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Coopetition has the potential to improve entrepreneurship and innovation. It will be prevalent in coworking-spaces building a growing field for individual and corporate entrepreneurship. The individuals’ physical closeness in the professional and social space of the coworking-space eases multifaceted transfers of explicit and implicit knowledge, stimulating creation, transfer, overhaul, and implementation of entrepreneurial ideas. While entrepreneurs in these coworking-spaces collaborate on sharing knowledge and resources and on finding creative ideas from which can breed new venture concepts, they simultaneously compete on the appropriation of values. Thus, entrepreneurs in coworking-spaces face coopetitive tensions of creating and appropriating the values. Based  on  interview data and secondary sources, this paper explains four different prototype institutions of coworking-spaces: the corporate coworking-space, the open corporate coworking-space, the consultancy coworking-space, and the independent coworking-space. Study explains different tensions of value creation and appropriation that occur within the coopetition in the different forms of coworking-spaces.  相似文献   
103.
This paper experimentally examines the impact of contract design on insurance fraud. We test how fraud behavior varies for insurance contracts with full coverage, a straight deductible or claim-dependent premiums (bonus-malus contracts), in a setup where rational and selfish individuals have an incentive to always claim the maximum possible indemnity. We find a substantial impact of contractual arrangements: Deductible contracts lead to a greater extent to claim build-up than full coverage contracts. In contrast, bonus-malus contracts that entail the same net gains from fraud as deductible contracts do not increase claim build-up. Thus, our results indicate that bonus-malus contracts may be superior to deductible contracts for behavioral reasons.  相似文献   
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Augmented Reality focuses on the enrichment of the user's natural field of view by consistent integration of text, symbols and interactive three-dimensional objects in real time. Placing virtual objects directly into the user's view in a natural context empowers highly dynamic applications. On the other hand, this necessitates deliberate choice of information design and density, in particular for deployment in hazardous environments like military combat scenarios. As the amount of information needed is not foreseeable and strongly depends on the individual mission, an appropriate system must offer adequate adaptation capabilities. The paper presents a prototypical, vehicle-mountable Augmented Reality vision system, designed for enhancing situation awareness in stressful urban warfare scenarios. Tracking, as one of the most crucial challenges for outdoor Augmented Reality, is accomplished by means of a Differential-GPS approach while the type of display to attach can be modified, ranging from ocular displays to standard LCD mini-screens. The overall concept also includes envisioning of own troops (blue forces), for which a multi-sensor tracking approach has been chosen. As a main feature, the system allows switching between different information categories, focusing on friendly, hostile, unidentified or neutral data. Results of an empirical study on the superiority of an in-view navigation cue approach conclude the paper.  相似文献   
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Soares EB 《Work (Reading, Mass.)》2012,41(Z1):2668-2674
The investigative focus of this paper is the issue of non-use of PPE (personal protective equipment) in a trading company of chilled and frozen food products. To conduct the study we have used an ergonomic work analysis that allowed us to highlight important organizational aspects that contribute to the non-use of such equipment. In conclusion, there are suggestions for minimizing problems.  相似文献   
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During employment of icons in order to represent system functions, specific user requirements from elderly people have not been scientifically gathered and thus will merely be considered during the process of system design. The survey, with explicit consideration of technology acceptance and experience of 120 elderly probands, looked into the comprehension of four different classes of non-animated graphical representations. It was shown that among elderly, the use of photos compared to pictograms or clip art leads to a significantly higher recognition rate. The mapping of actions rather than objects leads to a further reduction of the error probability and is thus, especially in the context of telemedicine, preferable for the target group.  相似文献   
110.
An adapted version of “the trust game with revenge” is applied to a Swedish setting. Senders – the first-movers – can keep an endowment of SEK 30, or give fractions or all to an unknown receiver. Donations are multiplied by five before reaching receivers, who may, or may not, send back part or the entire received amount. Half of the receivers are given information that the sender has the opportunity to exact revenge, while the remaining are not given this information. Results differ from Fehr and Gächter (2000), in the sense that the share of endowments sent in the first stage is around two thirds, compared to less than one third in Fehr and Gächter. Furthermore, they find a very strong effect of punishment while we find almost no effect. An efficiency frontier is defined and results show that that only 25% of the outcomes reach this frontier due to lack of trust. If senders were confident that receivers would return at least 20% of the donated amount, it is optimal to donate the whole endowment. Only about one-fifth returned of the receivers returned less than this, so for the most part the lack of trust is unwarranted.  相似文献   
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