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11.
虚拟集聚是数字经济的产业组织形态,是数字经济下资源重新配置的方式,已经渗入人们经济生活的各个方面,从集聚效应、新动能、新认识、新增长点等维度剖析虚拟集聚的现实基础,研究虚拟集聚对制造业的冲击及其在数字经济下的新应用。研究认为,网络空间的虚拟集聚是以“网”为基础、以“台”为依托、以“云”为支撑、以“端”为条件,虚拟集聚是集聚在数字经济下的演进,是在网络空间的集聚,具有智能物流、交易费用、空间范围、信息匹配、知识溢出、弱化黑洞、资源配置等集聚效应; 新一轮科技革命、产业变革与中国制造强国梦形成历史性交汇,促使虚拟集聚应运而生,并且成为新一代信息技术与制造业深度融合的新动能,能够显著促进产业数字化和数字产业化,带动传统产业集群转型升级,培育出世界级的先进制造业集群,推动中国制造迈向全球产业链价值链顶端; 虚拟集聚下制造业的关键核心是互联,在应用中需要产业数字化和数字产业化相辅相成,需要技术的支撑,表现为高度自动化、高度信息化和高度网络化,横向集成、纵向集成与端到端的集成,虚拟集聚的生产要素和生产力都是在虚拟空间体现,将推动制造业数字化转型、网络化协调、智能化变革; 随着新冠肺炎疫情全球蔓延,虚拟集聚成为新经济增长点,国际供应链中的虚拟集聚显著增长,跨境电商兴起,外贸行业快速数字化发展,教育行业、学术会议借助网络和软件线上进行,线上办公、云端会展快速流行,网络与快递业、餐饮与外卖业、短视频与直播经济、云医疗与大健康迅猛发展,数字阅读、文娱产业线上流行成为新的生活方式,元宇宙的虚拟世界也将推动科技发展带来经济新增长点。  相似文献   
12.
在分析虚拟企业制造合作伙伴选择研究现状及其存在问题的基础上,首先结合生产型企业产品实现过程不同阶段的特点,提出了虚拟企业制造合作伙伴选择过程模型;其次探讨了虚拟企业制造合作伙伴的评价准则,并在采用Delphi法进行循环调查和指标修改的基础上,利用相关度评价法确定出了虚拟企业制造合作伙伴评价指标体系;然后设计了虚拟企业制造合作伙伴三阶段、四步骤评价模型及其制造合作伙伴筛选方案,并结合某筑路机械制造企业实际,进行了其虚拟企业制造合作伙伴筛选实证研究,提出了相关实施方法建议.  相似文献   
13.
Research shows that top‐down‐designed parenting programmes do not always meet the needs of postmigration parents. Bottom‐up programmes by migrant organizations hold a promise to fill this gap; however, research about these programmes and appropriate evaluation methodologies is scarce. Drawing upon Wenger's ( 2010 ) “communities of practice,” this paper explores an alternative perspective on parenting programme evaluation. Findings are presented from a study looking into social learning processes of postmigration parents who participated in a bottom‐up programme about raising teenagers in urban areas. Using an ethnographically inspired method combined with a preprogramme and postprogramme design, 115 Moroccan‐Dutch mothers and fathers from 15 programme groups participated. Results show that the programme provided a social learning space in which parents used themselves as resources to learn collectively about parenting. Moreover, parents consciously engaged in learning interactions across learning spaces stretched into their social networks. These analyses showed how parents' development of “learning citizenship” (Wenger, 2009 ) provides us with insight in collective learning dimensions present in a bottom‐up parenting programme, which is often not included in evaluation studies. Implications for practitioners as facilitators of parents' collective learning are presented.  相似文献   
14.
The previous decade has seen a drastic shift in the social environment for lesbian, gay, bisexual, transgender, and queer (LGBTQ) people. It is not surprising then to find that the perceived “best” and “worst” aspects of life for nonmetropolitan LGBTQ individuals have also changed. We use data from two cohorts of the Rainbow Illinois survey to examine differences between responses in 2000 and 2011. Furthermore, we examine demographic differences in the perception of what is “best” and “worst” among the 2011 cohort. Results suggest that although the general social climate has improved for some, it remains problematic for others. Implications for social service providers are thoroughly discussed.  相似文献   
15.
