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      • KCI등재

        플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구

        신석영,손재열 한국경영정보학회 2023 Information systems review Vol.25 No.4

        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.1) 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.

      • KCI등재

        A Study on the Hospitality Industry and the Metaverse

        강희석,남심숙,김흥태 한국엔터테인먼트산업학회 2022 한국엔터테인먼트산업학회논문지 Vol.16 No.5

        Background/Objectives: This study analyzed the characteristics of the metaverse experience type and the classification of the hospitality industry at a time when interest in the metaverse platform is concentrated due to the COVID-19 pandemic situation and the digital era transition. In this regard, the purpose of this study was to present a basic proposal that can be applied to the hospitality industry through domestic and overseas cases of the metaverse. Methods: The scope of this study was limited to various experience activities in a 3D virtual space using the metaverse. The contents of the study were set up using various apps on the metaverse, and theoretical considerations were conducted not only on avatars but also on potential customers using hotels, dining out, tourism, and aviation in the hospitality industry. Based on literature research and content analysis, the research method was conducted by collecting and analyzing data from the metaverse and hospitality industry, focusing on literature such as domestic and foreign papers, books, and periodicals. Findings: The conclusion based on such consideration is as follows. First, in the terms of the hospitality industry(hotel industry), it will be possible to promote and strengthen interactive communication by using the metaverse, and to provide service practice education contents through avatars. Second, in terms of the hospitality industry(food service industry), the metaverse will be able to provide virtual human services in advance through augmented reality, pre-experience of menus, pre-purchase of products, provide restaurant information, and open cyber stores. Third, in terms of the hospitality industry(tourism industry), the metaverse will be able to provide tourism data of smart platforms and provide personalized services along with improving the convenience of recruiting tourists and utilizing events to attract foreign tourists. Fourth, in terms of the hospitality industry(aviation industry), the metaverse will be able to improve customer safety and satisfaction through providing services using additional characters along with providing virtual reality-related content. In future studies, empirical and developed studies on tasks and prospects for the use of the metaverse in all fields of the hospitality industry through quantitative research should be conducted.

      • KCI등재

        체험형 메타버스에 나타난 가상패션 사례 연구

        김한솔,이승익 한국기초조형학회 2023 기초조형학연구 Vol.24 No.5

        As we live in a time known as “With Corona” or “Endemic”, a daily life that coexists with Corona-19, non-face-to-face culture, and virtual experiences have become commonplace, and concrete profit models are being established as they change from passive to active. In addition, after COVID-19, the metaverse, which enables indirect daily life, was activated. This shows the importance of virtual experiences in the metaverse and the fact that the metaverse keeps attracting attention. However, in prior research on the metaverse appearing in the fashion field is focused on marketing and presentation, and research on virtual fashion products themselves is insufficient. Therefore, this study aims to explore the possibility of the use and development of virtual fashion shown in the experiential metaverse that provides various virtual experiences, including daily life. To this end, a theoretical review was conducted based on literature research to rearrange the concept and scope of the metaverse and experiential metaverse. And virtual fashion shown in the experiential metaverse was subdivided into its ‘own virtual fashion’, ‘collaborative virtual fashion’, and ‘creator virtual fashion’ to collect specific examples and analyze them. Through this, the characteristics of virtual fashion in the experiential metaverse were derived as ‘mutuality’, ‘fantasy’, and ‘transcendence’. As a result of the study, the virtual experience provided by the metaverse is expected to emerge as a major selection factor when selecting the platform, and the utilization of the metaverse platform is expected to diversify. In addition, as the metaverse platform is advanced due to the advancement of technology, the development of technology that implements virtual fashion is expected to inevitably occur. This study is meaningful in preparing basic data that can be used to recognize the development potential of the metaverse and virtual fashion by systematically organizing virtual fashion cases in the experiential metaverse and seeking its expansion.

