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Dissertations / Theses on the topic 'Computer ethics'

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1

Hall, Brian Richard. "A synthesized definition and analysis of computer ethics." Thesis, Robert Morris University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3622702.

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Computing ethics is a complex area of study that is of significant importance to the computing community and global society. Such concerns as surveillance and automation underscore the need for increased ethical understanding and training in computing. However, education and research in computing ethics are difficult due to the diverse meanings of ethics. This content analysis study analyzed definitions of computer ethics, the subject matter of computer ethics, and the relationship between the definition and subject matter. The purpose of this study was to educe and present the meaning of computing ethics, resulting in a thematic definition of computing ethics for use in education and research. This analysis also provides a coherent concept of the subject matter of computing ethics in relation to the synthesized definition. This study discusses definition and subject matter themes that emerged such as interdisciplinarity, collaboration, scholars and professionals, contributions and costs, computing artifacts, global society, privacy, design and development, and use. The results of this study can assist computing ethicists with research, aid computing educators with curriculum development, and provide a theoretical frame for relating ethics to computing. This exploration demonstrates that groups within the computing community can find common ground, even on such a difficult and complex matter as ethics.

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So, Siu-fan Sylvia, and 蘇少芬. "Computer ethics: youth attitude and behavior in digital piracy." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B29960551.

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3

Turilli, Matteo. "Ethics and the practice of software design." Thesis, University of Oxford, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.711646.

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4

Ghazali, Hamed. "Examining high-school students' views on computer and information ethics /." Search for this dissertation online, 2003. http://wwwlib.umi.com/cr/ksu/main.

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5

Assefa, B. (Bethelhem). "Motivations behind software piracy:from the viewpoint of computer ethics theories." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201405241494.

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Computer Ethics is a study of ethical issues that are related mainly with computing machines and computing profession. The features of internet that, it is global and interactive, it allows users to stay anonymous, and it enables reproducibility of information possible unlike before makes the online behavior morally different. Computer ethics studies the nature and social influence of computing machines and ethical issues in formulating and justification of policies. Software Piracy, which is the unauthorized use or copying of software illegally, has become a major problem for businesses and it is widespread in many parts of the world which led to drain of economy. As the access to use computer grows, the percentage for using pirated software also grows. The Business Software Alliance (BSA) and the Software Publishers Association (SPA) made estimation (2010) that there are two-ten illegal copies of software are available for every legal copy of software sold. Software piracy is one of the most remarkable among computer ethics’ breaches. Unlike other activities like hacking and security breaches, which are outright illegal, software piracy technically covers a gray area of ethical principles, as they relate to computers and information technology. This is because people might inadvertently commit the act without realizing that they are ethically/morally/legally wrong. When one buys software, it means that they actually are buying the software license but not the software. This is similar to artistic copyrights, where a composer/artist holds the license to his work and gains monetary compensation on a licensing basis. However, the ease with which the software can be copied makes it difficult to exercise licensing rights. One of the ways to counter software piracy is to understand the motivations behind it and create awareness. The purpose of this research is to understand the principles of computing ethics in-depth and use this knowledge to understand what drives average people to commit acts of software piracy. The purpose is to use this information to create awareness among general public regarding software piracy.
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Dodig-Crnkovic, Gordana. "Investigations into Information Semantics and Ethics of Computing." Doctoral thesis, Västerås : Mälardalen University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-153.

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7

Almualla, Suad. "Towards a pedagogy for teaching computer ethics in universities in Bahrain." Thesis, De Montfort University, 2012. http://hdl.handle.net/2086/8804.

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This study presents a critical investigation into the teaching of computer ethics. A qualitative pluralistic approach (a mixture of qualitative approaches) was used to investigate case studies of teaching computer ethics to university-level students from Bahrain. The main issue was that ethics to Arabs and Muslims is a matter of religion than a matter of philosophy whereas the dominant perception in the academic literature which discussed computer ethics teaching is that computer ethics is a form of practical philosophy and hence separate from religion. In order to shed light on this, the study investigated computer ethic’s perceptions and teaching practices which were occurring in universities in Bahrain. The study found that the issue was not a matter of perception but rather a matter of confusion and a misconception. Computer ethics was being confused with morality, religion, basic computer skills to name just a few. And such confusion was causing computer ethics to gradually disappear from the curriculum and become substituted with concepts which were not necessarily capable of building students’ ethical thinking. The study recommends that computer ethics teachers and policy makers from Bahrain distinguish computer ethics from religion, morality and from any other concept and identify it as an independent field of study, also teachers need to involve their students in social and ethical analysis of various kinds so that students understand that ethics is not a set of rules on what is forbidden and allowed aimed at providing straightforward answers to a given problem but rather ethics is a ‘cognitive tool’; a mechanism through which different competing ethical theories and standards are used to reflect on a given problem.
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Ekhäll, Susanne. "Ethical awareness in some Swedish IT-companies." Thesis, University of Skövde, School of Humanities and Informatics, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-985.

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Ethical considerations have become more important in our environment, since all humans are moral agents and we can not avoid the involvement of ethical issues in every activity that we take part in. Ethical issues are vital, and it seems that it has become a burning question. This study presents the results of a survey of how Chief Executive Officers (CEO) in five IT-companies considers and work with attitudes toward ethical issues. The survey indicated that ethics in IT-companies has much to do with relations, relations between employees, relations between company and customer, and the importance of creating long-term relationships with customers. The survey also indicated the individual view of ethics. Finally, suggestions for further examination in this area are made.

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Gray, John Max. "Virtue Ethics: Examining Influences on the Ethical Commitment of Information System Workers in Trusted Positions." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/364.

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Despite an abundance of research on the problem of insider threats, only limited success has been achieved in preventing trusted insiders from committing security violations. Virtue ethics may be an approach that can be utilized to address this issue. Human factors such as moral considerations impact Information System (IS) design, use, and security; consequently they affect the security posture and culture of an organization. Virtue ethics based concepts have the potential to influence and align the moral values and behavior of information systems workers with those of an organization in order to provide increased protection of IS assets. An individual’s character strengths have been linked to positive personal development, but there has been very little research into how the positive characteristics of virtue ethics, exhibited through the character development of information systems workers, can contribute to improving system security. This research aimed to address this gap by examining factors that affect and shape the ethical perspectives of individuals entrusted with privileged access to information. This study builds upon prior research and theoretical frameworks on institutionalizing ethics into organizations and Information Ethics to propose a new theoretical model which demonstrates the influences on Information Systems Security (ISS) trusted worker ethical behavior within an organization. Components of the research model include ISS virtue ethics based constructs, organizational based internal influences, societal based external influences, and trusted worker ethical behavior. This study used data collected from 395 professionals in an ISS organization to empirically assess the model. Partial Least Squares Structural Equation Modeling was employed to analyze the indicators, constructs, and path relationships. Various statistical tests determined validity and reliability, with mixed but adequate results. All of the relationships between constructs were positive, although some were stronger and more significant. The expectation of the researcher in this study was to better understand the character of individuals who pose an insider threat by validating the proposed model, thereby providing a conceptual analysis of the character traits which influence the ethical behavior of trusted workers and ultimately information system security.
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Senter, Jasper W. Thornton Cayetano S. "Information technology (IT) ethics : training and awareness materials for the Department of the Navy /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2002. http://library.nps.navy.mil/uhtbin/hyperion-image/02Jun%5FThornton%5FSenter.pdf.

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Thesis (M.S.)--Naval Postgraduate School, 2002.
Thesis advisor(s): Cynthia E. Irvine, Floyd Brock. Jasper W. Senter graduated in September, 2002; Cayetano S. Thornton graduated in June, 2002. Includes bibliographical references (p. 59-61). Also available online.
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Yuan, Qing. "A Study of the Relationships Between Knowledge and Attitudes Toward Computer Ethics Among Computer Users in the Tennessee Community College System." Digital Commons @ East Tennessee State University, 1998. https://dc.etsu.edu/etd/3000.

