• Title/Summary/Keyword: Metaverse Platform

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The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • Journal of Distribution Science
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    • v.19 no.11
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    • pp.81-90
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    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

Study on Use the Metaverse Platform in Fashion Design (패션디자인 분야의 메타버스 플랫폼 활용 연구)

  • Ryu, Kyoung ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.

A Study on the Direction of Metaverse Platform in the Library: Focusing on the Method and Difference of Using the Metaverse Platform of Domestic and Foreign Libraries (도서관의 메타버스 플랫폼 활용 방향성 탐색 연구: 국내외 도서관의 메타버스 플랫폼 활용 방식 및 차이를 중심으로)

  • Ji Soo, Kim;Sun Young, Kwon
    • Journal of the Korean Society for information Management
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    • v.39 no.4
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    • pp.307-345
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    • 2022
  • Due to the prolonged COVID-19 pandemic, metaverse has begun to receive attention as a means of providing future services. The importance of metaverse was further emphasized and metaverse platforms are being used by various institutions. Against this background, cases of using the metaverse platform in libraries are increasing. Therefore, the purpose of this study is to investigate domestic and foreign library cases using the metaverse platform and analyze each platform's characteristics and content types according to the metaverse platform's method. Based on the findings, the implication of the current study suggests the future direction of using the metaverse platform in the library.

A Study on the Perception of Metaverse Fashion Using Big Data Analysis

  • Hosun Lim
    • Fashion & Textile Research Journal
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    • v.25 no.1
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    • pp.72-81
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    • 2023
  • As changes in social and economic paradigms are accelerating, and non-contact has become the new normal due to the COVID-19 pandemic, metaverse services that build societies in online activities and virtual reality are spreading rapidly. This study analyzes the perception and trend of metaverse fashion using big data. TEXTOM was used to extract metaverse and fashion-related words from Naver and Google and analyze their frequency and importance. Additionally, structural equivalence analysis based on the derived main words was conducted to identify the perception and trend of metaverse fashion. The following results were obtained: First, term frequency(TF) analysis revealed the most frequently appearing words were "metaverse," "fashion," "virtual," "brand," "platform," "digital," "world," "Zepeto," "company," and "game." After analyzing TF-inverse document frequency(TF-IDF), "virtual" was the most important, followed by "brand," "platform," "Zepeto," "digital," "world," "industry," "game," "fashion show," and "industry." "Metaverse" and "fashion" were found to have a high TF but low TF-IDF. Further, words such as "virtual," "brand," "platform," "Zepeto," and "digital" had a higher TF-IDF ranking than TF, indicating that they had high importance in the text. Second, convergence of iterated correlations analysis using UNICET revealed four clusters, classified as "virtual world," "metaverse distribution platform," "fashion contents technology investment," and "metaverse fashion week." Fashion brands are hosting virtual fashion shows and stores on metaverse platforms where the virtual and real worlds coexist, and investment in developing metaverse-related technologies is under way.

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.

A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.232-237
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    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.

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.

How to Develop a Metaverse Platform for Educational Purpose: A Focus Group Study

  • Kim, Hee Chul;Kim, Myoeun;Park, Iljun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.253-265
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    • 2022
  • The purpose of this study is to make recommendations for developing a Metaverse platform for educational purpose by utilizing focus group interviews with elementary, middle, and high school teachers having experience on metaverse in teaching. 10 teachers participated in the study, and data was collected for two months from January to February in 2022, and two focus groups were formed and interviewed. Data was analyzed by applying content analysis. The results showed that there were 17 sub-themes derived from 6 main guiding questions(What are the advantages of using Metaverse platform in education? What are the advantages of utilizing Metaverse as one of educational software? What are the possible and appropriate classes utilizing Metaverse in future education? What are the possible problems when using Metaverse in education? What are the essential functions which Metaverse should have in education? and Could you provide us with policy recommendations in building Metaverse platform for educational purpose?). Finally, based on the results, recommendations for building Metaverse platform for educational purpose are suggested and limitations of the study and possible future study are discussed.

A Study on Utilization Methods and Problems according to Metaverse Platform Analysis (메타버스 플랫폼 분석에 따른 활용방안 및 문제점에 관한 연구)

  • Shim, Youn Sook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.855-860
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    • 2022
  • Today, the metaverse is understood as a concept in which the boundaries between the real and the virtual are blurring and the economic, social, and cultural activities of the real and virtual worlds are interconnected. In this study, we intend to examine the current status of the metaverse platform at home and abroad. Through this, if we can confirm the current location of the metaverse platform in Korea, we will try to identify the field of metaverse application suitable for the domestic situation. In addition, we will try to find ethical problems among the problems of the metaverse that developed rapidly. This will serve as a basis for finding solutions when using the Metaverse platform in the future.

Metaverse Platform Design for Strengthening Gender Sensitivity of MZ Generation

  • Kim, Sea Woo;Na, Eun Gyung
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.79-84
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    • 2022
  • Due to a series of online sex crimes cases and online class conversions caused by the spread of the coronavirus, alternatives to sex education in schools are urgently required. As a result of this study, the metaverse sex education platform was designed. Using this platform, learners are expected to cultivate correct adult awareness and digital citizenship. Within the metaverse platform, learners can participate more actively in learning. Instead of exposing one's name and face in a place dealing with sensitive gender issues, one can participate in education through his or her decorated avatar and participate in education much more actively than face-to-face education and express one's opinion through chat. In addition, education by level can be received regardless of time and place, which can have the effect of bridging the educational gap between urban and rural areas. In this paper, we propose a new sex education platform without time and space constraints by utilizing metaverse.