• Title/Summary/Keyword: Use of Metaverse

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Case Study for Introduction and Use of Metaverse in the Financial Sector (금융권 메타버스(Metaverse) 도입 및 활용 사례 연구)

  • Byung-Jun, Kim;Sou-Bin, Yun;Su-Jin, Jang;Sam-Hyun, Chun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.171-176
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    • 2023
  • The purpose of this study is to analyze the introduction and use cases of Metaverse in the financial sector to learn lessons and implications. Let's take a look. The era of the metaverse is coming. The financial sector is pioneering the blue ocean market in a new era and working with the MZ generation. In order to expand contact points, we are very interested in the new business model, Metaverse, and are actively engaged in research and development. appear to be participating. In the case of finance, information is efficiently transmitted through metaverse, and customers It is predicted that the convenience of customers will be greatly improved by making it possible to use convenient services without visiting a branch. Additionally, by utilizing technologies such as AR and VR, we are trying to provide services linked to the metaverse in earnest. In addition, new financial services such as non-face-to-face asset management consulting services and brokerage services for funds through Metaverse Business models are also expected to be created. It is still in its infancy, and it is currently in its infancy, Metaverse is being used for educational purposes.

Research on the Open World System of Metaverse Content <Ready Player One>

  • JungWoo Lee;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.322-327
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    • 2023
  • Recent advances in augmented reality (AR) and virtual reality (VR) technologies have led to a significant increase in metaverse platforms. Metaverses are setting a new direction for the digital world. This paper examines the phenomenon of virtual worlds that are becoming an issue these days, focusing on [Ready Player One]. One of the common features of the metaverse platform in [Ready Player One] and the platforms currently in use is the concept of open world. This is a feature that goes beyond simply moving around in a virtual world and allows users to freely reset, participate in, and control the environment. This innovative concept is a hallmark of metaverse platforms, and it is becoming increasingly important and influential. Through this study, we focused on the [open world system] of the platform in the movie and the modern metaverse platform, and suggested and studied how the scalability of the metaverse will present a turning point in the future.

Metaverse for Marketing in the Public Sector: Implications on Citizen Relationship Management

  • Yooncheong CHO
    • Korean Journal of Artificial Intelligence
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    • v.11 no.2
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    • pp.29-38
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    • 2023
  • The purpose of this study is to explore how citizens perceive application of the metaverse platforms for city marketing and investigate factors that affect overall attitude for citizen relationship management in the public sector. In particular, this study investigates the following: i) how factors including perceived city brand value, public service, emotional value, experience, personalization, economic value, social value, and cultural value on overall attitude and ii) how overall attitude affects intention to use of metaverse for the public sector and citizen satisfaction. This study conducted an online survey with the assistance of a well-known research firm. This study applied factor, ANOVA, and regression analysis to test hypotheses. The results found that effects of perceived city brand value, emotional value, information, economic value, social value, and cultural value on overall attitude toward metaverse application for the public sector showed significance. The results provide managerial and policy implications for the public sector on how to apply metaverse to provide public services and enhance engagement with citizens. The results also provide implications which aspects should be considered to enhance citizen relationship management and to build the better city brand value by applying metaverse.

A Study on Firms' Metaverse Use and Competitiveness (기업의 메타버스 활용과 경쟁력 요인에 대한 연구)

  • Park, Jeehye;Park, Sohyun;Lee, Changkeun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.441-447
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    • 2022
  • Despite many discussions on the metaverse, there has been little concrete evidence and predictions about how firms use the metaverse, what determines firm competitiveness, and who will lead the industry. This paper attempts to answer these questions by conducting and examining a custom-designed survey of employees serving in the metaverse business. The survey results indicate that firms do not have strategic models for metaverse business yet, but they will become more affordable and widely used in the next three to five years. It is expected that many firms would coexist in the contents area, while the influence of global companies and large domestic companies with market dominance will be significant in the platform and software area.

A Study on the Metaverse Experience Economy Factors and Advertisement Acceptance Intention (메타버스 체험경제 요인과 광고 수용의도에 관한 연구)

  • Lee, Sangho;Kim, Taegyu;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.99-109
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    • 2022
  • The purpose of this study is to verify the effect of experiential economy factors using metaverse on the intention to accept advertisements reflecting new technologies. The subjects of this study were those located in G Metropolitan City and J Province, and those who experienced metaverse. From August 1 to September 10, 2022, 150 people participated in the survey without face-to-face. Analysis methods were frequency analysis, factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and three-step mediated regression analysis. The conclusion is as follows. First, the influence of metaverse experience on advertisement acceptance intention was shown in the order of relational experience, educational experience, and escapist experience. Second, it was found that the relational and educational experiences of metaverse partially mediate metaverse usefulness and affect the advertisement acceptance intention. Third, it was found that the relational and educational experiences of the metaverse partially mediate the metaverse presence and affect the advertisement acceptance intention. Also, it was found that the metaverse's escapist experience completely mediates the metaverse's presence and affects the advertisement acceptance intention. Fourth, it was found that the escapist experience of metaverse completely mediates the ease of use of metaverse and affects the advertisement acceptance intention. It is expected that this study will contribute to the construction of a new platform in the advertising market using various platforms of metaverse.

