3,567 research outputs found

    Spartan Daily, September 18, 2003

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    Volume 121, Issue 15https://scholarworks.sjsu.edu/spartandaily/9881/thumbnail.jp

    Spartan Daily, September 18, 2003

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    Volume 121, Issue 15https://scholarworks.sjsu.edu/spartandaily/9881/thumbnail.jp

    Spartan Daily, February 12, 2002

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    Volume 118, Issue 13https://scholarworks.sjsu.edu/spartandaily/9787/thumbnail.jp

    Spartan Daily, February 12, 2002

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    Volume 118, Issue 13https://scholarworks.sjsu.edu/spartandaily/9787/thumbnail.jp

    Spartan Daily, February 12, 2002

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    Volume 118, Issue 13https://scholarworks.sjsu.edu/spartandaily/9787/thumbnail.jp

    Spartan Daily, February 12, 2002

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    Volume 118, Issue 13https://scholarworks.sjsu.edu/spartandaily/9787/thumbnail.jp

    Evangelical Friend, April 1978 (Vol. 11, No. 8)

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    Donald A. GreenReconstructing Quakerism. Page 2 Jack L. Willcuts\u27Hauling hay and helping out.\u27 Page 6 Louise GeorgeWho really are these people? Page 8 T. Eugene CoffinIt is all right to grow! Page 9 Jack L. WillcutsEditorials. Page 11 Reta StuartEFA conference features \u27 specialists.\u27 Page 28 Regular Features Friends Write 12Once upon a Time 12First Day News 13 Over the Teacup 17Books 17Salt and Light 18The Face of the World 19 Perspective 21Friends Concerns 22Friends Gather 25Friends Record 26https://digitalcommons.georgefox.edu/nwym_evangelical_friend/1114/thumbnail.jp

    Striking a Balance between Property and Personality. The Case of the Avatars

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    Virtual worlds, as powerful social platforms of intense human interaction, gather millions of users worldwide, producing massive economies of their own, giving rise to the birth of complex social relationships and the formation of virtual communities. By enabling the creativity of the player and figuring as an outstanding example of new online collaborative environments, virtual worlds emerge as context for creation, allowing for users to undertake a digital alter-ego and become artists, creators and authors. Nevertheless, such digital egos are not merely creations, but a reflex of their creators, an extension of their personalities and indicia of their identities. As a result, this paper perceives the avatar not only as a property item (avatar as the player’s or [game-developer’s] property) but also, and simultaneously, as a reflex of our personality and identity (avatar as the projection of one self in the virtual domain, as part of an individual persona). Bearing in mind such hybrid configuration, and looking at the disputes over property rights in virtual words, this essay makes three fundamental arguments. Firstly, it proposes a re-interpretation of intellectual property rights (namely of copyright law) according to its underlying utilitarian principles, as such principles seem to have been forgotten or neglected in the sphere of virtual worlds. The idea is to re-balance the uneven relationship between game owners and players perpetuated by the end-user license agreements (EULAs), recognising property rights to users over their own virtual creations. In order to evaluate whether a user’s contribution to the virtual world amounts to an original and creative work and is worthy of copyright protection, the essay proposes the image of a jigsaw puzzle as a tool and criteria to carry out such examination

    Kenyon Collegian - April 4, 2013

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    https://digital.kenyon.edu/collegian/1264/thumbnail.jp

    Eastern Progress - 14 Jan 1982

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