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The purpose of this study was to obtain information about the knowledge and attitudes of students, staff, faculty, and administrators in the community colleges in the Tennessee Board of Regents (TBR) system about the ethical issues relating to the current policies and laws regarding the use of computers and software; to compare the knowledge and attitude of these users and to investigate any relationships that may exist between users, knowledge and attitude toward computer ethics. A total of 700 students (280), staff (140), faculty (140), and administrators (140) from the 14 TBR community colleges were surveyed. The total responses was 389 (55.57%) which included 161 students (57.5%), 76 staff (54.29%), 81 faculty (57.86%), and 71 administrators (50.71%). Fifteen hypotheses generated from 6 research questions were tested using Kruskal-Wallis test, Mann-Whitney U test, t -test and Spearman's rho. This study showed that administrators possessed the most knowledge about computer ethics, followed by faculty and staff. Students were shown to know the least about policies and issues concerning computer ethics. Age did not have any impact on the knowledge of computer users but affected the attitudes of students. No differences were found in the knowledge or attitudes toward computer ethics between gender groups. The frequency of computer usage did not affect the knowledge of computer users while it had influence on the students, attitudes toward computer ethics. Training on computer ethics positively affected the computer users, knowledge about computer ethics. For staff, faculty, and administrators, training on computer usage generally did not affect their knowledge and awareness of computer ethics nor did the frequency of computer usage, age, or gender. However, these factors affected the knowledge of student group. Research results showed a correlation between the knowledge and attitudes toward computer ethics for faculty and administrators in general. There tended to be a positive correlation between the knowledge and attitudes toward computer ethics for faculty and administrators who used computer daily and of age 40 or older. It indicated that the more awareness of computer ethics, the more they favor of tighter control of computer use.
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12

Gunestas, Murat. "An evidence management model for web services behavior." Fairfax, VA : George Mason University, 2009. http://hdl.handle.net/1920/5631.

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Thesis (Ph.D.)--George Mason University, 2009.
Vita: p. 167. Thesis director: Duminda Wijesekera. Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Information Technology. Title from PDF t.p. (viewed Nov. 11, 2009). Includes bibliographical references (p. 159-166). Also issued in print.
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McMillan, Donald Calum. "Mass participation user trials." Thesis, University of Glasgow, 2012. http://theses.gla.ac.uk/3656/.

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This thesis investigates how researchers can take advantage of the rapid adoption of mobile technology that has brought with it transformations in social and cultural practice; the expectations of what computers are, what they can do, and the role of digital objects in everyday life. In particular this thesis presents and discuses the use of new App Store style software distribution methods to reduce the cost, in terms of researcher time and hardware, of recruiting a large group of participants for a trial ‘in the wild’ while increasing the potential diversity of users is becoming an attractive option for researchers pursuing the ubicomp vision. It examines the procedures for running large scale trials with the deployment of three applications released to a combined user base of over 135,000 in such a way as to keep the qualitative detail necessary to inform design while gain- ing the diversity of users for claims of generalisability. More generally, it discusses the results that can be expected from this ‘mass participation’ approach, and the ethical responsibilities they place upon researchers. The contributions of this thesis for mobile HCI show that in large-scale trials, relatively rich qualitative data can be collected along with substantial quantitative data, and that a hybrid trial methodology combining a large- scale deployment with a local trial can be a powerful tool in addressing shortcomings of trials that are either solely local or solely global. This thesis also contributes guidelines for researchers running large-scale user trials that give consideration to the established research norms and practices, in an attempt to strike a new balance between invasiveness and utility.
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Tesone, Dana V. "Development of a Multimedia Publication in Hospitality and Tourism Ethics for Undergraduate Students and Workplace Training Programs." NSUWorks, 1995. http://nsuworks.nova.edu/gscis_etd/878.

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This qualitative study addresses the development process for a text manuscript and storyboard layout used for a multimedia product for undergraduate students and workplace training programs in ethics for hospitality/tourism management. Literature indicates that ethics courses are being offered as part of business curricula and training programs. Literature also shows that hospitality management and training programs are focusing on applications of business ethics in an industry-specific setting. Computer based learning (CBL) and other forms of multimedia are methodologies that educators and trainers in hospitality management are beginning to implement, according to the literature. The dissertation uses needs analysis to collect information from various user groups to determine the feasibility of developing a text script and storyboard for a multimedia production. The needs analysis and literature provide insight concerning the development of content and format for the product. Formative and summative reviews by established colleagues provides further guidance in the development of a final product designed for use by trainers and educators. The process for development and the final product could be useful to subsequent education researchers and designers.
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15

Campano, Erik. "Online Shaming : Ethical Tools for Human-Computer Interaction Designers." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172899.

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A set of tools – concepts, guidelines, and engineering solutions – are proposed to help human-computer interaction designers build systems that are ethical with regards to online shaming. Online shaming’s ethics are unsolved in the literature, and the phenomenon can have devastating consequences, as well as serve social justice. Kantian ethics, as interpreted by Christine Korsgaard, provide our analytical methodology. Her meta-ethics invokes Wittgenstein’s private language argument, which also models relevant concepts in human-computer interaction theory. Empirical studies and other ethicists’ views on online shaming are presented. Korsgaard’s Kantian methodology is used to evaluate the other ethicists’ views’ moral acceptability, and guidelines are drawn from that analysis. These guidelines permit shaming, with strong constraints. Technical engineering solutions to ethical problems in online shaming are discussed. All these results are situated in the public dialogue on online shaming, and future research from other ethical traditions is suggested.
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Forman, Abbe Ellen. "An Exploratory Study on the Factors Associated with Ethical Intention of Digital Piracy." NSUWorks, 2009. http://nsuworks.nova.edu/gscis_etd/153.

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Each year billions of dollars are lost due to illegal downloading and copying of intellectual property. Individuals often perceive little or no consequences as a result of digital piracy. Research has shown that perceived consequences could be used to alter an individual's ethical intention to engage in digital piracy (INT). In addition subjective norm (SUN) may also contribute to INT. Therefore, the goal of this study was to determine the factors of perceived consequences and to assess their contribution, as well as the contribution of SUN, to INT. This predictive study developed a quantitative instrument to measure the contribution of the factors of perceived consequences and SUN on INT. In phase one of this study, an anonymous exploratory questionnaire was used to gather a list of perceived consequences. That list was combined with a list of perceived consequences found through an extensive review of the literature and a survey instrument was developed and used in phase two. After data cleaning, a total of 407 responses remained. Exploratory factor analysis incorporating principal component analysis (PCA) identified eight factors of INT: Personal Emotional Consequences (PEC), Freedom Consequences (FRC), Minor Consequences (MIC), Personal Freedom Consequences (PFC), Personal Moral Consequences (PMC), Network Access Consequences (NAC), Self Worth Consequences (SWC), and Industry Financial Consequences (IFC). A model was developed using Ordinal Logistic Regression to determine the contribution of the eight factors of perceived consequences and SUN on INT. PEC, PMC, and IFC as well as SUN were found to be significant contributors to INT. The Mann-Whitney U test determined that INT was the only factor that showed a significant difference for males. Additionally, gender was a significant contributor to FRC, MIC, PFC, PMC, SWC, and IFC. Each of these factors was more significant for females than males. The Kruskal-Wallis test determined that there were no significant differences in the factors of perceived consequences, SUN, and INT based on age or computer usage. Important contributions of this study include the identification of eight perceived consequence factors not previously known as well as the development of a unified predictive model, addressing all forms of digital piracy.
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Grant, Candace. "Improving business and ICT ethics education : the potential of positive psychology and appreciative inquiry." Thesis, De Montfort University, 2016. http://hdl.handle.net/2086/13117.

