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21.
高新技术行业动态联盟探析   总被引:1,自引:0,他引:1  
动态联盟是企业合作的一种新模式 ,高新技术企业可以利用它抓住瞬息万变、稍纵即逝的市场机会。本文分析了动态联盟的特点 ,指出高新技术企业组建动态联盟的动因是为了快速响应市场机会。在此基础上 ,着重对高新技术企业动态联盟组建与管理中的几个关键要素进行了分析。  相似文献   
22.
Abstract

Virtual reality (VR) has emerged as a promising technological intervention for anxiety disorders. However, there are no existing standards and best practices to evaluate the effectiveness of environments to achieve their intervention goals. The purpose of this study was to develop a VR intervention for student veterans with social anxiety disorder and test feasibility utilizing a three-stage development model. The development of a therapeutic VR environment may benefit from an interdisciplinary collaboration of researchers from various fields of study. Utilizing three stages of prototyping with two virtual reality platforms, fully immersive video (n?=?6) and three-dimensional (3-D) immersive virtual reality (n?=?8), the research team designed an intervention for student veterans with social anxiety disorder, testing bio-reactivity of participants. Results of prototyping include user feedback validating increased stress levels and increased bio-reactivity specifically in galvanic skin response and heart rate elevation. Implications include the use of 360° video for prototyping 3-D virtual reality interventions.  相似文献   
23.
 保障性住房是关系国计民生的重大问题,为使保障性住房充分发挥作用,其准入标准的确定尤为重要。目前我国保障性住房准入标准大都以人均收入作为参考指标,本文旨在测算并确立以家庭收入为参考指标的保障性住房准入标准。由于厦门市保障性住房在全国具有示范效应,故以厦门为例考察基于家庭收入的保障性住房准入标准。根据抽样调查的分组数据界定“中低收入组”,通过正态分布与均匀分布的转换,利用格点映射法,找出覆盖面为40%的收入上限值,即为保障性住房的准入标准。基于此标准,结合“按年人均收入限值”这一指标,将家庭组别按人口细分,划分出针对不同家庭规模的参考准入标准。  相似文献   
24.
With the rapid development of the virtual world industry in the past few years, trading of virtual goods and services has grown significantly. Virtual goods creators can set different permissions to their creations, such as the length of usage, the ability to copy or modify a virtual good, or the ability to give the good to others. The permissions of virtual goods endow their creators with additional power to control the allocation and exchange of virtual goods in a virtual world. We examine how the unique virtual goods permission settings (copy, modify, and transfer) and other factors are associated with virtual goods prices. Using data from a Second Life marketplace, we find that permissions of virtual goods are not random, as creators strategically set the permissions for their virtual creations. Our results show that the copy and transfer permissions are significant factors associated with virtual goods prices. The impact of other factors on virtual goods prices is analyzed and managerial implications are discussed.  相似文献   
25.
This paper explores the possibilities presented by DEA to assess quality of life and evaluate the performance of city managers in what concerns the promotion of urban quality of life. Using the data provided by the Urban Audit program, from the European Union, we defined the city profile regarding quality of life for 206 cities. Two approaches are presented: the construction of a composite indicator of quality of life and the assessment of local management performance, contextualised by the GDP per capita to measure the ability of local authorities to promote quality of life given the economic condition of the country. The results identify the cities with urban best practices and present a model of intervention for the cities considered inefficient, based on benchmarking principles.  相似文献   
26.
Leadership as a social influence process has always involved a complex set of phenomena that demands an interdisciplinary lens. Leadership scholarship has now entered into a digital era. In a digital era, the overall phenomenon is changing, as are the tools through which we study it, demanding a new “lens” through which we view leadership. Yet, this raises the question, to what extent is leadership different in a digital era? In acknowledgement of this trend, a special issue was commissioned at The Leadership Quarterly that sought to stimulate the imagination of leadership scholars and practitioners. In the current work, we begin with a brief review of who, what, when, where and why of digital leadership. We cover leadership in informal contexts (e.g., social media), generalization from face-to-face to virtual contexts, computational modeling, the leveraging of technology (e.g., machine learning; Big Data), as well methodological how-to guides. We then plot a path forward for leadership scholars in the dawn of the digital era.  相似文献   
27.
Jones International University provides a leading example of a virtual university. This brief overview focuses on innovative features of this university, ranging from its geographically distributed staff and students to its cyber-graduation ceremony.  相似文献   
28.
实物资产和虚拟资产是公有资产的两种主要存在形态.公有制为主体是以实物资产与虚拟资产相统一的公有资产为主体.  相似文献   
29.
Development of single-user computer applications has often been based on user-centred or task-centred design methodologies, with some success. These methodologies are also useful for guiding the development of multi-user CSCW applications whenever the basic characteristics of the users, or the type of tasks for which the system is being designed are identifiable. The effectiveness of these methodologies as a basis for the design of virtual meeting environments for supporting community-based activities, on the other hand, is rather limited. This is mainly due to the fact that for such systems it is not generally possible to identify the user or task requirements, as these vary considerably from one community to another, or even within the same community over a period of time. New methodologies need to be devised, or existing methodologies have to be modified, to direct the development of virtual environments for which the characteristics of the users or their activities are not known in advance. This paper introduces the concept of information-centred design. Information-centred design, though not fully devised yet, focuses on the identification of the type of information, as well as the way it is collected and utilized by the users of a virtual meeting environment. This pool of information, which plays an important role in facilitating interaction and communication between the members of a community, could be defined as their communal memory.  相似文献   
30.
现象学对身体的思考给数码艺术家以启迪,数码艺术家则以自己的作品丰富了现象学有关身体的理论。在此互动中诞生了交互性影像艺术、遥在艺术与智能代理艺术。对它们的价值,可从人为进化的角度理解。  相似文献   
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