The current topic of the global industry is the digital transformation from the
conventional methods to the digital world. Lately, the untact economy and digital
technology have been developing rapidly, changing the competition structure of
the conven...
The current topic of the global industry is the digital transformation from the
conventional methods to the digital world. Lately, the untact economy and digital
technology have been developing rapidly, changing the competition structure of
the conventional industries, their operation processes and customers' value system.
In addition, many platform companies put forward differentiated experiences and
values as their top priority, while competing with other companies over time.
Now, in an effort to innovate customers' experiences, a new social space or the
metaverse where customers can communicate with each other, while playing, is
being highlighted again. Namely, the paradigm is shifting again owing to the
advancement of such new interfaces as VR, AR and MR. Since the cultural
elements can be easily manufactured and distributed owing to the development
and uses of the digital technology, it has been possible to implement new
museum contents.
The purpose of this study was to enhance the communication between the
National Folk Museum of Korea and its uses by using the metaverse and further,
suggest the ways to develop the contents sympathized with by the users beyond
the limits of time and experiences. Folk is not past-oriented but a cultural code
and value system penetrating into our today's life. Through such contents, the
users may well experience the interaction with their ancestors, and such
differentiated experiences would be a strong brand of the museum.
For this purpose, the researcher reviewed the contents using the metaverse and
its technology and their cases as well as the relevant literature. Then, the
researcher examined the effects per type of metaverse contents as well as their
performances and limits, and thereupon, and analyzed the cases where the
contents were developed using the technology.
Then, the researcher reviewed the paradigm shift of the museums in the
digital age, the characteristics and uses of the metaverse, and then, the preceding
studies. First of all, the researcher reviewed the characteristics and structures of
the digital age, the paradigm shift of the museums, and the concepts and
elements of the metaverse. As a results of analyzing the preceding studies, the
researcher could be aware that although there are many studies conducted on the
virtual reality, few studies researched into the pure metaverse, and that few
preceding studies reviewed the technologies and contents in diverse areas as well
as the metaverse of the museums. All in all, balanced researches into 4 types of
the metaverse fell short.
The researcher reviewed the trends and cases of the contents using the
metaverse. First of all, the researcher examined the 4 elements of metaverse such
as AR, life logging, mirror world and VR in terms of their effects, performances
and limits. In addition, the researcher examined the domestic and foreign cases of
contents development.
Next, the researcher developed the exhibition contents for using the metaverse
of National Folk Museum of Korea. Above all, in order to develop its contents,
the researcher applied 4 elements to the metaverse: sense of space, interaction,
avatar and economic system.
Secondly, the researcher suggested the ways to implement a folk museum by
using its collections and metaverse viewing contents or the mirror world. Thirdly,
the researcher suggested some contents for the folk plays in the metaverse to
enhance a sense of presence and engagement. Fourthly, the researcher developed
the imagination and persona for the human cultural assets using the digital
human as the contents of historical imagination. Lastly, in terms of expandability
and multi-facetedness of the folk museum, the researcher attempted to combine
on-line, off-line and integrated experiences using the metaverse and thereby,
examined the goods using the metaverse and NFT as well as the uses of IP.
In conclusion, the museums are obliged to make efforts to grasp their users'
purpose of experiencing them and thereby, find out specific methods thereof. The
researcher suggested an integrated experience model for the museums. Namely,
the museum should organize on-line, off-line and a third virtual space contents
into an integrated museum experience. In other words, the on-line and off-line
are not separate, but integrated into an optimized content experience with the
contents distributed well. In the digital transformation age, every experience
should not be fragmentary, but inter-linked with each other for mutual
interactions. It is believed that this study would be useful in the future
development of metaverse contents as well as in the marketing strategies and
users' experience design of the museums