scholarly journals Analogical reasoning in uncovering the meaning of digital-technology terms: the case of backdoor

2020 ◽  
Vol 4 (1) ◽  
pp. 23
Author(s):  
Inna V. Skrynnikova

<p>The paper substantiates the critical role of analogical reasoning and figurative languge in resolving the ambiguity of cybersecurity terms in various expert communities. Dwelling on the divergent interpretations of a backdoor, it uncovers the potential of metaphor to serve both as an interpretative mechanism and as a framing tool in the ongoing digital technologies discourse. By combining methods of corpus research and frame semantics analysis the study examines the challenges of unpacking the meaning of the contested concept of the backdoor. The paper proposes a qualitatively new metaphor-facilitated mode of interpreting cybersecurity vulnerabilities based on MetaNet deep semantic metaphor analysis and outlines the merits of this hierarchically organized metaphor and frames ontology. The utility of the method is demonstrated through analyzing corpus data and top-down extracting of metaphors (linguistic metaphor – conceptual metaphor – entailed metaphor – inferences) with subsequent identifying of metaphor families dominating the cybersecurity discourse. The paper further claims that the predominant metaphors prompt certain decisions and solutions affecting information security policies. </p>

2019 ◽  
Author(s):  
Chris Robert Harrison Brown

Attention has long been characterised within prominent models as reflecting a competition between goal-driven and stimulus-driven processes. It remains unclear, however, how involuntary attentional capture by affective stimuli, such as threat-laden content, fits into such models. While such effects were traditionally held to reflect stimulus-driven processes, recent research has increasingly implicated a critical role of goal-driven processes. Here we test an alternative goal-driven account of involuntary attentional capture by threat, using an experimental manipulation of goal-driven attention. To this end we combined the classic ‘contingent capture’ and ‘emotion-induced blink’ (EIB) paradigms in an RSVP task with both positive or threatening target search goals. Across six experiments, positive and threat distractors were presented in peripheral, parafoveal, and central locations. Across all distractor locations, we found that involuntary attentional capture by irrelevant threatening distractors could be induced via the adoption of a search goal for a threatening category; adopting a goal for a positive category conversely led to capture only by positive stimuli. Our findings provide direct experimental evidence for a causal role of voluntary goals in involuntary capture by irrelevant threat stimuli, and hence demonstrate the plausibility of a top-down account of this phenomenon. We discuss the implications of these findings in relation to current cognitive models of attention and clinical disorders.


2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021


Author(s):  
Jordi Ferrer-Peris ◽  
Juan Carlos Colomer-Rubio

The insertion of digital technology for the work of tangible and intangible heritage can become a creative tool that reinforces the role of the teacher as an educator of local heritage (in line with what is suggested in the Plan Nacional de Educación y Patrimonio (PNEyP)). In addition, this type of resources allow the development of tools that improve the interpretation of the patrimonial environments and bring them closer to the students.  Our proposal is an original didactic intervention made with sixth grade students of Primary Education is exposed in the environment of Castell de Marinyén (Benifairó de la Valldigna, Valencia) through the use of stereoscopic or spherical photography and the hypothesis of reconstruction. This activity combines research on the immediate environment, the digital technologies and the use of image as a research document, which has made it possible to propose the technological means in patrimonial education by means of updated, simple and accessible resources that allow the realization of concrete investigations and the work of contents of different areas of knowledge. In conclusion, the defects that the patrimonial education has had in its insertion in the educational system, extending its treatment in the classroom, as well as its disposition within the school curriculum.


2019 ◽  
pp. 1541-1560
Author(s):  
Vicki Schriever

This chapter examines the literature surrounding digital technologies within kindergarten. It highlights the ways in which mobile devices and smart gadgets are used by early childhood teachers and young children in diverse teacher-focused and child-centred approaches. The challenges faced by early childhood teachers to successfully use and integrate mobile devices and smart gadgets within their kindergarten will be explored. These challenges include, meeting curriculum requirements, mediating parental expectations, seeing the potential of digital technologies, having the confidence and self-efficacy to use digital devices and determining the value and place of digital technologies within a play-based environment. Each of these challenges are explored within the chapter and the ways these challenges can be overcome are detailed. The opportunities which mobile devices and smart gadgets present to maximise young children's learning, play and engagement and which facilitate and support the role of the early childhood teacher will also be examined.


