DOI QR코드

DOI QR Code

A Study on the Direction of Metaverse Platform in the Library: Focusing on the Method and Difference of Using the Metaverse Platform of Domestic and Foreign Libraries

도서관의 메타버스 플랫폼 활용 방향성 탐색 연구: 국내외 도서관의 메타버스 플랫폼 활용 방식 및 차이를 중심으로

  • 김지수 (한남대학교 정보융합연구소) ;
  • 권선영 (한남대학교 문헌정보학과)
  • Received : 2022.11.20
  • Accepted : 2022.12.15
  • Published : 2022.12.30

Abstract

Due to the prolonged COVID-19 pandemic, metaverse has begun to receive attention as a means of providing future services. The importance of metaverse was further emphasized and metaverse platforms are being used by various institutions. Against this background, cases of using the metaverse platform in libraries are increasing. Therefore, the purpose of this study is to investigate domestic and foreign library cases using the metaverse platform and analyze each platform's characteristics and content types according to the metaverse platform's method. Based on the findings, the implication of the current study suggests the future direction of using the metaverse platform in the library.

COVID-19 펜데믹의 장기화로 인해 미래의 서비스 제공 수단으로 메타버스가 관심을 받기 시작하면서 그 중요성이 더욱 강조되며 여러 기관에서 메타버스 플랫폼들이 활용되고 있다. 이러한 배경에서 도서관에서 또한 메타버스 플랫폼을 활용하는 사례들이 점점 증가하고 있다. 이에 따라 본 연구는 메타버스 플랫폼을 활용하고 있는 국내외 도서관 사례를 조사하여, 메타버스 플랫폼 활용 방식에 따른 플랫폼별 특징 및 콘텐츠 유형을 분석하는 데 그 목적이 있다. 따라서 분석 결과가 시사하는 바를 바탕으로, 향후 도서관에서 메타버스 플랫폼을 활용하고자 할 때의 그 방향성을 제언하였다.

