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1.
我国《民法总则》明确了网络虚拟财产受法律保护,这是财产保护的一大进步,但是理论和实践中,网络虚拟财产却存在着性质和权属难以确定、分割和继承规则不明确等一系列问题。对涉及淘宝网店财产分割的审判案例进行数据分析,发现审判实践中存在着财产分割没有法律依据、价值难确定、归属不公平的困境。针对这些困境,在对夫妻网络虚拟财产进行分割时要注意保护虚拟财产的特殊性,提前明确共同财产范围,组织多机构联合评估价值,保护人身利益。 相似文献
2.
Joaquín Castillo de Mesa María de las Olas Palma García Luis Gómez Jacinto 《European Journal of Social Work》2018,21(6):902-915
ABSTRACTSocial network services are allowing more social connectivity and making possible sharing information and knowledge of a different nature. This article analyses if social workers related to active social policies from Malaga province (Spain) are using social network services to share information and knowledge and if there is a mirror between online and offline relationships. Since it is an experimental model, through virtual ethnography and through social network analysis methodology, we observed the presence, connectivity and analysed the structure of relationships that keep 235 professionals from 52 organizations in Facebook®. Moreover, the model uses the statistical technique of modularity for detecting online communities, which are compared with distribution of professionals in their organizations. Results show how social network services applied to social intervention are massively and frequently used by professionals. On the other hand, the detected communities reflect existence of analogy between online and offline relationships. The online structure shows a high degree of cohesion and how certain professionals have higher capacity of influence and diffusion depending on position in the online structure. It argues about the opportunity to incorporate social network services towards social intervention as a manner of social innovation to improve cooperation and diffusion of information and knowledge. 相似文献
3.
Erika Kerruish 《The Senses and Society》2019,14(1):31-45
The development of digital taste and smell underscores the importance of cultural dimensions of bodily perception in augmented reality (AR) and virtual reality (VR) devices. This can be seen in Vocktail and Season Traveller, two digital devices incorporating taste and smell. Vocktail is an AR technology that augments the experience of drinking water, or even air, through the electrical stimulation of tastebuds and the manipulation of color and smell. Season Traveller is a VR game in which the user moves through four seasonal landscapes. It uses wind, odor, and temperature in addition to the more standard audio-visual displays. The cultural dimensions of these devices can be examined using phenomenological terms. They instigate perceptual circuits, and call on and create sedimented habits. Although VR and AR are often thought of in terms of their similitude to reality, understanding Vocktail and Season Traveller this way illustrates the world-creating dimension of multisensory devices. These technologies structure and shift thresholds of taste and smell, reworking past perceptual styles and habits to develop new perceptual experiences. In so doing, Season Traveller and Vocktail throw to the fore questions about the conditions according to which people exercise their senses in digitally dominated environments. 相似文献
4.
Tom Boellstorff 《Information, Communication & Society》2019,22(4):474-490
ABSTRACTA range of scholarly work in communications, informatics, and media studies has identified ‘entrepreneurs’ as central to an emerging paradigm of digital labor. Drawing on data from a multi-year research project in the virtual world Second Life, I explore disability experiences of entrepreneurism, focusing on intersections of creativity, risk, and inclusion. Since its founding in 2003, Second Life has witnessed significant disability participation. Many such residents engage in forms of entrepreneurship that destabilize dominant understandings of digital labor. Most make little or no profit; some labor at a loss. Something is being articulated through languages and practices of entrepreneurship, something that challenges the ableist paradigms that still deeply structure both digital socialities and conceptions of labor.Disability is typically assumed to be incompatible with work, an assumption often reinforced by policies that withdraw benefits from disabled persons whose income exceeds a meagre threshold. Responses to such exclusion appear when disabled persons in Second Life frame ‘entrepreneur’ as a selfhood characterized by creativity and contribution, not just initiative and risk. In navigating structural barriers with regard to income and access, including affordances of the virtual world itself, they implicitly contest reconfigurations of personhood under neoliberalism, where the laboring self becomes framed not as a worker earning an hourly wage, but as a business with the ‘ability’ to sell services. This reveals how digital technology reworks the interplay of selfhood, work, and value – but in ways that remain culturally specific and embedded in forms of inequality. 相似文献
5.
