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      • 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

        메타버스 기술을 적용한 무용의 라이브니스 특성

        백연 한국무용교육학회 2023 韓國舞踊敎育學會誌 Vol.34 No.1

        The current dance creates a new art in the metaverse environment. In particular, dance using metaverse technology is appearing in various ways to realize a sense of presence and presence based on realistic technology. Although these technologies are in their infancy, they are the key to experiencing a new liveness in the environment of the metaverse. In dance using metaverse technology, the audience crosses the limits of time and space and interacts with the environment of the metaverse to achieve subjective appreciation, participation, and experience. This appears as a changed liveness characteristic by breaking the way the audience has interacted in the form of viewing by coexisting with the actor in space and time. In this regard, in the case of dance using metaverse technology, this study examines temporal consistency between actors, audiences, and other audiences, spatial agreement between actors, audiences, and other audiences, physical conditions of actors and audiences, emotional experiences of audiences, and By analyzing the interaction and arranging the liveness characteristics shown in it, I tried to diagnose the interactive dance centering on the audience in the metaverse era. As a result, most of the dances to which metaverse technology is applied coexist in the same time, virtual and real space with performers, audiences, and other audiences. In the metaverse space, actors and recipients exist as physical bodies or virtual bodies, and in particular, the audience becomes immersed through subjective participation based on the technical experience to cross virtual and reality, which is an emotional experience that is connected to the metaverse environment. The main interaction takes place with the environment of the metaverse through experience. This includes interactions between actors, recipients, and other recipients. This analysis will diagnose the present of dance in the world expanding into the metaverse and lay the theoretical foundation for future creative work.

      • 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

        메타버스의 금융법적 쟁점에 대한 고찰 - 완전한 통합세계, 금융의 선제적 대응 방법은 무엇인가? -

        최자유 한국법학원 2022 저스티스 Vol.- No.193

        Metaverse, a neologism that combines the words ‘Meta’ meaning virtual and transcendence, and ‘Universe’, is approaching an essential part of our lives due to the spread of non-face-to-face culture amid the COVID-19 pandemic. The Metaverse is a concept that extends the real world to the virtual world. Users express themselves through Metaverse’s avatar. It is difficult to say that the current Metaverse embodies the real world similarly. However, given the speed of technological development, the Metaverse could not be separated from the real world soon, as in the novel ‘Ready Player One’ by Ernest Christy Cline. Finance (金融) means the flow of money. The state regulates finance and promotes the development of the national economy by maintaining the soundness of financial institutions and protecting financial consumers. Problems with the flow of money could cause serious harm to the society. As the Metaverse develops similarly to the real world, real-world money would be used in the Metaverse, and financial transactions would be advanced. Digital and real assets could be bought and sold with money deposited in Metaverse, and financial institutions would sell financial products. This study examines the financial and legal issues of Metaverse. This study ① analyzes the concept of Metaverse and the nature and development direction of the Metaverse platform, ② reviews general legal issues such as regulation direction, regulatory effectiveness, financial and industrial separation, support for financial innovation, and financial consumer protection of the Metaverse platform, ③ explores individual legal issues such as the Act on Real Name Financial Transactions and Confidentiality, the Act on the Regulation of Conducting Fund-Raising Business without Permission, the Electronic Financial Transactions Act, the Specialized Credit Financial Business Act, and the Act on Reporting and Using Specified Financial Transaction Information. The Metaverse is not an independent or disconnected world but a concept that extends the real world and expands the horizon of human experience. Rather than a new system regulating the Metaverse, this study concludes that regulation could be adequate based on the current system formed through long-term discussions. As the existing system was designed to regulate the real world, there might be some difficulties in regulating the new phenomenon called the Metaverse. However, the purpose of financial regulation could be achieved by improving the weak areas, maintaining the soundness of financial institutions, and protecting financial consumers. 가상‧초월을 의미하는 메타(Meta)와 세계(Universe)를 합성한 신조어 메타버스(Metaverse)는 코로나19 팬데믹 상황에서 비대면 문화 확산으로 생활 가까이 다가온다. 메타버스는 현실세계를 가상세계로 연장하는 개념이다. 메타버스의 이용자는 아바타(Avatar)를 통해 자아를 표현한다. 현재 메타버스가 현실세계를 동일하게 구현한다고 보기 어렵지만, 기술의 발전 속도를 고려하면 어니스트 클라인(Ernest Christy Cline)의 소설 ‘레디 플레이어 원(Ready Player One)’처럼 메타버스와 현실세계의 구분이 필요 없는 세상은 곧 도래한다. 메타버스가 현실세계와 유사하게 발전할수록 메타버스에서 현실세계의 금전이 사용되고 금융거래도 고도화될 것이다. 금융(金融)은 금전의 흐름을 의미한다. 금전의 흐름에 문제가 발생하면 사회에 중대한 해악을 끼칠 수 있다. 국가는 금융을 규제하여 금융기관의 건전성 유지‧금융소비자 보호를 통해 국민경제 발전을 도모한다. 메타버스 금융은 메타버스 플랫폼에 예치한 금전으로 디지털 자산‧현실 자산을 거래하며, 금융기관은 금융상품을 판매하는 등 현실세계와 동일한 모습으로 발전할 것이다. 본 연구는 메타버스의 금융법적 쟁점을 고찰한다. ① 메타버스의 개념과 메타버스 플랫폼의 성격‧발전 방향을 분석하고, ② 메타버스 플랫폼의 규제 방향‧규제의 실효성‧금산분리 문제‧금융혁신 지원‧금융소비자 보호 등 일반법적 쟁점을 검토하고, ③ 메타버스의 금융거래에서 금융실명법‧유사수신행위법‧전자금융거래법‧여신전문금융업법‧특정금융정보법 등 개별법적 쟁점을 고찰한다. 메타버스는 독립‧단절된 가상세계가 아니라 현실세계를 연장하여 인류 경험의 지평을 확장하는 개념이다. 메타버스의 규율은 새로운 제도보다는 금융 시스템이 등장한 이후 오랜 논의를 통해 형성된 현행 제도로 충분하다고 판단한다. 현실세계를 규제하기 위해 고안된 제도는 메타버스라는 새로운 현상을 규율하기에 일부 어려움이 있을 수 있다. 미비한 부분을 개선하며 발전하는 메타버스의 금융 규제 체계는 금융기관의 건전성 유지‧금융소비자 보호라는 금융 규제의 목적을 달성할 수 있다고 본다.

