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71.
Discrete time modelling of disease incidence time series by using Markov chain Monte Carlo methods 总被引:1,自引:0,他引:1
Alexander Morton Bärbel F. Finkenstädt 《Journal of the Royal Statistical Society. Series C, Applied statistics》2005,54(3):575-594
Summary. A stochastic discrete time version of the susceptible–infected–recovered model for infectious diseases is developed. Disease is transmitted within and between communities when infected and susceptible individuals interact. Markov chain Monte Carlo methods are used to make inference about these unobserved populations and the unknown parameters of interest. The algorithm is designed specifically for modelling time series of reported measles cases although it can be adapted for other infectious diseases with permanent immunity. The application to observed measles incidence series motivates extensions to incorporate age structure as well as spatial epidemic coupling between communities. 相似文献
72.
73.
Point processes are the stochastic models most suitable for describing physical phenomena that appear at irregularly spaced
times, such as the earthquakes. These processes are uniquely characterized by their conditional intensity, that is, by the
probability that an event will occur in the infinitesimal interval (t, t+Δt), given the history of the process up tot. The seismic phenomenon displays different behaviours on different time and size scales; in particular, the occurrence of
destructive shocks over some centuries in a seismogenic region may be explained by the elastic rebound theory. This theory
has inspired the so-called stress release models: their conditional intensity translates the idea that an earthquake produces
a sudden decrease in the amount of strain accumulated gradually over time along a fault, and the subsequent event occurs when
the stress exceeds the strength of the medium. This study has a double objective: the formulation of these models in the Bayesian
framework, and the assignment to each event of a mark, that is its magnitude, modelled through a distribution that depends
at timet on the stress level accumulated up to that instant. The resulting parameter space is constrained and dependent on the data,
complicating Bayesian computation and analysis. We have resorted to Monte Carlo methods to solve these problems. 相似文献
74.
Michael S. Rendall Ryan Admiraal Alessandra DeRose Paola DiGiulio Mark S. Handcock Filomena Racioppi 《Statistical Methods and Applications》2008,17(4):519-539
In non-experimental research, data on the same population process may be collected simultaneously by more than one instrument.
For example, in the present application, two sample surveys and a population birth registration system all collect observations
on first births by age and year, while the two surveys additionally collect information on women’s education. To make maximum
use of the three data sources, the survey data are pooled and the population data introduced as constraints in a logistic
regression equation. Reductions in standard errors about the age and birth-cohort parameters of the regression equation in
the order of three-quarters are obtained by introducing the population data as constraints. A halving of the standard errors
about the education parameters is achieved by pooling observations from the larger survey dataset with those from the smaller
survey. The percentage reduction in the standard errors through imposing population constraints is independent of the total
survey sample size. 相似文献
75.
76.
77.
Banks winners in tournaments are difficult to recognize 总被引:1,自引:0,他引:1
Gerhard J. Woeginger 《Social Choice and Welfare》2003,20(3):523-528
Given a tournament T, a Banks winner of T is the top vertex of any maximal (with respect to inclusion) transitive subtournament of T. In this technical note, we show that the problem of deciding whether some fixed vertex v is a Banks winner for T is NP-complete.
Received: 22 February 2002/Accepted: 20 June 2002
Supported by the START program Y43-MAT of the Austrian Ministry of Science.
I would like to thank two thank the referees for a careful reading of the paper, for helpful remarks, and for many suggestions
how to improve the presentation. 相似文献
78.
Gayane Novikova 《Transition Studies Review》2004,11(3):213-223
The collapse of the USSR was accompanied by transformation of the South Caucasian latent ethnopolitical conflicts into local wars. Today the situation in the area of the conflicts is “neither war, nor peace”. Three unresolved conflicts of the South Caucasus can be considered as one of the most serious obstacles for establishing a regional security system.The article gives the general characteristics of these conflicts, the trends of their development, taking into account the time factor, and analyzes the behavioral models of the main players – de jure recognized and unrecognized de facto states of the South Caucasus. The basic objective of the main players should be to keep the situation on a level preventing the resumption of the armed conflicts. The attempts of forced resolution of the conflicts are fraught with destabilization of the situation not only in the area of any of these conflicts but in the whole region. 相似文献
79.
Neal Alexander 《Significance》2004,1(3):130-131
Thalassaemias are genetic blood disorders which cause varying degrees of anaemia. Their geographical distribution suggests a compensating protection against malaria, which kills between 0.5 and 2.5 million people per year in developing countries. Neal Alexander describes a study in Papua New Guinea which estimated this association more directly, and a triangle plot which clarified, for himself and his non-statistician colleagues, the relative risks of malaria for those with none, one or two copies of the relevant haemoglobin mutation. 相似文献
80.
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