• Title/Summary/Keyword: 사이버 일탈행위

Search Result 7, Processing Time 0.019 seconds

Factors Affecting Information Protection Efforts for Preventing Deviant Behavior of Adolescent in Cyber Space (사이버 일탈행위 예방을 위한 개인 정보보호 노력의 영향요인 연구)

  • Um, Myoungyong;Park, Jin-Hee;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
    • /
    • v.8 no.5
    • /
    • pp.31-41
    • /
    • 2005
  • The purpose of this study is to identify the determinants of planned behavior of adolescent, toward information security and cyber crime prevention. A survey methodology was used to investigate a proposed model of influence, and regression analysis was used to analyze the results. The hypothesized model was largely supported by this analysis, and the overall results indicate that the intention to actively participate in information security and cyber crime prevention is mostly influenced by the fear for cyber crime and the perceived usefulness of information security and cyber crime prevention activity. In addition, it was found that the perceived easy of use for information-security related ICT skill, fear for cyber crime, and social norm for information security influence the level of usefulness, but that the prior experience with information leaking was statistically insignificant factor to the level of usefulness and fear for crime. Useful suggestions for promoting information security and cyber crime prevention are also provided.

  • PDF

Exploratory Study on Perceptions and Relationships Among Dominants of Deviant Behavior in Cyber Space (사이버 일탈행위에 영향을 미치는 요인에 관한 탐색적 연구)

  • Kim, Mi-Ryang;Um, Myoung-Yong;Kim, Tae-Ung
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.27-35
    • /
    • 2007
  • The purpose of this research is to explore gender differences in perceptions and relationships among dominants affecting deviant behavior of adolescent in cyber space. This study developed a research model to analyze the factors explaining the intensity level of cyber deviant behavior, employing internet usage, awareness of anonymity, fear of cyber crime, and perceived seriousness as major research variables, and collected 478 survey responses from college students in Seoul.

A Study on Netiquette and Inappropriate Behavior in Cyberspace (사이버공간에서의 네티켓과 일탈행위에 관한 연구)

  • 조찬식
    • Journal of the Korean Society for information Management
    • /
    • v.18 no.2
    • /
    • pp.187-202
    • /
    • 2001
  • Given the lack of moral consciousness and increase of inappropriate behavior in cyberspace which is part of information society, more emphasis has been laid on netiquette. In this context, this study develops a theoretical background on netiquette, analyzes types of inappropriate behavior in cyberspace, and suggests some recommendations to settle down the sound cyber-culture and information society.

  • PDF

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
    • /
    • v.13 no.5
    • /
    • pp.51-70
    • /
    • 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.

  • PDF

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
    • /
    • v.9 no.3
    • /
    • pp.97-107
    • /
    • 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.

  • PDF

Situation Analysis and Education Plan of Security Ethics for Training College Students Majoring in Information Security (정보보안전공 대학생을 위한 보안 윤리의식 분석 및 교육 방안)

  • Kim, Tae-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.4
    • /
    • pp.596-605
    • /
    • 2017
  • Recently, it has been pointed out that the lack of professional ethics of computer and security experts is serious as college students majoring in information security and insiders who are in charge of security work are involved in crimes after being tempted to cyber crimes. In this paper, we investigate and analyze the security ethics awareness and education situation of college students majoring in information security, and examine the security ethics education method for human resource development with personality and qualities. As the information society becomes more widespread, the ethics and occupational consciousness of the university students who are majoring in information security are recognized as lack of awareness and education about security ethics, As a solution to solve these problems, it is expected that it will be possible to nurture security experts who are aware of their vocation through the educational plan to enhance the security ethics of the information security major college students. According to the security ethics education system proposed in the paper, the security ethical consciousness of the group that received education was remarkably improved.

Lifestyels, community experiences, and immersion in online game world (온라인 라이프스타일에 따른 공동체 활동과 게임 몰입에 대한 탐색)

  • Whang, Leo Sang-Min;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.770-779
    • /
    • 2006
  • 한국 사회에서 사이버 공간, 특히 온라인 게임 세계가 사용자들에게 단순한 게임이나 가상 공간이 아닌 다양한 활동을 통해 현실과는 다른 방식의 또 다른 인생을 살아가는 새로운 생활공간으로 기능하고 있다. 본 연구에서는 온라인 게임 공간에서의 라이프스타일 유형을 확인하고, 리니지 2 와 메이플스 토리라는 두 가지 MMORPG 게임에서 이 유형이 어떻게 나타나는지를 확인하였다. 온라인 게임 '리니지'에서 구분된 온라인 라이프스타일은 '싱글 플레이어', '공동체지향 게이머', '탈사회적 게이머'였다.'리니지 2'를 대상으로 연구 결과, 온라인 게임 공간에서의 공동체 활동은 크게 공동목표, 집단유대감, 집단존중감, 집단영향력의 요인들로 구성되어있는 것으로 확인되었다. 온라인게임 사용자들은 온라인 게임에서 현실감, 조작용이성, 성취감, 친밀감, 소속감, 일탈적 행위를 통한 카타르시스를 통해 재미를 느끼는 것으로 확인되었다. 하지만, 이런 성향은 메이플스토리라는 저 연령층의 게임에서는 비교적 다르게 나타났다. 혈맹 또는 길드의 가입 비율은 비슷한 수준이었지만, 활동방식은 라이프스타일에 따라 다르게 나타났다. 게임세계에서의 라이프스타일은 연령이나 게임 사용기간에서는 큰 차이가 없는 것으로 나타났다. 그러나 공동체 활동과 온라인 게임에서 얻는 재미의 하위 요인들에서는 분명한 차이가 있는 것으로 확인되었다. 공동체 활동과 재미를 느끼는 측면에서의 차이로 인해 결국 온라인 게임에 몰입하는 정도도 차이가 있는 것으로 나타났다. 본 연구는 사이버 공간에서의 사람들의 심리적, 행동적 특성, 특히 온라인 게임에서의 사람들의 공동체 활동과 재미의 요소들을 탐색하였다는 측면에서 의의가 있다. 사람들이 온라인 게임 세계에 몰입하도록 만드는 요인들을 구체적으로 확인할 수 있었다는 측면에서 향후 사이버 공간을 기획하는 사람들에게 구체적인 시사점을 제시할 것이다.

  • PDF