The Journal of Virtual Convergence Research (JVCR) is a general forum for metaverse and virtual convergence scholarship and publishes articles examining a broad range of issues in metaverse and virtual convergence theory and research.
온라인 강의란 인터넷을 활용하여 교수자가 사전 제작한 녹화 영상이나 실시간 영상을 학습자에게 전달하는 원격 교육의 한 형태이다. 이 중 녹화 영상의 경우 학습자가 학습 도중 중요한 개념을 제대로 이해 하지 못하는 경우 학습자가 강의 전체 내용을 제대로 이해하지 못하거나, 중도 포기하는 일이 발생할 수 있다. 이 연구는 이러한 문제점을 개선하기 위해 아바타 기반 온라인 강의 환경에서 학습자와의 상호작용을 촉진하기 위해 설계한 요소들이 학습자의 인지적 및 정의적 경험에 어떠한 영향을 미치는지를 탐색적으로 분석하는데 목적이 있다. 온라인 강의 중 실시간 질의응답 제공을 가능하게 하고, 학습자의 질문에 대한 아바타의 응답 속도(즉시 응답 vs 지연된 응답), 그리고 아바타의 언어 스타일(대화체 vs 격식체)을 조작 변인으로 설정함으로써, 이들 변인이 학습자의 학습 성과, 몰입, 사회적 실재감, 인지부하에 미치는 영향을 실증적으로 검증하고자 하였다. 이를 검증하기 위해 본 저자는 Unity 를 활용하여 실험용 온라인 AI 아바타 강의 시스에 Google STT(Speech-to-Text), LLM, ElevenLabs TTS를 연동하여 학습자가 상호작용할 수 있도록 환경을 구성하였으며, 총 52명의 참가자를 모집하여, 2×2 요인 설계 실험을 수행하였으며, 사전·사후 테스트, 설문, 구조화된 인터뷰를 통해 자료를 수집하여 정량·정성 통합 분석을 실시하였다. 첫째, 데이터 분석한 결과 학습자가 온라인 강의 학습 중 실시간으로 질의하고,아바타가 질문에 대해 답변하는 실시간 질의응답 기능은 학습 성과의 평균을 유의하게 증가시키지는 않았으나, 성취 점수의 분산을 유의하게 감소시키는 안정화 효과를 보였다. 둘째, 아바타가 학습자의 질문에 대해 응답하는 속도(응답 속도)와 아바타의 온라인 강의 언어 스타일의 주효과는 대부분의 종속변수에서 통계적으로 유의하지 않았으나, 사회적 실재감과 인지부하에서는 두 변인의 조합에 따른 교차적 평균 패턴과 중간 수준의 효과 크기가 관찰되었다. 특히 강의에 대화체를 사용한 경우 학습자의 질문에 빠르게 응답 시 사회적 실재감이 높고 인지부하가 낮은 반면, 격식체를 사용시 학습자의 질문에 대해 느리게 응답할 경우 사회적 실재감이 더 높게 나타나는 경향을 확인하였다. 이 연구의 실험군 인원이 10~11명으로, 수집된 자료를 통계 검정 결과 유의하지않은 결과를 얻었지만 변인들의 효과 크기, 평균 패턴의 구조적 일관성, 정성 의견과의 정합성을 종합하여 설명하면, 아바타 기반 상호작용 설계 변인의 잠재적 효과를 뒷받침하는 예비 근거를 제공한다는 점에서 학술적 의의가 있다고 본다. 또한 대규모 실험을 위한 설계 가설과 변수 조합 전략을 제시하는 탐색적 파일럿 연구로서의 성격을 가지며,AI 아바타 기반 교육 시스템 설계 구축에 도움이 될 수 있기를 기대한다.
