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黄焱 《天津市财贸管理干部学院学报》2005,7(3):38-39
本文在分析移动多媒体市场发展现状和特征以及归纳总结国内外移动多媒体业务种类,移动多媒体业务的关键技术及标准的基础上,介绍了AVS-M标准的主要内容和特点。AVS-M是我国拥有自主知识产权、面向新一代移动通信的音视频编码推荐标准。最后,作者对AVS-M标准的制订提出了几点建议。 相似文献
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刘庆祥 《长江大学学报(社会科学版)》2002,(5)
通过对目前现代远程教育应用的技术系统的分析比较 ,提出了一种基于网络视频会议系统的现代远程教育解决方案 相似文献
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《Information, Communication & Society》2008,11(2):239-256
This paper looks at the prevalence of creative activity and sharing in an age when the barriers to disseminating material have been considerably lowered compared with earlier times. The authors use unique data to explore the extent to which young adults create video, music, writing and artistic photography, as well as the prevalence of sharing such material online. Findings suggest that despite new opportunities to engage in such distribution of content, relatively few people are taking advantage of these recent developments. Moreover, neither creation nor sharing is randomly distributed among a diverse group of young adults. Consistent with existing literature, creative activity is related to a person's socioeconomic status as measured by parental schooling. The novel act of sharing online, however, is considerably different by gender with men much more likely to engage in it. However, once internet user skill is controlled for, men and women are equally likely to post their materials on the Web. 相似文献
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Global guidelines for physical activity are not being met by most of the world’s youths, adults, and older adults. Family and friends who engage in physical activity across generations derive emotional, social, cognitive, and physical benefits from their interaction. Youths depend on adult assistance to travel long distances, adults are encumbered with obligations to work, and older adults often live more than 200 miles from their extended families. Intergenerational physical activity is difficult because generations are distant and lead busy lifestyles. Remotely played exergames can connect family and friends for intergenerational physical activity. Internet exergaming can help to make physical activity convenient and enjoyable as well as eliminate the effect of distance on playing with family and friends. 相似文献
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随着应用平台的不断完善和用户习惯的逐渐养成,竖屏短视频俨然成为身体视觉形象荷载和身体审美的绝佳场域,用户也在表演与欣赏的过程中实现自身表达,获得价值认同。不仅如此,竖屏短视频还利用单手竖持、影像竖制及大数据反馈实现身体在场和人机交互的升级,进一步收割用户注意力并成为新一轮互联网商业模式演进新入口。值得注意的是,当前在改变用户消费观念和方式的同时,竖屏短视频也被消费主义裹挟,一度陷入媒介伦理失范、传播生态失衡的发展阵痛之中。 相似文献
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向宗平 《高等函授学报(社会科学版)》2014,(10):66-69
本文分享了作者在美国研修期间亲身经历的体现真实性学习理念的三种教学方法与活动:同伴教学、跨时空对话、视频制作。通过真实再现纽约州立大学奥斯威戈分校研修课堂精彩片段,分析教学方法与原理,并探讨在国内高校尤其是教师教育课堂的应用途径。 相似文献
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随着用户覆盖和影响力的不断提升,我国网络视频行业蕴藏的巨大市场价值正在逐步显现。但是,由于运营成本高、盈利模式单一且收入较低、受众还未建立付费收视习惯等综合因素,导致国内视频行业整体处于巨额亏损状态。虽然今年以来,优酷土豆合并与“视频内容合作组织(VCC)”的成立使得高昂的网络视频版权价格回归理性,广告收入快速增长,但行业亏损的现状在短期内还很难改变。需要在广告运营、技术手段、渠道扩展等方面探寻视频网站盈利的创新模式 相似文献
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Fiona M. Brooks Kayleigh L. Chester Nigel C. Smeeton Neil H. Spencer 《Journal of youth studies》2016,19(1):36-54
The geographies of the current generation of young people are markedly distinct from previous generations by virtue of their access to a virtual playground. The vast majority of young people now engage in video gaming as a leisure activity. Drawing on findings from the 2009/2010 WHO Health Behaviour in School-aged Children study this paper set out to investigate the factors that might be associated with higher levels of video gaming. Information was collected from 4404 school students aged 11, 13 and 15 years, using anonymised self-completed questionnaires. Higher usage was defined as game play exceeding two hours a day. Separate analyses were conducted for boys and girls. For both genders higher levels of game playing was associated with early adolescence, opposite sex friends and minimal parental mediation. Bullying and going to bed hungry were associated with higher usage for boys only, while life satisfaction and family activities were linked to girls’ game playing only. Parents were identified as effective mediators of young people’s video game usage. The study identified gendered motivations for higher levels of game play, suggesting different interventions for boys and girls may be required in order for young people to create a balanced approach to video gaming. 相似文献