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Статті в журналах з теми "Digital Panic":

1

Falkof, Nicky. "On Moral Panic: Some Directions for Further Development." Critical Sociology 46, no. 2 (October 15, 2018): 225–39. http://dx.doi.org/10.1177/0896920518803698.

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This article is concerned with the continued salience of the notion of moral panic, an idea that has been both enormously influential in sociological and media research and has come under fire for various flaws. It reviews some of the most common critiques of moral panic, discussing why these are valid and where they fall short, and adds new comments on some weaknesses in the theory. It goes on to argue that the term and the idea of moral panic continue to have value as critical tools, but require updating. Suggested further developments include broadening moral panic to allow for analyses that consider the global south; taking account of the narrative layering that characterises these episodes; considering the intersection of moral panics and digital media; centralising fear and anxiety in moral panic research; considering moral panics as an interdisciplinary framework rather than as a strict model; and invoking a psychoanalytic rhetoric to further explain how moral panics work and what they do.
2

Spurgeon, Christina. "The ‘Digital/Life’ Moral Panic." Media International Australia 92, no. 1 (August 1999): 43–54. http://dx.doi.org/10.1177/1329878x9909200107.

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This paper attempts to make sense of recent debates concerning broadcast media self-regulation of sex and nudity. It focuses on a period in mid-1998 when Sex/Life disappeared from Australian TV screens. Specifically, it tracks a ‘moral panic’ in progress at the time the Ten Network announced its decision to cancel this program. It describes and summarises findings of a quantitative analysis of the editorial content of 17 Australian newspapers monitored in 1998 for references to media portrayal of sex and nudity. The particular role of The Australian in this panic is considered. Its quest for a popular national readership is highlighted and the question of media influence is raised. This report also contrasts the political responses to Sex/Life with more recent responses to Bay Watch and concludes with some speculative remarks about the economic impact of censorship and program classification regimes.
3

Wibowo, Bambang Setia. "Perilaku Panic Buying pada masa Pandemi Covid-19: Penggunaan Media Sosial, Pemberitaan Media Digital dan Covid-19 Anxiety." CAPITAL: Jurnal Ekonomi dan Manajemen 6, no. 1 (September 1, 2022): 255. http://dx.doi.org/10.25273/capital.v6i1.13698.

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<p class="BasicParagraph"><em>This study aims to examined the effect of use of social media, covid-19 anxiety and digital media news on panic buying behavior. This research used survey design with purposive sampling. This study was conducted on 184 students in Yogyakarta who have social media accounts and have experienced panic buying. Data analysis was performed using Structural Equation Model (SEM) using Analysis Moment Structure (AMOS). This research proves that there is a positive influence on the use of social media, digital media news and covid-19 anxiety on panic buying behavior. There are several findings in this study. First, use of social media has positive influence to the panic buying behavior. Second, digital media news has positive effect to </em><em>panic buying behavior</em><em>. third covid-19 anxiety has positive effect to </em><em>panic buying behavior</em><em>.</em></p>
4

Hier, Sean. "Moral panics and digital-media logic: Notes on a changing research agenda." Crime, Media, Culture: An International Journal 15, no. 2 (June 6, 2018): 379–88. http://dx.doi.org/10.1177/1741659018780183.

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This research note critically comments on the lack of attention that moral panic scholars are devoting to the ways in which changing digital media formats are reshaping the dynamics of interaction involved in public claims-making, modes of audience engagement, and techniques of regulation and control. Angela McRobbie and Sarah Thornton’s seminal deconstruction of conventional moral panic studies is used as a point of departure to supplement the logic of mass mediation with insights into some of the structuring principles that ground the logic of digital mediation.
5

Walsh, James P. "Social media and moral panics: Assessing the effects of technological change on societal reaction." International Journal of Cultural Studies 23, no. 6 (March 28, 2020): 840–59. http://dx.doi.org/10.1177/1367877920912257.

