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Psychology of Innovation eJournal最新文献

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Playing in the Virtual Arena: Avatars, Publicity and Identity Reconceptualized through Virtual Worlds and Computer Games 在虚拟竞技场中玩耍:通过虚拟世界和电脑游戏重新概念化的化身、宣传和身份
Pub Date : 2008-03-26 DOI: 10.2139/ssrn.1334950
Jon M. Garon
In many respects, the commercial and social interactions within virtual worlds are essentially the same as those interactions conducted face-to-face or over less engrossing technologies, however, the immersive nature of the virtual world redefines the nature of the experience. Because virtual worlds mimic their bricks-and-mortar counterparts, they exhibit commercial attributes unlike those of plays, television shows, or motion pictures. To the extent that there is commerce conducted within the medium, the historic separation between commercial conduct and expressive speech must be reconceptualized. In the first instance, such legal line drawing will necessarily be done with crude tools, so this article suggests that just as the theater and motion picture industries turned to collective bargaining agreements to provide a more refined set of rules for professional content development, the entertainment content created in virtual worlds will benefit from similar collective bargaining solutions to legally difficult conundrums. The article provides an overview of virtual worlds and the legal framework for the regulation of content ownership; addresses the tension between the speech and property rights associated with the participants in this new art form, identifying what the law suggests and how it should evolve through case law and legislation; and suggests the steps that can be taken through private ordering collective bargaining arrangements to further clarify the protections for professionals associated with this developing new medium.
在许多方面,虚拟世界中的商业和社交互动本质上与面对面或通过不那么引人入胜的技术进行的互动相同,然而,虚拟世界的沉浸性重新定义了体验的本质。因为虚拟世界模仿的是实体世界,所以它们表现出不同于戏剧、电视节目或电影的商业属性。在某种程度上,在媒介中进行的商业行为,商业行为和表达性言论之间的历史分离必须重新概念化。在第一个例子中,这种法律界限的绘制必然是用粗糙的工具完成的,所以本文建议,正如戏剧和电影行业转向集体谈判协议,为专业内容开发提供一套更精细的规则,在虚拟世界中创建的娱乐内容将受益于类似的集体谈判解决方案,以解决法律难题。本文概述了虚拟世界和内容所有权监管的法律框架;解决与这种新艺术形式的参与者相关的言论和财产权之间的紧张关系,确定法律建议以及它应如何通过判例法和立法发展;并建议可以通过私人订购集体谈判安排采取的步骤,以进一步明确对与这一发展中的新媒介有关的专业人员的保护。
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引用次数: 1
Optimal Cognitive Distance and Absorptive Capacity 最佳认知距离和吸收能力
Pub Date : 2005-08-01 DOI: 10.2139/ssrn.903745
B. Nooteboom, W. Vanhaverbeke, G. Duysters, V. Gilsing, A. van den Oord
The application concerns a method of identifying compounds that can be used to inhibit undesired human CD4 T cell immune responses by identifying compounds that block the interaction of CD4 and MHC, class II, gene products and a method of treatment which comprises administering such an identified compound. The compounds that inhibit undesired human CD4 T cell immune responses can be used to treat disease such as multiple sclerosis and to prevent graft rejection and graft versus host disease. More specifically, the application concerns compounds having molecular weights between about 1400 and 400 that mimic three portions of the human CD4 lymphocyte cell surface antigen. The portions are residues 29-35, the C-C' loop of the D1 domain; residues 317-323, the C-C' loop of the D4 domain; and residues 346-353, the CDR3 or FG ridge of the D4 domain of the CD4 molecule. Specific examples of such compounds include cyclic peptides and peptidomimetic.
本申请涉及一种通过识别阻断CD4和MHC (II类)基因产物相互作用的化合物来识别可用于抑制不想要的人CD4 T细胞免疫反应的化合物的方法,以及一种包括施用这种已识别化合物的治疗方法。抑制不希望的人类CD4 T细胞免疫反应的化合物可用于治疗疾病,如多发性硬化症和预防移植物排斥和移植物抗宿主病。更具体地说,该申请涉及分子量在1400至400之间的化合物,其模拟人类CD4淋巴细胞表面抗原的三个部分。部分为D1结构域的C-C′环残基29-35;残基317-323为D4结构域的C-C′环;和残基346-353,CD4分子D4结构域的CDR3或FG脊。这类化合物的具体实例包括环肽和拟肽。
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引用次数: 1367
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Psychology of Innovation eJournal
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