본문 바로가기
KERD
논문KCI 등재

SPICE를 활용한 메타버스 세계관 별 사용자 인식 비교 연구

A Comparative Study on User Perception by Metaverse Worldview Using SPICE

0

조회

0

다운로드

11

인용

0

참고문헌

키워드

주제분류경영학

초록

메타버스는 Meta(초월)와 Universe(현실세계)의 합성어로 사용자 혹은 아바타가 사회, 경제, 문화적 활동을 하는 세계 를 말한다. 본 연구는 Acceleration Studies Foundation(ASF)가 제시한 4가지 세계관(증강현실, 라이프로깅, 미러월드, 가 상세계)에 대하여 고객 경험 촉진 요인인 SPICE의 5가지 평가요소를 기준으로 상호 비교해보고자 하였다. 227개의 표본 을 분석에 사용하였으며 그 결과 증강현실에서는 연속성, 라이프로깅에서는 상호운영성, 거울세계에서는 실재감, 가상현 실에서는 동시성이 가장 높은 것으로 나타났다. 본 연구는 메타버스 플랫폼 분류와 세계관에 따른 모형 설계 방안을 제 시하고, 기존 메타버스 플랫폼 운영자 또는 신규 진입자에게는 이에 따른 세부적인 전략적 방향성을 제시한다는 점에서 의의가 있다.

Abstract

Metaverse is a combination of Meta and Universe, which refers to a world in which users or avatars engage in social, economic, and cultural activities. This study attempted to compare the four worldviews proposed by the Acceleration Studies Foundation (ASF) based on the five evaluation factors of SPICE, which are factors for promoting customer experience. 227 samples were used in the analysis, and as a result, seamlessness was the highest in augmented reality, interoperability in lifelogging, presence in the mirror world, and concurrence in virtual reality. This study is meaningful in that it presents a model design plan according to the classification of the metaverse platform and the worldview, and presents detailed strategic directions to existing metaverse platform operators or new entrants.

참고문헌 (48)

