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21.
[目的/意义] 合理使用是维持著作权人个人利益与社会公共利益平衡的重要机制之一,对承担公共文化服务功能的图书馆尤为重要,但实践中图书馆的合理使用条款并未充分发挥利益平衡的作用,有必要对其存在问题及形成原因进行深入分析。[方法/过程] 通过与域外立法相比较,以及司法实践中的案例分析,可看出我国图书馆合理使用的主要问题在于现行法律规定滞后、规则不明晰,导致合理使用适用范围狭窄,还同时受到许可协议、技术措施的挤压。[结果/结论] 为化解图书馆合理使用条款的适用困境,可从增加原则性规定、明确其法律属性为强制性规定、扩大有关条款的适用范围等方面来完善立法。图书馆自身也应加强知识产权管理、提高知识产权素养,严格遵照法律规定以消除侵权隐患。 相似文献
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推动京津冀体育产业一体化发展,既是推进京津冀协同发展的重要内涵,也是体育领域落实区域协调发展战略的具体实践。研究表明,京津冀体育产业一体化发展,既面临难得的历史机遇,也面临着严峻的挑战。挑战在于:整体发展失衡,结构亟待优化;市场发育不足,行业竞争加剧;资源环境恶化,低碳锁定障碍;顶层设计不足,合作机制缺失。基于区域协调发展战略,应优化空间布局,推动体育产业错位发展;培育消费市场,推动体育产业创新发展;加快转型升级,推动体育产业低碳发展;完善合作机制,推动体育产业协同发展。 相似文献
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The purpose of this paper is to examine the utilization of the marketing adaptability of branded mobile applications (apps) in order to understand the relationship between consumers and their attachment to branded apps. We develop a model grounded in the purchaser-brand relationship theory of remarketing in order to develop the consumer-brand relationship through mediator brand experience (BE) and moderator digital footprint. A survey was conducted with 421 participants from different regions in India. AMOS 21.0 and SPSS plugin called “Process Analysis System” proposed by Hayes (2013) were used to analyze the hypotheses. The results corroborate the proposed research model. It approves brand association with brand connection for those brands that are easily identifiable. The result also confirms that the comprehensive consumption values are the major influencing factors in the adoption of branded apps. The study enhances the comprehension of the impact of brand connotation on consumer behavior in terms of the usage of various branded apps and the practical and non-useful esteem attached to them. 相似文献
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A. Miller 《Journal of Web Librarianship》2019,13(2):127-155
The emerging creative practices of digital collections are increasing in prominence thanks to the access to, and appeal of, data visualizations. Interactive data visualizations, such as a map, timeline, chart, graph, or artist’s rendering of data, enable users to pursue their own research interests within a collection and participate in new areas of research. Use of these data visualizations enhances the scope of the collection and enables a modern and diverse thematic collection to emerge. This article considers the question: Does the addition of data visualizations affect how users participate with a research collection? Impacts on collection development, application of user-centered design, and analysis of users’ exploratory strategies are discussed. Examples of data visualizations used in digital humanities projects and digital collections are presented as case studies. 相似文献
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The Covid-19 pandemic has led to an inevitable surge in the use of digital technologies due to the social distancing norms and nationwide lockdowns. People and organizations all over the world have had to adjust to new ways of work and life. We explore possible scenarios of the digital surge and the research issues that arise.An increase in digitalization is leading firms and educational institutions to shift to work-from-home (WFH). Blockchain technology will become important and will entail research on design and regulations. Gig workers and the gig economy is likely to increase in scale, raising questions of work allocation, collaboration, motivation, and aspects of work overload and presenteeism. Workplace monitoring and technostress issues will become prominent with an increase in digital presence. Online fraud is likely to grow, along with research on managing security. The regulation of the internet, a key resource, will be crucial post-pandemic.Research may address the consequences and causes of the digital divide. Further, the issues of net neutrality and zero-rating plans will merit scrutiny. A key research issue will also be the impact and consequences of internet shutdowns, frequently resorted to by countries. Digital money, too, assumes importance in crisis situations and research will address their adoption, consequences, and mode. Aspects of surveillance and privacy gain importance with increased digital usage. 相似文献
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Elizabeth L. Black 《Public Services Quarterly》2020,16(3):161-171
AbstractThe purpose of this paper is to describe how the Understanding by Design instructional design framework can be applied to design high-quality single-session information literacy instruction. The author describes the Understanding by Design process in detail, noting modifications for single instructional session design with examples from the application of this instructional design process to design co-curricular instruction sessions for undergraduates. 相似文献
30.
校园足球运动是夯实足球人才的根基,对学生智力发展及身体健康水平的改善与提升具有重要作用。本文以新疆生产建设兵团所属的塔里木大学为具体研究对象,梳理了塔里木大学校园足球运动的发展模式,并在此基础上分析、探讨了塔里木大学校园足球运动推广、管理与发展的成功经验与模式,以及制约塔里木大学校园足球进一步发展的瓶颈。 相似文献