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Answering calls for deeper consideration of the relationship between moral panics and emergent media systems, this exploratory article assesses the effects of social media – web-based venues that enable and encourage the production and exchange of user-generated content. Contra claims of their empowering and deflationary consequences, it finds that, on balance, recent technological transformations unleash and intensify collective alarm. Whether generating fear about social change, sharpening social distance, or offering new opportunities for vilifying outsiders, distorting communications, manipulating public opinion, and mobilizing embittered individuals, digital platforms and communications constitute significant targets, facilitators, and instruments of panic production. The conceptual implications of these findings are considered.
6

Stachowicz, Jerzy. "Co może wyguglować zatroskany rodzic? Notatki o cyberpanice moralnej." Przegląd Humanistyczny, no. 2-2020 (August 9, 2020): 49–62. http://dx.doi.org/10.31338/2657-599x.ph.2020-2.3.

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Parents googling for information about what their children do in the digital network find a number of alarming reports. First of all, they relate to the harmfulness of technology addiction. Why? Is the google search algorithm an amplifier of the moral panic related to online practices of teenagers? This paper attempts to analyse internet discourse including the role played by technology. To describe the phenomena I discuss, I propose the term cyber panic.
7

Heusinger von Waldegge, Florian. "Digital Junkies?" Journal of Didactics of Philosophy 2, no. 1 (March 15, 2018): 5–17. http://dx.doi.org/10.46586/jdph.2018.9538.

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Due to proceeding digitalisation, online communication and online entertainment play a significant role in the lives of many people, who spend great amounts of time online. Although excessive and pathological forms of online behaviour do exist, the impact of internet usage on mental health depends on many individual and social circumstances. A central issue within the scientific debate is the concept of Internet Addiction. However, there is neither a scientific consensus about proper diagnostic criteria, nor a consensus whether such a pathology exists at all. Nevertheless, popularised scientific literature and panic mongering media reports warn about Internet Addiction and its harmful consequences. This is an ethical problem: those unjustified claims stigmatise especially young people and pathologise their leisure activities – such as online gaming and online social networking. Parents, teachers and students are often misguided by the public debate. This article outlines problems of the concept of Internet Addiction and gives some suggestions of how to deal with it in philosophy-classes in schools.
8

Beckerman, Morgan. "The Digital Dollar Is Coming and May Be Problematic." American Journal of Accounting 5, no. 1 (April 27, 2023): 34–37. http://dx.doi.org/10.47672/ajacc.1436.

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Purpose: The aim of the study is to examine the potential problems with the new proposed Central Bank Digital Currency (CBDC) known as the digital dollar. Methodology: Qualitative research design examining pertinent and timely studies and articles about several aspects of the CBDC. Kuznichenko’s study used the Vector Autoregressive model to examine volatility spillover to the CBDC from equity markets. Most studies researched on the subject were Qualitative as well. Findings: The CBDC, although providing benefits like payment efficiency, cross-border transactions, and less illegal activity than a cryptocurrency, also has potential downsides. During periods of financial panic, people can run from banks to the digital dollar. These bank runs could be even worse because whereas normal bank runs cause deposits to be moved from one bank to another, in this case, deposits would be moved out of the banking system entirely, into the digital dollar. Another theoretical problem with the digital dollar is a potential lack of individual privacy. Because the government would have a permanent blockchain record of all transactions and access to a person’s finances, this could cause potential government overreach. Lastly, although unlikely, if the Federal Reserve does not regulate the CBDC to the extent that it needs to be, volatility spillover from equity and forex markets could problematic to the stability of the digital dollar. Recommendations: Theoretically, policymakers can manage risk using the knowledge that the CBDC can exacerbate financial panics and instability. Increased regulation would be necessary to avoid potential volatility and bank runs during financial panics.
9

Kuzmanović, Dobrinka. "From "digital natives" to "digital cretins": Youth and digital divides." Kultura, no. 176 (2022): 55–75. http://dx.doi.org/10.5937/kultura2276055k.

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In this paper, the author analyzes the phenomena of the first-level, second-level and third-level digital divide in the context of generations "digitalized from birth", with a focus on individual differences in the digital literacy of young people - the second-level digital divide. At the beginning of the 21st century, with the increasing availability of digital technology and the Internet, there is a gradual reduction of the digital divide - in terms of the availability of digital technologies, but, judging by empirical findings, it is also deepening - in terms of the digital literacy of young people and the benefits of using technology in everyday life. Despite this, the discourse about young people as "digital natives", after two decades since its appearance, is still present, especially in the media and in non-academic context. On the other hand, in recent years, under the cover of "moral panic", fueled by the COVID-19 pandemic, there is an increasingly popular discourse about young people as "digital cretins", who, thanks to the intensive use of the Internet and "have fun until death" are becoming more and more "shallow", threatening to collapse the civilizational heritage of human society. Scientists and researchers have a complex task that requires a nuanced theoretical approach, devoid of "techno-utopian" and "techno-pessimistic" predictions.
10

Listiorini, Dina. "Mengkaji Ulang Teori Kepanikan Moral dalam Situasi Kepanikan Moral Seksual di Era Digital." Jurnal Komunikatif 11, no. 2 (December 2022): 150–64. http://dx.doi.org/10.33508/jk.v11i2.4306.

