연구보고서 고등직업교육 분야 수요자 중심 메타버스 플랫폼 구축을 통한 ‘메타버스’산업 진흥에 관한 타당성 연구 ` Ⅰ 제 출 문 Ⅰ 메타버스 콘소시엄 참여대학 총장님 귀하 (가톨릭상지대학교, 강동대학교, 강릉영동대학교, 강원도립대학교, 거제대학교, 경기과학기술대학교, 경남 도립거창대학, 경남도립남해대학, 경민대학교, 계원예술대학교, 구미대학교, 군장대학교, 기독간호대학교, 대구보건대학교, 대원대학교, 대전과학기술대학교, 대전보건대학교, 동강대학교, 동남보건대학교, 동서울 대학교, 동아보건대학교, 동양미래대학교, 동원과학기술대학교, 동의과학대학교, 마산대학교, 명지전문대학, 목포과학대학교, 문경대학교, 배화여자대학교, 백석문화대학교, 부산여자대학교, 부천대학교, 삼육보건대 학교, 서울여자간호대학교, 서일대학교, 서정대학교, 선린대학교, 세경대학교, 수원여자대학교, 순천제일 대학, 신성대학교, 아주자동차대학, 여주대학교, 연성대학교, 연암공과대학교, 연암대학교, 오산대학교, 용인예술과학대학교, 우송정보대학, 울산과학대학교, 원광보건대학교, 유한대학교, 인천재능대학교, 전남 과학대학교, 전주비전대학교, 제주관광대학교, 조선간호대학교, 조선이공대학교,
창원문성대학교, 춘해보건 대학교, 충북도립대학교, 충북보건과학대학교, 충청대학교, 한국승강기대학교, 한양여자대학교 이상 65개교) 본 보고서를 고등직업교육 분야 수요자 중심 메타버스 플랫폼 구축을 통한 ‘메타버스 산업 진흥에 관한 타당성 연구 연구용역 (2022년 5월 15일 ~ 2022년 11월 30일)의 최종보고서로 제출합니다. 2022. 11. 30. 연구기관명 : (사)한국고등직업교육학회 책임연구원 : 조 훈(서정대학교) 공동연구원 : 강 문 상(인덕대학교) 김 경 선(포항공과대학교) 김 준 호(동서울대학교) 유 수 경(울산과학대학교) 황 철 호(한국메타버스산업협회) 주 정 현(한국메타버스산업협회) 이 원 진(부천대학교) - i - Ⅰ연구 계획서 요약Ⅰ 연구 배경 및 필요성 ∙ 한국고등직업교육학회가 추진하고 있는 메타버스컨소시엄 2년차 사업을 맞 아 수요자 중심의 메타버스 플랫폼 타당성 연구 필요 ∙ 23년 예정인 메타버시티에서의 교과 및 비교과 수업의 적용에 연구 필요 메타버스 국내 외 구축 및 서비스 현황 ∙ 국내 메타버스 서비스의 특징과 디바이스 지원 현황 No 이미지 서비스명 디바이스 특징 - ii - No 이미지 서비스명 디바이스 특징 -
iii - ∙ 주요 메타버스 서비스의 기술 분석 국내 서비스 해외 서비스 제페토 이프랜드 모임 젭 메타 버시티 로블록스 포트 나이트 인게이지 호라이즌 스페이셜 게더타운 메 타 버 스 기 술 요 소 아바타 커스텀 멀티 아바타 공간 목적성 공간 활동목적의 명확성 접속방식 (멀티디바이스) 세계관 소 셜 그래프 소통도구 화면녹화 화면공유/웹캠 자료공유 교육 보조도구 저작도구(아이 템, 공간) No 이미지 서비스명 디바이스 특징 - iv - 국내 서비스 해외 서비스 제페토 이프랜드 모임 젭 메타 버시티 로블록스 포트 나이트 인게이지 호라이즌 스페이셜 게더타운 CMS LMS 크로스 디바이스 목적공간 동시 접속자 수 플랫폼 사용료 2차년도 메타버시티 구축 현황 ∙ 행사 목적에 따른 교과 및 비교과를 위한 플랫폼 구축 목적 이벤트 플레이스 - v - ∙ 참여 숫자에 따른 교과 및 비교과를 위한 플랫폼 구축 목적 이벤트 플레이스 - vi - 메타버시티 기반 교육 혁신 모델링 혁신방안 ∙ 본 연구에서는 메타버버스 플랫폼 기반 교육혁신 모델을 제시함에 있어 ‘CPNDS 는 에듀테크 산업분류 모델을 기준으로 제시 함 구분 세부내용 META PENTAGON과의 연계성 P1 P2
P3 P4 P5 § § § § § § § § § § § § § § § ➎ § § § § § § P1 P2 P3 P4 P5 - vii - [메타버시티기반 교육혁신 모델링] ∙ 메타버시티 활용 평가를 위한 DX(Digital Transformation) 지수 영역 성과지표 가중치 - viii - 연구 결과 활용 방안 및 향후 계획 ∙ 교과 및 비교과 활용 방안 - 컨소시엄 참여 대학별로 10개 이상의 교양과목을 메타버시티 플랫폼에 공유. 63개 참여대학 기준 총 630개 이상의 교양 교육 콘텐츠 구성 - 컨소시엄 참여 대학중 희망하는 대학(교수)이 메타버시티 플랫폼에 공유 - 현재 자격증과정으로 개발된 ‘메타버스 윤리 과목을 1학점 P/F로 운영. ‘23 년부터 메타버시티에서 활동하는 학생들은 필수 수강과목으로 지정필요 - 메타버시티에서 개설된 콘텐츠의 수강, 학점인정, 담당교수에 대한 수당지 급 등 전반적인 수업 운영에 대한 대학의 규정 개정 필요 ∙ 향후 계획 - 메타버시티 플랫폼에 인공지능 도입 - 메타버시티에 적합한 인공지능의 도입과 행동분석 기반 서비스 환경 (MLAS) 구축연구 필요 - ix - 연구 계약서 요약
············································································································ ⅰ Ⅰ. 추진 배경 ······················································································································1 1. 연구 목적 ····················································································································· 3 2. 연구 필요성 ················································································································· 3 Ⅱ. 메타버스의 개념 및 특징 ······················································································5
1. 메타버스의 개념과 구성요소 ····················································································· 7 2. 메타버스 유형 및 특징 ··························································································· 12 Ⅲ. 메타버스 기술 분석 및 활용 ············································································19 1. 국내․외 메타버스 관련 기술 분석 ··········································································· 21 2. 메타버스 관련 연구 동향 ······················································································· 36 Ⅳ. 국내 외 메타버스 구축 및 서비스 사례 ·················································41
1. 해외 사례 ··················································································································· 43 2. 국내 사례 ··················································································································· 55 3. 한계 및 시사점 ········································································································ 75 V. 메타버시티의 교육 적용 ·······················································································89 1. 메타버시티 기술성 검토 ·························································································· 91 2. 메타버시티