This paper proposes a real-time system utilizing dual Azure Kinect DK cameras (Microsoft, 2023) to detect green laser pointers and transmit 3D vectors to a Unity simulation environment. To address the high cost and spatial constraints of existing infrared sensor-based tactical training systems, we present a low-cost alternative using computer vision algorithms. The system employs a dual-camera architecture where Camera 0 detects laser points based on Frame Difference and Green Excess weighted scores, while Camera 1 tracks hand and muzzle positions using Frame Difference and Depth Masking to eliminate interference. Detected 2D coordinates are converted into 3D vectors through screen homography or stereo calibration and transmitted to Unity via a UDP JSON protocol. In Unity, a thread-safe Producer-Consumer pattern is implemented to handle data reception, enabling Physics.Raycast-based target collision detection and LineRenderer visualization. The current production pipeline operates in a single-user mode using frame-difference detection, while the advanced modules (IR+HSV dual filtering, SORT-based tracking, and Mediapipe-based hand tracking) are validated at the component level on synthetic data and are reserved for an upcoming integrated MVP. This study therefore reports a system-level engineering study: it establishes the dual-camera architecture and the calibration / coordinate-transformation pipeline that any later integration will reuse, rather than claiming a fully validated end-to-end product.
This study explores the balance between copyright protection and industrial promotion in the metaverse environment, focusing on NFTs and user-generated content (UGC). Through analysis of Korea’s Virtual Convergence Industry Promotion Act (2024) and Korea Copyright Commission guidelines, alongside comparative examination of policies in the United States, European Union, Japan, and China, this research identifies critical gaps in current regulatory frameworks. While Korea enacted the world’s first metaverse-specific promotion law, its copyright protection system remains incomplete. The study proposes a tiered platform liability system, fair remuneration rights for creators, and blockchain-based provenance systems as essential components for sustainable metaverse ecosystem development. The findings suggest that Korea’s position as both a K-content powerhouse and ICT leader provides unique opportunities to establish global standards in metaverse copyright policy, contingent upon achieving refined balance between creator protection and industrial activation.
This study explores the balance between copyright protection and industrial promotion in the metaverse environment, focusing on NFTs and user-generated content (UGC). Through analysis of Korea’s Virtual Convergence Industry Promotion Act (2024) and Korea Copyright Commission guidelines, alongside comparative examination of policies in the United States, European Union, Japan, and China, this research identifies critical gaps in current regulatory frameworks. While Korea enacted the world’s first metaverse-specific promotion law, its copyright protection system remains incomplete. The study proposes a tiered platform liability system, fair remuneration rights for creators, and blockchain-based provenance systems as essential components for sustainable metaverse ecosystem development. The findings suggest that Korea’s position as both a K-content powerhouse and ICT leader provides unique opportunities to establish global standards in metaverse copyright policy, contingent upon achieving refined balance between creator protection and industrial activation.
This study proposes a comprehensive Extended Reality (XR) framework for digitally preserving Nakhwa-nori, a traditional Korean pyrotechnic festival facing critical challenges including overcrowding-related safety risks, geographical accessibility barriers, and insufficient systematic documentation. Leveraging Unreal Engine 5's advanced capabilities—Nanite virtualized geometry, Lumen global illumination, and Niagara GPU-accelerated particle systems—we developed an immersive digital reconstruction system that authentically reproduces the festival's complex visual phenomena through dual-layer particle simulation architectures, physics-based environmental interactions, and spline-based structural modeling. Performance evaluation on consumer-grade hardware demonstrated stable frame rates (60-140 FPS) across quality settings, confirming technical feasibility for real-time cultural heritage experiences. This framework establishes scalable methodologies applicable to diverse intangible cultural assets while providing safe, accessible alternatives to physical attendance and creating authoritative digital records for cultural sovereignty protection. The research contributes a transformative paradigm for sustainable preservation of intangible cultural heritage through harmonious integration with advanced technological methodologies.
This study investigates the feasibility of deploying an AI-based fitness platform within a metaverse environment. The proposed platform integrates three core AI technologies—pose estimation, facial emotion recognition, and large language models (LLMs)—to deliver personalized feedback and immersive exercise experiences. The pose estimation component tracks user movements in real time, providing corrective guidance to ensure accurate performance. The facial emotion recognition module analyzes users’ affective states to deliver motivational prompts and emotional support. Meanwhile, the LLM enables natural, conversational coaching and interaction, thereby enhancing user engagement and exercise adherence. By combining these AI capabilities, this research proposes a next-generation, metaverse-based fitness experience. Experimental results indicate that the platform can positively influence both user satisfaction and exercise efficiency
To propose directions for digital talent nurturing policies, this study classified existing government projects and analyzed their priorities through surveys of educational institutions and industry experts, revealing that school–company collaborative education—especially joint problem-solving projects—should be prioritized despite differing preferences between institutions and companies, and based on AHP results and expert interviews, it recommended expanding support for corporate-linked education to address qualitative talent mismatches, while emphasizing that government-level institutional improvements and university-centered policies are essential to resolve quantitative talent shortages.