Keywords

References

  1. An, Jaeeun (2022). The Study of the Educational Utilization of Metaverse. Master's thesis, The Graduate School of Education Daegu National University of Education. 
  2. Cheong, Yunam & Lee, Younghee (2022). A case study on elementary convergence education using metaverse platform. Journal of Learner-Centered Curriculum and Instruction, 22(16), 561-580. https://doi.org/10.22251/jlcci.2022.22.16.561 
  3. Choi, Byongsam & Kim, Joohan (2011). A study of the effect of the general definition of platforms on the firm's economic and strategy decision-making. The Journal of Business Education, 25(3), 157-176. 
  4. Choi, Eunjin & Lee, Youngsuk (2021). A study on the planning of minhwa museum utilizing the metaverse platform: focusing on zepeto case. Journal of Korea Game Society, 21(6), 63-74. http://doi.org/10.7583/JKGS.2021.21.6.63 
  5. Choi, Jin-hee (2021). A Study on the Role of Public Library and the Implementation of Noncontact Programs in Post-Corona Era. Master's thesis, The Graduate School of Culture Studies Sungkonghoe University. 
  6. Han, Songlee & Kim, Taejong (2021). News big data analysis of 'metaverse' using topic modeling analysis. Journal of Digital Contents Society, 22(7), 1091-1099. http://doi.org/10.9728/dcs.2021.22.7.1091 
  7. Hong, Joonsung (2022). Effects of Metaverse Experience Factors and Educational Satisfaction on Safety Accident Prevention. Master's thesis, The Graduate School of Industry & Environment Gachon University. 
  8. Hwang, Kyungho (2021). New possibilities for change in the media industry, Metaverse. Media Issue & Trend, 45, 6-15. 
  9. Hwang, Yohan (2022). Preliminary investigation on student perspectives and satisfaction with distance education in the metaverse world: focusing on the use of ifland app. The Journal of the Korea Contents Association, 22(3), 121-133. https://doi.org/10.5392/JKCA.2022.22.03.121 
  10. Jang, Yonghwan (2022). A Study on Sermons Using Social Media Metaverse: Focusing on Media Change. Doctoral dissertation, The United Graduate School of Theology, Hoseo University. 
  11. Jeon, Joonhyun (2021). A study on the principle of metaverse composition with a focus on roblox. Visual Culture, 38, 257-279. http://doi.org/10.21299/jovc.2021.38.10 
  12. Jeong, Goeun & Kim, Hyeryun (2022). Elementary school students' perceptions of interaction in English learning using Gather Town. Journal of Education & Culture, 28(2), 345-368. http://doi.org/10.24159/joec.2022.28.2.345 
  13. Jeong, Juyeong, Han, Jeongyeop & Kim, Jongmin (2022). A study on the typology of metaverses based on an ict ecosystem model: focus on platform representative cases. Journal of Korea Intitute of Spatial Design, 17(4), 205-212. 
  14. Kang, Seokmin (2022). A Study on the Current Status and Future Direction of Standardization for Metaverse Platform Interoperability. Master's thesis, The Graduate School of Korea University. 
  15. Kim, Dabin (2022). A Study on the Success Case of ZEPETO in the Metaverse Era: Focusing on 9 Building Block Business Models. Master's thesis, The Graduate School of Hoseo University. 
  16. Kim, Gyuhwan (2022). A Plan to Build and Operate a Virtual Library using the Metaverse Platform. 2022 Korean Society for Information Management Winter Workshop. 
  17. Kim, Jongsung & Um, Mijin (2010). A study on the typological characteristics of young adults programs in public libraries and its solutions for development. Journal of the Korean Biblia Society for Library and Information Science, 21(2), 39-56. 
  18. Kim, Jungmin (2021). Domestic and foreign metaverse platforms and content business trends. Media Issue & Trend, (45), 32-42. 
  19. Kim, Kaya (2022). Analysis of Virtual Fashion Style Preferences and Purchasing Behavior of Metaverse Platform 'Zepeto' Users. Master's thesis, The Graduate School of Sejong University. 
  20. Kim, Kwangjib (2021). The evolution of reality and virtual worlds through metaverse examples. Broadcasting and Media Magazine, 26(3), 10-19. 
  21. Kim, Sanggyun & Shin, Byungho (2021). Metaverse New Opportunities. Seoul: Vega Books. 
  22. Kim, Sanggyun (2020). Metaverse Digital Earth, The World of Floating. Seoul: Plan B Design. 
  23. Kim, Sungja, Kweon, Yonggu, Jo, Yonghun, Choi, Hyunggyu, & Lee, Youngwon (2022). A case study on metabus service of university library for MZ generation. Journal of the Korean Association of Private University Libraries, 23, 1-18. 
  24. Kim, Yeongju (2022). A Study on User's Perception for Introduction of Metaverse in Public Libraries: Focusing on MZ Generation. Master's thesis, The Graduate School of Hannam University. 