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Unethical behaviour is affecting societal behaviour and impacting business success. Information and Communication Technology (ICT) is increasingly adopted across businesses and for personal use and insufficient attention is paid to the impact of unethical practices in the use of ICT on various stakeholders involved. ICT professionals are well positioned to provide guidance to ICT users and decision makers but they need help. While they have the knowledge and skills in ICT, they also need a sense of professional responsibility towards their stakeholders and a moral attitude to help them understand how unethical practices in ICT can affect others and the ability to make good decisions in the use of ICT. Ethics education has been shown to be effective for other professions and this research project builds and tests a model based on current good practices found to be effective in ethics education. More specifically, it adopts a Positive Psychology perspective, not previously used in ICT ethics education, looking at what is working well and examines the use of a Positive Psychology approach, namely Appreciative Inquiry (AI) which has been found elsewhere to be an effective method to motivate change. This research project tests the impact that an Appreciative Inquiry included in a computer ethics class has on the development of moral attitude. The project had a quasi-experiment design with a large sample of over 400 participants (undergraduate Information Technology Management students) using both a control and treatment group to determine the effect of AI on the changes in moral sensitivity and moral judgment of the participants. One well validated survey tool and one developed specifically for ICT, the Defining Issues Test 2 and the IMIS Survey, respectively, were used to test changes from the beginning to the end of each course. The study findings demonstrate that a well-developed ethics course, adopting good practices, produced significant changes in the moral attitudes of the participants. The adoption of AI in the treatment group produced significant changes in elements of the student’s moral judgment validated by both the pre-and post-analysis and instructor observations. Thus taking a Positive Psychology approach to ICT ethics is a useful innovation to ethics education. The project has also demonstrated that AI may have significant potential for ethical education across professions and business at large.
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Wells, Raymond Cleophas. "An Empirical Assessment of Factors Contributing to Individuals' Propensity to Commit Software Piracy in The Bahamas." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/335.

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Researchers have found that software piracy worldwide over the years has significantly contributed to billions of dollars in lost revenue for many software firms. Software developers have found it difficult to create software that is not easily copied, thus, creating a software protection problem. Software piracy remains a global problem despite the significant effort to combat its prevalence. Over the years, significant research has attempted to determine the factors that contribute to individuals' propensity to commit software piracy. Most of the research on software piracy has been limited to larger societies, with recommendations by researchers to extend similar studies to smaller ones. The literature indicating the need for additional research on this topic in different populations and cultures is significant. Given that, the key contributions of this study were to assess empirically factors such as personal moral obligation (PMO), cultural dimensions, ethical computer self-efficacy (ECSE) and the effect it has on individuals' propensity -- in cultures that support it -- to commit software piracy in smaller geographical locations. Therefore, this research empirically assessed the contribution that PMO, Hofstede's cultural dimension of individualism/collectivism (I/C), and ECSE have made on individuals' propensity to commit software piracy. The study extended the current body of knowledge by finding answers to three specific questions. First, this study sought to determine whether the PMO component contributed to individuals' propensity to commit software piracy in The Bahamas. Secondly, this study sought to determine the level of contribution of Hofstede's cultural dimension of I/C to individuals' propensity to commit software piracy in The Bahamas. Finally, this study sought to determine the contribution of ECSE to individuals' propensity to commit software piracy in The Bahamas. A total of 321 usable responses were collected over a one-month period from students from the school of business at a small Bahamian college, to determine their level of PMO, I/C, and ECSE contribution to individuals' propensity to commit software piracy. This represents, approximately, a 64% response rate. The results showed the overall significance of the models of the three factors in predicting individuals' propensity to commit software piracy. Furthermore, the results indicated that PMO and ECSE subscale PMO and ECSE_DB were significant, however, I/C, and ECSE (as a whole) were not.
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Brown, Katharine Creevey. "A Consideration of Mason’s Ethical Framework: The Importance of PAPA Factors in the 21st Century: A Seven-Year Study." UNF Digital Commons, 2018. https://digitalcommons.unf.edu/etd/840.

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Richard Mason proposed a social framework for addressing the major ethical issues of the information age in his pivotal 1986 article “Four Ethical Issues of the Information Age.” In 2006, Alan Peslak validated the framework by measuring the current attitudes of students, IT professionals, and university faculty and staff toward the four key issues proposed by Mason: privacy, accuracy, property, and accessibility (referred to as PAPA). This study continues this inquiry into the seven-year period after Peslak’s research. Previously collected data was analyzed for 312 university computing majors taking a senior-level ethics course where Mason was taught and discussed. Demographic influences as well as differences over the period were considered. A single exam question administered consistently over the period was the focus. Results indicate, with Mason’s framework as a foundation, computing students can identify all of Mason’s ethical issues, selecting privacy as the most relevant issue of concern in their current environment. Age, gender, and computing work experience resulted in no differences in selection of relevant PAPA factors. All genders, all age groups, and all levels of computing work experience select privacy as the most relevant factor for society today. Privacy increased in importance over the seven-year period as the primary ethical issue for computing students. The ever-changing technology environment and new threats to society posed by these changes is discussed, including social networks, data breaches, consumer privacy, internet neutrality, and emerging technologies.
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Johansson, Marcus. "Trollbridge : Order effects, and moral dilemmas with three choice alternatives." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-110105.

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Research about morality heavily relies on using questionnaires and moral dilemmas when answering different research questions. Despite this very little focus has been put on how the order of presentation alters response frequencies. A test was put forth to test if there is any effect based on order of presentation, and despite that it has been found before, no such effects were found. Why no order effects were found here are not clear, but it shows that it is something that needs to be controlled for in research on moral dilemmas. Secondly, in moral research a lot of focus is put on moral principles to use as explanation for whole groups of respondents, such as deontology, utilitarianism and the DDE. To see if these are strong indicators of what humans will do in these moral dilemmas, two versions of the trolley and footbridge dilemma was put together, where all three response alternatives were presented at once, that is push the stranger, pull the switch or do nothing. In one of these conditions one person are on the side tracks in the switch condition, and in the second three workers are on the side tracks. It was found that although individuals motivate their actions in line with utility and the DDE, less people decide to act when three alternatives are presented. This shows that people are not consistent with their moral evaluation, and that it might be hard to predict what one will do in these situations.
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Haviland, Hannah. ""The Machine Made Me Do It!" : An Exploration of Ascribing Agency and Responsibility to Decision Support Systems." Thesis, Linköping University, Centre for Applied Ethics, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2922.

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Are agency and responsibility solely ascribable to humans? The advent of artificial intelligence (AI), including the development of so-called “affective computing,” appears to be chipping away at the traditional building blocks of moral agency and responsibility. Spurred by the realization that fully autonomous, self-aware, even rational and emotionally-intelligent computer systems may emerge in the future, professionals in engineering and computer science have historically been the most vocal to warn of the ways in which such systems may alter our understanding of computer ethics. Despite the increasing attention of many philosophers and ethicists to the development of AI, there continues to exist a fair amount of conceptual muddiness on the conditions for assigning agency and responsibility to such systems, from both an ethical and a legal perspective. Moral and legal philosophies may overlap to a high degree, but are neither interchangeable nor identical. This paper attempts to clarify the actual and hypothetical ethical and legal situations governing a very particular type of advanced, or “intelligent,” computer system: medical decision support systems (MDSS) that feature AI in their system design. While it is well-recognized that MDSS can be categorized by type and function, further categorization of their mediating effects on users and patients is needed in order to even begin ascribing some level of moral or legal responsibility. I conclude that various doctrines of Anglo legal systems appear to allow for the possibility of assigning specific types of agency – and thus specific types of legal responsibility – to some types of MDSS. Strong arguments for assigning moral agency and responsibility are still lacking, however.

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Iacovino, Livia. "Recordkeeping, ethics and law : regulatory models, participant relationships and rights and responsibilities in the online world /." Dordrecht : Springer, 2006. http://www.gbv.de/dms/spk/sbb/recht/toc/511999585.pdf.

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Pethrus, Anton. "Informationens effekt i moraliska dilemman : Effekterna mängden tillgänglig information har på spelares beslut i prohibition dilemman." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13734.

