• Title/Summary/Keyword: Virtual ecosystem

Search Result 38, Processing Time 0.026 seconds

Modeling Virtual Ecosystems that Consist of Artificial Organisms and Their Environment (인공생명체와 그들을 둘러싸는 환경으로 구성 되어지는 가상생태계 모델링)

  • Lee, Sang-Hee
    • Korean Journal of Agricultural and Forest Meteorology
    • /
    • v.12 no.2
    • /
    • pp.122-131
    • /
    • 2010
  • This paper introduces the concept of a virtual ecosystem and reports the following three mathematical approaches that could be widely used to construct such an ecosystem, along with examples: (1) a molecular dynamics simulation approach for animal flocking behavior, (2) a stochastic lattice model approach for termite colony behavior, and (3) a rule-based cellular automata approach for biofilm growth. The ecosystem considered in this study consists of artificial organisms and their environment. Each organism in the ecosystem is an agent that interacts autonomously with the dynamic environment, including the other organisms within it. The three types of model were successful to account for each corresponding ecosystem. In order to accurately mimic a natural ecosystem, a virtual ecosystem needs to take many ecological variables into account. However, doing so is likely to introduce excess complexity and nonlinearity in the analysis of the virtual ecosystem's dynamics. Nonetheless, the development of a virtual ecosystem is important, because it can provide possible explanations for various phenomena such as environmental disturbances and disasters, and can also give insights into ecological functions from an individual to a community level from a synthetic viewpoint. As an example of how lower and higher levels in an ecosystem can be connected, this paper also briefly discusses the application of the second model to the simulation of a termite ecosystem and the influence of climate change on the termite ecosystem.

C-P-N-D Ecosystem-based Broadcasting/Media Virtual Reality (VR) Prospects (C-P-N-D 생태계 차원에서의 방송/미디어 분야 가상현실(VR) 발전 전망)

  • Lee, Jongseok;Suh, Kyoowon;Nam, Sanghun
    • Journal of Broadcast Engineering
    • /
    • v.23 no.1
    • /
    • pp.19-25
    • /
    • 2018
  • The growth of virtual reality(VR), which is regarded as a part of the 4th industrial revolution, is being delayed differently from the prediction. In this study, we briefly analyze these reasons from the point of view of CPND ecosystem. Virtual reality is a technology in which a user wears a device and accesses a platform through a network to use various contents. Therefore, balanced development of C-P-N-D ecosystem fields is important for successful popularization of virtual reality. In Korea, content, platforms, and devices, except for the network, are evaluated as having low competitiveness. While efforts to secure competitiveness in individual fields are important, it is also necessary to nurture network-based platforms that can utilize killer content. It should be kept in mind that simple breeding of killer content alone can not build an entire virtual reality C-P-N-D ecosystem, and the broadcast / media sector also needs to take this approach.

A Case Study of Virtual Reality Contents Development Using Experience Device (가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례)

  • Yoo, Myoung-Eun;Lee, Seok-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.208-210
    • /
    • 2019
  • Creating a virtual reality ecosystem is more important than anything else for virtual reality, which has recently been drawing attention as a sector of the fourth industrial revolution. Virtual reality ecosystem consists of content (C), device (D), platform (P), and network (N). While content is key among these, virtual reality depends on input and output devices, so device utilization is very important. Recently, hands-on devices are being developed for realistic experiences. This study presents examples of contents development using VirZOOM, an experienced device, to reduce immersion and motion sickness of VR contents. We look forward to further promoting the development of virtual reality content in the future through this study.