A Study on the Operation Cases and Usage Direction of Metaverse Cultural Programs in Domestic Public Libraries (국내 공공도서관 메타버스 문화프로그램 운영사례 및 활용방향성에 대한 연구)

  • Sangwon, Seo;Gyuhwan, Kim
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.259-284
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    • 2023
  • This study examined the primary features of cultural program operation instances on the metaverse platform. In addition, an interview was performed with librarians in charge of the public library culture program to get their perspectives on the viability of using the metaverse platform for each sort of cultural program. Ultimately, we intended to provide guidelines for organizing and administering a cultural program on the metaverse platform in a public library. The results showed that there are seven types of cultural programs using the Metaverse platform: library tours, education, reading, exhibits, performances, games, and events. librarians in charge of the public library culture program responded positively to the future use of library tours, exhibitions, games, and events. Education can be used depending on the character of the educational program while reading and performances are less likely to be used in the future. Regarding how to use the Metaverse platform, Zepeto was most likely to be used for tours, and Gather and Zep for education, exhibits, games, and events.

A Study on the intentions of early users of metaverse platforms using the Technology Acceptance Model (기술수용모델을 활용한 메타버스 플랫폼 초기 이용자들의 이용 의도에 관한 연구)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.275-285
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    • 2021
  • The purpose of this study is to empirically identify the process of technology acceptance of the metaverse, a virtual world-based platform that has attracted attention due to the 4th industrial revolution and the COVID-19 pandemic. The technology acceptance model (TAM) was used to identify factors affecting the use of the metaverse platforms and to analyze the causal relationship among these factors. For research, a survey was conducted on ordinary adult men and women and was analyzed using a structural equation model. The study found that perceived pleasure, interactivity, self-efficacy, and social influence had a positive effect on perceived ease-of-use. Interactivity and social influence had a statistically significant effect on perceived usefulness. The relationship between perceived ease-of-use and perceived usefulness was not statistically significant, but both perceived ease-of-use and perceived usefulness had a significant effect on positively forming attitudes toward metaverse. Lastly, favorable attitudes toward the metaverse platform had a positive effect on the intention to continue using it. Through this study, it was possible to identify the factors affecting the intention to use the metaverse and to confirm the causal relationship between the factors. A deeper understanding of users may be obtained in future if the research subject can be expanded and investigated with various factors.

A Study on the Typology and Advancement of Cultural Leisure-Based Metaverse (문화 여가 중심의 메타버스 유형 및 발전 방향 연구)

  • Ko, Sun Young;Chung, Han Kun;Kim, Jong-In;Shin, Youngtae
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.8
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    • pp.331-338
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    • 2021
  • Metaverse is a compound word of 'meta' and 'universe', which means transcendence and the world. It is a digital world where daily life and economic activities are possible. While the Metaverse is being actively used as an alternative space to enjoy leisure life since COVID-19, not much academic research on Metaverse in Korea has been done yet. Based on the previous research on Metaverse in Korea and overseas we conducted a typology analysis on cultural leisure-based Metaverse and a study on its key features. Considering the current situation in which the Metaverse era is blooming we also investigated the development trends of the Metaverse and related technologies at home and abroad. We also presented the direction of advancement of the cultural leisure-based Metaverse. This study differentiates itself from previous domestic and foreign studies by discovering and analyzing theoretical models, frameworks and features in terms of society, collaboration, and leisure use through case studies. It is meaningful that this research presents directions on further Metaverse research that reflect the current information technology (IT) and changes in life.

Future of Virtual Reality and Metaverse in Hospitality and Tourism Management: An Industry Perspective

  • Jay, Bhakta;Amanda, Charreton;Anne Anoek, de Rooij;Minwoo, Lee;Hubie, Sangster;Yingni, Wang
    • Journal of Smart Tourism
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    • v.2 no.4
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    • pp.25-34
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    • 2022
  • Digital transformation plays a critical role in making hospitality and tourism organizations create new business processes and customer experiences. The hospitality and tourism industry thrives on creating unique experiences by offering exceptional and innovative customer services through innovative digital technologies. Thus, this study provides an overview of the current use of these technologies in the hospitality industry and their potential advantages and opportunities. In particular, the metaverse and immersive virtual reality (VR) technology are gaining popularity in the hospitality industry, offering new opportunities for innovation and driving core values. This study discusses the current use of VR and metaverse and potential advantages and opportunities for researchers and practitioners in the hospitality and tourism context. Thus, we provide suggestions and implications for hospitality and tourism industry stakeholders to increase core values and business performance and create sustainable competitive advantages over other market players through VR and metaverse.

A Study on the Military use of the New Future Battlefield Environment Metaverse (새로운 전장환경 메타버스의 군사적 활용방안 연구)

  • Jung, Min-Sub;Song, Jae Jung;Park, Sang-Hyuk;Moon, Jang-Kwon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.179-185
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    • 2022
  • Society is entering a new transition period due to the metaverse, where a new world is created by the fusion of the online virtual world and the real world with the development of information and communication technology. The realm of Metaverse, which was focused on entertainment, is gradually expanding into everyday areas such as fellowship activities, education, and commerce. Its application is also increasing in the field. Therefore, this study intends to discuss the concept, core type, development trend, and future application of the metaverse in the military field.