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31.
对高密度可读写DVD光盘所采用的相变记录技术、增加记录密度的方法、轨道格式的确定、前置技术、ZCLV转动控制技术、绿色和兰色激光技术等关键技术作了介绍和分析。  相似文献   
32.
This paper discusses some theoretical approaches to the question of how culture, technologies and the social interact. These considerations result from the author' research in the genesis of digital cultures in the 1980s. The paper begins by outlining the author' research project, and then continues with a discussion of some of the most influential approaches in the cultural studies of technology.This article then presents a small sample of the author' analysis, which combines narratological and discourse analytical methods with practice-oriented cultural theories, such as those of Pierre Bourdieu, Régis Debray and Bruno Latour.  相似文献   
33.
Abstract

The development of the National Digital Newspaper Program (NDNP) is founded on the distributed cataloging and preservation microfilming work of an earlier United States Newspaper Program. This article provides a high-level review of NDNP goals, participant roles, phased development approach, and the Chronicling America Web site.  相似文献   
34.
数据压缩技术是数字电视的核心技术。本文从数字电视的数据压缩的必要性,数据压缩编码的客观依据,数字电视的信源编码、信道编码方法,数字电视的音、视频编码的国际标准等方面来阐述数字电视的数据压缩技术。  相似文献   
35.
This paper considers the popularity and social significance of the gaming series Championship Manager/Football Manager. Sport-related games continue to be one of the most popular forms of digital gaming, and the series has proved to be one of the most successful of all time. Drawing on 32 interviews with game players and developers of this series, this paper argues that this series has proved particularly popular due to its 'intertextual' links to the sport of football, which allows this game to be drawn on as a resource in conversations and social networks. In particular, this paper argues that aspects of gaming, such as performativity and control, extend and cross-cut with wider social formations. Hence, the author argues that it is crucial that considerations of digital games seek to locate these within wider social and cultural patterns.  相似文献   
36.
介绍了HIS系统在专科医院的应用,指出了该系统的优点,既方便患者,又是医院提高了经济效益,使建设数字化亿元的需要。  相似文献   
37.
电影艺术的"最终幻想"与人类科技进步   总被引:1,自引:0,他引:1  
电影是科技进步的产物,电影技术的革新是科技进步的结果。电脑特效只能作为一种制作电影的辅助手段,其意义在于完善视觉效果,创造“银幕奇观”。  相似文献   
38.
近年来,所有主要的大型消费科技公司都进入了健康研究领域。这种谷歌式数字健康引出一个问题,即在研究中,公共利益如何得以维系?只有将谷歌式数字健康置于数字资本主义的政治经济中,才能更好地突出公共利益和公共价值问题。以往的研究通常把谷歌式数字健康框定在一个双重的、不可通约的分析逻辑中,其中:私人利益与公共利益是对立的,经济价值与社会价值是对立的。虽然有助于揭示数字资本主义的剥削潜力,但是这种分析逻辑是有缺陷的,因为它只承认关于公共利益的一种理解。通过借鉴博尔坦斯基和泰弗诺的价值理论分析框架,可以发现:谷歌式数字健康对公共利益的价值内涵进行了多重塑造,不仅包括公民价值(为社会做好事),还包括市场价值(创造更多财富)、工业价值(提高生产效率)和项目价值(创新和实验)以及活力价值(促进生命健康)。如果把治理方案看作是一系列价值准则的组合,那么就可以设计出实现和保障公共利益的治理方案。基于此,提出研究进路:探索和构建更丰富的体现公共利益的价值准则体系,对其进行批判性评估,最终制定出能确保“公民”价值的可行治理方案。  相似文献   
39.
Recent technological advances have enabled the emergence of novel business models based on digital platforms. Marketplace like Airbnb or Uber offer such digital platforms to connect previously unmatched demand-side and supply-side participants through innovative forms of value creation, delivery and capture. While countless firms claim to offer the next ‘Airbnb for X’ or ‘Uber for Y’, we lack knowledge about the defining business model characteristics of these marketplaces. To close the gap, this paper provides a conceptually and empirically grounded taxonomy of their business models. Applying a mixed methods approach, it first develops an integrative framework of marketplace business models. Guided by the framework, the research systematically analyzes 100 randomly selected marketplaces with content analysis and binary coding. The gathered data is analyzed with cluster analysis techniques to develop a taxonomy for marketplace business models. The clustering process reveals six clearly distinguishable types of marketplace business models and thus shows that there is no one-size-fits-all approach to creating, delivering, and capturing value with marketplaces and platforms in general. We characterize these distinctive types on basis of the qualitative and quantitative findings. Among others, we find that two of these types are highly aligned with business model characteristics associated with the so-called sharing economy. The findings are discussed against platform, marketplace, and sharing economy literature to contribute to a higher integration of different literature streams that are concerned with similar organizational types and phenomena.  相似文献   
40.
ABSTRACT

Technology-facilitated domestic violence is an emerging issue for social workers and other service providers. The concept of Digital Coercive Control (DCC) is introduced to highlight the particular nature and impacts of technology-facilitated abuse in the context of domestic violence. While practitioners have become more adept at working with women experiencing DCC, there is still little known about its dynamics and whether this violence requires a change in current service responses. This article explores findings from survey research conducted with 546 Australian domestic violence practitioners about the ways perpetrators use technology as part of their abuse tactics. The findings demonstrate that DV practitioners believe perpetrator use of technology is extensive and has significant impacts on the safety of clients. A major dilemma faced by practitioners is how to promote and facilitate client safety from DCC while still enabling safe use of technology so clients can remain connected to family, friends, and community.

IMPLICATIONS
  • The use of digital technology in domestic violence creates a significant practice issue for Australian domestic violence practitioners.

  • The development of a practice framework for responding to digital coercive control may assist practitioners to highlight the risks posed by this abuse, while still enabling women and children the freedom to participate in the digital realm.

  相似文献   
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