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국회도서관 홈으로 정보검색 소장정보 검색

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동의어 포함

초록보기

This study aims to develop a measurement scale that empirically assesses ethical judgments and behavioral principles required in metaverse environments. As a space characterized by blurred boundaries between reality and virtuality, anonymity, and immersive interaction, the metaverse necessitates distinct practical ethical standards, differing from conventional digital ethics. To this end, the study employed literature review, in-depth interviews, focus group interviews (FGIs), and Delphi techniques to develop items reflecting the fundamental provisions of practical ethics. Exploratory factor analysis and confirmatory factor analysis were conducted to ensure the scale’s validity and structural soundness. The analysis identified five core factors constituting practical ethics in the metaverse: subjectivity, inclusivity, fairness, privacy protection, and autonomy. These factors correspond respectively to key ethical behavioral elements: internal motivation (Factor 1), social expectation (Factor 2), role responsibility (Factor 3), self-regulation (Factor 4), and personal autonomy (Factor 5). The structure of these factors aligns with various theoretical foundations, including practical ethics theory, self-determination theory, and the theory of subjective norms, and is specifically designed to capture the unique interactivity and ethical scenarios within the metaverse. The developed scale is expected to serve as a foundational tool for quantifying ethical standards in metaverse user education, digital citizenship programs, policy design, and technological implementation. It also holds potential for contributing to ethical research across diverse sociocultural contexts in the future.

권호기사

권호기사 목록 테이블로 기사명, 저자명, 페이지, 원문, 기사목차 순으로 되어있습니다.
기사명 저자명 페이지 원문 목차
게임 엔진을 활용한 픽션적 공간 생성과 데이터의 재구성 연구 = A study on the creation of fictional space and reconstruction of data using game engines 신정균 p. 1-10
미메시스적 관점에서의 웹 기반 무대 공연 실증 플랫폼 프로토타입 연구 = A web-based prototype platform for stage performance simulation using a mimetic approach 임상미, 이도균, 정인선 p. 11-17
AI기반 복셀-LED 공공미술 참여형 프레임워크 설계 연구 = Designing for engagement : an AI-powered participatory framework for voxel-LED public art 정원호, 한상임 p. 18-28
모바일 기반 단일 영상 3D 재구성 모델 경량화 = A lightweight model for mobile-based single-image 3D reconstruction 정승민, 안병선, 박송희, 이학진, 이지우, 박남인, 이의철 p. 29-40
3D 애니메이션에서 씬 스케일과 조명 인식의 관계 연구 = A study on the relationship between scene scale and lighting perception in 3D animation 한수희 p. 41-49
생성형 AI를 활용한 돈키호테 서사의 재구성 = Generative AI-based narrative reconstruction of Don Quixote : application of the MacGuffin technique : 맥거핀 기법의 적용 박형준, 김정윤 p. 50-60
지역글로벌게임센터의 필요성 및 개선점에 대한 고찰 = A study on the necessity and improvement points of regional global game centers : focusing on expert in-depth interview analysis : 전문가 심층인터뷰 분석을 중심으로 윤준희 p. 61-71
VJing을 위한 내러티브-타임라인 모델의 AI 확장 가능성 탐구 = Exploring AI extensions of the narrative-timeline model for VJing 송민수, 한상임 p. 72-81
장소애착의 디지털 확장 = Extending place attachment into digital spaces : an analysis of <Life is Strange> reviews : Life is Strange 리뷰 분석을 중심으로 유정은, 김정윤 p. 82-89
지역 게임산업 활성화 정책의 효과에 대한 고찰 = A study on the effectiveness of regional game industry promotion policies : focusing on the analysis of regional global game centers : 지역글로벌게임센터에 대한 분석을 중심으로 윤준희 p. 90-99
메타버스 윤리원칙 척도개발 = Development of a metaverse ethics principles scale 박혜영, 김묘은 p. 100-113