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    다인 동시 초실감 메타버스의 사례 분석을 통한 체험 특성 연구 -콘텐츠 체험, 콘텐츠 개발, 체험 운영을 중심으로- = A Study on Experiential Characteristics through Case Aanalysis of Simultaneous Multi-User Access in Ultra-Realistic Metaverse - Focus on Content Experience, Content Development, and Experience Operation -

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    https://www.riss.kr/link?id=A108403532

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    (Background and Purpose) With the advent of VR devices in the 21st century, the VR content industry that users can enjoy alone has grown, and as it has recently been fused with metaverse, a keyword of the era, the direction of development is oriented towards the network-combined simultaneous multi-user access in ultra-realistic metaverse. Accordingly, demand for contents and experience facilities for the simultaneous multi-user access in ultra-realistic metaverse is also increasing in art galleries, museums, and science museums. Currently, experience activities in the ultra-realistic metaverse for simultaneous multi-user access are not active due to lack of research on content experience, development, and operation related to approaches to issues such as low technology readiness and real operation. Therefore, this study intends to derive experiential characteristics through case analysis of experience activities in the ultra-realistic metaverse for simultaneous multi-user access in the same space. (Method) In this study, it prepared a standard for classifying each type of case through a theoretical review with literature research, established an analysis framework for representative cases using it and conducted case analysis research. The scope of analysis was limited to content experience, content development, and experience operation. (Results) Therefore, in this study, the following three characteristics of ultra-realistic metaverse were derived by the analysis of representative cases in which there is a marked difference in content experience, content development, and experience operation of experience activities in the ultra-realistic metaverse for simultaneous multi-user access. The characteristic of content experience is that social presence felt in the virtual space is high enough to easily lose the direction and position if mutual recognition and interaction between users are included in the connected virtual space. The characteristic of content development is that an avatar needs to be assigned to each participating user for user safety. Lastly, the characteristic of experience operation is that it has high place extension because movement and extension are not limited by the size of the facility or place constructed. (Conclusions) In this study, it derived the experiential characteristics of simultaneous multi-user access in ultra-realistic metaverse, focusing on content experience, content development, and experience operation, suggesting the need for a direction in which users' avatars are designed to fit the situation within a content, the need to mark avatars in location tracking content, and the possibility of deriving representative characteristics other than location extension, which doubled the value of the experiential characteristics of the simultaneous multi-user access in ultra-realistic metaverse.
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    (Background and Purpose) With the advent of VR devices in the 21st century, the VR content industry that users can enjoy alone has grown, and as it has recently been fused with metaverse, a keyword of the era, the direction of development is oriented ...

    (Background and Purpose) With the advent of VR devices in the 21st century, the VR content industry that users can enjoy alone has grown, and as it has recently been fused with metaverse, a keyword of the era, the direction of development is oriented towards the network-combined simultaneous multi-user access in ultra-realistic metaverse. Accordingly, demand for contents and experience facilities for the simultaneous multi-user access in ultra-realistic metaverse is also increasing in art galleries, museums, and science museums. Currently, experience activities in the ultra-realistic metaverse for simultaneous multi-user access are not active due to lack of research on content experience, development, and operation related to approaches to issues such as low technology readiness and real operation. Therefore, this study intends to derive experiential characteristics through case analysis of experience activities in the ultra-realistic metaverse for simultaneous multi-user access in the same space. (Method) In this study, it prepared a standard for classifying each type of case through a theoretical review with literature research, established an analysis framework for representative cases using it and conducted case analysis research. The scope of analysis was limited to content experience, content development, and experience operation. (Results) Therefore, in this study, the following three characteristics of ultra-realistic metaverse were derived by the analysis of representative cases in which there is a marked difference in content experience, content development, and experience operation of experience activities in the ultra-realistic metaverse for simultaneous multi-user access. The characteristic of content experience is that social presence felt in the virtual space is high enough to easily lose the direction and position if mutual recognition and interaction between users are included in the connected virtual space. The characteristic of content development is that an avatar needs to be assigned to each participating user for user safety. Lastly, the characteristic of experience operation is that it has high place extension because movement and extension are not limited by the size of the facility or place constructed. (Conclusions) In this study, it derived the experiential characteristics of simultaneous multi-user access in ultra-realistic metaverse, focusing on content experience, content development, and experience operation, suggesting the need for a direction in which users' avatars are designed to fit the situation within a content, the need to mark avatars in location tracking content, and the possibility of deriving representative characteristics other than location extension, which doubled the value of the experiential characteristics of the simultaneous multi-user access in ultra-realistic metaverse.