      • 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 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

        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

        메타버스 금융법적 쟁점과 형사법적 대응

        이경열,이준영 한국입법학회 2024 입법학연구 Vol.21 No.1

        메타버스 기술이 발전하면서 많은 사회적 활동들이 전자공간으로 확장되고 있다. 그 중에서 금융업의 메타버스 진출 역시 돋보인다. 글로벌 은행들은 VW를 활용한 은행 및 금융상품 홍보 채널을 통해 가상공간 속 부동산을 매입하고 메타버스 플랫폼을 통해 은행의 성과, 비전 및 금융상품 등을 소개하고 있으며 메타버스의 주 이용자 층인 청년 및 MZ세대, 특히 게이머, 예술가, 창작가 등 잠재 고객들을 대상으로 이벤트를 개최해 고객기반 확대를 도모하고 있다. 나아가 다양한 메타버스 플랫폼들이 가상세계 속에서 각자의 고유 경제시스템을 확립함으로써 메타버스 세계의 경제 질서는 이용자 상호작용을 더욱 더 중시하는 형태로 현실세계의거래‧교환 질서에 가깝게 발전하고 있다. 메타버스에서 재산권의 문제는 매우 중요한 이슈지만 금융과 관련한 분야는 널리 다뤄지지 않았다. 이는 메타버스 기술이 아직 발전 초기에 머무르고 있으며 새로운 개념이나 용어가 등장했지만 그 실상은 아직 현실과 동떨어질 정도로 크게고도화된 기술 영역으로 발전하지는 않았기 때문이다. 따라서 기존 법률이나 전통적인 법리를 통해서 충분히 규율할 수 있는 부분이 많이 있으며 금융범죄를 협의의 금융범죄로 이해한다면 대부분의 현상이 전통적인 전자금융범죄가 단순히 새로운 형태의 전자공간으로 옮겨진 것에 불과한 부분이 많다. 그럼에도 불구하고 블록체인 기술과 탈규제화 등 4차 산업혁명의 물결 속에서 태동한 다른 기술 발전의흐름 속에서 메타버스 이용자들의 재산권을 보호하고 시민들에게 금융안전을 담보하기 위해 메타버스 기술과 관련한 금융법적 쟁점들에 대한 연구와 함께 상응하여발생하는 형사법적 대응을 모색할 필요가 있다. 먼저 메타버스 기술의 발전과 함께 탈규제화의 흐름 속에서 발생한 금산분리원칙의 균열에 대해서 살펴본다. 메타버스 산업의 금융업 진입으로 발생할 수 있는은행법위반 관련 쟁점을 살피고 이를 규율하고 있는 벌칙 조항이 적절한 수준인지평가하고자 한다. 다음으로 메타버스 내에서 이용자를 대리하는 아바타가 과연 ‘대리’의 측면에서 금융실명제를 위반하고 있지는 않은지 살핀다. 뿐만 아니라 아바타의 사용이 어떠한 방식으로 금융실명제의 원칙을 위협하고 이러한 위반행위를 예방하기 위해 어떠한 형사법적 대응이 필요한지 검토해 볼 것이다. 마지막으로 메타버스 공간으로 확장한 금융범죄는 어떠한 특징을 지니고 특히 2024년 새롭게 시행되는 가상자산법으로 블록체인 기반 메타버스에서 활용하는 암호화폐 불공정거래행위를 규율할 수 있는지도 분석해 보고자 한다. With the development of metaverse technology, many social activities are expanding into electronic spaces. Among them, the financial industry's entry into the metaverse is also outstanding. Global banks purchase real estate in virtual space through banks and financial product promotion channels using VW, introduce bank performance, vision, and financial products through metaverse platforms, and hold events for potential customers such as young people and the MZ generation, which are the main users of the metaverse, especially gamers, artists, and creators, to expand their customer base. Furthermore, as various metaverse platforms establish their own economic systems in the virtual world, the economic order of the metaverse world is developing close to the transaction and exchange order of the real world in a form that puts more emphasis on user interaction. The issue of property rights is a very important issue in the metaverse, but the financial sector has not been widely addressed. This is because metaverse technology is still in its early stages of development, and although new concepts or terms have emerged, they have not yet developed into a highly advanced technology area that is far from reality. Therefore, there are many areas that can be sufficiently regulated through existing laws or traditional laws, and if financial crime is understood as a negotiated financial crime, most of the phenomena are simply transferred to a new form of electronic space. Nevertheless, in the midst of other technological advances, such as blockchain technology and deregulation, it is necessary to seek criminal legal responses that arise in response to financial legal issues related to metaverse technology in order to protect the property rights of metaverse users and ensure financial safety to citizens amid the wave of the fourth industrial revolution. First, we will