• Title/Summary/Keyword: 사이버 정체성

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The Suggestion and Validation on the Structural Model of the Causes of Cyber-violence (사이버 폭력의 원인에 대한 구조모델의 제시와 검증)

  • Yoo, Sang-Mi;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.23-33
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    • 2011
  • The purpose of the study is to investigate the structural relations between variables which give influences on cyber-violence. On the basis of literal materials, those variables as self-control ability, social identity, and norm consciousness are selected as the variables of having influences on cyber-violence, and the analysis is focused on the influence that anonymity, the representative characteristic of Internet, gives them. The validation of the Model is to be done through AMOS 6.0, and the degree of Model validity is to be estimated through the values of ${\chi}^2$, RMSEA, CFI, NNFI. As the result of the analysis, it is found that social identity and norm consciousness are direct causes of cyber-violence. Anonymity does not have any direct relations with it, but it indirectly gives influences on cyber-violence, for it gives some influences on social identity and norm consciousness. That is, anonymity is a cause of weakening social identity and degrading norm consciousness, by which, it is assumed, cyber-violence is triggered.

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Social Media Uses: ethical factors and the effects for teenagers (소셜 미디어 이용: 청소년 대상 윤리적 요인과 그 영향)

  • Lee, Hyun-Suk
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.477-487
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    • 2017
  • This study is for empirical analyzing the ethical contents in using social media, such as what kind of ethical responsibility do the teenage users have, how do they recognize the ethical concept in producing or sharing the information and how these ethical factors affect their behavior of social media uses. After survey with the structured questionnaire, statistical analyses with available 227 cases are processed. As a result, there are 4 ethical factors in using social media which as included 'privacy', 'copyright', 'fullness', 'accuracy', 'truth-telling', 'fairness', 'relief of harmful effect', 'credibility', 'objectivity', 'impartiality', included 'moderation', 'respect', 'autonomy', 'control', 'care of mischief', included 'interactivity', 'multiplicity', 'anonymity', 'divergence', 'social community', included 'transparency', 'openness'. All these ethical factors are positive correlated to the level of social media users' opinion expression, opinion support, information leading, information searching. Especially, is the most effective factor to social media users' behavior.

The Study on types of Characters expressed to Visual Identity in On-Line Game (온라인 게임에서 시각 정체성으로 표출되는 캐릭터의 유형 연구)

  • Shin, Soon-Beom
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.10-17
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    • 2003
  • 사이버 공간에서의 가상인간인 사이버 캐릭터가 사용자자신의 자아와 정체성과 무관한 존재라고 한다면, 온라인 상에서 통용되는 또 다른 자기자신을 의미하며 자신의 정체성을 시각적으로 표현하는 캐릭터는 아바타라고 한다. 온라인에서는 자신의 아바타를 이용 가상공간 속을 살아가고 있다. 심한 중독성과 가상공간 속에서의 아이템이 현실세계로 유입 되는데 따른 문제점을 노출하고는 있지만 온라인속의 아바타는 컴퓨터와 인터넷의 발전이 가지고온 개인의 정체성이 시각화되는데 큰 역할을 하고있다. 본 논문에서는 국내 온라인 게임사이트와 인터넷 사이트에서 사용되고 있는 아바타의 유형을 분류하였으며, 현실보다 더 현실같은 공간인 가상공간에서 다양한 유형의 아바타가 사용되고 있음을 확인 하였다. 이제 더 이상 가상공간은 현실과 다른 세계가 아닌 현실의 일부분이다. 아바타는 현실의 일부분을 대신할 나이기에 보다 구체적인 디자인이 제시되어야 할 것이다.

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Factors Influencing on the Field Education Outcomes and Professional Identity of Social Welfare in Cyber University and Ordinary University Students (사이버대학생과 일반대학생의 사회복지 현장실습성과 및 전문직 정체성에 영향을 미치는 요인)

  • Choi, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.475-485
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    • 2011
  • The purpose of this study is to find intervention strategies of university and social welfare agency through analysis of factors influencing on field education outcomes and professional identity of social welfare in cyber university and ordinary university students. The major findings are as follows. First, the degree of field education outcome in cyber university students is higher than ordinary university ones. Second, supervision and university element are meaningful factors to constituent variables of field education outcomes in participants, but major satisfaction is only important for ordinary university students. Third, professional identity is related to major satisfaction, supervision, and university element in cyber university students. But university element hasn't influence on professional identity in ordinary university students. Therefore, supervisors have to give systematic instruction and do clear role model. Universities make an effort to improve major satisfaction and the quality as a pre-social worker.

A Teaching-Learning Model for Cultivating Consciousness of Information and Communication Ethics by the Establishment of Ego Identity on Cyberspace (사이버 공간상의 자아정체성 확립을 통한 정보통신윤리 의식 함양 교수-학습 모형)

  • Sin, Mi-Jin;Lee, Jae-Woon;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.9 no.3
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    • pp.97-107
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    • 2006
  • The deviant behaviors on cyberspace in Korea are increased recently because of the unbalanced development between the social ethics and the technological improvement on information and communication technology. To overcome this, educations on information and communication ethics are executed in school. However most of the educations is to deliver the knowledge on the disfunction of informationization and rules of netiquette without the analysis of the psychological characteristics on the cyberspace. Therefore, educations on information and communication ethics, in which the changes of social behaviors and value attitude are essential, is ineffective by making the students as passive and enervated users. In this research, we developed a teaching-learning model for cultivating consciousness of information and communication ethics by the establishment of ego identity on cyberspace and then proved the effectiveness by the experiment in school. Students can raise their abilities on active dealing with the given situation and context according to this teaching-learning model.