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This paper further reviews the Moral Panic Theory/TKM (Moral Panics Theory). This theory departs from sociological concepts that see conflict in society that departs from an issue that is dichotomously divided on the grounds of good and bad, right and wrong morality and is considered to have the potential to threaten national security in the long term. There are several linear stages in TKM in early TKM models initiated by Cohen (1972) and developed more or less similarly by Hall et al. (1978). Then came the constructionist model which was heavily influenced by Blumer's thinking. Technological developments and shifting issues from social problems such as motorcycle gangs, mugging and drugs to more sensitive social issues such as sexuality cause the dynamics and complexity of TKM analysis. The concepts of power and the role of the media, for example. This paper describes the initial concepts in TKM and its development in a situation of changing issues, power and development of mass media technology, which in the end must adapt to the existing situation.

Дисертації з теми "Digital Panic":

1

Erchen, Shi. "Exploring Media Panic Discourses: News Media Attitudes toward Digital Games in China." Thesis, Uppsala universitet, Medier och kommunikation, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-445893.

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Previous research demonstrated the phenomenon of moral panics on “dangerous” games mostly from Western perspectives, regarding media violence and deviant behaviour. With the development of media technology, the term “media panic” has evolved from moral panic, representing the debates and fearful emotion from the public when a new media technology has been created. Digital games as a form of media technology have been developed to be widely played on various platforms in recent decades, which have not only brought concerns to the Western but also to Chinese society. The present study will introduce media panic on digital games in China by analyzing news reports from three Chinese mainstream news media: People’s Daily, Xinhua Daily Telegraph and Wen Wei Po (Shanghai). Content analysis will be adopted as the main method to process the news data (N = 445) which are collected from five periods between 2002 and 2020 (2002-2004, 2007-2009, 2012-2014, 2017-2019, 2020). Different phases and features of the panic will be analyzed through the classical moral panic theories of Cohen, Goode and Ben-Yehuda, and the media panic theory of Drotner. Topics of game addiction, Internet cafes, policies on the game industry, cultural innovation, development of esports will be explored when investigating the changing media attitudes toward digital games in the Chinese context.
2

Sutherland, Ruari Shaw. "Moral panic 2.0 : white nationalism, convergence culture, and racialized media events." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/25385.

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In the four decades since Stanley Cohen (1972) first theorised the ‘moral panic’, there has been immense technological change in the field of communications and media. Whilst Cohen’s original model relies on elite-driven mediated narratives, I argue that moral panics have taken on a memetic quality in the convergent and participatory mediascape. In other words: in an age of social media, moral panic discourses are increasingly open to contestation, reinterpretation, and recirculation by multiple actors and groups. In this thesis, I examine one such group – the web’s largest white nationalist (WN) forum, Stormfront. To do so, I trace three racialized media events as they circulate on and through the Forum. Here, I show how the mechanics of the moral panic have fundamentally shifted in the digital age. I explore the means by which Stormfront users exploit this semi-democratised mediascape in an attempt to ‘manage’ and exploit moral panics surrounding episodes of racialized violence. To this end, I explore the topologically entangled shuttling back and forth of ‘online’ and ‘offline’ lives and spaces to argue for a more-than-digital geography of computer mediated communication. Here, I show how the Forum’s ‘collective voice’ is often given expression through selective quotation by mainstream media surrounding racialized moral panics. This process of remediation, I argue, allows explicitly racist groups fugitive access to mainstream discourse, and turns mainstream media outlets into unwitting nodes in a white nationalist broadcast network. However, I argue that this public-facing process, opens WNs up to increased scrutiny, leading to strategic and contingent deployments of contradictory repertoires of race. In doing so, I examine repertoires of race in such WN interventions - highlighting their flexible and contingent construction of racialized categories in the negotiation of contemporary structures of feeling (Williams 1977; Anderson 2014). I contend that a digitally-inflected antiracism must attend to the contingent, translocal, and assembled nature of racism online if it is to be effective.
3

Card, Stacey L. "Children and information communication technologies in the media : a study using moral panic theory." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/65827/2/Stacey_Card_Thesis.pdf.

