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31.
In the areas of design, especially in architectural design, collaboration has become an important challenge. The specialization of skills increase, work teams are more and more extensive and the geographic distance between them increases too. The economic and ecological stakes related to remote collaboration are an evidence. This context involves the need to support most efficiently possible remote working meetings. We present the Distributed Collaborative Digital Studio (DSDC), a tool designed to recreate, in distant situations, the context of copresence meetings. This shared environment is created in the "invisible computer" approach [11]. The idea is that the tool should disappear from user's consciousness. Indeed, creative design activities require some fluidity in their process. Therefore, any involuntary interruption created by the system can potentially brake creativity. In this perspective, we investigate specifically the "invisibility" of our environment. To do this, we propose a framework for the operationalization of the concept and a methodology to test the system invisibility. This methodology was applied through a case study consisting of a corpus of 12 hours of remote collaborative design sessions with the DSDC. We highlight the learning effects while using our system, conclude on its effectiveness and discuss our methodology.  相似文献   
32.
This research aimed to study the activity of the HLB's scouts, workers whose function is to identify symptomatic plants, in order to understand the physical constraints, cognitive and organizational involved in accomplishing the task, characterizing the operative approach used to identify diseased plants, and to elucidate what aspects hinder the identification of symptoms. The method adopted for the research was the Ergonomic Analysis of Work--EAW [6]. The results, after validation with the operators and management, allowed understanding the complex relationships between the physical, cognitive and organizational aspects present on activity. Major difficulties were observed mainly in relation to the disposal of the scouts on the platforms and in relation to working hours, at the beginning and end of the journey. Important findings have highlighted strategies, unknown by the organization, used by scouts to locate candidates' trees to the fine analysis of investigation of symptoms. In conclusion, the analysis enable to understand the constraints and find technical and organizational solutions to the survey work on citrus groves as well as it showed signs and symptoms not investigated yet or rarely considered by researchers involved on searches aimed at increasing the ability to diagnose the disease in the field.  相似文献   
33.
The use of a thermal buttocks manikin was explored as a tool to standardize the evaluation of seat comfort. Thermal manikin buttocks were developed and calibrated thermally and anatomically to simulate the sensible heat transfer of a seated person and used to evaluate interface pressure distribution. In essence, the pressure maps of manikin buttocks with and without heating were compared to those of a seated person. The results of average pressure demonstrated that the thermal manikins have a better response in interface pressure measurement than manikins without heating.  相似文献   
34.
It is widely recognised that ergonomists must contribute during needs analysis. However, few studies have investigated the specific contributions of ergonomists at this stage of the design process. In this study, this contribution is studied through the requirement document produced by the design team. For each requirement, the source (i.e. who formulated the requirement), justification (why the requirement is needed), type (functional, interaction, operational, physical, organizational), and scope (entire system or part thereof) were analysed. Results indicate that the various actors are complementary and work collectively to define the various dimensions of the system. With end-users, the ergonomist worked on the global aspects of the system: function, conditions of use and organizational dimension. Alone, he defined the global interaction of the system. The various functions derived from the global function were defined in collaboration with engineers. However, while engineers contributed to defining how these functions would work, as well as their technical conditions of use, the ergonomist focused on their purpose, and, with end-users, on their organizational aspects. Finally, results suggest that neither the ergonomist's specific knowledge in ergonomics, nor work analysis were sufficient to derive his requirements; both are mandatory.  相似文献   
35.
36.
The purpose of this paper is to explain why low-wage workers with identical qualifications to higher-wage workers are more exposed to unemployment. Each worker is considered to belong to a social group (defined according to his/her gender, age, and nationality). We assume that workers experience both productive interdependencies and social interactions within the firm. Also inter- and intra-group interactions determine worker productivity, and frictions on the labor market limit the hiring of the most productive workers. Consequently, externalities acting both within the firm and in the labor market can lead to a higher rate of unemployment for low-wage workers.  相似文献   
37.

Capacity planning is one of the most important elements for an efficient production planning and control system. It is even more important when the main strategies to fulfil sales requirements are make-to-order (MTO) or assemble-to-order (ATO). Neither MTO or ATO companies keep finished products in stock which means that production level is driven by actual sales figures. Therefore, it is very important to have an available capacity as flexible as possible to meet sales requirements. Annualized hours (AH) is a work time control system that helps in increasing the flexibility of available capacity. The main rule of the AH system is to hire employees to work a certain number of hours on a yearly basis. Following some other pre-defined rules and limits, the AH system allows a company to adjust weekly available time in order to reduce idle capacity or to fulfil requirements that could mean overtime. This paper proposes a linear programming model to plan the operations using AH. This model has been implemented in a company that produces agricultural implements, showing that it is very simple to use. It is producing excellent practical results.  相似文献   
38.
Approximate Bayesian inference on the basis of summary statistics is well-suited to complex problems for which the likelihood is either mathematically or computationally intractable. However the methods that use rejection suffer from the curse of dimensionality when the number of summary statistics is increased. Here we propose a machine-learning approach to the estimation of the posterior density by introducing two innovations. The new method fits a nonlinear conditional heteroscedastic regression of the parameter on the summary statistics, and then adaptively improves estimation using importance sampling. The new algorithm is compared to the state-of-the-art approximate Bayesian methods, and achieves considerable reduction of the computational burden in two examples of inference in statistical genetics and in a queueing model.  相似文献   
39.
A path scheme for a game is composed of a path, i.e., a sequence of coalitions that is formed during the coalition formation process and a scheme, i.e., a payoff vector for each coalition in the path. A path scheme is called population monotonic if a player’s payoff does not decrease as the path coalition grows. In this study, we focus on Shapley path schemes of simple games in which for every path coalition the Shapley value of the associated subgame provides the allocation at hand. Obviously, each Shapley path scheme of a game is population monotonic if and only if the Shapley allocation scheme of the game is population monotonic in the sense of Sprumont (Games Econ Behav 2:378–394, 1990). We prove that a simple game allows for population monotonic Shapley path schemes if and only if the game is balanced. Moreover, the Shapley path scheme of a specific path is population monotonic if and only if the first winning coalition that is formed along the path contains every minimal winning coalition. We also show that each Shapley path scheme of a simple game is population monotonic if and only if the set of veto players of the game is a winning coalition. Extensions of these results to other efficient probabilistic values are discussed.  相似文献   
40.
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