This study analyzes the application of reinforcement learning-based dynamic level design techniques in metaverse environments. The research examines key reinforcement learning algorithms including Q-learning, DQN, and PPO, focusing on their implementation in game level design through notable case studies: procedural content eneration in No Man's Sky, the AI Director system in Left 4 Dead, and automatic level generation in Super Mario AI. The findings demonstrate that reinforcement learning-based level design produces significant positive effects on player immersion, replay value, and personalized gaming experiences. In metaverse environments specifically, the study confirms the feasibility of implementing dynamic environmental changes and difficulty adjustments based on user behavior patterns. When compared to traditional level design approaches, reinforcement learning-based methods show strengths in generating user-customized content that adapts to individual player preferences and skill levels. The research contributes to the field by establishing a framework for understanding how reinforcement learning can enhance level design in both games and metaverse platforms, while proposing future directions for AI-based game development.
This study examines the impact of multiple identities formed within the metaverse on user experiences and social interactions, while critically addressing the ethical dilemmas and legal challenges that emerge as a result. Through a multiple case study analysis of platforms such as Roblox, Horizon Worlds, and Zepeto, along with the widely discussed Patel incident, the research categorizes key issues including identity theft, privacy violations, deceptive conduct, and virtual sexual harassment. It then assesses the limitations of current legal frameworks in regulating such phenomena. Based on these findings, the paper proposes regulatory directions that include the expansion of legal definitions for non-physical acts, the implementation of identity verification systems, and the enhancement of data protection mechanisms.
Journal of Virtual Convergence Research 2025, VOL.1, NO.2, 1~43
Abstract
This study aims to analyze the factors influencing middle school teachers’ intention to adopt metaverse-based education by integrating the Technology Acceptance Model (TAM) and the Unified Theory of Acceptance and Use of Technology (UTAUT). Specifically, it focuses on how educational usefulness, ease of use, social influence, and facilitating conditions affect teachers’ acceptance intention. A survey was conducted with 208 middle school teachers across the country, and the collected data were analyzed using path analysis conducted within the framework of Structural Equation Modeling (SEM) based on observed variables. The analysis revealed that educational usefulness and ease of use had significant positive effects on acceptance intention. Although social influence did not have a direct effect on acceptance intention, it functioned as a significant mediating variable that strengthened the effects of educational usefulness and ease of use. The Sobel test confirmed the significance of indirect effects, with educational usefulness and ease of use showing significant mediated effects via social influence. Meanwhile, facilitating conditions moderates these relationships, enhancing the effect of ease of use on acceptance intention and weakening the effect of educational usefulness. This study underscores the importance of providing systematic training to enhance teachers’ confidence in using metaverse technologies, improving technological infrastructure, and fostering a supportive school environment. The findings offer both policy and practical implications and suggest directions for future research.
Eutteum KIm, Hyojung Kim, Bokyoung Shin, Ikjin Jang
Journal of Virtual Convergence Research 2025, VOL.1, NO.1, 226~268.
Abstract
This study compares the terms of service for three major metaverse platforms—ZEPETO, Roblox, and The Sandbox—to see how they incorporate Web 3.0’s four key traits: decentralization, openness, participation rewards, and data ownership. The findings show that each platform adopts Web 3.0 features differently. ZEPETO, derived from a Web 2.0 company, remains relatively centralized, though it encourages user-generated content and offers virtual currency rewards. Roblox supports a robust creator economy and allows real-currency conversions of its in-game currency, yet retains a degree of centralized oversight. The Sandbox demonstrates the highest level of decentralization by integrating blockchain, tokenizing user assets, and promoting inter-platform transactions. These results underline the need for more user-centric, standardized terms of service consistent with Web 3.0 principles and call for further research that includes the perspectives of platform operators and creators.
Journal of Virtual Convergence Research 2025, VOL.1, NO.1, 200~225.