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This thesis is an investigation of the media's representation of children and ICT. The study draws on moral panic theory and Queensland newspaper media, to identify the impact of newspaper reporting on the public's perceptions of young people and ICT.
4

Bortolotti, Rosa Maria. "Jeunesses populaires en ligne : la relation éducative à l’épreuve des paniques numériques. Le cas de la Prévention Spécialisée." Electronic Thesis or Diss., CY Cergy Paris Université, 2023. http://www.theses.fr/2023CYUN1220.

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Dans une société de plus en plus numérisée où les outils et les réseaux sociaux numériques sont largement utilisés par les jeunesses populaires, des « paniques morales » trouvent un nouveau terrain d’application. Naïveté, dangerosité, addiction aux écrans, analphabétisme technologique, recherche de buzz par les bagarres filmées, provocation, obésité : autant de représentations refoulées qui se réactivent. Cette thèse interroge le rapport au numérique des jeunesses populaires et des professionnels socio-éducatifs qui les accompagnent. Réalisée dans un territoire sensible en Île de France, par le biais d’une démarche ethnographique (physique et virtuelle), elle est le fruit de trois ans de travail de terrain (2019-2022) effectués auprès d’une trentaine des professionnels de la Prévention Spécialisée et d’une soixantaine de jeunes, âgés de 12 à 23 ans, accompagnés par des éducatrices et éducateurs de rue. Nous analysons les représentations de ces professionnels sur les pratiques numériques des jeunes, en particulier sur les réseaux sociaux numériques, et les confrontons aux usages numériques de ces derniers. Dans un premier temps, nous faisons le constat de la prégnance dans le secteur d’une vision négative sur les pratiques numériques des jeunes, relevant d’un phénomène que nous qualifions de « panique numérique ». Dans un second temps, nous interrogeons cette « panique numérique » en retraçant la vie numérique des jeunes. Nous montrons que les « jeunesses populaires » utilisent les réseaux sociaux numériques principalement pour s’épanouir et entretenir des liens d’amitié, même si leurs pratiques s’inscrivent dans des rapports sociaux situés. Enfin, nous explorons les différentes pratiques numériques d’un certain nombre de professionnels qui, rejetant la « panique numérique », s’investissent dans l’univers juvénile digital. Les nouvelles sociabilités numériques sont ici vécues comme une « épreuve » qui les invite à actualiser leurs méthodes d’accompagnement et à développer ce que nous appelons une « relation éducative numérisée ». Cette thèse vise à faire la démonstration que les discours traditionnellement pessimistes à l’égard des jeunesses populaires, qui s’ancrent dans une inquiétude envers toute nouvelle pratique culturelle, rejaillissent sur les modes de prise en charge éducative
In an increasingly digitalized society where digital tools and social networks are widely used by popular youth, “moral panics” find a new field of application. Naivety, dangerousness, screen addiction, technological illiteracy, search for buzz through filmed fights, provocation, obesity: as many repressed representations which are being reactivated. This thesis questions the relationship between digital technology and young people in situations of social vulnerability and the socio-educational professionals who accompany them. Carried out in a sensitive territory in Île de France*, through an ethnographic approach (physical and virtual), this thesis is the result of three years of field work (2019-2022) carried out with around thirty professionals in the field of Specialized Prevention and around sixty young people, aged 12 to 23, accompanied by street educators. We analyse the representations of these professionals on the digital practices of young people, in particular regarding digital social networks, and confront them with the digital uses of the former. Firstly, we note the prevalence, in the sector, of negative vision of the digital practices of young people, relating to a phenomenon that we describe as “digital panic”. Secondly, we question this “digital panic” by retracing the digital lives of young people. We underline that “popular online youth” use digital social networks to flourish, develop a cultural practice and above all maintain friendships, even if their digital practices are part of situated social relationships. Finally, we explore the different digital practices of a certain number of professionals who, rejecting “digital panic”, are investing in the juvenile digital world. The new digital sociabilities are experienced here as a “digital test” which invites them to update their guidance methods and to develop what we call a “digitalized educational relationship”. This thesis aims to demonstrate that traditionally pessimistic discourses towards working-class youth, which are rooted in a concern towards any new cultural practice, reflect on the methods of educational support for their digital practices
5

Hoffmann, Julia Vanessa. "Out of Sight, Out of Mind: The Parental Mediation Strategies of Parents of Children Under Two in the Digital Era." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23705.