  25. Ko, Sunyoung, Chung, Hankun, Kim, Jongin, & Shin, Youngtae (2021). A study on the typology and advancement of cultural leisure-based metaverse. KIPS Transactions on Software and Data Engineering, 10(8), 331-338. https://doi.org/10.3745/KTSDE.2021.10.8.331 
  26. Kwon, Ohyun (2012). A Study on Game Oriented Virtual World and Socially Virtual World in Metarverse: Focused on the Flow Theory. Master's thesis, The Graduate School of Design Konkuk University. 
  27. Kwon, Sunyoung (2019). College students' needs and perception assessment to apply virtual reality(VR) techniques to library services. Journal of the Korea Convergence Society, 10(5), 141-148. https://doi.org/10.15207/JKCS.2019.10.5.141 
  28. Kwon, Sunyoung, Park, Sunghee, Jung, Yookyung, Koo, Jeonghwa, & Kim, Boil (2021). Virtual and Augmented Reality and Libraries in the Non-Contact era. Gyeonggi Library Series, 28. Gyeonggido: Gyeonggi Cyber Library. 
  29. Lee, Byongkwon (2021). The metaverse world and our future. The Korea Contents Association Review, 19(1), 13-17. 
  30. Lee, Geonwi (2022). A Study on the Achievement Standards for Secondary Art Education using the Metaverse Platform and Practical Measures for Each Area. Master's thesis, The Graduate School of Education Pusan National University. 
  31. Lee, Haeun & Han, Jungyeub (2021). A study on classification and characteristics of metaverse platforms according to experience types: focus on representative cases of realistic and hyper-realistic metaverse. Journal of Korea Intitute of Spatial Design, 16(8), 427-436. http://doi.org/10.35216/kisd.2021.16.8.427 
  32. Lee, Jiyeoun (2021). A Study on the Effect of Public Library Non-face-to-face Program Quality on User Satisfaction (According to the Outbreak of COVID-19). Master's thesis, The Graduate School of Sungkyunkwan University. 
  33. Lee, Minho (2022). A Study on Development Guidelines through Comparative Analysis of Metaverse Platforms. Master's thesis, The Graduate School of Soongsil University. 
  34. Liu, Keru (2022). The Study on the Advertising Effectiveness of ZEPETO Metaverse Among Lifestyles Segmennts. Master's thesis, The Graduate School of Hanyang University. 
  35. Moon, Kwangsun (2019). The Impact of Learning Using Minecraft on Interest about Computer, Problem Solving Skill, and Occupational Views. Master's thesis, The Graduate School of Education Hankuk University of Foreign Studies. 
  36. Moon, Seayeong (2022). Development of 3D Characters Makeup Course Using Digital Human and Metaverse Platform. Doctoral dissertation, The Graduate School of Youngsan University. 
  37. Noh, Younghee & Kim, Yoonjeong (2020). A study on the activation plan for the communication space of the library according to librarians' perception survey. Journal of the Korean Biblia Society for library and Information Science, 31(4), 5-27. https://doi.org/10.14699/kbiblia.2020.31.4.005 
  38. Noh, Younghee, Kang, Pilsoo, & Kim, Yoonjeong (2020). A study on the activation measures of library's online services to overcome COVID-19. Journal of Korean Library and Information Science Society, 51(4), 185-210. https://doi.org/10.16981/kliss.51.4.202012.185 
  39. Oh, Changik (2022). Development of Software Education Program using pHysical Board Based on Gathertown Metaverse Platform. Master's thesis, The Graduate School of Education Dong-Eui University. 
  40. Oh, Hyejung (2021). Contents application methods of metaverse platforms by type examples. The Journal of Humanities and Social Science, 12(6), 2673-2684. https://doi.org/10.22143/HSS21.12.6.188 
  41. Oh, Hyungro (2022). Factors Affecting Innovation Resistance on Metaverse Platform, Master's thesis, The Graduate School of Seoul National University of Science and Technology. 
  42. Park, Seongryeon (2022). A Study on the virtual Idol in Metabus Environment: Focusing on the 'Isegye Idol'. Master's thesis, The Graduate School of Culture and Technology Sangmyung University. 
  43. Park, Yeonseo (2022). Digital Fashion Product Value and Purchase Behavior on the Metaverse Platform. Master's thesis, The Graduate School of Yonsei. 
  44. Ryu, Jinju (2022). A Study on the Effect of Sponsored Experience Ads on the Roblox Platform: Focusing on Game Icons. Master's thesis, The Graduate School of Myongji University. 
  45. Seo, Dongki (2022). An Effect of the Untact Education and Training using Metaverse on Trainees' Learning Immersion. Doctoral dissertation, The Graduate School of Kyungil University. 
  46. Seo, Sangwon & Kim, Gyuhwan (2021). A study on selection of metaverse platform for library untact service. Proceedings of the 28th Conference of Korean Society for Information Management, 67-72. 