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An Analysis of Cyber Deviant Behaviors for the Practical Education of Information Ethics (실천적 정보통신윤리 교육을 위한 사이버 일탈행위 분석)

  • Yoo, Sang-Mi;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.51-70
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    • 2010
  • The purpose of this article is twofold; first, investigates the relations between the cyber deviant behaviors and the reasons it causes in details and second discuss the measure to prevent cyber deviant behaviors and its recurrence. The findings of the study are; First, the factors which influence more to the cyber deviant behaviors are subjective norm, social identity, and self-control in a row. Second, identified such factors, anonymity (+), consciousness on public order (+), learning experience on information norms (-), and social identity have influences on the subjective norm that both factors of internet addiction (+) and anonymity (+) have significant impacts on self-control in negative perspectives. In conclusion, to prevent cyber deviant behaviors will provide a lot of opportunities to develop self-reflections and critical thinking and the ethics of accountability, and ability of sympathy. This study suggests the so-called reflexive practice-oriented process of education on Information as a strategic teaching-learning procedure. The process framework consists of four stages including problem identification, risk analysis, self-reflexive, and practice & evaluation that have a spiral structure, repeats a life-cycle.

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Developing Self-awareness Through Cyber Study and Cyber Reading Activities: A Case Study with the Electronic Library 'Booktoby' (사이버 학습을 활용한 학생의 자아정체성 확인에 관한 연구: 북토비 사례를 중심으로)

  • Kang, Hyon-Sook
    • Journal of Information Technology and Architecture
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    • v.11 no.4
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    • pp.485-494
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    • 2014
  • This study has been conducted with $1^{st}$ grade elementary students where the purpose was to develop students' interest in themselves and to cultivate their self-awareness as the first step toward establishing a suitable course and career for their start-up features. Students have conducted the cyber study through "Incheon e-School" and cyber reading "Booktoby" and recorded three types of outcomes - affective self-awareness, social self-awareness and intelligence self-awareness - on each side of the Pyramid, thus constructing their own self-awareness pyramids of the system. According to the results, after such activities were undertaken during the $1^{st}$ semester, their opinion toward their self-control and study ability has improved as much as about 67% compared to that of the beginning of the last semester. Regarding the effects of cyber reading, their interest, spontaneity and understanding toward reading books have also improved as much as 54% and 50%, 33% respectively along with positive answers of as much as 75% with regard to self-awareness. When it comes to the results of the SCI-II test (used to evaluate self-awareness), the total average has improved by as much as 3 points and the three components of self-awareness - affective, social, and intelligence - have improved by as much as 4points, 1point, and 5points, respectively.

A Topography of Design in Cyber Age (사이버 시대의 디자인 지형)

  • 오창섭
    • Archives of design research
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    • v.12 no.1
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    • pp.39-48
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    • 1999
  • Industrial design, as a traditional meaning, is based on the method of production by machine beginning with the Industrial Revolution. At present, the identity of design is in confusion with the development of computer and related medium technology. The new wave called 'cyber' has doubts about the hypothesis in the method of production by machine as the production method by machine had doubts about the hypothesis of the production method by handicraft long before. This thesis is a study on how computers and new media, such as virtual reality, change our environments and susceptibilities of life and design culture. The thesis is going to dismantle and reorganize the material-oriented classification based on the production method by machine through the discussion on cyberspace and culture, image. and text, virtual image and reality, and so on. Eventually this study finds out a topography and identity of the design in this changing age.

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Virtual Reality and the Space of Gu-Wun-Mong (사이버공간과 『구운몽』의 세계)

  • Jeon, Yi-Jeong
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.90-97
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    • 2011
  • The availability of computers and the wide network of the internet of the 'Information Society' has created a new space: Cyberspace. In this situations, the matters of individual identities and morality are more important problems. Korean classical novel, Gu Wun Mong, embodied the exploration process of identities in virtual spaces, has gravity of a situation. Seong Jin, the hero experienced the life of Yang so you went throughing virtual life, be born again. And he met eight taoist fairy in that virtual world. In this process, Seong Jin overcame a dualistic world of view and established identity of genuine truth-seeker. The 'Dream-fantasy' experience differentiation real world and virture world and give to Seong Jin a new identity, So You. Seong Jin used avatar, So You was free from limits of self and became obtain multiple personalities. Finally, Seong Jin realized the fact that real world and virtual one is the same, for development self-perception. Seong Jin's enlightment provided solutions for modern netizens, who is ambivalent about contradiction the real and virtual, infinity and clash of desire.

The Effects of Perception Toward Cyber Identity on Loyalty and Purchase Intention (사이버 공간의 자아에 대한 인지가 충성도와 구매의도에 미치는 영향)

  • Kim Su-Yeon;Hwang Hyun-Seok
    • The Journal of Society for e-Business Studies
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    • v.10 no.4
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    • pp.83-100
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    • 2005
  • In this paper, we investigate the concept of cyber identity built in cyberspace and analyze the effects of general perception toward cyber identity on loyalty and purchase intent. Cyber identity is classified into two types: personal and social cyber identity, and has five components. Avatars and online gaming capability make up personal cyber identity while online communities and instant messenger count as social cyber identity. We regard blog personalities as having both personal and social characteristics. In our survey, we conclude that internet users want to purchase cyber items such as avatars, online game items, and wallpaper pictures to enhance their cyber identities. Based on the survey results , we derive five factors comprising personal cyber identity and social cyber identity using factor analysis and analyze overall effects of cyber identity on loyalty and purchase intention using Structural Equation Model.

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