• 제목/요약/키워드: 순기능

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Information Ethics Course for Ubiquitous Environment (유비쿼터스 환경을 위한 정보윤리 교과과정의 설계)

  • Cho, Jung-Won;Jeong, Seung-Do;Cho, Tae-Kyung;Kim, Wook-Jin;Kim, Bong-Seob
    • Proceedings of the KAIS Fall Conference
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    • 한국산학기술학회 2009년도 추계학술발표논문집
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    • pp.965-967
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    • 2009
  • 정보화 사회를 거쳐 유비쿼터스 환경으로 나아가고 있는 정보기술은 이제 우리의 생활 곳곳에서 그 대체를 생각할 수 없을 정도로 중추적인 역할을 하고 있으나 역설적으로 그에 따른 역기능이 큰 사회문제로 대두되고 있는 실정이다. 따라서 현재의 정보기술에 바탕을 둔 정보윤리교육은 최근의 사회문제를 해결하기 위한 필요성뿐 만 아니라 미래의 건전한 유비쿼터스 세상의 구현을 위해서도 그 필요성이 강조되고 있다. 본 논문에서는 정보기술의 건전화와 올바른 이용 문화의 확산을 위해, 역기능 중심의 윤리적인 관점보다는 정보기술의 순기능을 중심으로 하여 역기능에 대해 분석 및 고찰하고, 순기능의 강화방안과 그에 따른 정보기술과 문화에 대해 다루는 새로운 접근 방법으로 문제기반학습을 적용한 정보윤리 교과과정을 제안한다.

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A Study on the Direction of 'Korea Game Forum' ('대한민국게임포럼'의 방향성 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • 제14권5호
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    • pp.43-52
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    • 2014
  • The direction of the Korea Game Forum is to check on the nature of games and to create a positive ecosystem of the game industry. And it would also be to promote the public understanding of the cultural and artistic values of games so as to promote the good effects image, and to induce supporting policies of the government, which will strengthen the global competitiveness of the game industry. Thereby the Forum would contribute to the establishment of the government policies on game industry, and lead the positive game manufacturing climate, which will induce the spreading of good game movement in the industry.

과학기술의 역기능을 줄이자

  • 이은웅
    • 전기의세계
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    • 제42권9호
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    • pp.3-5
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    • 1993
  • 과학기술의 순기능 이외에도 역기능과 함께 복작용이 있슴을 확인하여 과학기술이 만능아라는 사고방식을 경계하여야 한다. 동시에 기존기술을 이용할 때나 새로운 기술을 개발할 때도 우리는 선정신을 기본으로 하여야만 우리 인간을 기술로 부터 보호하고 행복을 얻어낼 수 있다.

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A Study on the Government Full-text Information Disclosure System through the Survey on the Government Officials' Perceptions (원문정보 공개제도에 대한 공무원들의 인식조사 연구)

  • Jang, Bo-Seong
    • Journal of Korean Library and Information Science Society
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    • 제47권1호
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    • pp.339-360
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    • 2016
  • This study is intended to analyze the actual condition of operating the full-text information disclosure system of government and Officials' Perceptions. According to the results of analysis, the public servant group's level of full-text information disclosure system was high. With regard to the positive and negative function of full-text information disclosure, an expectation for positive function was high in the aspect of assuring the transparency of administration. And public servants were worried about an increase in the burden of administrative duties. With regard to factors in hindering the development of full-text information disclosure, it was shown that the percentage of clients' abuse and misuse of full-text information was the highest. For the activation of full-text information disclosure system, it is necessary to prepare measures for preventing the abuse and misuse of full-text information.

Reflection and Suggestions on the Effects of Game Culture Policy (게임문화정책의 효과에 대한 성찰과 제언)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • 제18권6호
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    • pp.95-110
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    • 2018
  • The game industry has grown to represent the domestic cultural industry, but the socio-cultural status of the game is not as high as industrial growth. In the early 2000s, the problem of dysfunctional use of youth games became a social issue and the game culture policy was established for 15 years. The purpose of this study is to examine the effect of policy on the prevention of dysfunction, The prevention of dysfunction of the game is somewhat effective, but the diffusion of positive function is insufficient and the improvement of recognition becomes more negative tendency. The effect is insufficient compared to the policy results. It is necessary to adjust the direction of game culture policy through consideration of securing basic data, post-management of policy, enhancement of cultural meaning, and universality of game culture.

Facebook Ambivalence by User Characteristics (사용자 특성에 따른 페이스북 이용의 양가성: 페이스북 이용의 순기능과 역기능을 통한 고찰)

  • Lee, Eunji;Cho, Minha;Ahn, Hongmin;Sung, Yongjun
    • Journal of the HCI Society of Korea
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    • 제13권3호
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    • pp.43-53
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    • 2018
  • Facebook, which has the largest number of users worldwide, has both positive and negative effects on our lives and society. The positive effects include social support from others, relationship building, entertainment, etc. In contrast, Facebook users also experience negative emotions such as tiredness and irritation, resulting in dissatisfaction as well as withdrawal from Facebook. The current study investigates both positive and negative effects of the use of by different demographic characteristics (i.e., age and gender), Facebook usage pattern (i.e., posters vs. lurkers), and Facebook usage time and frequency. The results show that (1) female users (vs. male users) feel higher level of fatigue and display stronger intention to discontinue Facebook. Moreover, (2) posters (vs. lurkers) feel higher level of positive emotions and social support, and stronger intention to continue Facebook. Lastly, (3) heavy users (vs. light users) exhibit higher level of positive emotions and stronger intentions to continue Facebook. This research sheds light on the fact that the characteristics of users affect individuals' intention to discontinue SNS and offers practical implications on the ever-expanding SNS market.

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교수 연봉제의 설계 방안과 전망

  • Park, Jun-Seong
    • 대학교육
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    • 통권94호
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    • pp.64-71
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    • 1998
  • 연봉제가 적용된다는 것은 교수 사회에 명실상부한 경쟁 메커니즘이 형성되게 된다는 것을 의미한다. 논란의 여지가 있을 수 있지만, 사회 전반에 걸쳐 경쟁 메커니즘의 적용 폭을 넓혀야 할 처지에서 대학만 예외가 될 수는 없다. 경쟁 메커니즘의 적용으로 교수의 교육 열의가 높아지고 연구실적이 향상되는 순기능만이 아니라, 공동체를 유지하는 협력을 깨뜨리고 부정적인 갈등을 증폭시키는 역기능을 촉발할 수도 있다. 따라서 연봉제와 같은 이해복합적인 사항은 실시에 앞서 충분한 준비와 전문적인 검토를 필요로 한다.

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A Case Study of a Planning Process through Developing Serious Games (기능성게임 제작을 통한 기획접근 프로세스 사례)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • 제10권6호
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    • pp.197-204
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    • 2010
  • This study explains the planning practical training that researches the process of functional game planning approach by developing functional games. The main focus of this study is the practical training process of planning which is an important part of game development jobs by developing games with proper functional materials, 'Framework of Planning Functional Game', and the verification of framework by developing functional games. This paper suggests that the functional game planning approach with the right function requires progressive/quantitative standard, which is different from typical process. Therefore, this paper is useful as reference materials of a functional game education through the cases of games developed by the progressive/quantitative approach standard.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • 제10권7호
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.