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Detta arbete redogör för effekterna tillgången eller avsaknaden av omfattande karaktärsinformation samt information om beslutens direkta konsekvenser har på spelarens beslutsprocess i narrativa prohibition dilemman. Då det finns avsaknad av konsensus om dess effekter i ämnesområdet och en frånvaro av objektiva studier för att undersöka de aktuella ståndpunkterna, är studien nödvändig för att förbättra kunskapen inom området och för att generera objektiva resultat av dess effekter på spelare. För att undersöka problemformuleringen skapades två likadana textbaserade spel, där skillnaden mellan dem var att den ena gav spelaren omfattande karaktärsinformation och information om beslutens direkta konsekvenser i spelet narrativa prohibition dilemman, medan den andra artefakten saknade den informationen. Respektive artefakt testades på en separat testgrupp för att generera resultat om dess respektive effekt på testgruppen som spelade den. Resultaten var blandade i de olika testgrupperna. Det gick dock att finna tendenser i resultaten i de olika grupperna. När spelare inte hade omfattande karaktärsinformation samt information om beslutens konsekvenser, var de mer benägna att välja de beslut de kände var rätt utifrån deras egna värderingar när de inte kunde härleda beslutens konsekvenser. När de kunde härleda beslutens konsekvenser valde de ofta det val vilket gav dem den mest fördelaktiga utkomsten. När spelaren hade tillgång omfattande karaktärsinformation samt information om beslutens direkta konsekvenser motiverades deras beslut av att väga fördelarna och nackdelarna av respektive beslutsalternativ mot varandra, utifrån en strategisk och/eller moralisk basis, där de tog det alternativ som gav dem den mest optimala utkomsten. I fall där spelarna hade en emotionell investering i besluten valde de oftast oavsett mängden tillgänglig information vid beslutet att välja det beslut som kändes rätt. Något som även framkom i studien var att bättre resultat för att besvara problemformuleringen och explorativt undersöka ämnesområdet, skulle vara att göra ett liknande test av artefakterna på grupper av definierade spelartyper. Det skulle ge en bättre översikt av respektive utgångspunkts påverkan på specifika spelartyper och generera tydligare samt mer användbara resultat att besvara problemformuleringen med.
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Mittelstadt, Brent. "On the ethical implications of personal health monitoring." Thesis, De Montfort University, 2013. http://hdl.handle.net/2086/10101.

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Recent years have seen an influx of medical technologies capable of remotely monitoring the health and behaviours of individuals to detect, manage and prevent health problems. Known collectively as personal health monitoring (PHM), these systems are intended to supplement medical care with health monitoring outside traditional care environments such as hospitals, ranging in complexity from mobile devices to complex networks of sensors measuring physiological parameters and behaviours. This research project assesses the potential ethical implications of PHM as an emerging medical technology, amenable to anticipatory action intended to prevent or mitigate problematic ethical issues in the future. PHM fundamentally changes how medical care can be delivered: patients can be monitored and consulted at a distance, eliminating opportunities for face-to-face actions and potentially undermining the importance of social, emotional and psychological aspects of medical care. The norms evident in this movement may clash with existing standards of 'good' medical practice from the perspective of patients, clinicians and institutions. By relating utilitarianism, virtue ethics and theories of surveillance to Habermas' concept of colonisation of the lifeworld, a conceptual framework is created which can explain how PHM may be allowed to change medicine as a practice in an ethically problematic way. The framework relates the inhibition of virtuous behaviour among practitioners of medicine, understood as a moral practice, to the movement in medicine towards remote monitoring. To assess the explanatory power of the conceptual framework and expand its borders, a qualitative interview empirical study with potential users of PHM in England is carried out. Recognising that the inherent uncertainty of the future undermines the validity of empirical research, a novel epistemological framework based in Habermas' discourse ethics is created to justify the empirical study. By developing Habermas' concept of translation into a procedure for assessing the credibility of uncertain normative claims about the future, a novel methodology for empirical ethical assessment of emerging technologies is created and tested. Various methods of analysis are employed, including review of academic discourses, empirical and theoretical analyses of the moral potential of PHM. Recommendations are made concerning ethical issues in the deployment and design of PHM systems, analysis and application of PHM data, and the shortcomings of existing research and protection mechanisms in responding to potential ethical implications of the technology.
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Fischer-Fortier, Katherine D. "Scaffolding ethical argumentation in an undergraduate philosophy course through collaborative technologies /." Thesis, Connect to this title online; UW restricted, 2007. http://hdl.handle.net/1773/7843.

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Moberg, Daniel. "Mass Ethics : En undersökning om att använda spelserien Mass Effect inom etikundervisningen i religionskunskapen på gymnasieskolan." Thesis, Karlstads universitet, Fakulteten för humaniora och samhällsvetenskap (from 2013), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-35421.

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Skolverket menar att populärkultur, däribland dataspel, är användbara verktyg för att nå elevernas livsvärldar i religionskunskapsundervisningen. Den här uppsatsen undersöker den religionsdidaktiska potentialen hos Mass Effect-spelen i gymnasieskolan utifrån följande frågeställningar: Får rätt och fel handling något utrymme i Mass Effect? På vilket sätt? Vad är rätt och fel i spelkontexten? Kan Mass Effect fungera som stödstruktur för att arbeta med stoff och förmågor som är en del av religionskunskapens etikundervisning och i sådana fall på vilket sätt? Spelkontexten utforskas genom en analys av hur spelens Paragon/Renegade-system bedömer olika handlingar. Systemet jämförs med plikt-, konsekvens- och dygdetiska förhållningssätt; dessa är etiska modeller som tas upp av styrdokumenten. En av spelens beslutssituationer granskas också utifrån en beslutsmodell och styrdokumentens etiska modeller bidrar här med teoretisk och kursplanemässig förankring. Undersökningen visar att flera av de områden som ska ingå i gymnasieskolans etikundervisning kan beröras genom att låta olika element i Mass Effect-spelen möta ämnets stoff. Processen verkar ur ett didaktiskt perspektiv både berikande för spelkontexten och illustrerar komplexiteten hos etiska modeller och fattandet av etiska beslut. Resultatet är i linje med varför styrdokumenten rekommenderar användandet av populärkultur och arbetssättet förespråkas även utifrån tidigare forskning.
According to the Swedish National Agency for Education, popular culture, in which computer games are included, is a useful tool for connecting with the students and their worlds when teaching the subject of religion. This essay explores the potential of the Mass Effect-games to serve as an instrument when teaching the subject of religion, aiming to answer the following questions: Does right and wrong play a part in Mass Effect? How? What is right and wrong in the context of the game? Can Mass Effect be used as a framework when teaching the ethical content of the religious subject and if so, how? The context of the games is explored through an analysis of how their reputation system, here called the Paragon/Renegade-system, judges different actions, and through a breakdown of one of the decisions in the games, using a model designed for analyzing ethical issues. This context is then compared with ethical models appearing in the syllabus for the subject of religion and the knowledge and abilities that the subject should offer the students opportunities to develop. The research shows that much of the core content of ethical studies can be addressed using the various elements of the Mass Effect-games. On the basis of other studies, this kind of work is also encouraged.
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Larsson, Göran. "Integrating Ethical Considerations in Computerized Information Systems." Thesis, University of Skövde, Department of Computer Science, 1999. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-401.

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This work concerns ethics applied to computer technology, emphasizing the use of this technology within organizations. Computer technology has created the possibility to do things not possible before, for good and bad. Ethical reasoning can be used as a tool to provide guidance, in order to create Computerized Information Systems (CIS) that are sustainable with respect to the ethical demands that can be put upon them.

If one wants to integrate ethical considerations into a CIS, it is reasonable that ethical issues should be taken account of in systems development. As a general methodology for developing a CIS, the Systems Development Life Cycle (SDLC) will be examined. The SDLC is the place and moment when it is possible to integrate ethical considerations into a CIS.