Abstract
This paper explores how AI-driven Procedural Content Generation (PCG) enhances user experience in games and metaverse environments. PCG plays a critical role in automatically generating large-scale content, offering personalized experiences, and reducing development time and costs. The study analyzes various examples of AI and PCG applications to show how dynamic environments increase user immersion. Additionally, the paper presents systems that leverage AI techniques, such as reinforcement learning, to adjust user experience and dynamically balance game difficulty in real-time.
Journal of Virtual Convergence Research 2025, VOL.1, NO.1, 148~199.
Abstract
This study deeply explores the copyright issues related to architectural structures and spatial information when utilizing digital twin technology in the Metaverse and Synthetic Training Environment (STE). The Metaverse is a hyper-realistic platform where reality and virtuality merge, allowing users to experience a variety of activities and interactions within it. STE is an advanced virtual environment for military training, enabling effective exercises by precisely replicating actual battlefield scenarios. In these settings, digital twins serve as accurate digital replicas of real-world architectural structures, significantly contributing to public interest objectives such as training for responses to terrorism in multi-use facilities within national defense and public safety sectors. However, the issues under the Copyright Act that arise during the digital replication process and the applicability of the fair use doctrine have not been clearly defined yet. This study seeks creative and sophisticated institutional solutions to resolve these copyright issues through integration with the latest technologies like BIM(Building Information Modeling). Additionally, it aims to propose a legal framework that balances copyright protection with fair use while leveraging digital twins of architectural structures and spatial information for public interest purposes.
Journal of Virtual Convergence Research 2025, VOL.1, NO.1, 114~147.
Abstract
This paper proposes the Proof of Contribution Score (PoCS) algorithm to enhance blockchain consensus by integrating block verification capabilities into metaverse clients and quantifying individual node contributions. PoCS addresses the centralization issues inherent in the traditional Proof of Stake (PoS) algorithm by evaluating not only a node’s stake but also other factors such as block generation frequency and network activity. This ensures a more equitable and decentralized consensus process. PoCS is combined with Practical Byzantine Fault Tolerance (PBFT) to improve stability and reliability within permissioned blockchain environments. A key innovation of PoCS is the introduction of a fairness baseline, which visualizes deviations in node contributions, effectively detecting imbalances and potential biases in the node selection process. This allows for fair evaluation and reward distribution, fostering long-term network stability and scalability. PoCS is particularly applicable in complex environments such as the metaverse, where it can contribute to building a fair and sustainable blockchain ecosystem. By providing a solid foundation for enhancing the fairness of leader-based consensus algorithms, PoCS can significantly strengthen the blockchain’s capability in such dynamic environments.
Journal of Virtual Convergence Research 2025, VOL.1, NO.1, 75~113.
Abstract
This study explores an innovative solution to address South Korea's declining population and rapid aging: the "Metaverse-based Korean Digital Citizenship NFT" model. Current population policies in South Korea fail to fully reflect the changing values and needs of the younger generation. This research proposes a model that leverages metaverse and NFT technologies to capitalize on Korea’s two key strengths—K-Culture and advanced ICT infrastructure—by issuing digital citizenship as NFTs that bridge metaverse spaces with reality. This model aims to attract global fanbases, enabling users to engage in diverse content consumption and production within the metaverse, while simultaneously offering tangible benefits during their visits to Korea. The feasibility of the proposed "Metaverse-based Korean Digital Citizenship NFT" model is assessed by examining successful projects such as Estonia’s e-Residency program, Decentraland, and The Sandbox. Through this, the study estimates how digital citizenship in the metaverse and NFT-based economic activities could enhance Korea's cultural influence and economic gains, contributing to national competitiveness. A mixed-method research approach, including literature reviews and case studies, is adopted to analyze the model’s feasibility, societal potential, and associated challenges. The findings suggest that the "Korean Digital Citizenship NFT Model" holds potential to attract domestic and international talent by activating global fandoms and a startup ecosystem centered on K-Culture. This model could contribute to the stabilization of national finances, the growth of digital asset transactions, and overall fiscal improvements, offering concrete economic benefits. Future research should address the legal and policy support structures, along with the technical challenges of the model, while assessing its long-term economic and social impact.
