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Subject

A Study on the Typology of Metaverses Based on an ICT Ecosystem Model - Focus on Platform Representative Cases -
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ICT 생태계 모형 기반 메타버스 유형의 특성 연구 - 플랫폼 대표 사례 중심으로 -

논문 기본 정보

Type
Academic journal
Author
정주영 (홍익대학교) Han Jungyeob (홍익대학교) 김종민 (백석예술대학교)
Journal
한국공간디자인학회 한국공간디자인학회 논문집 한국공간디자인학회 논문집 제17권 제4호 KCI Accredited Journals
Published
2022.6
Pages
205 - 212 (8page)

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A Study on the Typology of Metaverses Based on an ICT Ecosystem Model - Focus on Platform Representative Cases -
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(Background and Purpose) After the COVID-19 pandemic, the awareness and popularity of the metaverse has risen sharply. However, with the emergence of too many metaverse platforms and the coming end of COVID-19, the popularity of the metaverse has been on the decline. This study was started to find the characteristics and needs of representative metaverses by analyzing the ICT ecosystem of current metaverse platforms offering a virtual world after confirming that the reason for the popularity decline of metaverse platforms in the past was poor ICT ecosystem configuration. The purpose of this study is to derive a typology of metaverses based on an ICT ecosystem model to see how the contents created by the creators of the representative metaverse platforms is currently being delivered to users through devices. (Method) In this study, the direction of analysis was established through a theoretical review of immersive or hyper-immersive metaverses according to an experience type: three types of metaverse platforms offering a virtual reality (for gaming, social, or special purpose), and CPND, an ICT ecosystem element. Six platforms selected as representative cases were studied, focusing on C (content) and D (device) of C-P-N-D to check the digital ecosystem status of metaverse platforms. For a detailed analysis of representative cases, for content, three elements are used as a measure: content production, degree-of-freedom, and purpose, and in the case of device; and two elements are used as a measure: accessibility, allowing many users to access, and compatibility, enabling connection between different devices. (Results) The metaverse platforms showed a strong content purpose according to type, and derived an “organic” digital ecosystem where a variety of content is reconstructed and consumed by users. It also reveals a digital ecosystem, converging the types of metaverses by adding social content elements to a gaming metaverse, and gaming content elements to a social metaverse. However, in the case of devices, hyper-immersive metaverse platforms need to be supplemented in terms of the dissemination of immersive equipment such as HMD and compatibility with other devices. (Conclusions) For the continuous use and development of a metaverse, the spread of contents is important, but it is also important to build an environment based on technology that can deliver content to users. In this respect, this study can be utilized as current research data for the development of the metaverse industry, as it refers to the advantages and disadvantages of a well-organized ICT ecosystem model of representative metaverses.

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