      • KCI등재

        메타버스에 대한 사전지식과 경험이 서비스 이용의향에 미치는 영향: 서비스에 대한 긍정⋅부정⋅위험 인식과의 경로분석모형을 중심으로

        조유선,문아람 사이버커뮤니케이션학회 2023 사이버 커뮤니케이션 학보 Vol.40 No.1

        Metaverse has been receiving increased attention as a new service platform that will lead the development of future society, but more efforts are needed to continuously increase the number of service users for promoting Metaverse industry. This research aims to explore the factors that affect user intention to adopt Metaverse services by analyzing how prior knowledge and experience on Metaverse affect the intention to use it and the positive, negative and risk awareness of the services. By analyzing the survey of 2,626 respondents, this research finds that prior knowledge of Metaverse increases the level of positive awareness of Metaverse as well as the negative and risk awareness of the services. According to the results, it turns out that the positive awareness is the most important factor that increase the willingness to use Metaverse along with prior knowledge and experience. This result means that it is important to deliver accurate knowledge related to Metaverse so that the socioeconomic value of Metaverse can be highly evaluated. In addition, this research finds that the risk awareness of Metaverse has a negative effect on user intention; especially, this tendency is more likely to happen to the Metaverse service related to social relationship formation. This implies that the use of Metaverse services can be promoted when institutions that can prevent risk factors of Metaverse are prepared. 메타버스는 미래사회를 이끄는 새로운 가상현실 플랫폼 서비스로 주목받고 있으나 관련 산업과 기술 활성화를 위해서는 서비스 이용자 수를 지속적으로 늘리기 위한 노력이 필요하다. 이에 본 연구는 메타버스에 대한 사용자의 사전지식과 경험이 서비스 이용의향에 어떤 영향을 미치고 있는지를 서비스에 대한긍정⋅부정⋅위험 인식과의 경로분석을 실시함으로써, 메타버스 산업 활성화를 위해 잠재적 사용자의 이용의도를 높이기 위한 요인들을 탐색하고자 하였다. 2,626명의 설문조사 자료를 바탕으로 분석을 실시한 결과, 메타버스의 사전지식은 메타버스에 대한 긍정적인 인식수준을 증가시키는 것으로 나타났으며, 관련 지식수준의 증가는 메타버스 서비스에 대한 부정적 인식 및 위험 인식도 동시에 증가시키는 것으로 나타났다. 메타버스에 대한 긍정적 인식 수준은 메타버스에 대한 사전지식 및 경험과 함께 메타버스 이용의향을 증가시키는중요 변수인 것으로 분석되었다. 이 같은 분석결과는 향후 메타버스 이용 활성화를 위해서는 메타버스의 사회경제적 가치가 높게 평가될 수 있도록 메타버스와 관련된 긍정적 측면의 지식 전달이 중요하다는 것을 의미한다. 또한 본 연구의 분석결과, 메타버스에 대한 위험 인식 수준은 사용의향에 부정적인 영향을 미치는 것으로 나타났으며, 특히 메타버스 서비스 중 가상공간에서의 사회적 관계형성과 관련된 서비스의 경우에는 메타버스에서 발생 가능한 위험에 대한 걱정수준이 높을수록 이용의향이 크게 감소하는 것으로 나타났다. 이 결과는 메타버스의 이용과 관련되어 발생할 수 있는 위험요인들을 막아줄 수 있는제도적 장치 마련이 선행되어야지만 서비스 이용이 활성화 될 수 있다는 정책적 함의를 제시해준다.

      • KCI등재

        메타버스 기술을 활용한 지속 가능한 도시재생에 관한 연구 - 가상공간을 활용한 도시 활성화 사례를 중심으로 -

        서유강 한국디자인트렌드학회 2024 한국디자인포럼 Vol.29 No.1

        Background This study examines the impact of rapid digital technology advancements, particularly the rise of the metaverse, on modern urban regeneration strategies. The aim is to understand how the metaverse can provide a new dimension to urban regeneration and explore its potential as a critical element in sustainable urban development. The study assesses whether the metaverse can establish itself as a new paradigm in contemporary urban regeneration. Methods The research employs a combination of literature review, case studies, and analytical simulations to evaluate the feasibility of applying the metaverse in urban regeneration. The literature review illuminates the development of metaverse technology and its current applications, while the case studies analyze real-world applications of the metaverse in urban regeneration projects. Simulations are used to construct urban regeneration scenarios using the metaverse, assessing their effectiveness and potential challenges. Result The findings indicate that the metaverse contributes to enhancing the efficacy of urban regeneration projects through virtual tours, the restoration of historical and cultural heritage, and more. It proves useful in simulating various urban regeneration scenarios, aiding in the formulation of more accurate and effective regeneration plans. Additionally, the metaverse fosters community engagement and increases the acceptance of urban regeneration projects. Conclusion The metaverse holds the potential to become a new paradigm in urban regeneration. However, its broader application is accompanied by technological barriers and accessibility issues. Therefore, further research and strategy development are necessary to overcome these challenges and fully leverage the metaverse's potential. This study highlights the metaverse's capability to offer innovative solutions in the field of urban regeneration.

