全文获取类型
收费全文 | 343篇 |
免费 | 3篇 |
专业分类
管理学 | 63篇 |
民族学 | 1篇 |
人才学 | 1篇 |
人口学 | 2篇 |
丛书文集 | 23篇 |
理论方法论 | 5篇 |
综合类 | 152篇 |
社会学 | 41篇 |
统计学 | 58篇 |
出版年
2023年 | 2篇 |
2022年 | 1篇 |
2021年 | 2篇 |
2020年 | 6篇 |
2019年 | 3篇 |
2018年 | 5篇 |
2017年 | 6篇 |
2016年 | 1篇 |
2015年 | 6篇 |
2014年 | 5篇 |
2013年 | 69篇 |
2012年 | 6篇 |
2011年 | 8篇 |
2010年 | 10篇 |
2009年 | 13篇 |
2008年 | 10篇 |
2007年 | 13篇 |
2006年 | 16篇 |
2005年 | 11篇 |
2004年 | 9篇 |
2003年 | 13篇 |
2002年 | 23篇 |
2001年 | 14篇 |
2000年 | 8篇 |
1999年 | 8篇 |
1998年 | 10篇 |
1997年 | 3篇 |
1996年 | 4篇 |
1995年 | 4篇 |
1994年 | 9篇 |
1993年 | 4篇 |
1992年 | 11篇 |
1991年 | 5篇 |
1990年 | 5篇 |
1989年 | 4篇 |
1988年 | 3篇 |
1987年 | 3篇 |
1986年 | 4篇 |
1985年 | 4篇 |
1983年 | 2篇 |
1982年 | 1篇 |
1981年 | 1篇 |
1980年 | 1篇 |
排序方式: 共有346条查询结果,搜索用时 31 毫秒
61.
文章以苹果笔记本电脑(MacBook Pro)的产品设计为案例,分别从感官体验、情感体验和行为体验三个角度研究了以用户体验为核心的产品设计方法,阐述了以用户体验为核心在产品设计中的重要性以及对设计师的要求。 相似文献
62.
针对东华理工大学二本三本计算机类专业的培养目标及“计算机组成原理”课程教学内容的特点,结合教学经验及教学实践和探索,提出方框图语言在该课程教学中的意义、特点,并给出其符号定义及表示方法.通过“计算机组成原理”课程教学各知识点的教学实例,详细描述如何将方框图语言运用在该课程教学的教学设计及教学过程当中.方框图语言不仅对计算机组成原理及相关课程的教学有益,对其他课程的教学同样具有实践指导意义. 相似文献
63.
This work presents a case study of how a design chain, with more than three tiers of organisations (customer, manufacturer, and supplier), can involve its members in the early stages of the design and development process to meet their needs more effectively. A vertical design chain model, consisting of strategy, process and information levels, is adopted to elucidate how a computer company can provide for different customers and use various suppliers to create synergy within the design chain. The results of this study demonstrate that the re-engineering of cross organisation product design flow, product data management software applications and the integration of information from various parties are critical to the early involvement in a vertical design chain. Based on this case study, the proposed early involvement model can shorten the time taken to develop new products and considerably reduce the number of engineering changes for various manufacturers. 相似文献
64.
Artificial intelligence (AI) is starting to pervade the economic and social life. This renders strategic interactions between humans and artificial agents more and more common. At the same time, experimentalists have increasingly employed computer players as a tool to provide a deeper understanding of strategic interaction in general. What can this strand of research teach us about the strategic behavior of humans interacting with AI? I review 162 experimental studies using computer players. I find that behavior and the outcomes of strategic interaction often change when humans interact with computer players rather than other humans. In particular, humans usually adapt to computer players even absent detailed prior information about them, they often act more selfishly and more rationally in their presence, and they apply different cognitive processes. Moreover, while humans are able to exploit computer players following simple algorithms, they are also vulnerable to exploitation by more sophisticated ones. Conversely, computer players may also enhance efficiency. I suggest several directions for future research. 相似文献
65.
Craig M. Froehle 《决策科学》2006,37(1):5-38
Managing both the technologies and the personnel needed for providing high‐quality, multichannel customer support creates a complex and persistent operational challenge. Adding to this difficulty, it is still unclear how service personnel and these new communication technologies interact to influence the customer's perceptions of the service being provided. Motivated by both practical importance and inconsistent findings in the academic literature, this exploratory research examines the interaction of media richness, represented by three different technology contexts (telephone, e‐mail, and online chat), with six customer service representative (CSR) characteristics and their influences on customer satisfaction. Using a large‐sample customer survey data set, the article develops a multigroup structural equation model to analyze these interactions. Results suggest that CSR characteristics influence customer service satisfaction similarly across all three technology‐mediated contexts. Of the characteristics studied, service representatives contribute to customer satisfaction more when they exhibit the characteristics of thoroughness, knowledgeableness, and preparedness, regardless of the richness of the medium used. Surprisingly, while three other CSR characteristics studied (courtesy, professionalism, and attentiveness) are traditionally believed to be important in face‐to‐face encounters, they had no significant impact on customer satisfaction in the technology‐mediated contexts studied. Implications for both practitioners and researchers are drawn from the results and future research opportunities are discussed. 相似文献
66.
本文根据99级及2000级<计算机应用基础>课程考试的相关工作,对<计算机应用基础>课程的考核内容、考核方式、考核环境、阅卷及学生的能力进行了详细的分析,指出考核的目的是考察学生的能力,以及目前考核的不足,对今后<计算机应用基础>课程教学和考核的改革有抛砖引玉的作用. 相似文献
67.
杨羽 《湛江师范学院学报》2001,22(3):106-108
以提高教学质量为目的,针对传统教学内容与教学方法中存在的问题,对在计算机语言的教学中加强“面向问题“的教学进行了分析和探索. 相似文献
68.
本文提供了一种用软件在IBM-PC及其兼容机上获得任意定时间隔时钟中断的方法。该方法无须对原机器硬件作任何改动,可用于微机实时控制系统中,方便地获得任意采样频率。 相似文献
69.
杜宝江 《上海理工大学学报(社会科学版)》1994,(4)
本文提出了直接由点阵汉字形成图形矢量汉字的有效处理方法.可对GB2312—80中(1—87)区的所有宋体、仿宋体、楷体及黑体点阵汉字以迹线闭环技术进行矢量化处理,自动产生符合国际惯例的单线体(MONOTEXT),双线体(COMPLEX),三线体(TRIPLEX)以及各种填充体(FILLPATERN)等几十种字体的矢量汉字,其数据占用量少,精度高,尺寸任意缩放,可直接写入图形屏幕,也可产生矢量字库,并支持各类打印机及笔式绘图仪. 相似文献
70.
利用计算机建造了一个二维硬椭球无规密堆模型.其双体相关函数显示出非晶态模型的特点,与二维硬球无规密堆模型不同. 相似文献