. This study also revealed a significant interaction effect between digital age type and avatar self-congruence on users' perceived enjoyment. The results of this study are expected to provide not only a theoretical reference for metaverse research and travel research but also managerial implications for destination management and metaverse applications.

A Study of the Beauty Brand Experience Case Using Metaverse (메타버스를 이용한 뷰티 브랜드 경험 사례에 대한 고찰)

  • Kim, Na-Yeong;Kim, Gyu-Ri
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.185-190
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    • 2022
  • Since COVID-19, digital transformation has been taking place in the entire industry, and Metaverse is attracting attention as an untect service. Therefore, this study aims to find out about brand experience marketing cases using metaverse targeting beauty brands. This study reviewed previous studies related to metaverse marketing and beauty brand marketing. SK-II, Christian Dior used VR technology to provide users with contents and experience of brand products, and L'Oreal, Sephora, Laneige used AR technology to provide virtual makeup applications. It's believed that this experience marketing will have a positive effect on customers' purchase intention and its importance will increase further to target Z Generation. It's expected that this study can be used as related data in the metaverse and experience marketing of beauty brands, and research on metaverse marketing should be continued in the beauty field.

Analysis of Reviews from Metaverse Platform Users Based on Topic Modeling

  • Jung Seung Lee
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.93-104
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    • 2024
  • This study conducts an in-depth analysis of user reviews from three leading metaverse platforms - Minecraft, Roblox, and Zepeto - using advanced topic modeling techniques to uncover key factors for business success. By examining a substantial dataset of user feedback, we identified and categorized the main themes and concerns expressed by users. Our analysis revealed that common issues across all platforms include technical functionality problems, user engagement and interest, payment concerns, and connection difficulties. Specifically, Minecraft users highlighted the importance of adventure and creativity, Roblox users expressed significant concerns about security and fraud, and Zepeto users focused heavily on the fairness of the in-game economy. The findings suggest that for metaverse platforms to achieve sustained success, they must prioritize the resolution of technical issues, enhance features that foster user engagement, ensure reliable connectivity, and address platform-specific concerns such as security for Roblox and payment fairness for Zepeto. These insights provide valuable guidance for developers and business strategists, emphasizing the need for robust technical infrastructure, engaging and diverse content, seamless user access, and transparent and fair economic systems. By addressing these key areas, metaverse platforms can improve user satisfaction, build a loyal user base, and secure long-term success in an increasingly competitive market.

Metaverse Platform Customer Review Analysis Using Text Mining Techniques (텍스트 마이닝 기법을 활용한 메타버스 플랫폼 고객 리뷰 분석)

  • Hye Jin Kim;Jung Seung Lee;Soo Kyung Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.113-122
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    • 2024
  • This comprehensive study delves into the analysis of user review data across various metaverse platforms, employing advanced text mining techniques such as TF-IDF and Word2Vec to gain insights into user perceptions. The primary objective is to uncover the factors that contribute to user satisfaction and dissatisfaction, thereby providing a nuanced understanding of user experiences in the metaverse. Through TF-IDF analysis, the research identifies key words and phrases frequently mentioned in user reviews, highlighting aspects that resonate positively with users, such as the ability to engage in creative activities and social interactions within these virtual environments. Word2Vec analysis further enriches this understanding by revealing the contextual relationships between words, offering a deeper insight into user sentiments and the specific features that enhance their engagement with the platforms. A significant finding of this study is the identification of common grievances among users, particularly related to the processes of refunds and login, which point to broader issues within payment systems and user interface designs across platforms. These insights are critical for developers and operators of metaverse platforms, suggesting a focused approach towards enhancing user experiences by amplifying positive aspects. The research underscores the importance of continuous improvement in user interface design and the transparency of payment systems to foster a loyal user base. By providing a comprehensive analysis of user reviews, this study offers valuable guidance for the strategic development and optimization of metaverse platforms, ensuring they remain responsive to user needs and continue to evolve as vibrant, engaging virtual environments.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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