• Title/Summary/Keyword: 사이버윤리성

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Representation Strategy for Participatory Spectatorship in Silence (<도가니>의 참여적인 관객성을 위한 재현전략)

  • Ghe, Woon-Gyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.85-92
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    • 2014
  • This study analyzes what kind of representation strategies make popularity in Silence. As audiences come together in cyber public sphere, 'participatory spectatorship' is made. Its sources are classical narrative mode and collective memories which are the devices to goad audience to anger. Silence reveals self-reflexivity because fact-based film has effect on allowing the audience to be aware of the reality constantly. However, the devices which maximize audience's anger aroused ethical controversy. Silence's unethical expression is the strategy for representing the popularity and the methodology for social ethics.

Copyright education program by using a Role-play Model (역할놀이를 활용한 저작권 교육 프로그램)

  • Rhee, Jumg-Mi;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.67-73
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    • 2010
  • In information and communications society, the numbers of elementary students who violate copyright law have been growing due to lack of understanding so they are needed to be educated on copyright. However, current education only has focused on copyright infringement, few numbers of educations have instructed copyright oriented examples linked to regular curriculum. Therefore, the purpose of this study is to grow elementary students's understanding of copyright and find new ways of education through designed copyright education program oriented regular curriculum.

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The convergence study of smartphone overuse on cyberbullying : Focusing on mediating effects of aggression (스마트폰 과다사용이 사이버불링에 미치는 영향에 대한 융합 연구 : 공격성의 매개효과를 중심으로)

  • Woo, Jin-Ju;Kwak, Enu-Mi;Lee, Hae-Jin
    • Journal of the Korea Convergence Society
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    • v.9 no.5
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    • pp.61-67
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    • 2018
  • This study was conducted to ascertain the mediating effects of aggression in high school students' relationship with smartphone overuse and cyberbullying. Data were collected from 328 high school students in K city using self-report questionnaire. The collected data were analyzed using SPSS 22.0 and AMOS 22.0. The results show that cyberbullying has a positive correlation with smatrphone overuse(r=.321, p<.001) and aggression(r=.397, p<.001). Smartphone overuse had a direct effect on aggression(${\beta}=.195$, p=.014) and aggression had a direct effect on cyberbullying(${\beta}=.260$, p=.007). In addition, the mediation effects of aggression on the relationship between smartphone overuse and cyberbullying were confirmed(${\beta}=.051$, p=.007). In order to reduce cyberbullying in high school students, it will be necessary to develop cyber ethical awareness education programs to reduce aggression as well as regulations on excessive use of smartphones.

A Study on The Need for AI Literacy According to The Development of Artificial Intelligence Chatbot (인공지능 챗봇 발전에 따른 AI 리터러시 필요성 연구)

  • Cheol-Seung Lee;Hye-Jin Baek
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.3
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    • pp.421-426
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    • 2023
  • Among artificial intelligence convergence technologies, Chatbot is an artificial intelligence-based interactive system and refers to a system that can provide interaction with humans. Chatbots are being re-examined as chatbots develop into NLP, NLU, and NLG. However, artificial intelligence chatbots can provide biased information based on learned data and cause serious damage such as privacy infringement and cybersecurity concerns, and it is essential to understand artificial intelligence technology and foster AI literacy. With the continued evolution and universalization of artificial intelligence, AI Literacy will also expand its scope and include new areas. This study is meaningful in raising awareness of artificial intelligence technology and proposing the use of human respect technology that is not buried in technology by cultivating human AI literacy capabilities.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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An Analysis and Evaluation of Cyber Home Study Contents for Self-directed Learning - Focused on the Earth Science Content of the Science Basic Course for the 7th grade - (사이버가정학습의 자율학습용 콘텐츠 분석 및 평가 - 중학교 1학년 과학 기본과정 지구과학영역을 중심으로 -)

  • Na, Jae-Joon;Son, Cheon-Jae;Kook, Dong-Sik
    • Journal of the Korean earth science society
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    • v.31 no.4
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    • pp.392-402
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    • 2010
  • The purpose of this study is to analyze and evaluate the self-directed learning contents of Earth science area in the basic course of the 7th grade. For this purpose, we applied the 'Cyber Home Study Content Quality Control Tool' presented in 'Elementary Secondary Education e-Learning Quality Management Guidelines (Ver.2.0)' of Korea Education & Research Information Service (2008). The results of contents analysis are as follow: First, it was presented that the study guide introduced the contents which should be studied for one class, properly. And it was not analyzed that the diagnosis assesment was not completed in the initiative study; Second, it was possible to study choosing the contents fitting the learner's level of learning in the main study, it was comprised of about 15 minutes. Third, it was performed without feedback for incorrect answers in the learning assessment, just the number of wrong questions. And the learning arrangement present the important contents learned in that class, summarizing and arranging again. The results of content evaluation are as follows: First, a big difference was not showed against the needs analysis, instructional design, interaction in each class. And the evaluation of the ethics was not included a word or sentence not suitable. The evaluation of copyright, it was analyzed that Work within the content display in compliance with international copyright Second, the evaluation of instructional design presented mainly the description of a simple picture based, the visible resources like flash card were poor. And in the evaluation of Supporting System, it was presented that the contents were installed so that it was freely available for learners. But it was analyzed that there was no memo-function learners were able to jot down something during the studying contents. And in the evaluation for evaluation, the clear valuation basis about the described content was not presented. So there were slightly differences for each class. Third, in the evaluation and analysis for learning content, it was presented that there were some big differences for each class because it was not composed of the latest information, not corrected and complementary.