기반 교육혁신 모델링 타당성 검토 ················································· 117 3. 메타버시티기반 교육혁신 모델링 혁신방안 ························································ 136 4. 메타버시티 질 관리를 위한 DX 지수 ································································ 157 고등직업교육 분야 수요자 중심 메타버스 플랫폼 구축을 통한 ‘메타버스 산업 진흥에 관한 타당성 연구 차 례 - x - Ⅵ. 연구결과의 활용 방안 및 향후 계획 ························································169 1. 활용 방안 ················································································································· 171 2. 향후 계획
················································································································· 175 [참고문헌] ························································································································177 - xi - 메타버스의 개념 ··································································································· 9 메타버스의 구성요소 및 특징 ··········································································· 11 메타버스의 유형 ··································································································· 13 기술적 구현에 따른 증강현실 분류
································································· 14 국내․메타버스 서비스의 특징과 디바이스 지원 현황 ······································ 21 주요 메타버스 서비스의 기술요소 분석 ··························································· 25 메타버스의 현실과 가상의 연동 상호작용 ························································ 30 해외대학의 메타버스 수업 운영 사례 ······························································· 44 한국기술교육대학교 가상훈련 콘텐츠 수 ·························································· 67 원격대학교 메타버스 활용 사례 ······································································· 71 VR 스튜디오 환경을 조성하고 있는 도서관 리스트
······································· 74 메타버스의 역사 ··································································································· 79 메타버스의 특성과 교육에서의 장단점 ····························································· 88 이벤트 플레이스의 구분 ····················································································· 103 이벤트 목적에 따른 분류 ··················································································· 107 이벤트 참여숫자에 따른 분류 ············································································ 108 메타버시티 META PENTAGON 세부 추진현황
·············································· 118 META PENTAGON의 Campus Life 세부 추진내용 ········································· 119 메타버스 플랫폼의 특징 분석 ·········································································· 141 디지털 역량 체계 연계 서비스 기반 모델 ······················································· 150 디지털전환의 3단계 ····························································································· 157 디지털전환 관련 국내 정책 ··············································································· 160 주요국의 디지털전환 관련 정책
······································································ 161 DX(Digital Transformation) 지수 ······································································ 162 고등직업교육 분야 수요자 중심 메타버스 플랫폼 구축을 통한 ‘메타버스 산업 진흥에 관한 타당성 연구 표 차 례 - xii - [그림 Ⅱ-1] 메타버스의 유래 ··································································································· 7 [그림 Ⅱ-2] 메타버스 SPICE 모델 ······················································································· 10 [그림 Ⅱ-3] 메타버스의 유형 ·································································································
12 [그림 Ⅱ-4] 현실과 가상의 연속체 상에서의 구분 ····························································· 13 [그림 Ⅱ-5] 증강현실의 예 ····································································································· 15 [그림 Ⅱ-6] 가상세계의 예 ····································································································· 16 [그림 Ⅱ-7] 거울세계 예 ········································································································· 17 [그림 Ⅱ-8] 라이프로깅의 예 ································································································· 18 [그림 Ⅲ-1]
