Establishment of Production Standards for Web-based Metaverse Content: Focusing on Accessibility and HCI

Authors

  • Won-Jun Jeong Department of Computer Engineering, Gachon University, Seongnam-si, Gyeonggi-do, 13120, Republic of Korea
  • Gi-Sung Oh Department of Computer Engineering, Gachon University, Seongnam-si, Gyeonggi-do, 13120, Republic of Korea
  • Seok-Hee Oh Korea creative content agency, Daejeon gwangyeoksi, 34863, Republic of Korea
  • Taeg-Keun Whangbo Department of Computer Engineering, Gachon University, Seongnam-si, Gyeonggi-do, 13120, Republic of Korea

DOI:

https://doi.org/10.13052/jwe1540-9589.2181

Keywords:

Web-based metaverse, Web 3.0, Web Application, HCI, UX/UI

Abstract

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.

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Author Biographies

Won-Jun Jeong, Department of Computer Engineering, Gachon University, Seongnam-si, Gyeonggi-do, 13120, Republic of Korea

Won-Jun Jeong received his Masters in Game Engineering from College of IT Convergence Engineering of Gachon University in 2020. He is currently a graduate student in the IT Convergence Engineering at Gachon University, Republic of Korea. His research interests include VR motion sickness, evaluation methods of XR content and digital therapeutics.

Gi-Sung Oh, Department of Computer Engineering, Gachon University, Seongnam-si, Gyeonggi-do, 13120, Republic of Korea

Gi-Sung Oh received his Masters in Game Engineering from College of IT Convergence Engineering of Gachon University in 2020. He is currently a graduate student in the IT Convergence Engineering at Gachon University, Republic of Korea. His research interests include VR motion sickness, digital therapeutics, game design and evaluation methods of XR content.

Seok-Hee Oh, Korea creative content agency, Daejeon gwangyeoksi, 34863, Republic of Korea

Seok-Hee Oh is a Program Director at R&D Division, Korea Creative Contents Agency (KOCCA) in Korea. He was an associate professor in the Department of Computer Engineering at Gachon University, Seongnam from 2016 to 2021. Oh received his PhD degree in 2016 from the Department of IT Convergence Engineering, Gachon University Graduate School. Oh’s current and previous research interests include virtual reality, HCI, UX, and game design. He is a member of the Korea Game Society and the Gamification Forum.

Taeg-Keun Whangbo, Department of Computer Engineering, Gachon University, Seongnam-si, Gyeonggi-do, 13120, Republic of Korea

Taeg-Keun Whangbo (Member, IEEE) received his MSc degree in computer science from the City University of New York, in 1988, and his PhD degree in computer science from the Stevens Institute of Technology, in 1995. He is currently a Professor with the Department of Computer Science, Gachon University, South Korea. Before he joined Gachon University, he was a Software Developer in Q-Systems, which is located in New Jersey, from 1988 to 1993. He was also a Researcher with Samsung Electronics, from 2005 to 2007. His research interests include artificial intelligence, computer vision, healthcare and AR/VR.

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Published

2023-03-19

How to Cite

Jeong, W.-J. ., Oh, G.-S. ., Oh, S.-H. ., & Whangbo, T.-K. . (2023). Establishment of Production Standards for Web-based Metaverse Content: Focusing on Accessibility and HCI. Journal of Web Engineering, 21(08), 2231–2256. https://doi.org/10.13052/jwe1540-9589.2181

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ECTI