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This thesis investigates what parental mediation strategies parents of children under twouse and what factors are involved that influence their decisions. To find that out, it isalso of interest to this work how these parents integrate media in daily routines withtheir children and for what purposes they turn to digital devices. To find out about theirmediation strategies, six families kept a media diary and ten first-time parents wereinterviewed as follow-up to the diaries. The results of both methods showed that parentsof children under two mainly used restrictive mediation, active mediation and distantmediation. Restrictions regarded time, content, devices, and location. However, theserestrictions were no clear formulated rules yet but affiliate to the high awareness that theparticipants stated regarding media use with their children, probably also influenced bymoral panics. The same applies to distant mediation: even though media was used inmoments when parents needed to do e.g. housework, most parents refrained fromreferring to media as a ‘babysitter’. The most intriguing finding is that first-time parentsrestrict their own media use so that their child’s screen time is as little as possible.Acting as role models, parents would hide their devices when their child becomes awareor look at it somewhere where their child cannot see it. Factors that influencedmediation strategy decisions were high awareness also due to official recommendations,concerns of parents, positive notions towards media use, tendency to show more aschild grows, and negative emotions connected to media. With these findings, this thesiscontributes to contemporary research on mediation strategies of parents under twowhich is still scarce now but needs to be considered in further research as this studyproves.

Книги з теми "Digital Panic":

1

Smith, Noah A. The Sexual Folk Devil: Making Sense of Moral Panic in the Digital Age. [New York, N.Y.?]: [publisher not identified], 2022.

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Blake, Linnie, and Xavier Aldana Reyes. Digital Horror: Haunted Technologies, Network Panic and the Found Footage Phenomenon. I. B. Tauris & Company, Limited, 2015.

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3

Hasinoff, Amy Adele. Sexting Panic: Rethinking Criminalization, Privacy, and Consent. University of Illinois Press, 2015.

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4

Hasinoff, Amy Adele. Sexting Panic: Rethinking Criminalization, Privacy, and Consent. University of Illinois Press, 2015.

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5

Hasinoff, Amy Adele. Sexting Panic: Rethinking Criminalization, Privacy, and Consent. University of Illinois Press, 2015.

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6

Bigwords, Paula. Don't Panic! I'm a Professional Head of Digital Education - 2023 Diary: Funny 2023 Planner Gift for a Hard Working Head of Digital Education. Independently Published, 2022.

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7

Press, Digital Architect Book. Don't Panic! I'm a Professional Digital Architect : Customized 100 Page Lined Notebook Journal Gift for a Busy Digital Architect: Far Better Than a Throw Away Greeting Card. Independently Published, 2020.

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8

Press, Digital Transformation Direc Book. Don't Panic! I'm a Professional Digital Transformation Director : Customized 100 Page Lined Notebook Journal Gift for a Busy Digital Transformation Director: Far Better Than a Throw Away Greeting Card. Independently Published, 2020.

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9

Press, Head of Digital Book. Don't Panic! I'm a Professional Head of Digital : Customized 100 Page Lined Notebook Journal Gift for a Busy Head of Digital: Far Better Than a Throw Away Greeting Card. Independently Published, 2020.

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10

Press, Digital Insight Analyst Book. Don't Panic! I'm a Professional Digital Insight Analyst : Customized 100 Page Lined Notebook Journal Gift for a Busy Digital Insight Analyst: Far Better Than a Throw Away Greeting Card. Independently Published, 2020.

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Частини книг з теми "Digital Panic":

1

Brabazon, Tara. "Panic Fitness in Claustropolitan Times." In Digital Wellness, Health and Fitness Influencers, 16–34. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003256021-2.

