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81.
In exploring the implications of information and communication technologies (ICTs), Fitzpatrick has suggested the need for a new category of rights—virtual rights. To explore this claim, we consider how developments in information management and processing differentially impact on citizens. Using examples from the public and private sectors we explore the dangers posed by the emergent surveillance society and agree these may require new rights. But we suggest that the state has by no means been an exemplar and, moreover, that many of the “surveilling” practices employed by commercial organizations might be used by the state to pursue socially just ends. We argue against a criticalist perspective that narrowly focuses on the dangers posed by new ICTs. Indeed, from a realist perspective we argue that a positive cybercriticalism that seeks to tackle exclusion by harnessing and constraining the surveillance qualities of ICTs is a pressing policy priority.  相似文献   
82.
人的虚拟存在与现当代哲学的新视界   总被引:3,自引:0,他引:3  
高振强 《河北学刊》2003,23(1):57-61
哲学具有时代性,哲学基本问题也会随着时代的变化和问题的解决而转换。思维和存在的关系问题已经不是现当代哲学的基表问题,这个问题不仅已经被马克思主义哲学解决,而且为科学技术和社会的发展所揭示。在虚拟现实中生活已经成为当代人的一种重要存在方式。在虚拟现实环境中,思维和存在相互转化,思维可以被客观化为计算机程序,可以重构存在。马克思主义哲学不能总是讨论旧的、已经被自己解决的问题,而应在它开创的现代哲学的道路上继续向前走,去开辟新的哲学领域。  相似文献   
83.
为培养具备“卓越实践、创新能力”的生物制药专业人才,本文依托现有虚拟仿真实验平台,通过优选教学资料、融合思政元素、科研反哺教学探索教学实践路径,建立生物技术制药沉浸式、线上线下混合式教学模式,重点培养学生自主学习和创新实践的能力,以期为各高校进行教学模式改革提供实践经验与借鉴意义。  相似文献   
84.
价值链包括物质空间的物质价值链即传统价值链和网络空间的虚拟价值链。虚拟企业可以理解为一种闭合的价值链,是企业间的以某个特定的市场机会为基础而建立的动态组织结构,虚拟价值链不同于虚拟企业,它将传统的实物价值链以信息的形式反映出来,是信息产品和信息服务的载体。在介绍虚拟企业与虚拟价值链的概念及其理论背景之后,对比分析了虚拟价值链与传统价值链之间以及虚拟企业与价值链之间的区别,并根据各自的特点描述了它们之间的共性、差别与对企业的战略意义。  相似文献   
85.
Organizational decision making is dominated by teams. When an important decision is required, a team is often formed to make it or to advise the individual decision maker, because a team has more resources, knowledge, and political insight than any one individual working alone. As teams have become geographically distributed, collaboration technology has come to play an important role in such collective decision making efforts. Instant messaging (IM) is an increasingly prevalent workplace collaboration technology that enables near‐synchronous text exchanges on a variety of devices. We examined the use of IM during face‐to‐face, telephone, and computer‐mediated team meetings, a practice we call “invisible whispering.” We introduce Goffman's characterization of social interaction as dramatic performance, differentiable into “front stage” and “backstage” exchanges, to analyze how invisible whispering alters the socio‐spatial and temporal boundaries of team decision making. Using IM, workers were able to influence front stage decision making through backstage conversations, often participating in multiple backstage conversations simultaneously. This type of interaction would be either physically impossible or socially constrained without the use of IM. We examine how invisible whispering changes the processes of collaborative decision making and how these new processes may affect the efficiency and effectiveness of collaborative decision making, as well as participation, satisfaction, relationships among team members, and individual attention.  相似文献   
86.
The influence of gambling outcomes on the efficacy of a short gambling episode to prime motivation to continue gambling was determined in two experiments in which desire to gamble was evaluated while participants played a slot machine located in a virtual reality casino. In experiment 1, 38 high-risk [>3 Problem Gambling Severity Index (PGSI)] [Ferris and Wynne (The Canadian problem gambling index: final report, 2001)] and 36 non-problem gamblers (0 PGSI) either won or lost a modest amount. Among high-risk gamblers, winning resulted in a greater increase in the desire to continue gambling than did losing. In experiment 2, 39 high-risk, 33 low-risk (0 < PGSI < 3), and 31 non-problem gamblers experienced either a single large win or a series of small wins (equivalent monetary gain). Participants were permitted to continue playing as long as they wanted (all subsequent spins being losses) thus permitting evaluation of persistence (resistance to extinction). Throughout, desire to gamble was assessed using a single item measure. High-risk gamblers who experienced a large win reported significantly greater desire to gamble upon voluntary cessation than those who experienced a series of small wins. It seems that the priming effects of a short gambling episode are contingent on the pattern of outcomes experienced by the gambler. The data were related to motivational factors associated with gambling, gambling persistence, and chasing losses.  相似文献   
87.
认知效果是指认知主体认知目的的实现程度。在认知过程中,认知频率是影响认知效果的重要因素。纵向的认知频率是指单位时间内的认知次数,横向的认知频率是指认知主体某一时刻利用多方位的认知通道。虚拟认知是一种全频率的认知方式,可以很大程度地提高认知效果。本文给出了认知频率和认知效果之间的数学模型。  相似文献   
88.
虚拟演播室技术是电视节目制作技术的一种革命性飞跃,充分体现了电视技术对当代最新的数字技术、计算机技术兼容的特点。虚拟演播室技术也扩展到了互联网上,成为一种最为便利的节目制作技术。  相似文献   
89.
We explore how self‐injurers, a group of deviants who primarily were loners, now use the Internet to form subcultural and collegial relations. Drawing on virtual participant‐observation in cyber self‐injury groups, over eighty face‐to‐face and telephone in‐depth interviews, and over ten thousand e‐mail postings to groups and bulletin boards, we describe and analyze the online subcultures of self‐injurers. Via the Web, they have become cyber “colleagues,” simultaneously enacting two deviant organizational forms and challenging the idea that deviant loners can exist in a cyber society. We further analyze these individuals and their interactions to compare and contrast the venues that they use, the communities and relationships that they form, and their relation to real life. We contribute to symbolic interactionism through our social constructionist stance toward the creation of virtual communities and relationships, our focus on identity and stigma, our view of social organization as grounded in the panoply of human interpersonal relationships, our contrast of the competing reality claims posed by virtual as opposed to the solid world, and our discussion of the modern versus postmodern self.  相似文献   
90.
推送技术在虚拟参考咨询服务中的应用   总被引:1,自引:0,他引:1  
论文介绍了虚拟参考咨询和推送技术的概念、信息推送的特点及其实现方式,分析了信息推送三种方式在虚拟参考咨询服务中的实现过程,指出了推送技术在虚拟参考咨询服务中的现状及其影响。  相似文献   
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