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      A study on usability analysis of experimental media in a metaverse environment - Focus on the cases developed by public institutions -

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      https://www.riss.kr/link?id=A108769551

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      다국어 초록 (Multilingual Abstract)

      (Background and Purpose) Due to the development of science and technology and the expansion of media, platforms where individuals act as subjects are actively expanding. In addition, as non-face-to-face communication became a social phenomenon, active use of virtual space began to occur. This method of communication in human society in virtual space has led to expectations of positive growth in experimental research and possibilities of various metaverse platforms. Against this background, interest in Metaverse is increasing among governments and public institutions. Accordingly, the purpose of this study is to study the actual status of each analysis question based on the established case of the Metaverse platform, which is focusing on development according to the phenomenon of the times, and to suggest the direction of the Metaverse space in the future. (Method) In addition, based on the expansion of virtual reality in response to changes in the digital ecosystem, we conduct a theoretical review of the main concepts and types of the metaverse, and then derive modules of strategic spatial experience elements and innovative design modules of the metaverse space. And based on this, comprehensive conclusions are drawn through Metaverse's actual survey and analysis of cases developed in public institutions. (Results) Accordingly, the analysis results derived from this study, as previously discussed in the research background, reflect on the active research and development reports of the government and public institutions on Metaverse, and continue to make efforts for user convenience and achieve attractive visual effects. Development research for this has been confirmed. However, the lack of user participation in virtual space is confirmed to be due to the limitations of current technological development and adaptability to heterogeneous virtual environments, and it is confirmed that continued interest in realistic content and innovative development of development environments are tasks that must be achieved in the future. (Conclusions) As mentioned above, research and development on technical aspects and practical usability in the field of realistic content such as Metaverse are continuously being conducted in the government and public institutions. However, it is somewhat difficult to actively utilize and popularize the virtual space Metaverse. The actual possibility of active use and the physical or technical environment of the medium are lacking. Accordingly, research and research on user experience should be conducted continuously. Therefore, it appears that research on usability will continue to be necessary for smooth communication between users and service aspects. In addition, among the characteristics of Metaverse, as a highly interactive media based on immersion, the functional composition based on the usability of the platform plays a key role in connecting users and media, and in this respect, technical media and As devices develop, the utilization and development of virtual space will further accelerate.
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      (Background and Purpose) Due to the development of science and technology and the expansion of media, platforms where individuals act as subjects are actively expanding. In addition, as non-face-to-face communication became a social phenomenon, active...

      (Background and Purpose) Due to the development of science and technology and the expansion of media, platforms where individuals act as subjects are actively expanding. In addition, as non-face-to-face communication became a social phenomenon, active use of virtual space began to occur. This method of communication in human society in virtual space has led to expectations of positive growth in experimental research and possibilities of various metaverse platforms. Against this background, interest in Metaverse is increasing among governments and public institutions. Accordingly, the purpose of this study is to study the actual status of each analysis question based on the established case of the Metaverse platform, which is focusing on development according to the phenomenon of the times, and to suggest the direction of the Metaverse space in the future. (Method) In addition, based on the expansion of virtual reality in response to changes in the digital ecosystem, we conduct a theoretical review of the main concepts and types of the metaverse, and then derive modules of strategic spatial experience elements and innovative design modules of the metaverse space. And based on this, comprehensive conclusions are drawn through Metaverse's actual survey and analysis of cases developed in public institutions. (Results) Accordingly, the analysis results derived from this study, as previously discussed in the research background, reflect on the active research and development reports of the government and public institutions on Metaverse, and continue to make efforts for user convenience and achieve attractive visual effects. Development research for this has been confirmed. However, the lack of user participation in virtual space is confirmed to be due to the limitations of current technological development and adaptability to heterogeneous virtual environments, and it is confirmed that continued interest in realistic content and innovative development of development environments are tasks that must be achieved in the future. (Conclusions) As mentioned above, research and development on technical aspects and practical usability in the field of realistic content such as Metaverse are continuously being conducted in the government and public institutions. However, it is somewhat difficult to actively utilize and popularize the virtual space Metaverse. The actual possibility of active use and the physical or technical environment of the medium are lacking. Accordingly, research and research on user experience should be conducted continuously. Therefore, it appears that research on usability will continue to be necessary for smooth communication between users and service aspects. In addition, among the characteristics of Metaverse, as a highly interactive media based on immersion, the functional composition based on the usability of the platform plays a key role in connecting users and media, and in this respect, technical media and As devices develop, the utilization and development of virtual space will further accelerate.