This work will focus on, and try to explain, what characteristics are necessary in order to be able to apply ethical considerations to a methodology. This is done by examining five methodologies adopting the SDLC. It will also be examined how the three major ethical theories utilitarianism, deontologism and rights ethics will affect the SDLC, and thus eventually a CIS being implemented.

The outcome of this work are that there are limited possibilities of integrating ethical considerations into methodologies adopting a hard system approach, compared to those adopting a soft one. The ethical standards of a CIS must be established early on in the SDLC. Integration of ethical issues requires a system approach to be applied in the SDLC. Participation becomes an important feature of systems development in order to adopt ethical reasoning. The different ethical theories will put different emphasis on the group or the individual in systems development.

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Carlsson, Bertil. "Ethical Situations in Service Design : An Explorative Study of how Service Designers Handle Ethically Loaded Situations During the Design Process." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-74622.

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Previous studies have shown that ethically loaded design sit- uations within design currently present themselves as an implicit and non-reflexive activity. Others promote a development of ethi- cal tools which are incorporated within the normal set of methods and tools used during the design process. Within the service de- sign discipline no such research has been identified. In order to shed a light on the ethics within service design this thesis explores the ethical design ecology of service design and gives a first sketch of an ethical baseline for the field. The data collected in the study represents five weeks of shadowing in-house and external service design consultants working in Scandinavia. The data was analyzed by means of the three major normative theories within ethics and the Value-Sensitive Design framework. The analysis tools were ap- plied through a three step process where situations first were iden- tified, then the value-sensitive situations were flagged by means of the VSD-framework. Finally these value-sensitive situations were looked at from an ethical perspective using the three major ethical normative theories, consequentialism, deontology and virtue ethics. The results demonstrate that service designers often approach eth- ical problems in an implicit and ethically consequentialist way and that when ethical situations are dealt with explicitly they are often of a nature in which the consequences of the proposed design solution easily can be foreseen.
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Van, Sophie. "Encouraging moral reflection in digital games : Feedback systems and their effects." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12542.

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The aim of this study is to investigate whether some feedback systems are better at encouraging moral reflection than other in digital games. A small game was developed, which was then made into three versions, each with different feedback systems. A total of 35 people participated in the study. The results indicate that color coding the game’s options decrease the moral reflection, while some feedback in form more ambiguous text is still positively perceived.
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Krzewska, Weronika. "ZERROR : Provoking ethical discussions of humanoid robots through speculative animation." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45975.

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Robotics engineers' ongoing quest to create human-like robots has raised profound questions on their lack of ethical implications. The rapid progress and growth of humanoid robots is said to have a significant impact on society and human psychology in the near future. Interaction Design is a multidisciplinary field in which designers are often encouraged to engage in important conversations and find solutions to complex problems. On the other hand, animators often use animated videos as metaphors to reflect on important matters that are present in our cultural and societal spheres. This study investigates the use of animation in Speculative Design settings as material to bridge two communities together - the animators and roboticists, to foster ethical behaviors and impact future technology. The main result of the design process is a concept for a mobile platform that stimulates discussions on the ethical considerations of human relationships with humanoid robots, through speculative animation. Moreover, the interactive platform enhances imagination, creativity and learning processes between users.
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Campano, Erik. "Artificially Intelligent Black Boxes in Emergency Medicine : An Ethical Analysis." Thesis, Umeå universitet, Institutionen för psykologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160696.

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Det blir allt vanligare att föreslå att icke-transparant artificiell intelligens, s.k. black boxes, används inom akutmedicinen. I denna uppsats används etisk analys för att härleda sju riktlinjer för utveckling och användning av black boxes i akutmedicin. Analysen är grundad på sju variationer av ett tankeexperiment som involverar en läkare, en black box och en patient med bröstsmärta på en akutavdelning. Grundläggande begrepp, inklusive artificiell intelligens, black boxes, metoder för transparens, akutmedicin och etisk analys behandlas detaljerat. Tre viktiga områden av etisk vikt identifieras: samtycke; kultur, agentskap och privatliv; och skyldigheter. Dessa områden ger upphov till de sju variationerna. För varje variation urskiljs en viktig etisk fråga som identifieras och analyseras. En riktlinje formuleras och dess etiska rimlighet testas utifrån konsekventialistiska och deontologiska metoder. Tillämpningen av riktlinjerna på medicin i allmänhet, och angelägenheten av fortsatt etiska analys av black boxes och artificiell intelligens inom akutmedicin klargörs.
Artificially intelligent black boxes are increasingly being proposed for emergency medicine settings; this paper uses ethical analysis to develop seven practical guidelines for emergency medicine black box creation and use. The analysis is built around seven variations of a thought experiment involving a doctor, a black box, and a patient presenting chest pain in an emergency department. Foundational concepts, including artificial intelligence, black boxes, transparency methods, emergency medicine, and ethical analysis are expanded upon. Three major areas of ethical concern are identified, namely consent; culture, agency, and privacy; and fault. These areas give rise to the seven variations. For each, a key ethical question it illustrates is identified and analyzed. A practical guideline is then stated, and its ethical acceptability tested using consequentialist and deontological approaches. The applicability of the guidelines to medicine more generally, and the urgency of continued ethical analysis of black box artificial intelligence in emergency medicine, are clarified.
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Rosenbaum, Mark H. "Identifying Unethical Personally Identifiable Information (PII) Privacy Violations Committed by IS/IT Practitioners: A Comparison to Computing Moral Exemplars." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/29.

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In some instances, Information Systems and Information Technology (IS/IT) practitioners have been noted to commit privacy violations to Personally Identifiable Information (PII). However, computing exemplars, due to their notable dispositional Hallmark Features of morality, understandings of ethical abstractions, and other components that comprise their virtuous makeups, are theoretically less likely to commit privacy violations to PII. This research attempted to verify if those IS/IT practitioners who identify with some of the Hallmark Features of moral and computing exemplar were less willing to commit privacy violations to PII than were those IS/IT practitioners that did not identify themselves with some of the Hallmark Features of moral and computing exemplars. In order to accomplish this, this research developed and validated two new survey instruments capable of identifying those IS/IT practitioners that were more and less willing to commit unethical privacy violations to PII, and contrast them against some of the Hallmark Features of computing exemplars. The findings of this research supported the conclusion that IS/IT practitioners that identify with some of the Hallmark Features of moral and computing exemplars were less willing to commit privacy violations to PII than were other IS/IT practitioners. Specifically, the results indicated that the most prominent predictor to indicate a lesser willingness to commit privacy violations to PII was that of those IS/IT practitioners that displayed prosocial orientations. Additionally, the predictors of age, level of education, and how ethical IS/IT practitioners assessed themselves to be, proved to be significant markers for those individuals that were less willing to commit privacy violations to PII. While the results are promising, they are also alarming, because the results also indicate that IS/IT practitioners are blatantly willing to commit privacy violations to PII. Thus, two immediate implications resonate from the results of this research. First, there are those individuals that have been given the trusted position of guardianship for society's personal information that should probably not have it, and secondly, further investigations are warranted to determine what other predictors may promote a lesser willingness to commit privacy violations to PII. The contribution of this research to the fields of IS/IT, personnel selection and testing, and organizational assessment and training is unique. This is because, to date, no other discernable literatures have ever investigated the rating and rankings of the severity of PII privacy violations, nor has any other research investigated what Hallmark Features of individuality contribute to a less willing disposition to commit PII privacy violations.
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Edwards, Charles Kumar. "A Framework for the Governance of Information Security." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/143.