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Stephen, Christine, and Susan Edwards. "Moral panic – social and cultural values." In Young children playing and learning in a digital age, 109–18. Abingdon, Oxon ; New York, NY : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315623092-10.

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Szablewicz, Marcella. "Spiritual Opium: The Internet Addiction Panic and the Spiritually Ailing Nation." In Mapping Digital Game Culture in China, 51–80. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36111-2_3.

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Miller, Christine M., and Nicholas F. S. Burnett. "“Stolen Valor,” Moral Panic, and the Ethics of Digital Vigilantism." In Handbook of Visual Communication, 414–29. Second edition. | New York, NY: routledge, 2020. | Series: Routledge communication series: Routledge, 2020. http://dx.doi.org/10.4324/9780429491115-38.

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Rogatchevskaia, Ekaterina. "Don’t Panic: Reading Literature in the Digital Age." In The Edge of the Precipice, 192–206. McGill-Queen's University Press, 2013. http://dx.doi.org/10.1515/9780773589872-014.

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Bhalla, Pretty, Jaskiran Kaur, and Sayeed Zafar. "Journey From FOMO to JOMO by Digital Detoxification." In Advances in Marketing, Customer Relationship Management, and E-Services, 195–208. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-1107-3.ch012.

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Digital transformation has long been prioritized by corporate companies, both big and small, in almost every sector, due to the urgency of market rivalry. Digital technology is present everywhere nowadays, and it plays a significant role in our daily lives. The fast development of inexpensive and widely available media technologies, together with almost universal internet connection, is profoundly changing how society functions. Digital technology is transforming how we obtain information and communicate with one another more quickly than before. The speed at which digital changes are occurring is having a significant impact on how we live, work, and interact. There seems to be a new cautionary tale about how digital technologies are ruining social life every day. Some of the discussion about the effects of digital technology in recent years has resembled a moral panic.
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Kline, Stephen. "Digital Disturbances: On the Promotion, Panic, and Politics of Video Game Violence." In How Canadians Communicate, Vol. 2, 167–91. University of Calgary Press, 2007. http://dx.doi.org/10.1515/9781552383667-010.

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Ayaz, Ferihan. "COVID-19 Deaths on the Digital Media." In Handbook of Research on Representing Health and Medicine in Modern Media, 446–60. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6825-5.ch027.

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The COVID-19 pandemic has reached a level that threatens the health of the whole world. This study aimed to prevent misinformation on this subject by examining the death-related dimension of COVID-19 disease. In the study, the internet archive of three newspapers (Sabah, Hürriyet, and Sözcü) with the highest circulation as of October 2020 was searched with the keywords “corona death” and “COVID-19 death.” A total of 120 contents in three newspapers (40 items from each newspaper) were selected by a simple random sampling technique and all of them were subjected to content analysis. As a result, the COVID-19 disease was handled in a panic-inducing manner. This situation reflected the images. The deaths will increase even more in the winter months of 2020. Although there are initiatives regarding vaccination, not all people can benefit equally in the short term. Measures are often emphasized, especially by the Minister of Health. While COVID-19 deaths are increasing all over the world, how are they so low in China? This is a question in the contents.
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Ozili, Peterson K. "Central Bank Digital Currency and the Monetary Policy and Financial Stability Implications." In Digital Currency Assets and Challenges to Financial System Stability, 52–62. IGI Global, 2023. http://dx.doi.org/10.4018/979-8-3693-0770-0.ch004.

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The chapter analyzes the implication of central bank digital currency (CBDC) issuance for financial stability and monetary policy. It was shown that widespread central bank digital currency adoption and usage may accelerate bank deposit to CBDC migration which could elevate liquidity risk in the banking sector, increase interest rate, reduce bank loan supply, lower bank profit, increase the likelihood of bank panic, and transmit financial stability risks to the financial system. Also, issuing a central bank digital currency can strengthen monetary policy transmission if there is effective coordination between the monetary policy rate and the central bank digital currency deposit rate. If done properly, changes in the central bank digital currency deposit rate will affect households and businesses and compel commercial banks to respond by adjusting their deposit rates too, thereby enhancing the interest rate channel of monetary policy.
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Aguilera, Earl, Olivia G. Stewart, Areej Mawasi, and Luis E. Pérez Cortés. "Seeing Beyond the Screen." In Handbook of Research on Integrating Digital Technology With Literacy Pedagogies, 1–31. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-0246-4.ch001.