大学生虚拟生存是大学生群体在物理身体不在场状态下,在以比特为单位的数字化环境中,凭借现代电子通信、网络技术等手段,利用网络信息资源开展学习、工作、娱乐等一系列活动的行为。它满足了大学生求知娱乐、社会交往、自主平等、自我实现的需要,同时也给大学.牛的心理和行为带来了消极的影响,应采取措施积极应对。  相似文献   
16.
随着计算机和信息网络的普及,人类的交流更加方便和快捷。与此同时,网络犯罪也呈现出复杂多样的形态,且危害性日益严重。令人忧虑的是,由于我国法律体系建设的滞后,对一些新型的网络犯罪行为的定罪还存在无法可依的现象。笔者试就几种主要的网络犯罪行为进行分析,并在此基础上对网络立法问题提出一些初步的意见。  相似文献   
17.
Virtual Interpersonal Touch and Digital Chameleons   总被引:1,自引:0,他引:1  
We studied the characteristics of hand touch with a mechanical device that approximated a handshake, and we then examined the effect of handshake mimicry on assessment of a partner. Two participants interacted with a force-feedback joystick that recorded each of their hand movements individually. The two participants then greeted one another by feeling the recording of the other person’s movements via the force-feedback device. For each dyad, one of the participants actually received his or her own virtual handshake back under the guise that it was the other person’s virtual handshake. Results demonstrated three significant findings. First, for any given participant, a metric that took into account position, angle, speed, and acceleration of the hand movements correlated highly within individuals across two handshakes. Second, across participants, these metrics demonstrated specific differences by gender. Finally, there was an interaction between gender and mimicry, such that male participants liked people who mimicked their handshakes more than female participants did. We discuss the implications of these findings and relate them to theories of social interaction.
Jeremy N. BailensonEmail:
  相似文献   
18.
虚拟社区中的人际互动   总被引:3,自引:0,他引:3  
网络的特殊性改变了传统的人际互动模式,形成了一个新的人际交往空间———虚拟社区。人们在其中依靠化名的身份建立起类似于现实社会中的人际互动。虚拟社区能够满足人们在现实生活中所不能完全得到满足的心理需求。  相似文献   
19.
Child neglect is a significant concern for Aboriginal families and communities both in Australia and internationally. Service responses to child neglect are largely informed by child neglect theories, which explain the nature and causes of child neglect. However, child neglect is a problem that is worsening for Aboriginal children, suggesting that these theories are not appropriate. This paper argues that to meet the needs of Aboriginal families and communities where there is child neglect, policy and practice needs to acknowledge and address the impact of trauma in shaping the lived experiences of Aboriginal people. International literature discusses the impact and consequence of historical trauma within Indigenous families and communities, and separately, child maltreatment theorists have discussed the ecological nature of child neglect. However, the literature and evidence‐base linking the two, child neglect and historical trauma in Indigenous contexts, are very scant. This paper aims to fill this gap and emphasize the importance of addressing child neglect within Aboriginal families and communities in the context of historical trauma. Although this paper focuses on the post‐colonial experiences of Aboriginal people in Australia, the arguments can extend to many Indigenous cultures universally where child welfare interventions have resulted in significant and ongoing trauma.  相似文献   
20.
A key theme of Age-Friendly Honolulu’s initiative is intergenerational exchange. The initiative believes that youth need to be aware of aging issues, demographic change, and think critically about the potential impact on their lives. The goal of the Age-Friendly Honolulu Youth Engagement Initiative is to teach youth about the role of the built environment and community features in promoting active aging and engagement among older adults. This article describes a new program in the field that teaches youth and older adults to assess the built environment and then use design thinking and Minecraft (a popular video game in which players use 3-D blocks to create virtual lands) to develop and envision ideas to improve the livability of their neighborhood.  相似文献   
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