• Title/Summary/Keyword: social virtual world

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Issues and Tasks of Personal Information Protection Liability Insurance (개인정보 손해배상책임 보장제도의 쟁점과 과제)

  • Lee, Suyeon;Kwon, Hun-Yeong
    • Journal of Information Technology Services
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    • v.19 no.1
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    • pp.37-53
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    • 2020
  • Today, our society is exposed to cyber threats, such as the leakage of personal information, as various systems are connected and operated organically with the development of information and communication technology. With the impact of these cyber risks, we are experiencing damage from the virtual world to the physical world. As the number of cases of damage caused by cyber attacks has continued to rise, social voices have risen that the government needs to manage cyber risks. Thus, information and telecommunication service providers are now mandatory to have insurance against personal information protection due to amendment of "the Act on Promotion of Information and Communication Network Utilization and Information Protection". However, the insurance management system has not been properly prepared, with information and communication service providers selecting the service operators based on sales volume rather than selecting them based on the type and amount of personal information they store and manage. In order for the personal information protection liability insurance system to be used more effectively in line with the legislative purpose, effective countermeasures such as cooperation with the government and related organizations and provision of benefits for insured companies should be prepared. Thus, the author of this study discuss the current status of personal information protection liability insurance system and the issues raised in the operation of the system. Based on the results of this analysis, the authors propsoe tasks and plans to establish an effective personal information protection liability insurance system.

Nomadic Thoughts and Transformable Clothing (유목적(遊牧的) 사고와 트랜스퍼머블 클로딩)

  • 나영원;박명희
    • Journal of the Korean Society of Costume
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    • v.53 no.8
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    • pp.91-104
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    • 2003
  • This study describes not only meaning of transformable, i.e., new paradigm being expanded since the 1990's, but also nomadic thoughts being formation background of transformable. In this study, the concept of ‘transformable’ has dictionary definition and theoretical background expressing art, architecture and products, etc. The author has examined relations between nomadic thoughts and ‘transformable clothing’ by investigating the works of transformable clothing designers including Lucy Orta. The ‘transformable clothing’ means ‘clothing being transformable to meet some purposes’. Considering nomadic thoughts, 1.e., one of formation of transformable, the transformable clothing with nomadic thoughts can be transformed in various ways by usefulness and removal. The clothing has features of removal, escape and protection and has the values that can adapt itself to social circumstance and environment through the module system of separation, taking to pieces and assembling, etc. to suggest resonable clothing. Such a clothing cannot be settled down so that it shall be developed to let modern people move continuously as the 21th century nomad between real world and virtual world. However, this study did not examine internal meaning sufficiently because of main investigation objects of external expression, and was limited to nomadic thought at formation background. To improve such things, another study will be made in the future.

The Impact of Metaverse Presence on Immersion and Intention to Continuous Use (메타버스 이용자의 프레즌스 경험이 몰입과 지속이용의도에 미치는 영향)

  • Mideum Choi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.581-588
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    • 2024
  • Metaverse technology, heralded as the fourth major innovation in computing following personal computers, the internet, and mobile devices, has realized a three-dimensional virtual world where communication with others as well as social, cultural, and economic activities of the real world can take place. While platforms like Zepeto, launched in 2018, and Animal Crossing: New Horizons, released in 2020, initially became popular among younger generations, concerns about declining investment and usage rates of the metaverse have become apparent since 2023. This study examines the impact of metaverse users' sense of presence on their immersion and intention to continue using these platforms.

The Impact of COVID-19, Day-of-the-Week Effect, and Information Flows on Bitcoin's Return and Volatility

  • LIU, Ying Sing;LEE, Liza
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.11
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    • pp.45-53
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    • 2020
  • Past literatures have not studied the impact of real-world events or information on the return and volatility of virtual currencies, particularly on the COVID-19 event, day-of-the-week effect, daily high-low price spreads and information flow rate. The study uses the ARMA-GARCH model to capture Bitcoin's return and conditional volatility, and explores the impact of information flow rate on conditional volatility in the Bitcoin market based on the Mixture Distribution Hypothesis (Clark, 1973). There were 3,064 samples collected during the period from 1st of January 2012 to 20th April, 2020. Empirical results show that in the Bitcoin market, a daily high-low price spread has a significant inverse relationship for daily return, and information flow rate has a significant positive relationship for condition volatility. The study supports a significant negative relationship between information asymmetry and daily return, and there is a significant positive relationship between daily trading volume and condition volatility. When Bitcoin trades on Saturday & Sunday, there is a significant reverse relationship for conditional volatility and there exists a day-of-the-week volatility effect. Under the impact of COVID-19 event, Bitcoin's condition volatility has increased significantly, indicating the risk of price changes. Finally, the Bitcoin's return has no impact on COVID-19 events and holidays (Saturday & Sunday).

A Study on the Factors Affecting Electronic Word-of-Mouth in the Context of Social Media Environment (소셜미디어 환경에서 온라인구전(eWOM)에 영향을 미치는 요인 연구)

  • Noh, Seung Ui;Lee, Ji Eun;Son, Jung Eun;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.14 no.1
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    • pp.1-19
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    • 2013
  • Consumers have collected information and sought advices from other consumer through Internet. They could collect information in virtual space (online) not real world, that is Electronic Word of Mouth (eWOM). This study focused on research the factors on effect in Electronic Word-of-Mouth (eWOM) in the open market which is mediate between individuals and online stores. This is an exploratory study for research on finding factors of effect in eWOM. First of all, 5factors are selected from interview with 31 consumers. Then online surveys are conducted and 5 factors are significantly supported. This study is academically new approach on an exploratory study and it could suggest marketers to strategically manage eWOM.