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Information security is a complex issue, which is very critical for success of modern businesses. It can be implemented with the help of well-tested global standards and best practices. However, it has been studied that the human aspects of information security compliance pose significant challenge to its practitioners. There has been significant interest in the recent past on how human compliance to information security policy can be achieved in an organization. Various models have been proposed by these researchers. However, there are very few models that have tried to link human commitment attributes with information security governance of an organization. The research problem of this study was to identify the security controls and mechanisms to govern information security effectively. The proposed model was based on agency theory and comprises a relationship between human commitment variables (ethics, integrity and trust) with security governance variables (structural, relational and process) referred as systemic variables in the research. The resulting correlation is further related with governance objectives (goal congruence and reducing information asymmetry) to hypothesize an effective information security in an organization. The research model proposed was tested employing confirmatory factor analysis (CFA) and structural equation modeling (SEM). There were four models tested in this research. The first model (initial measurement model) comprised human variables linked with relational and the systemic variables linked with goal congruence and information asymmetry. This model could not get through the CFA tests. A modified model comprising human and systemic attributes related with goal congruence and information asymmetry, separately, was taken forward to SEM. This model returned low model fitment scores and hence two alternate models were tested. In the first alternative, the human attributes were related with goal congruence and systemic attributes were linked with information asymmetry. In the second alternative, the relationships of the first alternatives were retained and two alternate relationships were introduced - integrity was linked with information asymmetry and structural was linked with goal congruence. Both models are very close to good model fitment scores. However, the second alternative returned better results and hence, was chosen as the final outcome of the research. The model reflects that human attributes and systemic attributes are fairly independent in an effective information security framework, and drive goal congruence and information asymmetry, respectively. However, integrity is an important human commitment for ensuring information asymmetry and the right organizational structure and roles are important for ensuring goal congruence.
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Lars, Bartha. "Biometriska säkerhetslösningars inverkan på IT-forensik inom polisen : En kvalitativ intervjustudie." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16469.

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Lösenord har länge varit den metod som föredragits av användare för att skydda användarkonton och känslig information. I strävan till att finna enklare, snabbare och säkrare autentiseringsmetoder har biometriska säkerhetslösningar snabbt vuxit i popularitet. Mobiltelefoner har traditionellt skyddats med hjälp av lösenord men har på senare tid även börjat inkludera någon form av biometrisk sensor för autentisering.   Genom att utföra en kvalitativ intervjustudie med IT-forensiker som arbetar på Polismyndigheten inom olika distrikt i Västra Götalands län undersökte denna studie forskningsfrågan: hur har biometriska säkerhetslösningar i jämförelse med lösenord påverkat IT-forensikerns arbete på Polismyndigheten? Studien visar att biometrisk utrustning inte ger extra säkerhet i jämförelse med lösenord, eftersom en bakomliggande säkerhetskod alltid finns till hands ifall den biometriska sensorn slutar fungera. Därmed dras biometriska enheter med samma sorts svagheter som alltid funnits med lösenord. Nyckelord: biometri, lösenord, säkerhet, etik, juridik, IT-forensik.
Passwords have long been the users’ preferred method of choice to protect user accounts and sensitive data. In a strive to find simpler, quicker and more secure forms of authentication methods, biometric security solutions have seen an increased in popularity. Most mobile phones now include a type of biometrical sensors as an option for authentication. By conducting a qualitative interview study with IT-forensics employed by the police force in different districts in Västra Götaland county, this study aims to investigate the research question: How have biometric security solutions in comparison to passwords influenced the working methods of IT-forensics at the Swedish Police Authority? The study shows that biometric security solutions give no added benefit to security in comparison to passwords, because there is always an underlying security code that is ready to be used in case the biometric authentication fails to work. Therefore, biometric devices suffer from the same kinds of weaknesses that have always plagued passwords. Keywords: biometrics, passwords, security, ethics, law, IT-forensics.
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Öhman, Persson Jenny. "The Obvious & The Essential : Interpreting Software Development & Organizational Change." Doctoral thesis, Uppsala University, Department of Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4689.

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Examining how our basic values affect development processes is the overall theme of this thesis. In practice, the question is investigated in relation to software development and organizational change and in research, in relation to science and its relationship to common sense, specifically within the area of Human Computer Interaction. The thesis discusses how it might be possible to discover what is essential for development processes and why the essential may be interpreted as something other than the simply obvious. This thesis examines ways of studying and understanding our social environment and development processes, particularly those concerning people, organizations and software. The empirical examples deal with a software development project and a project that scrutinized the strategy for a governmental authority’s business and information technology. Attitudes are discussed in terms of how they view the user, the customer, the software developers, the software, organizational and implementation processes, organizational management, aesthetic values, functionality and use, research, methods, paradigmatic approaches, ethical issues, psychological reactions, sociological prerequisites, categorizations of people and stress-related health consequences. One particular prerequisite for developing superior computer-supported office work has repeatedly presented itself: an open, questioning attitude towards the software development process, towards organizational change and towards the people working in the organizations. A similar attitude towards research and its design can be crucial to the development of new knowledge. This circumstance can be interpreted as an indication of how important it is that we be aware of and question our preconceived notions, in order to develop an autonomous behavior where we take responsibility for our actions. By doing so, we can avoid misinterpretations and not get trapped into making categorizations that are simply obvious. This is essential and must be emphasized in our search for the path to »healthy work«.

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Nakano, Yoshiaki, and Katsunobu Izutsu. "The new course of study and a prospect of information studies education in Japan." Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2013/6452/.

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Japan launched the new Course of Study in April 2012, which has been carried out in elementary schools and junior high schools. It will also be implemented in senior high schools from April 2013. This article presents an overview of the information studies education in the new Course of Study for K-12. Besides, the authors point out what role experts of informatics and information studies education should play in the general education centered around information studies that is meant to help people of the nation to lead an active, powerful, and flexible life until the satisfying end.
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Kastendiek, Antonia. "Computer und Ethik statt Computerethik /." Münster : LIT, 2003. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=010526917&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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Pohl, Kirsten. "Ethical reflection and emotional involvement in computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2465/.

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This paper focuses on the way computer games refer to the context of their formation and ask how they might stimulate the user’s understanding of the world around him. The central question is: Do computer games have the potential to inspire our reflection about moral and ethical issues? And if so, by which means do they achieve this? Drawing on concepts of the ethical criticism in literary studies as proposed by Wayne C. Booth and Martha Nussbaum, I will argue in favor of an ethical criticism for computer games. Two aspects will be brought into focus: the ethical reflection in the artifact as a whole, and the recipient’s emotional involvement. The paper aims at evaluating the interaction of game content and game structure in order to give an adequate insight into the way computer games function and affect us.
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Gottleber, Timothy Theodore. "The Association between Attitudes toward Computers and Understanding of Ethical Issues Affecting Their Use." Thesis, University of North Texas, 1992. https://digital.library.unt.edu/ark:/67531/metadc277720/.

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This study examines the association between the attitudes of students toward computers and their knowledge of the ethical uses of computers. The focus for this research was undergraduate students in the Colleges of Arts and Sciences (Department of Computer Science), Business and Education at the University of North Texas in Denton, Texas.
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Demmelmaier, Gustav, and Carl Westerberg. "Data Segmentation Using NLP: Gender and Age." Thesis, Uppsala universitet, Avdelningen för datalogi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-434622.

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Natural language processing (NLP) opens the possibilities for a computer to read, decipher, and interpret human languages to eventually use it in ways that enable yet further understanding of the interaction and communication between the human and the computer. When appropriate data is available, NLP makes it possible to determine not only the sentiment information of a text but also information about the author behind an online post. Previously conducted studies show aspects of NLP potentially going deeper into the subjective information, enabling author classification from text data. This thesis addresses the lack of demographic insights of online user data by studying language use in texts. It compares four popular yet diverse machine learning algorithms for gender and age segmentation. During the project, the age analysis was abandoned due to insufficient data. The online texts were analysed and quantified into 118 parameters based on linguistic differences. Using supervised learning, the researchers succeeded in correctly predicting the gender in 82% of the cases when analysing data from English online users. The training and test data may have some correlations, which is important to notice. Language is complex and, in this case, the more complex methods SVM and Neural networks were performing better than the less complex Naive Bayes and Logistic regression.
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Rick, Christian. "Computers as tools for ethical decision making." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-252088.