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This chapter outlines a multidimensional framework for theorizing digital-age literacies—one which considers the content, procedural, and contextual dimensions of literacy practices enacted through and around digital technologies. The authors then provide an overview of three empirical studies that illustrate the application of this framework to understand the integration of digital technologies and literacy pedagogies. The authors offer their experiences as classroom teachers, teacher-educators, learning scientists, and literacy specialists working to understand and support the literacy and language practices of learners in the 21st century. The goal of the chapter is to illustrate the value of shifting conversations about digital technologies away from notions of moral panic and techno-idealism, and instead toward a renewed focus on technology-mediated social practices that shape what it means to be and become literate in contemporary society.

Тези доповідей конференцій з теми "Digital Panic":

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McGinnis, Ellen W., Shania Lunna, Isabel Berman, Bryn C. Loftness, Skylar Bagdon, Christopher M. Danforth, Matthew Price, William E. Copeland, and Ryan S. McGinnis. "Discovering Digital Biomarkers of Panic Attack Risk in Consumer Wearables Data." In 2023 45th Annual International Conference of the IEEE Engineering in Medicine & Biology Society (EMBC). IEEE, 2023. http://dx.doi.org/10.1109/embc40787.2023.10339982.

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2

Castiglione, Luca Maria, Philipp Stassen, Cora Perner, Daniel Patrick Pereira, Gustavo de Carvalho Bertoli, and Emil C. Lupu. "Don’t Panic! Analysing the Impact of Attacks on the Safety of Flight Management Systems." In 2023 IEEE/AIAA 42nd Digital Avionics Systems Conference (DASC). IEEE, 2023. http://dx.doi.org/10.1109/dasc58513.2023.10311328.

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3

Franca, Robson dos S., Maria das Gracas B. Marietto, and Margarethe Born Steinberger. "Proposing a cognitive multi-agent model for the panic in crowds phenomenon." In 2009 Second International Conference on the Applications of Digital Information and Web Technologies (ICADIWT). IEEE, 2009. http://dx.doi.org/10.1109/icadiwt.2009.5273870.

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4

De carobarek, Veruska, and Robin Stockert. "FROM PANIC TO PLANNING: EXTENDING THE NOTION OF PRESENCE TO CREATE SUSTAINABLE DIGITAL LEARNING ENVIRONMENTS." In eLSE 2021. ADL Romania, 2021. http://dx.doi.org/10.12753/2066-026x-21-017.

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The transition from physical learning spaces to fully digital learning environments in annus horribilis 2020 has challenged Institutions and educators in re-thinking teaching in a time of crisis. E-learning is now phasing out from the initially "Fight-or-Flight" mode in handling panic during the first lockdowns and is currently trying to cope with the pandemic from a more sustainable long-time perspective. Issues have been enlightened concerning teaching and learning on a broader scale, focusing on the need to reconsider traditional teaching practices that nowadays seem not only obsolete but often incompatible with online teaching and learning. It is crucial to give the students flexibility and several possibilities in how, when, and where they engage with their Institution, curriculum, tasks, and peers. Nevertheless, there is a need for a clear structure or framework to aid and guide the students, providing shared arenas for feedback, teamwork, peer learning and social interaction in both physical, hybrid and fully digital learning environments. Through these contact points, we can build a sense of co-presence and mutual understanding between educators and learners to remove barriers that prevent learning. The notion of "presence" has often been discussed and used as an argument in the comparison between "on campus" and online education, strengthening the position of those who deem e-learning to be less useful and less engaging, namely because of the lack of physical presence. However, Institutions and educators need to recognize the current "state of things" as a part of the new norm and a point of no return. It is a question about combining the qualities of physical "in locus" education and the potential of digital learning in a post-pandemic world. By sharing first impressions from a research project at the Norwegian University of Science and Technology (NTNU), this paper attempts to balance and re-direct the discussion towards extending the notion of presence and human interaction to develop sustainable digital learning environments independently of the pandemic situation.
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Vasilateanu, Andrei, Sebastian Wyrazic, and Bujor ionel Pavaloiu. "A SCIENCE FICTION SERIOUS GAME FOR LEARNING PROGRAMMING LANGUAGES." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-082.