  1. 고선영, "문화 여가 중심의 메타버스 유형 및 발전 방향 연구", 정보처리학회논문지. 소프트웨어 및 데이터 공학, 10(8), pp.331~338 (2021), 한국정보처리학회
  2. 김광집, "메타버스 사례를 통해 알아보는 현실과 가상세계의 진화", Broadcasting and Media Magazine, 26(3), pp.10~19 (2021)
  3. 김병수, "Airbnb 고객들의 재구매 의도에 관한 실증 연구: 감정과 Airbnb 특성 요인의 역할", 지식경영연구, 21(4), pp.89~108 (2020), 한국지식경영학회[DOI]
  4. 김상균, "메타버스 새로운 기회" (2021), 베가북스
  5. 김태경, "디지털 전환, 비즈니스 모형 관점에서 본 메타버스", 디지털융복합연구, 19(11), pp.215~224 (2021), 한국디지털정책학회[DOI]
  6. 송원철, "메타버스 해석과 합리적 개념화", 정보화정책, 28(3), pp.3~22 (2021), 한국지능정보사회진흥원[DOI]
  7. 심지환, "Airbnb 숙소 유형에 따른 호스트의 자기소개 텍스트가 공유성과에 미치는 영향", 지식경영연구, 21(4), pp.157~173 (2020), 한국지식경영학회[DOI]
  8. 이완복, "가상세계 기술 동향", 한국콘텐츠학회지, 7(4), pp.29~35 (2009)
  9. 전소은, "메타버스 내 산업기밀 유출 대응을 위한 정책 및 제도에 관한 연구", 디지털융복합연구, 20(4), pp.377~388 (2022), 한국디지털정책학회[DOI]
  10. 한수현, "소셜미디어와 소비자 구매 결정과의 관계: 서울 공유 자전거에 대한 시계열 분석을 중심으로", 지식경영연구, 22(4), pp.135~155 (2021), 한국지식경영학회[DOI]
  11. Acceleration Studies Foundation, "Metaverse roadmap: Pathways to the 3D Web" (2006)
  12. Bagozzi, R. P, "On the evaluation of structural equation models", Journal of the Academy of Marketing Science, 16(1), pp.74~94 (1988)
  13. Brooks, F. P, "What's real about virtual reality?", IEEE Computer Graphics and Applications, 19(6), pp.16~27 (1999)
  14. Buongiorno, F, "(Self-) knowledge through numbers?: Lifelogging as a digital technology of the self", pp.95~107 (2019), InSchibboleth
  15. Cammack, R. G, "Location-based service use : A metaverse investigation", Journal of Location Based Services, 4(1), pp.53~65 (2010)
  16. Carmigniani, J, "Handbook of augmented reality", pp.3~46 (2011), Springer
  17. Chin, W. W, "The partial least squares approach to structural equation modeling", Modern Methods for Business Research, 295(2), pp.295~336 (1998)
  18. Davis, A, "Avatars, people, and virtual worlds : Foundations for research in metaverses", Journal of the Association for Information Systems, 10(2), pp.90~117 (2009)
  19. Dionisio, J. D. N, "3D virtual worlds and the metaverse : Current status and future possibilities", ACM Computing Surveys(CSUR), 45(3), pp.1~38 (2013)
  20. Drascic, D, "Perceptual issues in augmented reality. In Stereoscopic displays and virtual reality systems III", International Society for Optics and Photonics, 2653, pp.123~134 (1996)
  21. Fornell, C, "Evaluating structural equation models with un-observable variables and measurement error", Journal of Marketing Research, 18(1), pp.39~50 (1981)
  22. Gilbert, R. L., "The prose(psychological research on synthetic environments)project : Conducting in-world psychological research on 3d virtual worlds", Journal For Virtual Worlds Research, 4(1) (2011)
  23. Goanta, C, "Disruptive technology, legal innovation, and the future of real estate", pp.139~154 (2020), Springer
  24. Guo, J, "Virtual money systems:A phenomenal analysis", 2008 10th IEEE Conference on E-Commerce Technology and the Fifth IEEE Conference on Enterprise Computing, E-Commerce and E-Services, pp.267~272 (2008), IEEE
  25. Guthrie, K. L, "Virtual worlds: A developmental tool for leadership education", Journal of Leadership Studies, 5(2), pp.6~13 (2011)
  26. Hockly, N, "Augmented reality", ELT Journal, 73(3), pp.328~334 (2019)
  27. Höllerer, T, "Mobile augmented reality", Telegeoinformatics: Location-based Computing and Services, 21 (2004)
  28. Jaynes, C, "The metaverse: A networked collection of inexpensive, self-configuring, immersive environments", Proceedings of the Workshop on Virtual Environments, pp.115~124 (2003)
  29. Joo-Eon Jeon, "The Effects of User Experience-Based Design Innovativeness on User– Metaverse Platform Channel Relationships in South Korea", 유통과학연구, 19(11), pp.81~90 (2021), 한국유통과학회
  30. Kaplan, F, "The advent of the 4D mirror world", Urban Planning, 5, pp.307~ (2020)
  31. 계보경, "Educational applications of metaverse: possibilities and limitations", Journal of Educational Evaluation for Health Professions, 18, pp.1~13 (2021), 한국보건의료인국가시험원[DOI]
  32. 이경아, "메타버스(Metaverse) 세계에서의 실감미디어 기술 연구", 한국컴퓨터정보학회논문지, 26(9), pp.73~79 (2021), 한국컴퓨터정보학회[DOI]
  33. Liu, Y, "Developing a scale to measure the interactivity of websites", Journal of Advertising Research, 43(2), pp.207~216 (2003)
  34. McKerlich, R, "Student perceptions of teaching presence, social presence, and cognitive presence in a virtual world" (2011), Athabasca University
  35. Nevelsteen, K. J, "Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse", Computer Animation and Virtual Worlds, 29(1), pp.e1752~ (2018)
  36. Noor, A. K, "Potential of virtual worlds for remote space exploration", Advances in Engineering Software, 41(4), pp.666~673 (2010)
  37. Nunally, J, "Psychometric methods" (1978), McGraw-Hill
  38. Park, S. B, "Mediating roles of self-presentation desire in online game community commitment and trust behavior of massive multiplayer online role-playing games", Computers in Human Behavior, 27(6), pp.2372~2379 (2011)
  39. Park, S, "Identifying world types to deliver gameful experiences for sustainable learning in the metaverse", Sustainability, 14(3), pp.1361~ (2022)
  40. Prema, K. N, "Virtual reality:A survey", International Research Journal of Engineering and Technology, 5(7), pp.1567~1569 (2018)
  41. Prinz, A, "Money in the real and the virtual world:E‐money, c‐money and the demand for cb‐money", Netnomics, 1(1), pp.11~35 (1999)
  42. Ricci, A, "The mirror world : Preparing for mixed-reality living", IEEE Pervasive Computing, 14(2), pp.60~63 (2015)
  43. Smart, J, "Metaverse Roadmap 2007: Pathways to the 3DWeb", pp.1~28 (2007)
  44. Stirbu, V, "Experiences building a multi-display mobile application for exploring mirror worlds", 2011 Fifth International Conference on Next Generation Mobile Applications, Services and Technologies, pp.1~6 (2011)
  45. Sung, Y, "Actual self vs. avatar self: The effect of online social situation on self-expression", Journal of Virtual Worlds Research, 4(1), pp.3~21 (2011)
  46. Tasa, U. B, "Meta-art: Art of the 3-D user-created virtual worlds", Digital Creativity, 21(2), pp.100~111 (2010)
  47. Van der Land, S, "Modeling the metaverse : A theoretical model of effective team collaboration in 3D virtual environments", Journal of Virtual Worlds Research, 4(3), pp.1~16 (2011)
  48. 유승엽, "기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로", 디지털융복합연구, 20(4), pp.617~625 (2022), 한국디지털정책학회[DOI]

관련 논문AI추천

이 간행물의 다른 논문 (13건)