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ew technology gives rise to new moral problems and dilemmas. We can therefore no longer be sure that our previously collected moral knowledge for dealing with everyday life situations applies to the new situations that arise as a consequence of modern technology. Thus we are forced to seek new answers and to re-examine the foundations of our moral reasoning. To find these new answers we need an autonomous approach to moral problem solving. Education can help increase the moral awareness in computer professionals by training them in disregarding moral fixations and automatic reactions, instead solving the problem using critical thinking and consideration of all values, interests, feelings, duties, needs, and beliefs of all those somehow involved. As a complement to education various support systems can be implemented to help professionals solve moral problems much in the same way as with normal problem solving. Some of these methods are suitable for computerization, creating a moral computer not as a moral authority or a set of guidelines but as an application that guides the user in a process of autonomy, helping the decision maker to make autonomous decisions. Three different approaches to creating a computerized tool for ethical decision- making were prototyped, tested, and evaluated resulting in an indication that such a tool has its merits and can offer benefits over a pen and paper method.
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Zhang, Kewen. "The computer network-based media and ethnic electronic community /." free to MU campus, to others for purchase, 1998. http://wwwlib.umi.com/cr/mo/fullcit?p9904877.

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Cederwall, Tomas, and Robin Jansson. "Vilseledd i en digital värld : En kvalitativ studie om upplevelsen av digital nudging." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104842.

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Individer står dagligen inför olika valsituationer i både fysiska och digitala miljöer. Begreppet nudging innebär att med små medel vägleda och påverka individer att göra val som anses bättre. Dark patterns används inom nudging med syfte att istället manipulera individer att göra saker de inte avser att göra genom att använda nudging i ett omoraliskt syfte. Litteraturen lyfter fram ett antal etiska perspektiv som behöver tas i beaktning vid utformning av nudgar. Vissa perspektiv verkar det råda konsensus kring, dock finns det olika teorier som skiljer sig från varandra, vilket vi tolkar som att ämnet inte är färdigdiskuterat. Syftet med denna studie är att undersöka etiska perspektiv inom nudging och hur dessa påverkar användarupplevelsen av digitala gränssnitt. Detta avser vi att göra genom en kvalitativ studie som undersöker etik inom nudging påverkar användarens upplevelse av autonomi och transparens. För att ta sig an detta utformades en undersökningsmodell som med hjälp av dark patterns undersöker hur dessa, genom autonomi och transparens påverkar användarupplevelsen. De kvalitativa metoder som användes i studien var användartest på ett gränssnitt som vi utformat, baserat på dark patterns. Detta test efterföljdes av intervju- och utvärderingsfrågor. Resultatet från datainsamlingen analyserades och där kunde vi identifiera vissa specifika känsloyttringar som kunde kopplas samman med de olika nudgar deltagarna blivit utsatta för, vilket sedan kunde spåras tillbaka till specifika dark patterns och i sin tur till autonomi eller transparens. Studien konstaterar att det framtagna gränssnittet begränsade både transparens och autonomi vilket kunde konstateras genom ett antal negativa känsloyttringar som deltagarna i studien formulerade. Resultatet av studien är att användning av denna typ av negativt påverkande nudgar i hög grad påverkar användarupplevelsen för de som blir utsatta för dessa.
Individuals face different choice situations on a daily basis in both physical and digital environments. The concept of nudging means using small means to guide and influence individuals to make choices that are considered better. Dark patterns are something used in nudging for the purpose of manipulating individuals to do things they did not intend to do by using nudging for an immoral purpose. Previous research highlights a number of ethical perspectives that need to be taken into account when designing nudges. There seems to be a consensus around some perspectives, however, there are different theories that differ from each other. We interpret that these differences means that this subject has not been fully discussed. The purpose of this study is to investigate ethical perspectives in nudging and how these affect the user experience. We intend to conduct a qualitative study that examines the ethics perspectives of nudging and how it affects the user's experience of autonomy and transparency. To address this, a survey model was created, combining dark patterns, through autonomy and transparency, and how this affects the user experience. We designed an interface based on dark patterns and used this to conduct user tests as a qualitative method. This test was followed by interview and evaluation questions. The results from the data collection were analyzed and we were able to identify certain specific emotional expressions that could be linked to the different nudges the participants had been exposed to, which could then be traced back to specific dark patterns and autonomy or transparency. The study states that the designed interface limited both transparency and autonomy, which could be ascertained through a number of negative emotional expressions formulated by the participants in the study. The result of the study is that the use of this type of negatively affecting nudge greatly affects the user experience for those who are exposed to these.
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Johannesson, Isabella. "Dark Patterns in Digital Buy Now Pay Later Services." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300191.

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Buy Now Pay Later (BNPL) is a financial service whereby customers defer payment on a purchase against a short-term debt. While BNPL services have a long history, digital invoice services are now the largest market for BNPL. For the study, two of the largest providers in Sweden, and their checkout interfaces were reviewed for dark patterns. Dark patterns are instances where designers exploit the knowledge of human behaviour (e.g., behavioural psychology) and cognition (e.g., cognitive psychology) in order to coerce the customers into performing target actions. For digital invoice services, the target actions are for the customers to select the credit instalments which profits their business model, as a large percentage of their income are from postponed payments. This study employs three research methods to answer the research questions “What existing dark patterns are identified in digital invoice services, and what are the impacts of dark patterns in the context of digital invoice services?”. First, existing dark patterns were identified through a systematic literature review. Second, the resulting dark patterns were applied to an analysis of the two digital invoice services, where ten dark patterns were identified. Finally, an interface of a digital invoice service was designed, prototyped, and evaluated to test the impact of the identified dark patterns in the context of digital invoice services. Analysis suggests that the users are being coerced through design into the target actions, which were selecting the credit instalments (X2 = 5.84, df=1). The results is being further discussed in means of the potential debt users face from dark patterns in financial interfaces.
Buy Now Pay Later (BNPL) är en finansiell tjänst där användarna skjuter upp betalningar mot en kortfristig skuld. BNPL-tjänster har en lång historia, men digitala faktureringstjänster är nu den största inom marknaden för BNPL. För studien granskades Sveriges två av de största faktureringstjänster och deras användargränssnitt för “Dark Patterns”. Dark Patterns är designmönster som utnyttjar kunskapen om mänskligt beteende (t.ex. beteendepsykologi) och kognition (t.ex. kognitiv psykologi) för att uppmana kunderna att utföra riktade åtgärder. För digitala faktureringstjänster är de riktade åtgärderna att användarna väljer kreditbetalningar vilket uppfyller deras affärsmodell, eftersom en av deras huvudsakliga inkomstkällor är från användare som skjuter upp sina betalningar. Denna studie använder tre forskningsmetoder för att svara på forskningsfrågan ”Vilka befintliga “Dark Patterns” kan identifieras i digitala faktureringstjänster, och vad är påverkan av “Dark Patterns” i samband med digitala faktureringstjänster?”. Först identifierades befintliga “Dark Patterns” genom en systematisk litteraturstudie. Sen tillämpades de identifierade “Dark Patterns” i en analys av digitala faktureringstjänster, där tio “Dark Patterns” identifierades. Slutligen skapades en prototyp vars gränssnitt utvärderas för att testa påverkan av de identifierade “Dark Patterns” i samband med digitala faktureringstjänster. Analys tyder på att användarna uppmanas genom design till riktade åtgärder för de digitala faktureringsstjänsterna som valde kreditbetalningarna (X2 = 5,84, df = 1).
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45

Antoniou, George S. "Designing an effective information security policy for exceptional situations in an organization: An experimental study." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/949.