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The paper presents a serious game, implemented as a software application, aimed towards beginner programmers with the purpose of teaching programming languages fundamentals. The application is a top-down 2D game combining elements from the shooter and strategy (particularly tower defense) genres, with high-level visual programming elements, giving it an educational component. The user creates the scripts in a visual manner, creating the flow of scripting elements then programming each element. Serious games are games which are designed and developed without having entertainment as their main purpose. Instead, their primary purpose is to educate, train, or inform their audience. The meaning of the term has evolved in the last few years and currently it is usually assumed that serious games are video games, rather than physical, non-digital games. Digital game-based learning is a subset of serious games having as a main purpose to educate the player through the use of video games. Video games manage to keep the players interested, even if they find themselves in challenging situations, and this is on account of the intrinsic motivation they achieve to maintain on the players. What makes learning an intrinsically motivating process is similar to what makes a video game intrinsically motivating, this being challenge, curiosity, fantasy and control. Contextualization, personalization, and choice improve the intrinsic motivation of a learner, thus increasing their degree of engagement in the learning process and ameliorating their learning performance. These three properties are often present in most video games. This compatibility between video games and learning makes integrating the one to the other an easier accomplishment. While some other serious games aimed at programming exist, such as RoboCode, CodeCombat, Kernel Panic, CoLoBoT, CeeBot, CodeSpells, there is still much room for innovation, and our application explores new features and modes of play, focusing more on the program structure and logic than on the syntax.
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Dini, Amir, Michael Schneeberger, Martin Pszeida, Lisa Heiler, and Lucas Paletta. "Towards Immersive Skill Training for First Responders with Biosensor-based Assessment of Situation Awareness." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003979.

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First responders engage highly stressful situations at the emergency site that may induce stress, fear, panic and a collapse of clear thinking (Putnam, 1995). However, their physiological and cognitive readiness is of highest importance to enable appropriate decision making (Frye & Wearing, 2014). A major aspect for keeping control of the situation is that first responders should always maintain situation awareness. Training of the first responders’ routines improves resilience towards stressors in severe hazard conditions. Advanced training of first responders, in particular, the use of VR environments for the training of situation awareness for stress-resilient decision-making behavior is one of the upcoming challenges of the near future.Methods A Virtual Reality environment was developed with a typical firefighter scenario to train and to evaluate the situation awareness (SA) of squad leaders. The operator has two major tasks, (i) searching for pocket of embers on the ground by using an infrared camera and whenever detected to call for a team member to work on it, (ii) to survey her team of 5 first responders for their visible presence as well as for their health condition and consequently to react in proper time instants whenever team members would be injured or disappear. The movement of the team members within a predefined skill-oriented territory is activated by an AI-driven method. A wearable multisensory-based non-invasive measurement suite is mounted on the operator including VR in-built eye-tracking, biosensors for cardiovascular, electrodermal and temperature data capture, to report by means of digital human factors analytics. From the sensor data stream we intend to deduce psychological constructs, such as, situation awareness, physiological strain, cognitive-emotional stress, and fatigue. A pilot study is planned with N=20 students, with pre- and post-study cognitive tests, such as, determination test (Schuhfried, 1987) and Psychomotor Vigilance Test (PVT; Dinges & Powell, 1985), as well as the Situation Awareness Rating Technique (SART; Taylor, 1990). From the SART we will research for to situation awareness-specific digital biomarkers by means of correlation analysis. This multi-tasking configuration will enable to measure (a) executive functions, such as, cognitive flexibility, and (b) level 1, 2 and 3 SA by gaze-driven virtual events, such as, viewing first responder avatars. Results: We will describe the system architecture as well as the features of the VR-based skill evaluation system (VR with eye-tracking, biosensors, treadmill, dashboard). Test users will move on a treadmill that triggers the VR-based experience accordingly, by means of a Cyberith Visualizer platform. Videos that were captured from the use of the platform and application of biosensors with eye tracking will demonstrate the usefulness for the evaluation of SA. We will report from a first usability study with feedback from friendly users. At the conference, we will be able to report on first results of the pilot study.Conclusion: Advanced training of first responders and emergency staff with typical operation scenarios is one of the upcoming challenges of the near future. First results motivate the use of VR environments for the training of situation aware and stress-resilient decision-making behavior of firefighters.

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