Example Asset Interoperability Testbed Project ·················································· 27 [그림 Ⅲ-2] Standards Developing Organizations in the Forum ············································ 27 [그림 Ⅲ-3] Metaverse Leading platforms, hardware, tools, engines, users, and standards ·· 28 [그림 Ⅲ-4] 메타버스의 기술발전 단계 ·············································································· 29 [그림 Ⅲ-5] 7계층의 메타버스 생태계 ················································································ 30 [그림 Ⅲ-6] 메타버스 기술 분야별 단계
············································································ 31 [그림 Ⅲ-7] 스마트폰과 메타버스 성장단계 분석 ······························································· 32 [그림 Ⅲ-8] 애플사의 메타버스 분야 개발 현황 ······························································· 34 [그림 Ⅲ-9] 메타버스 XR기술 개발의 핵심기술 ································································ 34 [그림 Ⅲ-10] 메타버스 지각상호작용 개발 핵심기술 ························································· 35 [그림 Ⅲ-11] 애플 안면인식 및 시선추적 핵심기술 ··························································· 36 [그림 Ⅲ-12] 최근 10년간 메타버스 관련 연구개발 수행 건수
········································ 37 [그림 Ⅲ-13] 메타버스 관련 부처별 수행건수 ····································································· 37 [그림 Ⅲ-14] 메타버스 관련 연구개발 단계 ········································································· 37 [그림 Ⅲ-15] 메타버스 플랫폼 연구 동향 CONCOR 분석 ················································· 38 [그림 Ⅲ-16] 국내 메타버스 관련 연도별 전체 출원 동향 ················································ 40 [그림 Ⅲ-17] 국내 메타버스 관련 기술분야 특허 출원 건수 ············································ 40 [그림 Ⅳ-1] 미국 메타버시티 구축 대학 사례 ·····································································
43 [그림 Ⅳ-2] 레이덴 대학교 메디컬 센터 360VR 영상수업 장면 ······································· 45 고등직업교육 분야 수요자 중심 메타버스 플랫폼 구축을 통한 ‘메타버스 산업 진흥에 관한 타당성 연구 그 림 차 례 - xiii - [그림 Ⅳ-3] 샌디에이고 주립대학교 간호학과 실험실의 가상환자와 상호작용 장면 ···· 45 [그림 Ⅳ-4] 스탠버드 대학교 VR 활용 수업 장면 ···························································· 46 [그림 Ⅳ-5] IMR 모듈의 360 Video 장면 ············································································· 47 [그림 Ⅳ-6] IMR 모듈 콘텐츠 개발 사례 ············································································· 48 [그림 Ⅳ-7] 360°도 동영상 기반 IPE 수업 적용 시퀀스 예시
··········································· 48 [그림 Ⅳ-8] 오하이오대학교의 몰입형 디자인 연구소 가상환경 공간 ····························· 49 [그림 Ⅳ-9] Labster VR 시뮬레이션 장면 ··········································································· 49 [그림 Ⅳ-10] 콜로라도 대학교의 Cube VR 사례 ································································· 50 [그림 Ⅳ-11] 세너제이 주립대학교 VCARA Colloquium Series-Metaverse Libraries ····· 51 [그림 Ⅳ-12] 메타버스 도서관 환경 구축 사례 ··································································· 51 [그림 Ⅳ-13] 메타버스 도서관 커뮤니티 구축사례 ····························································· 52 [그림
Ⅳ-14] 다양한 메타버스 도서관 구축 사례 ······························································· 53 [그림 Ⅳ-15] 도서관 환경을 구축하는 방법 ········································································· 53 [그림 Ⅳ-16] 도서관에 설치된 VR 체험시설 사례 ······························································ 54 [그림 Ⅳ-17] 가천대학교 사례 ····························································································· 55 [그림 Ⅳ-18] 강원대학교 사례 ····························································································· 56 [그림 Ⅳ-19] 건국대학교 사례
····························································································· 56 [그림 Ⅳ-20] 경북대학교 사례 ····························································································· 57 [그림 Ⅳ-21] 경희대학교 사례 ······························································································· 57 [그림 Ⅳ-22] 광주여자대학교 사례 ·······························







