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      A Comparative analysis of the structures of metaverse platform development tools

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      https://www.riss.kr/link?id=A108904486

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      다국어 초록 (Multilingual Abstract)

      Nowadays, there is a growing interest in content that people enjoy together in virtual spaces. In line with this trend, people are decorating their own avatars and enjoying game content in virtual spaces. These virtual spaces are called metaverses, and representative mega-platforms are ZEPETO and ROBLOX. The content that can be enjoyed on the Metaverse platform is called Metaverse content, and it also supports content creation tools that are convenient for users to create their own content according to the purpose of the platform. However, the contents created by general users are not consistently successful compared to the released contents, as they are insufficient to attract the attention and interest of various users who are active in the metaverse. In order to solve this problem, this paper aims to verify the effectiveness of content creation tools for content developers who utilize existing game engines to create metaverse content, and compares them in terms of interface, development language, and development process, referring to the selection criteria of game engines.
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      Nowadays, there is a growing interest in content that people enjoy together in virtual spaces. In line with this trend, people are decorating their own avatars and enjoying game content in virtual spaces. These virtual spaces are called metaverses, an...

      Nowadays, there is a growing interest in content that people enjoy together in virtual spaces. In line with this trend, people are decorating their own avatars and enjoying game content in virtual spaces. These virtual spaces are called metaverses, and representative mega-platforms are ZEPETO and ROBLOX. The content that can be enjoyed on the Metaverse platform is called Metaverse content, and it also supports content creation tools that are convenient for users to create their own content according to the purpose of the platform. However, the contents created by general users are not consistently successful compared to the released contents, as they are insufficient to attract the attention and interest of various users who are active in the metaverse. In order to solve this problem, this paper aims to verify the effectiveness of content creation tools for content developers who utilize existing game engines to create metaverse content, and compares them in terms of interface, development language, and development process, referring to the selection criteria of game engines.

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      참고문헌 (Reference)

      1 황윤정 ; 한주희, "제페토와 로블록스 비즈니스 모델 사례 연구" 차세대컨버전스정보서비스학회 9 (9): 123-136, 2022

      2 이한성 ; 류승택 ; 서상현, "유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구" (사)한국컴퓨터그래픽스학회 25 (25): 17-24, 2019

      3 이준희 ; 이보아, "메타버스에 대한 사용자 경험 연구: 제페토 플랫폼을 중심으로" 한국디지털콘텐츠학회 23 (23): 995-1011, 2022

      4 박병우 ; 남궁기찬 ; 반영환, "메타버스 플랫폼에서 사운드 아이덴티티 향상을 위한 사운드 분류구조의 공통성 고찰 및 활용방안" 차세대컨버전스정보서비스학회 10 (10): 333-344, 2023

      5 "stackoverflow"

      6 Bierman, Gavin, "Understanding typescript" Springer 2014

      7 Lee, Byong-Kwon, "The metaverse world and our future" 19 (19): 13-17, 2021

      8 Ierusalimschy, Roberto, "The Implementation of Lua 5.0" 11 (11): 1159-1176, 2005

      9 Go Sun-young, "The Concept and Development Direction of Metaverse" 28 (28): 7-16, 2021

      10 Juul, Jasper, "The Casual Revolution" The MIT Press 2012

      1 황윤정 ; 한주희, "제페토와 로블록스 비즈니스 모델 사례 연구" 차세대컨버전스정보서비스학회 9 (9): 123-136, 2022

      2 이한성 ; 류승택 ; 서상현, "유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구" (사)한국컴퓨터그래픽스학회 25 (25): 17-24, 2019

      3 이준희 ; 이보아, "메타버스에 대한 사용자 경험 연구: 제페토 플랫폼을 중심으로" 한국디지털콘텐츠학회 23 (23): 995-1011, 2022

      4 박병우 ; 남궁기찬 ; 반영환, "메타버스 플랫폼에서 사운드 아이덴티티 향상을 위한 사운드 분류구조의 공통성 고찰 및 활용방안" 차세대컨버전스정보서비스학회 10 (10): 333-344, 2023

      5 "stackoverflow"

      6 Bierman, Gavin, "Understanding typescript" Springer 2014

      7 Lee, Byong-Kwon, "The metaverse world and our future" 19 (19): 13-17, 2021

      8 Ierusalimschy, Roberto, "The Implementation of Lua 5.0" 11 (11): 1159-1176, 2005

      9 Go Sun-young, "The Concept and Development Direction of Metaverse" 28 (28): 7-16, 2021

      10 Juul, Jasper, "The Casual Revolution" The MIT Press 2012

      11 Edward Castronova, "Synthetic Worlds: The Business and Culture of Online Games" The University of Chicago Press 2005

      12 Tang, Stephen, "State-of-the-art model driven game development: A survey of technological solutions for game-based learning" 22 (22): 551-605, 2011

      13 Pleune, Mitchell, "Specifying Route Behaviors of Self-Driving Vehicles in ROS Using Lua Scripting Language with Web Interface" IEEE 2020

      14 Stephenson, N, "Snow Crash: A Novel" Random House Publishing Group 2003

      15 Kwon Hyukbin, "Method and apparatus for providing ghost match in online game"

      16 Mystakidis, Stylianos, "Metaverse" 2 (2): 486-497, 2022

      17 Salmon, G., "May the Fourth Be with you:Creating Education 4.0" 6 : 95-115, 2019

      18 한일겸 ; 정원준 ; 오기성 ; 황보택근, "LDA를 활용한 중국 메타버스 산업 동향분석 및 발전에 대한 제언" 차세대컨버전스정보서비스학회 10 (10): 81-91, 2023

      19 C. Thi Nguyen, "Games as Agency As Art" Oxford University Press 2020

      20 Sherry Turkle, "Alone Together: Why we expect more from technology and less from each other" Basic Books 2011

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