VR related industries and markets are stabilizing and the contents are improving qualitatively. In the medical field, it has developed into educational and therapeutic methods, especially for treatment, it is used as an auxiliary treatment tool for mental illness and rehabilitation patients. Among them, mental illnesses have various causes due to the development of society. Because the environment or conditions that occur even if the same mental illness are different, we will make VR contents for treatment considering the number of cases. It is intended to provide an environment suitable for patients through exposure therapy, one of the treatment methods. Therefore, this paper implemented webtoon-based VR contents to be used for virtual reality exposure (VRE) among psychotherapy techniques of mentally ill people.The contents implemented focus on scenarios based on Panic disorder which is a problem in modern society.
Metaverse technology is expanding to industries in various fields, such as medical, national defense, and education, and training simulation programs have been mainstream so far. However, there have been increasing attempts to apply metaverse content to web-based platforms linked to social media services and, as a result, we face the problem of access to web-based metaverse content. Unlike traditional content, metaverse content interacts with many users, so content accessibility is the first important part to consider. In other words, to maximize the quality of metaverse content, it is essential to pull out the optimal UX through a detailed HCI (human computer interaction) design. Metaverse content development methodologies have effective methods proposed by many researchers. However, they are limited to web-based metaverse content that limits the use of high-end hardware. They are ineffective for platforms such as PCs and VR devices, as most studies focus on improving the visual performance of PCs or high-performance VR devices. Therefore, unlike existing research, the key theme of our research is to study optimized development standards that can be applied to web-based metaverse content and find out their effects through experiments. We created a development standard to be applied to a Web-based platform based on the existing metaverse content development methodology. Then, we redeveloped the VR content into the metaverse content and named them the VR build and the metaverse build. We had 25 people play virtual reality builds and metaverse builds simultaneously. Then, we measured the overall experience with an evaluation tool called the Game Experience Questionnaire (GEQ); the GEQ is a proven tool for evaluating content experiences by dividing them into positive/negative scales. When comparing the results measured from the two builds, the metaverse build showed consistent results with a higher positive scale, and a lower negative scale, than the VR build. The results showed that users indeed rated metaverse content positively. The bottom line is that the web-based metaverse content development standards that we have produced are practical. However, since generalization is limited, continuous research will be needed in more experimental groups in the future.
For the development of virtual reality (VR) technology, research to solve the VR Sickness is essential. Many attempts have been made to measure and reduce VR Sickness using questionnaires, analysis, and bio-signals, but it is true that analytical research through clinical practice still lacks. In this paper, the researcher collected bio-signals and questionnaire data to analyze the correlation between VR Sickness and user and perform principal component analysis and chi-square independence test based on the collected data. As a result, the researcher was able to be aware of the user’s concentration and relaxation state by EEG and found they are correlated with VR Sickness. Finally, the result of the analysis was cross-checked to confirm that these correlations show a significant difference. The empirical result of this study is expected to be used for the research to reduce VR Sickness through bio-signal.
Metaverse is a new concept that means a virtual world. In particular, the metabus industry, one of the emerging industries recently activated due to COVID-19, is currently attracting attention from many companies. In this paper, in order to analyze 20051 news texts related to the Chinese metaverse, text mining, LDA (Potential Dirichlet Allocation) topic modeling, and visualization graphs are used to analyze the development and industry trends of the Chinese metaverse industry and move forward. give direction to The results of the study showed that the main factors influencing the development of China's metaverse
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