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경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색
Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service

첫 페이지 보기
  • 발행기관
    한국정보기술응용학회 바로가기
  • 간행물
    JITAM 바로가기
  • 통권
    Vol.30 No.2 (2023.04)바로가기
  • 페이지
    pp.45-57
  • 저자
    박성숙, 조일현
  • 언어
    한국어(KOR)
  • URL
    https://www.earticle.net/Article/A432918

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원문정보

초록

영어
Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on ‘creation and economy' and ‘discovery', will evolve into an ‘experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new ‘metaverse business model' was proposed based on ‘experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of ‘business experience'. In addition, a survey was conducted on the ‘application of metaverse service and avatar’ targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an ‘selective switch mode' that can change the avatar's appearance at the desired timing according to the ‘experience' and ‘purchase purpose' of each metaverse service area. In addition, by strategically utilizing the ‘Digilog’ psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of ‘avatar purchase system' by ‘selective switch mode' and ‘avatar decorating system' by ‘digilog' strategy, the experience metaverse, which has been focused on ‘digital twin experience' so far, is As it develops into ‘business experience', it is expected that the user experience can be further satisfied.

목차

Abstract
1. 서론
2. 연구 방법
3. 메타버스 플랫폼 비즈니스
3.1 메타버스 플랫폼 개요
3.2 메타버스 플랫폼 비즈니스 활동
3.3 메타버스 플랫폼 비즈니스 모델
4. 메타버스 아바타 분석
4.1. 메타버스 아바타 개념 이해
4.2 메타버스 아바타 유형 분석
4.3 메타버스 아바타 정체성 분석
4.4 메타버스 아바타 상호작용 분류
4.5 메타버스 아바타 규율 및 질서 체계
5. 아바타를 활용한 메타버스 비즈니스 분석
6. 메타버스 아바타 선호도 조사
6.1 선호도 조사 방법
6.2 선호도 설문 내용
6.3 선호도 조사 분석 결과
7. 결론
References

키워드

Metaverse business model Experience Metaverse Avatar VR Realistic Human

저자

  • 박성숙 [ Sung-Suk Park | Professor, Department of Imaging, Korea University of Media Arts ] First Author
  • 조일현 [ Il-Hyun Cho | Professor, Department of Digital Contents, College of Arts, Sangmyung University ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국정보기술응용학회 [The Korea Society of Information Technology Applications]
  • 설립연도
    1999
  • 분야
    사회과학>경영학
  • 소개
    본 학회는 정보기술 관련 분야의 연구 및 교류를 촉진하여 국가 및 기업정보화 발전에 공헌함을 그 목적으로 한다.

간행물

  • 간행물명
    JITAM [Journal of Information Technology Applications and Management]
  • 간기
    격월간
  • pISSN
    1598-6284
  • eISSN
    2508-1209
  • 수록기간
    1999~2026
  • 십진분류
    KDC 005 DDC 005

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