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      참고문헌 (Reference)

      1 김은영 ; 성열홍, "챗봇 체험마케팅이 챗봇태도와 사용의도에 미치는 영향 - Bernd Schmitt의 체험 요소를 중심으로 -" 한국상품문화디자인학회 (58) : 299-308, 2019

      2 이은창, "전남 주요관광지 3차원 메타버스로 구현된다"

      3 오경묵, "이철우 경북지사, 5200억원 규모 메타버스 사업 본격착수"

      4 심지혜, "새만금 세계스카우트 잼버리, 메타버스로 체험하세요"

      5 전주언 ; 김미리, "사용자 경험 기반 디자인 혁신성 척도개발과 타당화" 한국서비스경영학회 22 (22): 55-85, 2021

      6 김준호 ; 이병성 ; 최성진, "비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한 연구" 국제문화기술진흥원 8 (8): 483-497, 2022

      7 김대군, "메타버스에서 경계 윤리에 관한 연구" 인문사회 21 13 (13): 943-956, 2022

      8 김계수, "메타버스, 가치사슬 원리를 이해해야 한다"

      9 송원철 ; 정동훈, "메타버스 해석과 합리적 개념화" 한국지능정보사회진흥원 28 (28): 3-22, 2021

      10 동하오, "메타버스 기반의 체험형 역사박물관 디자인 발전 방향 연구" 한국기초조형학회 23 (23): 129-144, 2022

      1 김은영 ; 성열홍, "챗봇 체험마케팅이 챗봇태도와 사용의도에 미치는 영향 - Bernd Schmitt의 체험 요소를 중심으로 -" 한국상품문화디자인학회 (58) : 299-308, 2019

      2 이은창, "전남 주요관광지 3차원 메타버스로 구현된다"

      3 오경묵, "이철우 경북지사, 5200억원 규모 메타버스 사업 본격착수"

      4 심지혜, "새만금 세계스카우트 잼버리, 메타버스로 체험하세요"

      5 전주언 ; 김미리, "사용자 경험 기반 디자인 혁신성 척도개발과 타당화" 한국서비스경영학회 22 (22): 55-85, 2021

      6 김준호 ; 이병성 ; 최성진, "비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한 연구" 국제문화기술진흥원 8 (8): 483-497, 2022

      7 김대군, "메타버스에서 경계 윤리에 관한 연구" 인문사회 21 13 (13): 943-956, 2022

      8 김계수, "메타버스, 가치사슬 원리를 이해해야 한다"

      9 송원철 ; 정동훈, "메타버스 해석과 합리적 개념화" 한국지능정보사회진흥원 28 (28): 3-22, 2021

      10 동하오, "메타버스 기반의 체험형 역사박물관 디자인 발전 방향 연구" 한국기초조형학회 23 (23): 129-144, 2022

      11 마군 ; 남경숙, "라이프스타일 브랜드 스페이스에서의 사용자 만족도 향상을 위한 디자인 연구" 한국공간디자인학회 15 (15): 11-22, 2020

      12 정재훈, "드림아이디어소프트, 지역관광 메타버스 'Virtual Daegu' 정식 서비스"

      13 최창현, "경북도, ‘Metaverse capital of Gyeongbuk’ 조성박차 총 221역원 투자"

      14 조필국, "Virtual Daegu’에 대표 관광지 다 있네"

      15 Kim, SangKyun, "The digital earth, the world of floating things, the metaverse" Plan B Design 2020

      16 Choi, JiWon, "The Myths and Truths of Experiential Marketing" Korea Marketing Research Institute 2010

      17 Ball, Matthew, "The Metaverse : And How It Will Revolutionize Everything" Liveright Publishing Corporation 2022

      18 Ball, Matthew, "The Metaverse : And How It Will Revolutionize Everything" Hardcover Fiction 2023

      19 Susanne, H., "The Experience Economy and Commercial Experiences" 4 (4): 267-277, 2004

      20 Joo-Eon Jeon, "The Effects of User Experience-Based Design Innovativeness on User– Metaverse Platform Channel Relationships in South Korea" 한국유통과학회 19 (19): 81-90, 2021

      21 Lee, HyoJeong, "Samjong INSIGHT" SamjongKPMG 2022

      22 Son, GangMin, "Matrix world metaverse created by web 2. 0 and online games" 47 (47): 1-26, 2006

      23 Gautman, N., "Lean product development : Maximizing the customer perceived value through design change" 114 (114): 313-332, 2008

      24 김민, "Cheongju National Museum 메타버스 접속해보니"

      25 Brakus, J. J., "Brand Experience" 73 (73): 52-68, 2009

      26 Ju, SuWan, "A Study on User Experience of Metaverse Platform : Focused on the ZEPETO" Hanyang University Graduate School 2007

      27 하유진 ; 이정교, "5가지 체험요소 기반의 오프라인매장 브랜딩 연구 -번 슈미트의 체험마케팅 특성을 중심으로-" 한국공간디자인학회 15 (15): 511-524, 2020

      28 Dionisio, J., "3D Virtual worlds and the metaverse : Current status and future possibilities" 45 (45): 1-38, 2013

      29 김경아, "213억 들인 메타버스 체험관, 잼버리대원 100명 중 3명만 봤다"

      30 Kim, SangKyun, "10 Years Later, Look at the Future First MetaverseⅡ" Plan B Design 2022

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