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991.
Susanne Völker 《?sterreichische Zeitschrift für Soziologie》2010,35(2):38-53
Subject of this contribution are the strategies of action and the practices of social binding under the condition of precarious employment relations. In the case of a young retail saleswoman I want to explore the question if and how situations of insecurity and uncertainty produce specific habitual changes and acquisitions. Which significance do discontinuous life courses have on biographical self-construction? How do the practices of everyday life and the relation to an uncertain future differ between the younger generation and their parents? And finally: which consequences do the pragmatic use of chance and contingency have on lived gender arrangements? 相似文献
992.
993.
There is a considerable number of researches about workplace violence, but few relate young workers and work harassment. This study aimed to investigate the reported perceptions of young apprentices and trainees about moral harassment at work and related coping strategies. Forty adolescent workers (22 men and 18 women) between 15 and 20 years old who received training by a non-governmental organization in S?o Paulo, Brazil, participated in the study. Data collection included individual and collective interviews. It was used an in-depth semi structured interview protocol. The discourses were analyzed using the hermeneutic-dialectic frame. Results showed that young workers reported little or no knowledge of strategies to cope with moral harassment at work, showing vulnerability to the effects of aggression. Effective coping strategies at work should embrace two important concepts of health promotion: empowerment and autonomy. 相似文献
994.
This article reports the experience of the design team of the Laboratory The Imaginary in the process of developing an electric potter's lathe which respects the biomechanics of the body, helps to development the task, maintains the archetype of traditional equipment, and improves the mechanical efficiency of the power transmission system. The design method used was based on the axes of research, analysis, development and monitoring, and focused on the product and with partners: the artisans and engineering and production teams. The main results point to ergonomic improvements in the biomechanical and dimensional aspects, and a decrease in the risk of accidents and occupational diseases. The experience of this case also highlights the gains arising from the relationship between design, engineering and users (artisans) in developing products with a design that can be easily replicated for other communities of potters in the state. This and other actions are part of the outlook of the Laboratory the Imaginary which in partnership with local authorities, wishes to see the craft activities continue and to give value to the culture of the city. 相似文献
995.
Silva KM Coelho BG Junior JV Faria LF Dutra L Alvarenga M Roggini R Echternach EH 《Work (Reading, Mass.)》2012,41(Z1):1683-1690
Data from 2006 indicated that Brazilian footwear leather industry was composed of approximately 9,488 formally registered establishments, considering the leather industry, footwear and leather goods. It was responsible for 211,582 people employed. However, in spite of having many employees, this kind of organization found several problems when analyzed from the ergonomics view. With this premise, then, in order to identify bottlenecks and other engineering problems that could cause discomfort and motivation lack among workers, leading directly to the loss of the product quality, the assembly sector of women's shoes factory was characterized. 相似文献
996.
Zamberlan M Santos V Streit P Oliveira J Cury R Negri T Pastura F Guimarães C Cid G 《Work (Reading, Mass.)》2012,41(Z1):2243-2247
This paper will present the workflow developed for the application of serious games in the design of complex cooperative work settings. The project was based on ergonomic studies and development of a control room among participative design process. Our main concerns were the 3D human virtual representation acquired from 3D scanning, human interaction, workspace layout and equipment designed considering ergonomics standards. Using Unity3D platform to design the virtual environment, the virtual human model can be controlled by users on dynamic scenario in order to evaluate the new work settings and simulate work activities. The results obtained showed that this virtual technology can drastically change the design process by improving the level of interaction between final users and, managers and human factors team. 相似文献
997.
The pressure distribution on the plantar surface may reveal information not only about the feet structure, also it may bring out information about the entire body posture not only on health but also pathologic conditions. The application in ergonomics and occupational health gives access to the postural correction that on a long term may provoke professional injuries giving presition and security. This study is on 132 workers of Universidad de las Américas. 相似文献
998.
Teodoroski Rde C Espíndola EZ Silva E Moro AR Pereira VL 《Work (Reading, Mass.)》2012,41(Z1):2596-2599
With the advent of technology, the computer became a working tool increasingly present in companies. Its purpose is to increase production and reduce the inherent errors in manual production. The aim of this study was to analyze the usability of 2D graphics software in creating clothing designs by a professional during his work. The movements of the mouse, keyboard and graphical tools were monitored in real time by software Camtasia 7? installed on the user's computer. To register the use of mouse and keyboard we used auxiliary software called MouseMeter?, which quantifies the number of times they pressed the right, middle and left mouse's buttons, the keyboard and also the distance traveled in meters by the cursor on the screen. Data was collected in periods of 15 minutes, 1 hour and 8 hours, consecutively. The results showed that the job is considered repetitive and high demands physical efforts, which can lead to the appearance of repetitive strain injuries. Thus, the goal of minimizing operator efforts and thereby enhance the usability of the examined tool, becomes imperative to replace the mouse by a device called tablet, which also offers an electronic pen and a drawing platform for design development. 相似文献
999.
De A Dhar U Virkar T Altekar C Mishra W Parmar V Mutakekar M Iqbal R Chandra AM 《Work (Reading, Mass.)》2012,41(Z1):3404-3411
Subjective Visual Disturbances are silent adversaries that appear over a period of continued exposure and arise when the visual demands of the tasks exceed the visual abilities of the user. Jewellery manufacturing activity involves precision designs, setting the metal and stones, polishing and filing which requires higher visual demand. Therefore, it is expected that the jewellery manufacturing workers may experience subjective visual disturbances. This study was taken up with the following objectives 1) To study the presence of subjective visual disturbances among jewellery manufacturing workers and compare the same with VDT operators 2) To study the effect of work exposures on subjective visual disturbances and 3) to ascertain whether subjective visual disturbances have any permanent vision related problems. The study was carried out on jewellery manufacturing workers, VDT operators and on graduate students. The symptoms of subjective visual disturbances were identified using a questionnaire developed by Sheedy (2003). Viewing distances were measured and visual angles were calculated. The eye check--ups were also carried out. The subjective visual disturbances were higher in jewellery manufacturing workers. The findings suggest that work exposure has an impact on the causation of subjective visual disturbances. No pathological conditions of the eyes were observed. 相似文献
1000.