• Title/Summary/Keyword: 정보보안태도

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A Study on the Impact of Security Risk on the Usage of Knowledge Management System : Focus on Parameter of Trust (보안위험 수준이 지식관리시스템의 성공에 미치는 영향 : '신뢰'를 매개변인으로)

  • Ahn, Joong-Ho;Choi, Kyu-Chul;Sung, Ki-Moon;Lee, Jae-Hong
    • The Journal of Society for e-Business Studies
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    • v.15 no.4
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    • pp.143-163
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    • 2010
  • The purpose of this study is to investigate the user's perception of security risk and examine its impact on the usage of Knowledge Management Systems(KMS). The findings of this study are three-fold. First, the overall user's perception of security risk is not high. However, there is a considerably big difference in the perception of security risk among users. This finding means that user's perception of a security risk is not based on the actual security effects but one's individual perception. Another finding is that user's perception of a security risk has a negative impact on the usage of KMS through "trust", which is a mediating variable in our study. This finding corresponds with the existing theory that security risk is oneof the critical sources of trust, and trust is a critical factor of user's acceptance of KMS. Finally, the result of this study reveals that activities devoted to security do not decrease the effectiveness and productivity of KMS. Our long-held cognition that security activity hinders the effectiveness and productivity of an information system is not particularly applied to the KMS.

우리 나라 중소수출업체의 인터넷 활용상의 장애요인과 성과

  • 문희철;이진석
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.12a
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    • pp.81-99
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    • 1999
  • 인터넷 및 전자상거래의 확산과 함께 국내에서도 인터넷을 이용한 수출을 지칭하는 이른바 “인터넷 무역”내지 “전자무역”의 시대가 열리고 있다. 그러나 아직도 우리 나라의 대다수 중소기업들의 경우에는 보안, 신뢰, 인터넷관련비용, 기술, 제도적 지원의 미흡, 하부구조의 미비 등 인터넷 활용에는 많은 장애요인이 있는 것으로 알려지고 있다. 따라서 본 연구에서는 우리 나라 중소기업들이 인터넷무역을 구현하는데 영향을 미치는 주요 요인들은 무엇이며, 또 이들이 인터넷 무역을 구현하기 위해 노력하는 과정에서의 장애요인에는 어떠한 것들이 있는지, 그리고 그에 따른 성과에는 어떠한 차이가 있는가를 규명하였다. 실증분석 결과 산업의 경쟁강도와 하부구조 등 외부환경특성과 최고경영자의 태도, 전자상거래 담당인력, 수출대상국 수 등의 기업특성이 실행범위에 영향을 미치는 것으로 나타났으며, 인터넷무역의 실행범위가 넓을수록, 장애요인에 대한 인지도가 낮을수록 성과가 높은 것으로 밝혀졌다 그러나 장애요인과 실행범위에는 유의한 관계가 발견되지 않았다. 이는 기업들의 입장에서는 보다 적극적으로 인터넷을 다양한 무역범위에 활용할 필요가 있으며, 정부는 실효성있는 정책적 지원을 동해 인터넷무역의 장애요인을 완화시켜 나갈필요가 있음을 의미한다.

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A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.99-118
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    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

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A Study on the Personal and Social Acceptability of Personal Information Disclosure of COVID-19 Confirmed Patients (코로나19 확진자 개인정보 공개의 개인적, 사회적 수용성에 관한 연구)

  • Oh, Juyeon;Suh, Woojong
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.49-61
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    • 2021
  • In a disaster situation such as COVID-19, our society has experienced the spread of the damage due to confirmed patients who have a negative or uncooperative attitude toward the disclosure of personal information. Accordingly, this study aims to find a policy direction that can improve the awareness of the disclosure of personal information about confirmed COVID-19 patients. This study classified the concept of acceptability into personal and social acceptability, and statistically verified their relationship with influential factors. In this study, 594 cases of data collected through an online survey were used. The analysis results show that the greater the trust in the government's personal information management capability, the lower the perception of the risks associated with the disclosure of personal information, and the lower the awareness of the risk, the higher the personal and social acceptability of the personal information disclosure of COVID-19 confirmed patients. In addition, the greater the recognition of the utility of personal information disclosure, the higher the perception of personal and social acceptability of the personal information disclosure. It is expected that the analysis results and discussions of this study will be useful information for policy development to create a more mature social atmosphere to reduce the public's reluctance to disclose information not only in COVID-19 but also in new disaster situations in the future.

