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31.
The often paradoxical relationship between investment in information technology and gains in productivity has recently been attributed to a lack of user acceptance of information technology innovations. Diverse streams of research have attempted to explain and predict user acceptance of new information technologies. A common theme underlying these various research streams is the inclusion of the perceived characteristics of an innovation as key independent variables. Furthermore, prior research has utilized different outcomes to represent user acceptance behavior. In this paper we focus on individual's perceptions about the characteristics of the target technology as explanatory and predictive variables for acceptance behavior, and present an empirical study examining the effects of these perceptions on two frequently used outcomes in the context of the innovation represented by the World Wide Web. The two outcomes examined are initial use of an innovation and intentions to continue such use in the future, that is, to routinize technology use. Two research questions motivated and guided the study. First, are the perceptions that predict initial use the same as those that predict future use intentions? Our results confirm, as hypothesized by prior research, that innovation characteristics do explain acceptance behavior. The results further reveal that the specific characteristics that are relevant for each acceptance outcome are different. The second research question asks if perceived voluntariness plays a role in technology acceptance. Results show that external pressure has an impact on adopters' acceptance behavior. Theoretical and practical implications that follow are presented. 相似文献
32.
Web3.0时代的图书馆 总被引:2,自引:0,他引:2
王枫 《西南民族大学学报(人文社会科学版)》2010,31(2)
Web 3.0是互联网发展的一个阶段,它的目标是让计算机去思考.Web3.0的实现,预示着网络智能化时代的开启,互联网将朝着语义网、数据网络、智能化网络和Web3D空间等方向发展.随着Web3.0时代的来临,图书馆也会迎来Library3.0时代,应用Web3.0的理念和技术,图书馆的服务在个性化、智能检索、资源共享、虚拟空间等方面得以延伸.Web3.0时代的图书馆具有自由、开放、共享、互动等特点,读者将成为图书馆的真正主人. 相似文献
33.
在系统分析的基础上,通过应用.NET平台及数据库技术,设计出了ERP系统下能力需求计划(Capacity Requirements Planning,CRP)子系统的系统模块结构图、各功能模块的逻辑流程图,在设计时考虑了系统的通用性,符合中小企业的特点,实现了系统的基础数据录入、能力需求计划过程及信息查询功能. 相似文献
34.
刘蓓 《天津市财贸管理干部学院学报》2008,10(3):21-22
网络营销是21世纪企业营销实践与现代信息通讯技术、计算机网络技术相结合的产物,它以广阔的范围和低廉的价格正在逐步占领市场的每个角落,并且成为一种重要的营销方式。中国经济及其互联网飞速发展的情况、网络新技术发展和网络最根本的互动性这三方面推动着网络营销呈现加速发展的态势。它必将成为覆盖面最大、最新的营销方式。 相似文献
35.
This study examines how historically black colleges and universities (HBCUs) use their home pages to present images of themselves. The home pages of 96 institutions were examined using content analysis. The findings suggest that HBCUs are not using their home pages to project a strong image. For example, less than 10% of these institutional home pages made mention of institutional rankings, and less than 20% made mention of students, athletics or faculty. The authors make suggestions for how HBCUs can better project institutional image with changes to home page content and design. 相似文献
36.
37.
The Pacific Rim Library (PRL) is an initiative of the Pacific Rim Digital Library Association (PRDLA). The project began in 2006 using the OAI-PMH paradigm and now holds over 300,000 records harvested from OAI data provider libraries around the Pacific. PRL's goal is to enable the sharing of digital collections amongst PRDLA members and the world, but greater unexpected benefits have been discovered. Through mirroring their metadata, PRL increases the chance that their data will be discovered in Google and other general search engines. With its many disparate collections, PRL is not a repository for traditional information discovery and retrieval. Initially users will bounce from a Google hit to the PRL metadata record in Hong Kong and then begin an intensive search on the original site which hosts the full digital object, in Vancouver, Honolulu, Wuhan, Singapore, or other PRDLA member location. 相似文献
38.
将CNKI和Web of Science作为中外文献数据源,通过文献计量法,从时间、地点、学科、研究层次、研究方向、关键词、引文等维度对国内外价值共创研究现状进行分析。在此基础上,总结出目前研究的三个显著特征:研究呈现出一定的阶段性特征;基础研究所占比例较大,实践、应用研究较少;价值共创的概念定义不清晰,有影响力的学术成果数量有限。 相似文献
39.
Arthur E. Hamalainen 《Social Studies》2013,104(6):250-252
Online role-playing games such as World Of Warcraft represent new participatory cultures in which today's students engage every day. They are appealing to players largely because of the social aspects of game play. Some features of massively multiplayer online role-playing games (MMORPGs) can be incorporated into classroom culture to create more dynamic interactions between students and improve both content instruction and civic competence. 相似文献
40.
Christine Hine 《Information, Communication & Society》2001,4(2):182-198
One popular framework for analysing web pages has been to think of them as identity performances on the part of the author. This framework opens up possibilities for analysis of the ways in which identity performances are composed. The personal web pages to which this perspective is most immediately applicable, are, however, now only a small proportion of the overall amount of information available on the World Wide Web. It would be possible, by extension, to analyse institutional web pages as performances of the institutional identity. It is the contention of this paper that to do so is to miss out on some important aspects of web page design: namely that the production of a web page involves understandings not only of the audience for the page but also of the capacities of the technology. In addition, web page production has to become a socially meaningful act for the individual web page developer and the institution concerned. It is, therefore, argued that the analysis of web pages can usefully learn from media studies and the sociology of technology in this respect. An interview-based study of the developers of web pages for the service departments of a UK university is described. The ideas of audience which the authors use are far from homogeneous: they include an institutional offline audience for the page, a pre-existing imagined audience, developers themselves as audience, and the technology of the browser as a stand-in audience. The audience and the capacities of the technology are developed in context through the practices of designers. 相似文献