2015 ◽  
Vol 36 (11) ◽  
pp. 4317-4333 ◽  
Author(s):  
Qiong Wu ◽  
Chi-Fu Chang ◽  
Sisi Xi ◽  
I-Wen Huang ◽  
Zuxiang Liu ◽  
...  

2021 ◽  
Vol 12 ◽  
Author(s):  
Maria Vedechkina ◽  
Francesca Borgonovi

The role of digital technology in shaping attention and cognitive development has been at the centre of public discourse for decades. The current review presents findings from three main bodies of literature on the implications of technology use for attention and cognitive control: television, video games, and digital multitasking. The aim is to identify key lessons from prior research that are relevant for the current generation of digital users. In particular, the lack of scientific consensus on whether digital technologies are good or bad for children reflects that effects depend on users’ characteristics, the form digital technologies take, the circumstances in which use occurs and the interaction between the three factors. Some features of digital media may be particularly problematic, but only for certain users and only in certain contexts. Similarly, individual differences mediate how, when and why individuals use technology, as well as how much benefit or harm can be derived from its use. The finding emerging from the review on the large degree of heterogeneity in associations is especially relevant due to the rapid development and diffusion of a large number of different digital technologies and contents, and the increasing variety of user experiences. We discuss the importance of leveraging existing knowledge and integrating past research findings into a broader organizing framework in order to guide emerging technology-based research and practice. We end with a discussion of some of the challenges and unaddressed issues in the literature and propose directions for future research.


2021 ◽  

In the current era, public health crises are presenting new systematic and cross-border characteristics and uncertainty. Public health crises are challenges for governments and health systems. The development of digital technology has changed the world and connected it as a “village”, and digital technology has played a critical role in providing support during public health crises over the past three decades. From the perspective of empowerment theory, we explore the role of digital technology in responding to the COVID-19 pandemic and digital technology approaches to controlling COVID-19 in China. Accordingly, we identify the challenges of using digital technology to control public health crises, including the imbalance of the rights and responsibilities of governance subjects, the incompatibility of the governance model and digital technology and the inadequate application of digital technology. Considering implications for the successful prevention and control of COVID-19, we suggest that the government should improve the balance of rights and responsibilities for coordinated crisis governance, link digital technology and the governance system and broaden the grassroots governance community.


PRIMO ASPECTU ◽  
2021 ◽  
pp. 46-51
Author(s):  
Dang Khoa Mai ◽  
Nikolai M. Borytko

The world is witnessing dramatic changes in the digital age, marking the advancement and rise of digital technologies that enable more efficient processing, transmission, storage and review of information. As digital technology is increasingly affecting all aspects of social life, innovation is considered the key to making competitiveness and sustainble development of individuals, organizations and the whole society. Innovation is the process of creating new values by applying new solutions to existing problems. And innovation culture is an enviroment that nurtures, promotes and realizes innovation. This shows that the formation of an individual’s innovation culture is essential to be able to build an innovation culture of the organization and even of society. Higher education is also not out of this trend. Therefore, it is necessary to study the innovation culture in the field of higher education, first, the university lecturer’s innovation culture. The article aims to clarify some issues related to innovation culture. On that basis, the content of the concept of university lecturer’s innovation culture will be analyzed, simultaneously, the impacts of the digital age on higher education in general and university lecturer in particular will be mentioned to highlight the role of university lecturer’s innovation culture in the new context of society.


2020 ◽  
Vol 29 (4) ◽  
pp. 412-418
Author(s):  
Greg Wadley ◽  
Wally Smith ◽  
Peter Koval ◽  
James J. Gross

People routinely regulate their emotions in order to function more effectively at work, to behave more appropriately in social situations, or simply to feel better. Recently, researchers have begun to examine how people shape their affective states using digital technologies, such as smartphones. In this article, we discuss the emergence of digital emotion regulation, both as a widespread behavioral phenomenon and a new cross-disciplinary field of research. This field bridges two largely distinct areas of enquiry: (a) psychological research into how and why people regulate their emotions, which has yet to systematically explore the role of digital technology, and (b) computing research into how digital technologies impact users’ emotions, which has yet to integrate psychological theories of emotion regulation. We argue that bringing these two areas into better contact will benefit both and will facilitate a deeper understanding of the nature and significance of digital emotion regulation.


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