look at the cracks in the principle of separation of financial and industrial assets that occurred in the trend of deregulation along with the development of metaverse technology. The purpose of this study is to examine the issues related to the violation of banking laws that may arise from the entry of the financial industry in the metaverse industry and evaluate whether the penal provisions governing them are appropriate. Next, we will examine whether the avatar representing users in the metaverse is violating the real-name financial system in terms of 'agent'. In addition, we will examine how the use of avatars threatens the principle of the real-name financial system and what criminal legal responses are needed to prevent such violations. Finally, the purpose of this study is to analyze the characteristics of financial crimes that have expanded into the metaverse space, and in particular, whether the virtual asset law, which is newly implemented in 2024, can regulate unfair cryptocurrency trade practices used in the blockchain-based metaverse.

      • KCI등재

        지방의 메타버스 활용과 가이드라인에 대한 연구: 일본 메타버스 가이드라인 사례를 중심으로

        남기범 한국비교정부학회 2022 한국비교정부학보 Vol.26 No.4

        (Purpose) This study tried to derive implications for the establishment of Korea's metaverse guidelines by analyzing the cases of Japan's metaverse guidelines. The analysis case of this study is a metaverse of a virtual Shibuya, which is a regionally linked metaverse. Virtual Shibuya's metaverse guidelines are Japan's first metaverse guidelines, and are meaningful as an important reference case for Korea, which is preparing the metaverse guidelines. (Design/methodology/approach) As a result of previous research, the concept of the metaverse, the purpose of the metaverse guidelines, the composition part of the metaverse guidelines, and the contents of the metaverse guidelines were set as criteria for analyzing the metaverse guidelines. (Findings) Regarding the concept of the metaverse, the requirements for constituting the concept are presented. It presents a flexible concept, such as seeing that various metaverses can be promoted according to various combinations of these requirements for each development stage of the metaverse. Regarding the purpose of the metaverse guidelines, the focus is on the establishment and operation of the metaverse, and the focus is on overcoming difficulties in entering the industry, especially platform operators and platform users. Guidelines are presented for each stage of metaverse construction and operation. In the case of the case, in the metaverse construction stage, issues in terms of the general metaverse and issues specially dealt with in the regionally linked metaverse are presented in two ways. In terms of the content of the metaverse guidelines, guidelines are presented in three ways on issues related to the metaverse. Clear guidelines to be observed during construction and operation, points to be careful during construction and operation in case of ambiguous issues, and cases to be promoted as legislative tasks in case of ambiguous issues are divided and presented to give clear messages to the customers of the guidelines. (Research implications or Originality) The exploratory attempt of this study is judged to be valuable in providing important implications in the process of enacting the metaverse guidelines.