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Action-Based Audit with Relational Rules to Avatar Interactions for Metaverse Ethics

  • Bang, Junseong;Ahn, Sunghee
    • Smart Media Journal
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    • v.11 no.6
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    • pp.51-63
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    • 2022
  • Metaverse provides a simulated environment where a large number of users can participate in various activities. In order for Metaverse to be sustainable, it is necessary to study ethics that can be applied to a Metaverse service platform. In this paper, Metaverse ethics and the rules for applying to the platform are explored. And, in order to judge the ethicality of avatar actions in social Metaverse, the identity, interaction, and relationship of an avatar are investigated. Then, an action-based audit approach to avatar interactions (e.g., dialogues, gestures, facial expressions) is introduced in two cases that an avatar enters a digital world and that an avatar requests the auditing to subjects, e.g., avatars controlled by human users, artificial intelligence (AI) avatars (e.g., as conversational bots), and virtual objects. Pseudocodes for performing the two cases in a system are presented and they are examined based on the description of the avatars' actions.

The Study of Promoting Method for VR Contents to Reduce Pain of Child Patient - Focusing on The Case Studies of VR Contents at Home and Abroad (아동의 통증 감소를 위한 VR 콘텐츠 활성화 방안 연구 - 국내·외 VR 콘텐츠의 사례 연구를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.167-176
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    • 2020
  • Meanwhile the service of public health are being improved and the patient-friendly medical environment is constructed due to the development of the medical industry, we need to take more concern for child patient's pain undergoing this change of the medical environment. Currently, pain of child patient is treated by both pharmacologic and non-pharmacologic method. The application of virtual reality(VR) is emerging as a kind of attention-conversion therapy among non-pharmacologic method both at home and abroad. This study has examined and analyzed the development cases and related studies of VR among the world. And derived 'Presence', 'Interactivity', 'Social Interaction', 'Customization', 'Embodiment' as characteristics to be considered in the clinical application of VR for children. Based on this, six measures are proposed to promote VR contents to reduce pain of child patient.

Case Study on Fashion Brand Flagship Store in Metaverse -Focusing on Fashion Brand in ZEPETO- (패션 브랜드 메타버스 플래그십 스토어 사례연구 -제페토(ZEPETO) 내 패션 브랜드를 중심으로-)

  • Kim, Woo Bin;Hur, Hee Jin;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.3
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    • pp.545-563
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    • 2022
  • Metaverse is a digitally generated world beyond the physical realm; many fashion brands are launching virtual stores in Metaverse. This study explores the cases of flagship stores of fashion brands in Metaverse to understand the peculiarity of Metaverse retailing. This study selected four flagship stores of fashion brands launched on ZEPETO, the largest Metaverse platform in Korea. The characteristics of Metaverse retailing used for case analysis were store (store credibility, servicescape, ease of use), product (content, demos, incentives), social factor (store personnel, store customers), and entertainment (events, games, free gifts). The results illustrate that a transaction system linked to reality could not be established due to technical limitations; it was difficult to obtain specific product information, such as the color, size, and fabric. However, all four fashion brands overwhelmed the traditional retail channels in terms of providing various spatial experiences by operating their virtual stores in global cities related to the heritage and identity of each brand. Furthermore, fashion brands can convey a sense of deviation and fantasy to consumers by delivering unique entertainment activities in Metaverse that they cannot easily provide in real life.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

A Study on Factors Affecting Intention to Continuous Use Metaverse Platform Service (메타버스 플랫폼 서비스의 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Minji;Lee, Seungzoon;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.51 no.1
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    • pp.97-117
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    • 2023
  • Purpose: The purpose of this study is to examine the factors affecting the intention to continue using the metaverse platform service from the user's point of view. Methods: The study conducted a survey of experienced people using Zepeto, Ifland, Gather Town, Zep, Roblox, Fortnite, and Minecraft, which are virtual world types among metaverse types, and valid 415 data were analyzed by SPSS (ver 22.0) and R (ver 4.1.0) program packages. Results: As a result of empirical analysis, it was found that interactivity and social presence among the characteristics of metaverse affected expectation confirmation, and sensory affordance and functional affordance affected expectation confirmation as affordance factors. In addition, all four characteristics of metaverse, reliability, playfulness, interactivity, and social presence, were found to have the greatest affect on perceived usefulness, and it was analyzed that playfulness, social presence, and reliability were influenced in order. The affordance factor was also found to have a positive effect on physical affordance, sensory affordance, and functional affordance. This study was found that it had a positive effect on the relationship between expectation confirmation and satisfaction and the relationship between perceived usefulness and satisfaction. satisfaction was analyzed to lead to continuance intention. Conclusion: This study is meaningful in that it examines the perspective of users who can be called customers of metaverse platform services. Based on the results of this study, it is expected to have a significant effect on the development of metaverse platform services not only on platform operators that provide metaverse platform services but also on providers who plan events and education using metaverse platform services.