[PDF][PDF] Gathertown-based metaverse campus and analysis of its usability
SC Hong, SH Kang, JM Ahn, SH Lim - Journal of Digital Contents …, 2022 - journal.dcs.or.kr
Due to the recent social environment such as the corona virus, most schools are conducting
not only lectures, but also most of the activities such as seminars and clubs non-face-to-face …
not only lectures, but also most of the activities such as seminars and clubs non-face-to-face …
Motivations for consuming avatar-specific virtual items on the Zepeto Gaming Platform
Metaverse provides the experience of Dual-spacization of life in the real world and digital
environments and allows users to have an immersive, three-dimensional presence with their …
environments and allows users to have an immersive, three-dimensional presence with their …
iMetaTown: A Metaverse System with Multiple Interactive Functions Based on Virtual Reality
Z Lyu, M Fridenfalk - IEEE Transactions on Visualization and …, 2024 - ieeexplore.ieee.org
This work aims to pioneer the development of a real-time interactive and immersive
Metaverse Human-Computer Interaction (HCI) system leveraging Virtual Reality (VR). The …
Metaverse Human-Computer Interaction (HCI) system leveraging Virtual Reality (VR). The …
Exploring Differences in User Experience of Metaverse Model House-Focusing on Age Differences in Sensorial, Interactive, and Informative experience
D Lee, H Lim, Y Han, JH Hwang - Journal of the Architectural …, 2024 - koreascience.kr
Abstract The Metaverse Model House (MMH) emerges as a marketing strategy in the Korean
housing market post-COVID-19. Still in its early stages, MMH sparks ongoing studies …
housing market post-COVID-19. Still in its early stages, MMH sparks ongoing studies …
[PDF][PDF] The Metaverse Towards the Post COVID-19 Era: cases analysis
JS Kim, HS Kang - Journal of Digital Contents Society, 2023 - journal.dcs.or.kr
COVID-19 has aroused interest in Metaverse in people around the world along with non-
face-to-face culture. Metaverse presented a way to acquire and communicate various …
face-to-face culture. Metaverse presented a way to acquire and communicate various …
Virtual design pedagogy: understanding the Metaverse and improving creative design skills using ZEPETO studio platform™
This study aimed to develop an accessible and cost-effective fashion design course activity
for Metaverse and explore its efficacy through student experiences. The study enables …
for Metaverse and explore its efficacy through student experiences. The study enables …
[PDF][PDF] Exploratory Study on Zepeto Drama: Using the Database Consumption Theory
S Park - 디지털콘텐츠학회논문지(J. DCS), 2024 - journal.dcs.or.kr
The emergence of Zepeto, a metaverse platform, has led to the development of new
storytelling content. Zepeto drama, a fictional work created with virtual devices provided by …
storytelling content. Zepeto drama, a fictional work created with virtual devices provided by …
Zepeto Game: An avatar for platform promoting western lifestyle
Metaverse, a hypothetical iteration of the Internet, is the result of the convergence of industry
and imagination, which allows users to have a three-dimensional and immersive presence …
and imagination, which allows users to have a three-dimensional and immersive presence …
Keberkesanan Pembelajaran Berasaskan Metaverse Melalui Aplikasi Zepeto bagi Subjek Sains di kalangan Murid Sekolah Rendah
MW Lam, H Norman - Malaysian Journal of Social Sciences …, 2024 - msocialsciences.com
Dunia pendidikan telah mengalami transformasi yang ketara seiring dengan kemajuan
teknologi. Salah satu pendekatan inovatif terkini yang semakin mendapat perhatian di …
teknologi. Salah satu pendekatan inovatif terkini yang semakin mendapat perhatian di …
[HTML][HTML] 게더타운기반메타버스캠퍼스구축및활용분석
홍순채, 강서현, 안지민, 임승호 - Journal of Digital Contents …, 2022 - journal.dcs.or.kr
초록 최근 코로나 등 사회적 환경으로 인해서 대부분의 학교에서 강의 뿐만 아니라 특강이나
동아리 같은 활동의 많은 부분을 비대면으로 진행하고 있다. 그러나 많은 비대면 도구들의 사용 …
동아리 같은 활동의 많은 부분을 비대면으로 진행하고 있다. 그러나 많은 비대면 도구들의 사용 …