      • KCI등재

        아바타 성범죄 방지 방안에 대한 법적 연구

        최자유 연세대학교 법학연구원 2022 法學硏究 Vol.32 No.4

        If the word leading the trend in 2022 is selected, ‘Metaverse’, a compound word of virtual/transcendence (Meta) and the universe (Universe), would be included. The Metaverse is coming into our lives and is the future that has already arrived. The need for non-face-to-face communication due to the COVID-19 pandemic, the development of augmented reality and virtual reality technologies, and the emergence of decentralization concepts such as Web 3.0 and blockchain is the basis of the Metaverse that extends to the virtual world. The Metaverse is a virtual world without time and space restrictions. Humanity would expand the horizons of experience by creating a new world called the Metaverse. The Metaverse has infinite potential, but it could be used to harm a specific person. Various crimes could occur in the Metaverse, but sexual crimes seem to be the most frequent. Children and youth with immature personalities could be exposed to harmful information that could negatively impact healthy growth. There might be a possibility for sexual crimes to occur by luring children and youth approached from the Metaverse into the real world. At the current level of Metaverse technology, non-face-to-face sexual crimes could occur, but if telehaptics technology is advanced, rape and indecent act by compulsion, traditionally understood as face-to-face sexual crimes, might occur in the Metaverse. When the Metaverse technology is advanced, and the Metaverse is integrated with the real world and reaches an indistinguishable stage, the damage to the victim would also become significant. When considering the speed of technology development, society should start discussing system improvement so that users do not have an unpleasant experience in the Metaverse from now on. This study analyzes the causes of Metaverse sexual crimes and examines possible types of sexual crimes. This study critically reviews the legislative trends regulating Metaverse sexual crimes and suggests specific measures to prevent sexual crimes. 2022년의 트렌드를 선도하는 단어를 선정하면 가상・초월(Meta)과 세계(Universe)의 합성어 ‘메타버스(Metaverse)’가 포함될 것이다. 메타버스는 생활 속으로 다가오고 있으며 이미 다가온 미래이다. 코로나19(COVID-19) 팬데믹으로 인한 비대면 교류의 필요성, 증강현실(Augmented Reality)・가상현실(Virtual Reality) 기술의 발전, Web 3.0・블록체인(Blockchain) 등 탈중앙화(Decentralization) 개념의 등장은 현실세계를 가상세계로 연장하는 메타버스 구현의 기반이다. 새로운 가상세계인 메타버스는 인류 경험의 지평을 확장하지만 특정인에게 해악을 미치는 도구가 될 수 있다. 메타버스에서 다양한 범죄가 발생할 수 있으며 성범죄가 가장 빈번할 것으로 보인다. 메타버스는 시・공간의 제약이 없는 가상세계로 인격이 충분히 성숙하지 못한 아동・청소년이 유해한 정보에 노출될 수 있으며 건전한 성장에 부정적 영향을 끼칠 수 있다. 메타버스에서 접근한 아동・청소년을 현실세계로 유인하여 범죄가 발생할 여지도 있다. 현재 기술 수준으로는 메타버스에서 비대면 성범죄가 발생할 수 있으나 텔레햅틱(Telehaptics) 기술이 고도화되면 전통적으로 대면 성범죄로 이해되는 강간・강제추행 등이 발생할 수도 있다. 메타버스 기술이 고도화되며 현실세계와 메타버스가 통합되어 구분할 수 없는 단계에 도달하면 피해자의 피해 수위도 중대해질 것이다. 기술의 발전 속도를 고려하면 메타버스에서 이용자가 불쾌한 경험을 하지 않도록 제도 개선에 대한 논의를 선제적으로 시작해야 한다. 본 연구는 메타버스 성범죄의 발생 원인을 분석하고, 발생 가능한 유형의 성범죄를 고찰한다. 메타버스 성범죄의 규제를 위한 입법 동향을 비판적으로 검토하고, 성범죄 방지의 구체적 방안을 제언한다.

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