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An increasing number of researchers are recognizing the importance of the role played by employees in maintaining the effectiveness of an information security policy. Currently, little research exists to validate the relationship between the actions (behaviors) taken by employees in response to exceptional situations (antecedents) regarding an organization’s information security policy, the impact (consequences) those actions have on an organization, and the motives that prompt those actions. When these exceptional situations occur, employees may feel compelled to engage in behaviors that violate the terms of an information security policy because strict compliance with the policy could cause the organization to lose revenue, reputability or some other business advantage. To address this issue, this research study investigated how to design an effective information security policy for exceptional situations in an organization. In order to achieve this goal, this study explored how an information security policy should be designed with the critical components of clarity, comprehensiveness, ease of use and flexibility, in addition to including provisions for the work contingencies of employees. The aim of this proposed study was to demonstrate how the application principles of the prima-facie, utilitarian and universalizability design theories can aid in designing an information security policy that includes these essential elements. The research study explored the effectiveness of the policy's design and the effect it had on employee compliance with the policy in exceptional situations. A survey questionnaire was administered to a control group and an experimental group consisting of full-time and part-time employees who worked in various departments of a single organization. The survey employed a five-point Likert-type scale. The data gathered from the questionnaire was analyzed. Inferential statistics used the general linear model (GLM), including the t-test, analysis of covariance (ANCOVA), regression analysis, and factor analysis with the latest SPSS version computer statistical analysis program. This study built to develop a model for designing an effective information security policy for exceptional situations in an organization. Based on the analysis of fit the model for designing an effective information security policy for exceptional situations in an organization was determine to be a success model. This study should provide many opportunities for future research, as well as providing information security practitioners and academics a solid roadmap for designing effective information security policies within an organization to apply during exceptional situations.
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46

Chen, Xiaowei. "Does Persuasive Technology Make Smartphones More Addictive? : An Empirical Study of Chinese University Students." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-299940.

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With the development of computer hardware, computers with persuasion have become more powerful and influential than ever. The latest trends show that Persuasive Technology integrates with cutting-edge technologies, such as Natural Language Processing, Big Data, and Machine Learning algorithms. As persuasion is becoming increasingly intelligent and subtle, it is urgent to reflect on the dark sides of Persuasive Technology. The study aims to investigate one of Persuasive Technology's accusations, making smartphones more addictive to its users. The study uses questionnaires and in-depth interviews to examine the impact of persuasive technologies on young smartphone users. Questionnaires were distributed through a university forum, student group chats, and Tencent Survey Service. Ten interviewees were sampled randomly from the survey results. Eight interviewees shared their smartphone screen time for three consecutive weeks after the interview. Among the 183 participants, 84.70% (n=155) spend over (or equal to) four hours per day on their smartphone, 44.26% (n=81) indicate that smartphones negatively affect their studies or professional life. Ten interviewees evaluated that they could reduce screen time by 37% if they could avoid all persuasive functions. Five out of eight interviewees reduced their screen time by 16.72% three weeks after the interviews by voluntarily turning off some persuasive functions on their smartphones. This study provides empirical evidence to argue that persuasive technologies increase users' screen time and contribute to the addictive behaviours of young smartphone users. Some commonly used persuasive design principles could have negative long-term impacts on users. To sum up, the ethical problems that Human- computer interaction (HCI) designers face and users' neglected rights of acknowledgement were discussed.
Med utvecklingen av datorhårdvara har datorer med övertalning blivit mer kraftfulla och inflytelserika än någonsin. De senaste trenderna visar att Persuasive Technology integreras med banbrytande teknik, såsom Natural Language Processing, Big Data och Machine Learning-algoritmer. Eftersom övertalning blir alltmer intelligent och subtil, är det angeläget att reflektera över de mörka sidorna av övertygande teknik. Studien syftar till att undersöka en av övertygande teknologins anklagelser, vilket gör smartphones mer beroendeframkallande för sina användare. Studien använder frågeformulär och djupintervjuer för att undersöka effekterna av övertygande teknik på unga smartphone-användare. Frågeformulär distribuerades via ett universitetsforum, studentgruppchattar och Tencent Survey Service. Tio intervjuade slumpmässigt urval från undersökningsresultaten. Åtta intervjuade delade sin skärmtid för smarttelefonen i tre veckor i rad efter intervjun. Bland de 183 deltagarna spenderade 84,70% (n = 155) mer än (eller lika med) fyra timmar per dag på sin smartphone, 44,26% (n = 81) indikerar att smartphones påverkar deras studier eller yrkesliv negativt. Tio intervjuade utvärderade att de kunde minska skärmtiden med 37% om de kunde undvika alla övertygande funktioner. Fem av åtta intervjuade minskade skärmtiden med 16,72% tre veckor efter intervjuerna genom att frivilligt stänga av några övertygande funktioner på sina smartphones. Denna studie ger empiriska bevis för att hävda att övertygande teknik ökar användarnas skärmtid och bidrar till beroendeframkallande beteende hos unga smartphone-användare. Några vanliga övertygande designprinciper kan ha negativa långsiktiga effekter på användarna. Sammanfattningsvis diskuterades de etiska problemen som HCI-designare (Human-computer-interaktion) möter och användarnas försummade bekräftelserätt.
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47

Dimitropoulou, Polyxeni. "Computer-aided genetic analysis of complex disease : candidates for ethical exemplarity." Thesis, University of Sheffield, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.408347.

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48

Sanjurjo, Rubio Alejandro. "Vaivén. De la descomposición del sujeto al reencuentro con la perplejidad en el arte digital." Doctoral thesis, Universitat de Barcelona, 2014. http://hdl.handle.net/10803/290272.

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La descomposición del sujeto se aceleró con Descartes, la ilustración añadió impulso a la necesidad de dominar, controlar aquello impredecible; el exterior, el mundo, lo otro, reduciendo el margen de incertidumbre, hasta quedarnos arrinconados en la invalidez del escepticismo. Sin referentes a los que referirnos, fragmentados, al devaluarse el poder hablar, el poder significar, el sujeto es el último escollo, el último obstáculo que eliminar, que erradicar para vencer lo impredecible y así eliminar la duda, el consumo de la tecnología digital desencadena una seria de procesos conductuales y cognitivos que coronan el paradigma del control. Como alternativa a la sumisión del dígito, que nos convierte en objetos que hemos de encajar en una variable predeterminada, se plantea la metáfora, entendida como puente con una mirada que trasciende y prescinde del determinismo positivista actual, recomponiéndonos, no para encasillarnos de nuevo en el sujeto aislado, narcisista, vulnerable, sino para creer en la persona que experimenta e interactúa con lo otro. Plantearnos las consecuencias del uso de la tecnología digital, nos lleva a preguntarnos por aquellas prácticas artísticas que se sirven de la misma, y si con su difusión favorecen nuestra descomposición, convirtiéndonos en meros objetos a ser analizados, impidiendo una mirada metafórica, mirada intrínseca a cualquier práctica artística. La presente tesis pretende mediar el marco de diálogo que nos restituya como personas, garantizando la presencia de quien experimenta la experiencia, alejándonos del refugio digital.
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49

Bouhid, Souad. "A computer-aided investigation of cultural representations in media discourse /." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=116026.

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The aim of this study was to explore cultural representations conveyed in the media discourse using a content-analysis software called ALCESTE. Our exploration focused on a sample of written media discourse in the Quebecois linguistic context, the Michaud affair, comparing and contrasting two different perspectives. We retrieved from the Internet all the articles published between December 2000 and January 2001 related to the case under study from two English Canadian newspapers, the National Post and The Gazette . The two corpora were submitted to ALCESTE software.
Using the factorial correspondence analysis of ALCESTE, we identified four different lexical worlds in the corpora of over fifty thousand words. Those lexical worlds correspond to the different positions of the utterers vis-a-vis the issue under study.
Specific vocabulary from the lexical worlds were found to convey cultural representations. Our study has permitted to uncover differences and similarities in the analysis of the Michaud affair reported in the National Post , an English newspaper in Toronto, Ontario, and in The Gazette , an English newspaper edited in Montreal, Quebec.
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50

Landau, Nancy B. "The computer as a tool in the ethical development of primary school children /." Online version of thesis, 1987. http://hdl.handle.net/1850/10428.

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