Journal of Virtual Convergence Research 2025, VOL.1, NO.1, 54~74
Abstract
In response to the accessibility challenges faced by hearing-impaired individuals in virtual reality (VR) environments, this study proposes an AI-based sound cue visualization system to enhance their interaction experience. The advancement of XR technologies has revolutionized immersive experiences, yet hearing-impaired users continue to face significant constraints in both verbal and non-verbal communication. Addressing these limitations, this research develops a system leveraging the YAMNet model, an audio event classification model capable of distinguishing between 521 audio classes, to detect and visualize auditory information in real-time. At the core of the system architecture lie three main modules: sound detection and classification, visualization transformation, and VR interface. Through these modules, we implement three distinct prototypes: spatial experience support recognizing environmental and animal sounds to enhance immersion; emotion recognition activation analyzing vocal characteristics to improve communication abilities; and safety and emergency response for detecting and x-alerting environmental hazards. Built on Unity with Meta Quest 3 hardware, the prototype utilizes Sentis for efficient on-device deep learning inference. To evaluate the system's effectiveness, this study proposes comprehensive user experience assessments targeting hearing-impaired individuals and their support personnel. These evaluations will measure VR environment immersion, information comprehension, and satisfaction using a 5-point Likert scale. While representing a significant step toward digital inclusivity, this research requires further empirical testing with hearing-impaired individuals and stakeholders. Future development paths include conducting real user tests in multiplayer VR environments, advancing sound recognition capabilities, and exploring sign language-to-text conversion systems, ultimately contributing to an equitable digital environment where universal participation becomes reality.
Journal of Virtual Convergence Research 2025, VOL.1, NO.1, 29~53
Abstract
As metaverse business gradually spreads across industries against the backdrop of the 2020 pandemic and the Korean New Deal policy, the appropriate future value of companies pursuing metaverse business is being discussed. Traditionally, profitability-based valuation methods such as the DCF (Discounted Cash Flow Model) method are applied when calculating the future value of general companies, and these existing methods are used when evaluating the value of companies pursuing metaverse business, a new growth industry. Applying it as is has its limitations. Presenting future corporate value by applying an appropriate valuation method that matches the characteristics and circumstances of the Metaverse business is essential for activating financing for industrial growth and the investment decisions of investors who supply funds. Accordingly, this study reflects the characteristics of the metaverse business based on previous research on corporate valuation methods and analysis of the three-year (2020 to 2022) financial status and corporate trends of 113 domestic listed companies that have promoted the metaverse business. A corporate valuation method was proposed. As a result of the research, the majority of companies promoting metaverse business have just been commercialized and are in a deficit before monetization, so among the existing valuation methods, PSR(Price to Sales Ratio), a multiplier method suitable for negative cash flow, is used and applied. It was concluded that it would be appropriate to seek. In addition, this study derived a method to reflect the Metaverse interest index and Metaverse business sensitivity in PSR in that the future value of the Metaverse business is created by expanding the ecosystem according to the public's interest and sensitivity. Moreover, since the Metaverse business shows similar characteristics to venture companies, a method of applying the company value discount rate by considering the company's maturity and interest rates as risk factors was proposed.
Journal of Virtual Convergence Research 2025, VOL.1, NO.1, 1~28
Abstract
This paper examines the evolution of legislative frameworks governing IT convergence industries in response to the rapidly shifting technological landscape of the Web 3.0 era. It highlights the innovative regulatory approaches established in South Korea, specifically through the Virtual Convergence Industry Promotion Act (VCIPA), which incorporates self-regulation and provisional standards to address the limitations of traditional models. These mechanisms seek to balance governmental oversight with corporate autonomy, facilitating industry growth while ensuring public safety and trust. The study further discusses the relevance of the “Wait and See” principle and flexible regulation models, which accommodate the unpredictable pace of innovation. As the paradigm of Web 3.0, powered by decentralized technologies such as blockchain, reshapes the internet, a robust, adaptable regulatory framework becomes essential. The VCIPA’s emphasis on provisional standards and self-regulation is portrayed as a pioneering response to these needs, enabling consistent legal applications and fostering a resilient, fair digital ecosystem. In the Web 3.0 context, the paper underscores the necessity of regulatory balance, independent self-regulation, and enhanced digital literacy for a sustainable digital ecosystem.