Exploring User Attitude to Information Privacy (개인정보 노출에 대한 인터넷 사용자의 태도에 관한 연구)

  • Baek, Seung Ik;Choi, Duk Sun
    • The Journal of Society for e-Business Studies
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    • v.20 no.1
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    • pp.45-59
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    • 2015
  • As many companies have been interested in big data, they have invested a lot of resources to get more customer data. Some companies try to trade the data illegally. In order to collect more customer data, companies provide various incentive programs to customers. However, their results are normally much less than their expectations. This study focuses on exploring the relative importance of the factors which influence customer attitudes to providing his/her personal information. This study conducts a conjoint analysis to assess trade-offs among the five influential factors-monetary reward, concern for data collection, concern for secondary use, concern for unauthorized use, and concern for errors. This study finds that the customer attitude to providing personal information is most influenced by the concern for secondary use. Furthermore, it shows that there are some differences between the light internet user group and the heavy internet user group in the relative importances of these factors. The monetary rewards appeal to the heavy internet users, rather than the light internet users.

An Empirical Study on the Effects of Personal and Systematic Characteristics on the Acceptance of Technologically Innovative Products - With Focus on Cloud Computing - (개인특성 및 시스템특성이 기술혁신제품의 수용에 미치는 영향 연구 - 클라우드 컴퓨팅을 대상으로 -)

  • Park, Cheol-Woo;Jeong, Hae-Joo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.2
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    • pp.63-76
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    • 2012
  • The possibility of successful commercialization of technologically innovative products depends on the degree to which consumers select and utilize the product. Therefore, the research that endeavors to find the usage behavior and the acceptance intention of users of technologically innovative products is a very important quest. This study empirically analyzes the factors that influence commercialization of a technologically innovative product: cloud computing. Existing studies examined acceptance intentions by expanding the TAM model and excluded attitude and usage behavior. This study determined attitude, usage behavior and personal characteristics of consumers to be important influencing factors. The results of the empirical analysis are as follows: First, the self-efficacy of personal characteristics had a significant effect on ease of use and acceptance intention and perceived costs had a significant influence on the factors of perceived usefulness and perceived ease of use. Second, research on the systematic characteristics of cloud computing confirmed that security was an important factor affecting acceptance intention while innovativeness was critical to ease of use. Third, of the usage characteristics among users of technologically innovative products, perceived usefulness had an effect on the acceptance and usage behavior of cloud computing, and perceived ease of use had an important influence on perceived usefulness. Currently, when cloud computing services have not yet become widespread to the public, this study proposed meaningful results for policy direction and commercialization strategies by revealing variables that influence acceptance and usage behavior.

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Influence of Motivational, Social, and Environmental Factors on the Learning of Hackers (동기적, 사회적, 그리고 환경적 요인이 해커의 기술 습득에 미치는 영향)

  • Jang, Jaeyoung;Kim, Beomsoo
    • Information Systems Review
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    • v.18 no.1
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    • pp.57-78
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    • 2016
  • Hacking has raised many critical issues in the modern world, particularly because the size and cost of the damages caused by this disruptive activity have steadily increased. Accordingly, many significant studies have been conducted by behavioral scientists to understand hackers and their practices. Nonetheless, only qualitative methods, such as interviews, meta-studies, and media studies, have been employed in such studies because of hacker sampling limitations. Existing studies have determined that intrinsic motivation was the dominant factor influencing hackers, and that their techniques were mainly acquired from online hacking communities. However, such results have yet to be causally proven. This study attempted to identify the causal factors influencing the motivational and environmental factors encouraging hackers to learn hacking skills. To this end, hacker community members using the theory of planned behavior were observed to identify the causal factors of their learning of hacking skills. We selected a group of students who were developing their hacking skills. The survey was conducted over a two-week period in May 2015 with a total of 227 students as respondents. After list-wise deletion, 215 of the responses were deemed usable (94.7 percent). In summary, the hackers were aware that hacking skills are considered socially unethical, and their attitudes toward the learning of hacking skills were affected by both intrinsic and extrinsic motivations. In addition, the characteristics of the online hacking community affected their perceived behavioral control. This study introduced new concepts in the process of conducting a causal relationship analysis on a hacker sample. Moreover, this research expanded the discussion on the causal direction of subjective norms in unethical research, and empirically confirmed that both intrinsic and extrinsic motivations affect the learning of hacking skills. This study also made a practical contribution by raising the educational and policy response issues for ethical hackers and demonstrating the necessity to intensify the punishment for hacking.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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