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    참고문헌 (Reference)

    1 정덕영, "무선 VR 플랫폼 기술 동향과 전망" 45 (45): 34-41, 2018

    2 이하은 ; 한정엽, "메타버스 플랫폼의 체험형태에 따른 유형 분류 및 특성 연구 -실감, 초실감 메타버스 대표사례를 중심으로-" 한국공간디자인학회 16 (16): 427-436, 2021

    3 고 정 민 ; 박 지 언, "메타버스 플랫폼 제페토를 이용하는 Z세대의 경험 연구" 한국전시산업융합연구원 40 (40): 19-32, 2022

    4 유갑상 ; 전긍, "메타버스 기반의 게임형 어학교육 서비스 플랫폼 개발에 관한 연구" 한국디지털콘텐츠학회 22 (22): 1377-1386, 2021

    5 나해찬 ; 이유진 ; 김수영 ; 김윤상, "메타버스 교육 플랫폼에 관한 연구 : 사례 분석과 제언" 한국디지털콘텐츠학회 23 (23): 827-836, 2022

    6 원종원 ; 전종우 ; 이종윤, "가상현실 환경에서의 메타버스를 활용한 대학의 마케팅 사례 분석 – S대학을 중심으로" 한국콘텐츠학회 22 (22): 97-109, 2022

    7 류지헌 ; 한승연 ; 김선, "가상현실 학습환경에서 걷기 동작을 적용한 내비게이션이 가상실재감에 미치는 영향" 한국교육방법학회 31 (31): 209-230, 2019

    8 김경태 ; 한정엽 ; 이하은, "가상현실 체험자의 안전 확보 방안 사례 분석 - 몰입형 가상현실 체험공간을 중심으로 -" 한국공간디자인학회 15 (15): 161-168, 2020

    9 Choi, Yuju, "Virtual /Augmented Reality Device Technology Trends" TTA 2019

    10 The Insight Partners, "Location-based Entertainment Market Forecast to 2028 - COVID-19Impact and Global Analysis By Component, Technology, and End-use" 2022

    1 정덕영, "무선 VR 플랫폼 기술 동향과 전망" 45 (45): 34-41, 2018

    2 이하은 ; 한정엽, "메타버스 플랫폼의 체험형태에 따른 유형 분류 및 특성 연구 -실감, 초실감 메타버스 대표사례를 중심으로-" 한국공간디자인학회 16 (16): 427-436, 2021

    3 고 정 민 ; 박 지 언, "메타버스 플랫폼 제페토를 이용하는 Z세대의 경험 연구" 한국전시산업융합연구원 40 (40): 19-32, 2022

    4 유갑상 ; 전긍, "메타버스 기반의 게임형 어학교육 서비스 플랫폼 개발에 관한 연구" 한국디지털콘텐츠학회 22 (22): 1377-1386, 2021

    5 나해찬 ; 이유진 ; 김수영 ; 김윤상, "메타버스 교육 플랫폼에 관한 연구 : 사례 분석과 제언" 한국디지털콘텐츠학회 23 (23): 827-836, 2022

    6 원종원 ; 전종우 ; 이종윤, "가상현실 환경에서의 메타버스를 활용한 대학의 마케팅 사례 분석 – S대학을 중심으로" 한국콘텐츠학회 22 (22): 97-109, 2022

    7 류지헌 ; 한승연 ; 김선, "가상현실 학습환경에서 걷기 동작을 적용한 내비게이션이 가상실재감에 미치는 영향" 한국교육방법학회 31 (31): 209-230, 2019

    8 김경태 ; 한정엽 ; 이하은, "가상현실 체험자의 안전 확보 방안 사례 분석 - 몰입형 가상현실 체험공간을 중심으로 -" 한국공간디자인학회 15 (15): 161-168, 2020

    9 Choi, Yuju, "Virtual /Augmented Reality Device Technology Trends" TTA 2019

    10 The Insight Partners, "Location-based Entertainment Market Forecast to 2028 - COVID-19Impact and Global Analysis By Component, Technology, and End-use" 2022

    11 Park, Jongil, "Imaging technology for realism and interaction: 3D/UHD, VR, AR" 28 (28): 26-37, 2010

    12 G., Welch, "High-performance wide-area optical tracking: The hiball tracking system" 1-22, 2001

    13 Hong, Jian, "Effect of VR Characteristics of the National Museum of Korea on Content Immersion and Revisit Intention" The Graduate School of Arts Chung-Ang University 2022

    14 Kim, Sangheon, "A Study on History Education Content Development Plan Utilized the Metaverse" 161-162, 2016

    15 Kim, Duksoo, "A Study on Comparison of Viewing Effects between VR and General Musical Content" The Graduate School of Mass Communication CHUNG-ANG Universit 2017

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