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21.
This article examines the current nature of dependency in the context of global restructuring, where technological change in computers and telecommunications has made those sectors central for global economic competition. The Brazilian policy to promote computer manufacturing and software development, or informatics, is an example of a strategy to transform dependency in this context. This article examines the political and economic conditions that affected implementation of the Brazilian informatics policy after it became the object of a U.S. trade investigation in 1985. It identifies three sets of structural constraints on policy choices and outcomes: trade conflicts with the U.S. government, rapidly changing international product markets, and trade dependence. These constraints were found to persist, despite proficient and flexible political efforts to adapt to changing market conditions and manage ties with foreign capital.  相似文献   
22.
We propose some estimators of noncentrality parameters which improve upon usual unbiased estimators under quadratic loss. The distributions we consider are the noncentral chi-square and the noncentral F. However, we give more general results for the family of elliptically contoured distributions and propose a robust dominating estimator.  相似文献   
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The most popular methodology used by the US International Trade Commission (USITC) commissioners to determine whether dumped and/or subsidized imports injure competing domestic industries has been rejected by reviewing bodies because it does not distinguish injury caused by unfairly traded imports from other demand or supply changes. We estimate injury to the domestic industry due to changes in unfairly traded import price and to other causes for 44 USITC dumping and/or subsidy investigations. Change in unfairly traded import price was typically not the most important cause of injury to the domestic industry. (JEL F13 )  相似文献   
25.
Outsourcing of IT functions has become a widespread corporate practice, which has naturally led to concerns among IT works about how this affects their jobs. The issue is complex, and many companies are bringing their IT functions back inhouse. In light of this complexity, what skills do IT workers need to be com-petitive? We address this question first by reviewing the literature and then by examining two corporate case studies that have dealt with outsourcing issues. Based on this view of outsourcing, we discuss the skills that can provide a com-petitive advantage in the current environment.  相似文献   
26.
D. E. Super's (1957) theory of career development has long been of interest to careers researchers (M. Savickas, 1994; S. C. Whiston & B. K. Brecheisen, 2002). Its insightful illustration of career stages has made it widely applied by careers practitioners. Image norms may influence the career decisions and developmental tasks inherent in each stage. An image norm is the belief that individuals must present or possess a certain image, consistent with occupational, organizational, or industry standards, in order to achieve career success. Understanding the effects of image norms across D. E. Super's (1957) career stages has important implications for individuals, organizations, and career counseling professionals.  相似文献   
27.
This article provides an overview of social trust, examining its various aspects and components. Trust is best understood in a sociological sense by focusing on its important relational characteristic. Following this lead, the article discusses briefly how social trust relates to social capital and examines factors that shape the development of social trust, along with outcomes related to variations in trust, classifying them by analytical level (i.e., individual, community, group, organizational, and societal). The article concludes by assessing the strengths and weaknesses of existing research and by identifying some important questions that have not yet been adequately addressed.  相似文献   
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Longitudinal data often contain missing observations, and it is in general difficult to justify particular missing data mechanisms, whether random or not, that may be hard to distinguish. The authors describe a likelihood‐based approach to estimating both the mean response and association parameters for longitudinal binary data with drop‐outs. They specify marginal and dependence structures as regression models which link the responses to the covariates. They illustrate their approach using a data set from the Waterloo Smoking Prevention Project They also report the results of simulation studies carried out to assess the performance of their technique under various circumstances.  相似文献   
30.
Boundary Spaces     
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being.  相似文献   
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