      • KCI등재

        메타버스 서비스 종료와 소비자 피해구제

        김도년 한국재산법학회 2022 재산법연구 Vol.39 No.2

        While the metaverse has an open structure and the service is not initialized, the value of the metaverse increases through interaction between users of the metaverse service. Metaverse is highly likely to develop into various forms in the future as it facilitates online interaction and can even collaborate. Therefore, sufficient discussion on the legal system is necessary to create a reliable metaverse space. Currently, the metaverse is governed by the 「Contents Industry Promotion Act」. The 「Contents Industry Promotion Act」 coordinates the interests of content providers and users in consideration of the characteristics of content, but looking at the process of the end of the metaverse service, it is difficult to see that the interests between content providers and users are sufficiently reflected. Metaverse service users have no choice but to unilaterally accept this when a content provider's service is terminated. Accordingly, we propose the following system to effectively protect the interests of users participating in Metaverse. In addition to a system that allows users to maintain the service when the metaverse service is terminated, an adjustment system for continuous use of the metaverse service is needed. In addition, it is necessary to ensure that the metaverse service provider guides such rights when subscribing to the metaverse service to secure the opportunity for users to be guaranteed their rights and to induce them to become a competitive factor in the content market. The above rights of users can be reflected in the recommendations of the 「Content User Protection Guidelines」. This is because the recommendations of this guideline have rules for protecting users' rights and interests in consideration of the characteristics of content. In the long term, legislation is needed to recognize the value created by users in the metaverse service. 메타버스는 개방형 구조이고 서비스가 초기화되지 않는 특징을 가지고 있는 가운데, 메타버스 서비스 이용자들의 상호작용으로 메타버스의 가치가 높아진다. 메타버스는 온라인에서의 상호작용을 원활하게 하고 공동작업까지 수행할 수 있으므로 앞으로 다양한 형태로 발전할 가능성이 크다. 때문에 신뢰할 수 있는 메타버스 공간을 만들기 위해서 법제도에 대한 충분한 논의가 필요하다. 현재 메타버스는 「콘텐츠산업 진흥법」에 따라 규율된다. 「콘텐츠산업 진흥법」은 콘텐츠의 특성을 고려하여 콘텐츠 사업자와 이용자의 이해관계를 조율하고 있는데, 메타버스 서비스의 종료 과정을 살펴보면 콘텐츠 사업자와 이용자 집단 사이의 이해관계를 충분히 반영하고 있다고 보기 어렵다. 메타버스 서비스 이용자들은 콘텐츠 사업자의 서비스 종료시에 일방적으로 이를 수용할 수밖에 없는 상황이다. 이에 메타버스에 참여하는 이용자들의 이익을 실질적으로 보호하기 위한 다음과 같은 제도를 제안한다. 메타버스 서비스의 종료시 이용자들이 해당 서비스를 유지할 수 있는 제도와 더불어 메타버스 서비스의 계속적 이용을 위한 조정제도가 필요하다. 또한 메타버스 서비스 사업자가 이와 같은 권리를 메타버스 서비스 가입시에 안내하도록 하여 이용자가 자신의 권리를 보장받을 기회를 확보하고 콘텐츠 시장에서 경쟁력 요소가 되도록 유도할 필요가 있다. 위와 같은 이용자의 권리는 「콘텐츠이용자보호지침」의 권고사항에 반영할 수 있다. 동 지침의 권고사항은 콘텐츠의 특성을 고려한 이용자 권익 보호규정을 두고 있기 때문이다. 장기적으로는 메타버스 서비스에서 이용자가 형성한 가치를 인정하기 위한 입법이 필요하다.

      • KCI등재

        메타버스 기술로 구현된 소프트웨어의 테스트에 관한 연구

        최민지,송기원 한국지식정보기술학회 2023 한국지식정보기술학회 논문지 Vol.18 No.5

        Recently, various IT (Information Technology) technologies and metaverse-related technologies have attracted attention. It is proposing solutions that apply metaverse technology by opening metaverse platforms in various fields including the medical field. This means that software implemented by metaverse technology should be continuously tested in light of the fact that it is not well utilized in practice. Currently, standards related to metaverse technology are being established. Metaverse-related standards such as ISO/IEC 14772, 19775 and 19774 continue to be discussed. Based on this, this paper developed a verification framework based on the metaverse verification tool box. Metaverse software testing can be conducted efficiently if a metaverse verification framework using a verification tool is applied. It can be seen that software testing is important when increasing the influx of users on metaverse platforms and programs and considering maintenance. If software testing is conducted using the method proposed in this paper, an efficient system can be provided to metaverse users. In this paper, test cases using metaverse technology such as software test methods, VR relay programs, and AR education programs can be checked. In the future, it is necessary to establish a new and groundbreaking virtual business model so that it can reside in the unrestricted metaverse for a long time.