  • PDF

Conceptual Typology for Platform Service Ecosystems (플랫폼서비스 생태계의 개념적 유형화)

  • Kim, Dohoon
    • Journal of Information Technology Services
    • /
    • v.15 no.1
    • /
    • pp.299-319
    • /
    • 2016
  • This study first introduces platform services and their business models. On the basis of the concepts of business ecosystem, we present a framework for distinguishing types of the platform service business models. Two key characteristics of business ecosystems-ecosystem configuration and value production process-are employed as fundamental dimensions for constructing typology. In particular, we also present the notion of value ecosystem, where not a single platform provider but a federation of platforms constitutes a virtual platform and completes a service system. The value ecosystem represents two distinct types of platform service business models : meta-platform ecosystem and platform coalition ecosystem. They show different governance structure in the platform federation and service flows across the ecosystem. We present detailed analyses of these two value ecosystems focusing on relevant cases of e-payment FinTech : Apple Pay as an example of meta-platform and Kakao Pay for platform coalition. Our conceptual typology contributes to platforms' proper strategy formulation and presents policy implications to, for example, platform neutrality.

Internet As an Ecosystem (생태계로서의 인터넷)

  • 임기영;박주순;고성범
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2000.05a
    • /
    • pp.283-287
    • /
    • 2000
  • The Internet is becoming an abstract system from which we can get every kind of project and to which we can entrust every kind of project. That is, Internet can be considered both as an infinite scale of task pool and infinite scale of TM (Task Module) pool, which surely provides the necessary and sufficient condition for dwelling of the virtual life. n we could build up the proper ecosystem composed of the virtual life, It would be possible to implement the system as a life. The life system thus obtained provides us some decisive advantages, which is not available by the reduction paradigm. In this Paper, we presented an ecosystem based on Internet which will be followed by the discussion of its meaning in terms of usefulness.

  • PDF

Forecasting Ecosystem Changes in Virtual Reality Game Industry using Scenario Network Mapping (가상현실게임 산업의 생태계 변화 예측 및 대응 전략)

  • Rhee, Chang Seop;Rhee, Hyunjung
    • Journal of Korea Game Society
    • /
    • v.18 no.2
    • /
    • pp.15-26
    • /
    • 2018
  • Virtual Reality(VR) is one of the most remarkable technologies in the current game industry. Nevertheless, it is difficult for the game industry to actively invest in the VR technology because of the technical problems to overcome and the uncertainty about the market possibility. Therefore, this study attempts to estimate the future possibilities of the VR game market in various angles. For the purpose, we explore the domestic game market from the past to the present, and forecast the game industry ecosystem using the Scenario Network Mapping. Based on the result, we propose a short and long term future prospect and suggest the possible strategies for each stakeholder of the VR game market.

Virtual Reality Industry Analysis and How to Activate (가상현실 산업 분석 및 활성화 방안에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.22 no.4
    • /
    • pp.656-663
    • /
    • 2018
  • As the virtual reality technology, which has been attracting attention recently in the era of the fourth industrial revolution, is spreading and spreading throughout the society, expectation about virtual reality is gradually increasing. The major big companies such as Samsung and LG in Korea are concentrating on R &D and early ecosystem composition of virtual reality field as well as large global corporations such as Google and Facebook. But in Korea, the environment is not well equipped to compete with the global market and although there are many SMEs and start-up companies related to virtual reality, there are few successful companies. In this study, we analyze the domestic and foreign virtual reality market and industry and present ways of activation on virtual reality industry. We analysis by PEST analysis, SWAT and competitive structure analysis.Based on the analyzed results, ways to revitalize the virtual reality industry are suggested in this paper.

Internet As an Ecosystem (생태계로서의 인터넷)

  • Go, Seong-Beom
    • 한국생물공학회:학술대회논문집
    • /
    • 2000.04a
    • /
    • pp.98-101
    • /
    • 2000
  • The Internet can be considered as a good environment for dwelling of many types of virtual lives. If we could build up the proper ecosystem with the lives in the internet, It would be possible to implement the system as a life. The life system thus obtained would provide us some decisive advantages, which is hardly available by the reduction paradigm. In this paper, we presented an ecosystem based on Internet, which will be followed by the discussion of its meaning in terms of usefulness.

  • PDF

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.4
    • /
    • pp.541-547
    • /
    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
    • /
    • v.25 no.4
    • /
    • pp.131-159
    • /
    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.