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Communication with Video Games as a Process of Semiosis
Maletska, Mariia,Ostashchuk, Ivan,Khrypko, Svitlana,Salo, Hanna,Petryshyn, Halyna,Lobanchuk, Olena International Journal of Computer ScienceNetwork S 2022 International journal of computer science and netw Vol.22 No.10
Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.
Videogames in Cybersecurity: Philosophical and Psychological Review of Possible Impact
Bogdan, Levyk,Maletska, Mariia,Khrypko, Svitlana,Leonid, Kryvyzyuk,Olga, Dobrodum,Pasko, Katerina International Journal of Computer ScienceNetwork S 2021 International journal of computer science and netw Vol.21 No.7
An issue of security and threat is urgent as well as it concerns everyone: a person, community, state, etc. Today, the question of cybersecurity has become especially relevant due to general digitalization and the spread of the cyberculture. In terms of it, the growing popularity of videogames can be observed. Their impact on society differs significantly, therefore, it needs thorough consideration. The purpose of the article is to disclose the role of videogames in cybersecurity. To achieve the stated purpose, such methods as analysis, synthesis, systematization and practical involvement of videogames have been used. As a result, three levels of possible threat of videogames has been distinguished: videogames as a possibly dangerous software, as a tool of propaganda and spread of stereotypes, as a space for the creation of virtual communities. In conclusion, it is stated that videogames can be not only a threat, but also a tool for strengthening the cybersecurity.