Search results for: 'Internet'
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Lalaland: A case on electoral law LAW010283-U-ENG-HTM
Lalaland is an independent republic, with a parliamentary system of government. Since its beginning, Lalaland’s economy was based on agriculture and shipping, but in 1992, the government proposed a shift of focus to electronic products and services based on the Internet. Lalaland enjoyed economic growth and prosperity for many years. However, during the dot-com bubble, the economy suffered a severe recession.
To face the economic crisis, a series of austerity measures were adopted by the government with the approval of Parliament. These measures led to social unrest and massive public and violent demonstrations throughout the country. Furthermore, conspiracy theories on political corruption started circulating through different social media platforms. Amid this social unrest, elections for a new Parliament took place and claims of electoral fraud were raised. This tension has led to the collapse of the political system and it seems that the only remedy to the political crisis is the implementation of a reform to the constitution.
However, some issues such as the choice of the electoral system, the voting right of expatriates, the use of technology for accuracy and safety of electoral results and the regulation of fake news are still unresolved.
This interactive multimedia case is composed of 6 episodes with audiovisual content that presents the facts to the situation of the country. After each video, the legal and contextual framework is provided to allow students to identify and understand the key elements needed to resolve the case. Finally, each episode finalizes with a set of reflective questions that guide the students in the draft of their final report.
This interactive case was presented for the first time at the IE Law School 2021 Comparative Law in Action Competition.
Academic Area:Law -
The Internet of Things SI2-109-I-M
This multimedia project aims to provide the student with an overview of the Internet of Things (IoT) so they can develop the ability to think critically and strategically about the opportunities and challenges that have emerge through the Internet of Things in our current digital era.
The student will be able to develop the knowledge base for IoT in order to understand courses related to emerging technologies, digital transformation and impact of technology in different corporate departments and industries.
The student is immersed in an interactive environment with 9 different sections, varying from virtual rooms of futuristic house to a Smart City and factory.They will always be guided and accompanied by Maria, the protagonist of our interactive case. The character of Maria contextualizes the learnings of the students and puts them into an entertaining and exciting story in the form of animations. This keeps the student engaged as well as teaching them in a learning-by-doing approach.
This tutorial will cover the definition of the Internet of Things and the importance in today’s world; how it is changing every industry (health, manufacturing, urban planning etc.); IoT partnerships and the IoT ecosystem necessary to make it reality, are some of the topics that will be covered. We will also examine how certain challenges such as privacy, cybersecurity, cultural, social or interoperability affect the way Internet of Things functions in today’s world.
Animations, videos, pop-ups and other interactive features make the student´s journey an entertaining and practical experience in order to develop a full understanding of the Internet of Things in a multimedia format program with an approximate duration of 60 minutes.
Academic Area:Digital Technologies & Data Science -
Sownage: Ciberseguridad y Continuidad Empresarial SI1-139-M
The case details events from April to June 2011 when an attack on the PlayStation Network (PSN) occurred. As a consequence of this incident the PSN systems shut down and personal information about users was stolen by hackers. Students will analyze the facts and then present action paths putting themselves in the role of a PlayStation team member in charge of the situation. They will also need to develop a business continuity plan for the future.
The case has been developed as a simple multimedia tool with the information organized according to the different stakeholders and through a timeline of the attack. In addition to texts and images each chapter has a number of links that students can visit to delve deeper into their analysis.This case study is designed to be used at various levels. Versions of this case have been used at the, pre-experience MBA, the MBA, and the Executive MBA, and a blended Global MBA in the session dedicated to information security management.
Academic Area:Digital Technologies & Data Science -
Sownage: Cyber security and business continuity SI1-139-I-M
The case details events from April to June 2011 when an attack on the PlayStation Network (PSN) occurred. As a consequence of this incident the PSN systems shut down and personal information about users was stolen by hackers. Students will analyze the facts and then present action paths putting themselves in the role of a PlayStation team member in charge of the situation. They will also need to develop a business continuity plan for the future.
The case has been developed as a simple multimedia tool with the information organized according to the different stakeholders and through a timeline of the attack. In addition to texts and images each chapter has a number of links that students can visit to delve deeper into their analysis.This case study is designed to be used at various levels. Versions of this case have been used at the, pre-experience MBA, the MBA, and the Executive MBA, and a blended Global MBA in the session dedicated to information security management.
Academic Area:Digital Technologies & Data Science