ABSTRACTThis study sheds new light on the role of identity in virtual environments when virtual representation of self is in support of disabled individuals and the potential impact of their virtual identity on work opportunities. It is widely understood that individuals who live with disability often experience a lifetime of bullying, exclusion, marginalization and rejection. They often experience workplace bias and discrimination. Yet, when they can create an identity and experience embodiment in virtual environments, the results can be extraordinarily powerful – even life-changing. This research builds on nearly a decade of ethnographic research in 3D online immersive social virtual worlds; seven of those years working with disability communities to answer the following: RQ1: In a virtual world where one can choose any avatar form, how does that visual sense of self-representation influence one’s ability to gain access to a social network, to be a leader in that network, and to find work? RQ2: How does realism in representation influence work experiences in these digital worlds? The results reveal the importance of choice in online representation of avatars in creating work and online social engagement. Implications contribute to our understanding of visual bias in the workplace and how emerging virtual reality technologies may open new avenues for meaningful work and social interactions for people with disabilities. 相似文献
6.
随着社会化媒体的快速发展,顾客选择日趋多样化,提升顾客品牌心理所有权成为理论和实践共同关注的重要课题。虽然学术界关于品牌心理所有权的概念和维度仍存在些许分歧,但品牌心理所有权对品牌及企业的重要性已得到广泛认可。基于社会心理学原理,以虚拟社区为载体实证分析顾客认知因素、品牌价值观一致性、品牌心理所有权三者之间的内在关系,有助于企业深入了解顾客对品牌心理所有权的影响因素,为企业制定正确的营销战略提供理论与实践指导。 相似文献
7.
通过对医改新形势下三级综合医院甲乳外科的运营分析,进行医院精细化管理的探讨。调研某三甲医院甲乳外科的运营情况,包括工作量、运行效率、损益情况等,分析其运营状况。结果显示,甲乳外科门诊、住院和超声检查患者较多,医师工作负荷重,通过计算该科室需要增加2名文员;损益分析发现甲乳外科属于“金牛科室”,且科室床位使用率较高,应适当扩大规模,新增10张床位。对医院各科室进行详细的运营分析,可为医院管理者提供决策依据,并逐步实现医院的精细化管理。 相似文献
8.
Deborah Yalen 《East European Jewish Affairs》2015,45(2-3):174-189
This article considers the representation of the shtetl in two museum narratives devoted to Jews in Soviet and post-Soviet Russia. The first, the state-funded 1939 exhibit “The Jews in Tsarist Russia and the USSR” was organized by the Jewish Section of the State Museum of Ethnography in Leningrad and remained on display to the Soviet public until the Nazi invasion in June 1941. The second is the privately funded Jewish Museum and Tolerance Center in Moscow, which opened in 2012. Though conceived under radically different ideological and political circumstances, each exhibition conveys a significant message about the place of Jews in Soviet and post-Soviet society, respectively, and each positions the shtetl as a formative arena for Jewish civic identity vis-à-vis the Russian homeland. Across the chasm of over seventy years, these two museum projects raise strikingly similar questions about how and why cultural institutions are mobilized to define the relationship of Ashkenazi Jews and the state. In both cases, the shtetl plays a significant role in narrating this unequal relationship. 相似文献
9.
陶鹏 《华南理工大学学报(社会科学版)》2015,(3):37-42
工具理性与价值理性的碰撞交融,让微时代背景下的网络群体事件成为当前社会阶段必须面对的现实问题。长期以来,社会各个阶层习惯于把网络群体事件视为国家与公民社会间的博弈,然而事件的最终结局并非只有“零和”。应该辩证地思考其衍生效果,从个体、社会、政治、文化等多个维度探究产生的根源,并以“正和博弈”作为研究视角和所要实现的最终效果,通过加强社会矛盾化解机制的创新和供给,建立多元主体治理模式,营造高质量的虚拟社会生态文明,构建具有包容性的网络监督体系等途径,使网络群体事件趋于“正和”,促进虚拟社会乃至现实社会的和谐稳定。 相似文献
10.
以游记或观光记录式的语汇来描述电影以及观影经验,是中国早期电影评论与电影广告的常见策略。以这种策略完成的电影评论和广告,透露出早期中国电影观众在放映活动中以本土经验描述并接纳电影这一新型媒介与感知形式的倾向。早期电影放映活动引发的美学变迁,即表现为电影引发的时间感、空间感和速度感的变迁。电影放映活动提供了有关"虚拟旅行"的经验,引发了中国早期电影观众的兴趣、好奇心与激情,并具有商业和文化的双重意义。 相似文献