  47. Seo, Yonghyun (2019). Development and Application of Elementary and Secondary Linked Coding Math Curriculum. Master's thesis, The Graduate School of Seoul National University. 
  48. Shen, Jia & Ko, Jaekyung (2022). An exploratory study on the competitive advantage and internationalization of metaverse game platform: focusing on roblox case analysis. International Business Review, 26(1), 103-123. 
  49. Shin, Daji & Yun, Jaeyoung (2022). A study on user experience and types of UGC production and consumption in metaverse environment. Journal of Korea Design Forum, 27(2), 137-150. https://doi.org/10.21326/ksdt.2022.27.2.012 
  50. Shin, Daji (2022). A Study on the User Experience of User Generated Content Production and Consumption in Game-Based Metaverse. Master's thesis, The Graduate School of Hongik University. 
  51. Shin, Myoungsik (2022). A Study on Roles and Functions of Public Libraries for the Post COVID-19 Era: Focusing on the use of the shared library space in the jurisdiction of the Seoul Metropolitan Office of Education. Master's thesis, The Graduate School of Educational Policy and Administration of Korea National University of Education. 
  52. Song, Minsun (2022). A study on the online media usage strategies of anyang municipal library for the post-covid-19 era. Journal of Digital Convergence, 20(5), 499-512. https://doi.org/10.14400/JDC.2022.20.5.499 
  53. Song, Myungkil (2020). A study on the possibility of using sandbox game for art museum education. Journal of Art Education, 62, 155-174. https://doi.org/10.35657/jae.2020.62..006 
  54. Sung, Hojung (2022). Development of Art Education Program for Middle School Students Using the Metaverse-based Sandbox Game. Master's thesis, The Graduate School of Sookmyung Women's University. 
  55. Uh, Sujin (2022). Study of Social Psychological Factors of Users within the Metaverse through Game. Korea Creative Content Agency. 
  56. Woo, Sungmi & Chang, Donryun (2021). A study on metaverse brand communication in transmedia environment. A Journal of Brand Design Association of Korea, 19(2), 29-48. https://doi.org/10.18852/bdak.2021.19.2.29 
  57. Woo, Sungmi (2022). Building Customer-Generated Brand Equity through a Cycle of Discourse and Dialogue: Metaverse Brand Communication Strategy and Utilization. Doctoral dissertation, The Graduate School of Hongik University. 
  58. Yu, Mengqian (2022). A Study on Speaking Korean Teaching Programs: With Emphasis on Using Metaverse. Master's thesis, The Graduate School of Daegu University. 
  59. Yu, Seungyeob (2022). Comparative analysis of metaverse platform according to function: focusing on industrial applicability. Journal of Digital Convergence, 20(4), 617-625. https://doi.org/10.14400/JDC.2022.20.4.617 
  60. Yun, Hyunjung, Lee, Jin, & Yun, Hyeyoung (2021). A preliminary study on concept and types of metaverse: focusing on the possible world theory. Humanities Contents, (62), 57-81. https://doi.org/10.18658/humancon.2021.09.57 
  61. Acceleration Studies Foundation (2007). Metaverse Roadmap: Pathways to the 3D Web. 
  62. Dionisio, J. D. N., Burns III, W. G., & Gilbert, R. (2013). 3D Virtual worlds and the metaverse. Association for Computing Machinery Computing Surveys, 34, 1-38. https://doi.org/10.1145/2480741.2480751 
  63. Fernandez, P. (2022). Facebook, meta, the metaverse and libraries. Library Hi Tech News, 39(4), 1-5. https://doi.org/10.1108/LHTN-03-2022-0037 
  64. Frey, D., Royan, J., Piegay, R., Kermarrec, A-M., Anceaume, E., & Fessant, F. (2008). Solipsis: A Decentralized Architecture for Virtual Environments, MMVE. 
  65. Kerdvibulvech, C. (2022). Exploring the impacts of COVID-19 on digital and metaverse games. Communications in Computer and Information Science, 1582, 561-565. https://doi.org/10.1007/978-3-031-06391-6_69 
  66. Smart, J., Cascio, J., & Paffendorf, J. (2006). Meta verse Roadmap, acceleration studies foundations, Metaverse Roadmap Summit, SRI International Menlo Park, Canada. Available:http://www.metaverseroadmap.org 
  67. Stephenson, N. (1993). Snow Crash. New York: Bantam Books. 
  68. Tlili, A., Huang, R., Shehata, B., Shehata, B., Liu, D., Zhao, J., Metwally, A. H. S., Wang, H., Denden, M., Bozkurt, A., Lee, L. H., Beyoglu. D., Altinay, F., Sharma, R. C., Altinay, Z., Li, Z., Liu, J., Ahmad, F., Hu, Y., Salha, S., Abed, M., & Burgos, D. (2022). Is metaverse in education a blessing or a curse: a combined content and bibliometric analysis. Smart Learning Environments, 9(24), 1-31. https://doi.org/10.1186/s40561-022-00205-x