Research on Creating Metaverse Museum Using 3D Open Data of Cultural Heritage
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This paper proposes a novel approach to preserving and disseminating cultural heritage in the metaverse environment made possible by the advancement of digital technology. The metaverse integrates the real and virtual worlds, enabling experiences similar to real-world museums within the metaverse environment. This technology provides users with more immersive and interactive means to explore cultural heritage. This study addresses the methodology for extracting 3D models from public cultural heritage data sources and integrating these models using the Unity engine to develop a metaverse museum environment. Public data refers to data or information generated or managed by public agencies, encompassing various forms such as text, graphics, images, videos, audios, and more. By utilizing 3D data provided by the Cultural Heritage Administration, this research aims to construct a metaverse museum, showcasing the process and outcomes. Through this, users can experience and learn about cultural heritage in more diverse and interesting ways. It is expected that the metaverse will increase the possibility of improving access to and preservation of cultural heritage. Future society requires the ability to understand the metaverse and create new content while communicating and interacting in that space.
Abstract
This paper proposes a novel approach to preserving and disseminating cultural heritage in the metaverse environment made possible by the advancement of digital technology. The metaverse integrates the real and virtual worlds, enabling experiences similar to real-world museums within the metaverse environment. This technology provides users with more immersive and interactive means to explore cultural heritage. This study addresses the methodology for extracting 3D models from public cultural heritage data sources and integrating these models using the Unity engine to develop a metaverse museum environment. Public data refers to data or information generated or managed by public agencies, encompassing various forms such as text, graphics, images, videos, audios, and more. By utilizing 3D data provided by the Cultural Heritage Administration, this research aims to construct a metaverse museum, showcasing the process and outcomes. Through this, users can experience and learn about cultural heritage in more diverse and interesting ways. It is expected that the metaverse will increase the possibility of improving access to and preservation of cultural heritage. Future society requires the ability to understand the metaverse and create new content while communicating and interacting in that space.
참고문헌 (5)
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- 리우멍위, "메타버스 기술을 현장에 적용하는 연구 - 중국 박물관을 중심으로", 기초조형학연구, 24(4), pp.109~124 (2023), 한국기초조형학회[DOI]
- 동하오, "메타버스 기반의 체험형 역사박물관 디자인 발전 방향 연구", 기초조형학연구, 23(6), pp.129~144 (2022), 한국기초조형학회[DOI]
- "Definitions of the 4 types of Metaverse and related companies" (2021)[URL]
- 양 두 영, "온라인 전시에서 메타버스 활용의 특징 분석", 한국디자인포럼, 28(1), pp.169~178 (2023), 한국디자인트렌드학회[DOI]