      • KCI등재

        A Study on Metaverse Learning Based on TPACK Framework

        Jee Young Lee 한국인터넷방송통신학회 2023 International Journal of Internet, Broadcasting an Vol.15 No.1

        In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

      • KCI등재

        메타버스에 관한 연구: 뉴스 빅데이터 서비스 활용과 사례 연구를 중심으로

        김창식,이윤희,안현철 (사)디지털산업정보학회 2021 디지털산업정보학회논문지 Vol.17 No.2

        This study aims to gain insight through understanding the Metaverse, which has recently become a hot topic. The study utilizes the methods of case study and News Bigdata Analysis Services. The Metaverse can be defined as a world with no separation between the virtual and real worlds. Currently, the Metaverse is dominated mainly by the MZ generation, but just like smartphones have quickly entered our lives, the Metaverse will soon, too, become a part of our lives. To follow up on this change, all companies, including global companies, are going after the Metaverse. Today, the Metaverse is successfully being used in all types of fields, including gaming, performing arts, business, etc., and its essential technologies include VR/AR/MR/XR and AI. This study intends to help understand the Metaverse through a case analysis of Zepeto, which has 200 million users worldwide. On Zepeto, users can decorate their own avatars, hang out with friends, go to art galleries and performances, and create and sell items. Of these users, 90% are from outside of South Korea, and 80% are teenagers. With most of the users being underage, many legal and social problems also follow. Nevertheless, who will be the first to conquer the new world of the Metaverse will continue to be a big issue. This study also analyzes domestic news articles about the Metaverse by utilizing the BigKinds system. Starting in 1996, the number of articles about the Metaverse each year remains single digit, until in 2020 when the number sharply rises to 86 news. As of June 2021, there are 1,663 articles on the Metaverse. This study suggests that the Metaverse should now be carefully examined and closely followed.

      • KCI등재

        메타버스(metaverse)에서의 형사정책적 과제 - 이른바 ‘사이버 인격권’ 개념과 침해유형의 정립 -

        류부곤 한국형사정책학회 2022 刑事政策 Vol.34 No.2

        This article is a basic criminal policy discussion on behaviors occurring in a virtual space called the metaverse. In the metaverse, ‘meta’ means virtual space and has a different dimension from the real space, so in order to apply real criminal norms to ‘virtual behavior’ in the metaverse, it must be able to transcend the dimension. Regarding the problem of how the reality norm can be applied to the metaverse beyond the dimension, this article seeks to infer some legal principles that already exist in the reality norm. And as a method for the ultimate solution, we would like to actively extend the personal right of the reality norm to a specific cyberspace such as the metaverse and use it as the basis for ‘act’ and ‘legal interest’. In other words, I would like to propose a way to introduce the concept of the so-called 'cyber personality right'. If the metaverse is also a social space formed by humans in the real world, the basic rights to be recognized and protected by humans in the real world should be confirmed and respected in the metaverse, and the criminal policy direction for the metaverse is here. In the metaverse, the legal system of reality rules centered on physical entities cannot directly operate. However, if we can 'recognize' reality-like entities in the metaverse, norms and legal systems that can respect and protect recognized values and meanings must be established. ‘Cyber personality right’, which is proposed in this article to prepare the criminal policy direction in the metaverse, can be said to be the basic concept for preparing such a normative system. 이 글은 메타버스(metaverse)라는 가상의 공간에서 일어나는 행태에 대한 형사정책적인 기초논의이다. 메타버스에서의 ‘메타’는 가상공간이라는 의미이자, 현실공간과 차원이 다르다는 의미이므로 메타버스에서의 ‘가상행위’에 현실의 형사규범이 적용되기 위해서는 차원을 뛰어넘을 수 있어야 한다. 어떻게 현실규범이 차원을뛰어넘어 메타버스에 적용될 수 있을까의 문제에 대해 이 글은 현실규범에 이미 존재하는 몇 가지의 법리를 유추하는 방안을 모색해 본 후, 궁극적인 해결을 위한 방안으로 현실규범에서 법익의 기초가 되는 인격권을 메타버스와 같은 특정 사이버공간까지 적극적으로 확장하여 ‘행위’와 ‘법익’의 근거로 삼고자 하는 이른바 ‘사이버 인격권’의 개념을 도입하는 방안을 제안하고자 한다. 메타버스 또한 현실세계의 인간들에 의해서 형성된 사회공간이라면 현실세계의인간에게 인정되고 보호되어야 할 기본적 권리는 메타버스에서도 확인되고 존중되어야 하며, 메타버스에 대한 형사정책이 지향해야 할 방향성이 여기에 있다고 생각한다. 메타버스에는 물리적 실체를 중심으로 하는 현실규범의 법익체계가 직접 작동할 수 없겠지만, 우리가 실체를 ‘인식’할 수 있고 그렇게 인식된 실체가 현실의 물리적 실체와 우리에게 의미와 가치가 같거나 유사하다면, 그러한 인식된 가치와 의미를 존중하고 보호할 수 있는 규범과 법익의 체계를 구성할 필요가 있다. 이 글에서 메타버스에서의 형사정책적 지향점을 마련하기 위해 제안하고 있는 ‘사이버 인격권’은이러한 규범체계의 마련을 위한 바탕개념이라고 할 수 있다.

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