Diane Crawford
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The Spiritual Life of Projects
Phillip G. Armour
págs. 11-14
Neil Munro
págs. 15-17
A Practical Approach for Implementing E-Commerce Programs in Business Schools
David H. Olsen, Lloyd W. Bartholome
págs. 19-21
Meeting the Virtual Work Imperative
Anthony R. Hendrickson, Anthony M. Townsend, Samuel M. DeMarie
págs. 23-26
Game engines in scientific research
Jeffrey Jacobson, Michael Lewis
págs. 27-31
Michael Lewis
págs. 30-31
Research in human-level ai using computer games
John E. Laird
págs. 32-35
Arquake: the outdoor augmented reality gaming system
Wayne Piekarski, Bruce Thomas
págs. 36-38
Unreal tournament for immersive interactive theater
Jeffrey Jacobson, Zimmy Hwang
págs. 39-42
Gamebots: a flexible test bed for multiagent team research
Andrew N. Marshall, Chris Sollitto, Gal A Kaminka, Andrew Scholer, Manuela M. Veloso, Sheila Tajada, Rogelio Adobbati, Steve Schaffer
págs. 43-45
Testing and demonstrating context-aware services with Quake III Arena
Markus Bylund, Fredrik Espinoza
págs. 46-48
John R. White
págs. 49-52
Internet abuse in the workplace
Murugan Anandarajan
págs. 53-54
Company profile of the frequent internet user
Jeffrey M. Stanton
págs. 55-59
págs. 60-63
France Belanger, Craig van Slyke
págs. 64-65
How do I loaf here? Let me count the ways
Thompson S. H. Teo, Vivien K. G. Lim, Geok Leng Loo
págs. 66-70
Aligning internet usage with business priorities
Claire A. Simmers
págs. 71-74
Acceptable internet use policy
Limei Teng, Keng Siau, Fiona Fui-Hoon Nah
págs. 75-79
Does electronic monitoring of employee internet usage work?
Leonard M. Jessup, Andrew Urbaczewski
págs. 80-83
Monitoring for pornography and sexual harassment
Raymond R. Panko, Hazel Glenn Beh
págs. 84-87
Matt McGivern, Andy Snow, Christi Howard, Upkar Varshney
págs. 89-96
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