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11.
在多属性综合评价中,存在多方法评价结论非一致性问题.为探讨解决该问题的方法,本文提出了一种基于整体差异度与合作博弈的客观组合评价方法,该方法具有多种评价方法自动甄别奖惩、组合结果精确、易于实现等特点.最后用一个算例验证了方法的有效性. 相似文献
12.
面向亚运会的广州旅游业发展研究 总被引:3,自引:0,他引:3
谢涤湘 《广东工业大学学报(社会科学版)》2008,8(2):39-41
2010年广州亚运会对于广州旅游业来说既是一次历史性机遇,也是一次严峻的挑战。广州旅游界对此应予以高度重视,不但要做好旅游接待工作,也要做好旅游市场营销,促进城市营销,全面展现广州良好的旅游形象和深厚的文化内涵,推动广州体育旅游的持续快速发展,提升广州的国际地位与竞争力。 相似文献
13.
文章基于科技创新治理体系,构建芯片企业科技创新和政府干预的两方演化博弈模型,据此对博弈双方的初始值、成本、强度分别进行数值模拟仿真,探究博弈双方参与行为的博弈动态过程和演化效果。结果表明:芯片企业选择“参与”策略和政府选择“干预”策略是理想的演化稳定策略;政府采取资金激励政策和监督管理措施,能够促使芯片企业更加积极地参与到产业科技创新发展进程;应该对政府的资金激励成本进行合理的把控,否则会阻碍博弈双方参与到芯片产业科技创新发展的进程。研究结果可以为推进芯片产业科技创新发展提供借鉴和参考。 相似文献
14.
林晖燕 《陕西学前师范学院学报》2024,40(5):113-116
新时代幼儿园区域游戏课程改革应正确处理游戏、课程、儿童学习与发展三者的关系,以游戏为课程的生成源,依托课程促进儿童的学习与发展。主要教育策略建议:坚持儿童本位,探索区域游戏课程生成之源;立足儿童问题,探寻区域游戏课程生长之径;适时支架助力,探寻区域游戏课程发展之策。 相似文献
15.
制售网络游戏外挂行为的司法犯罪化现象越来越普遍,而破坏计算机信息系统安全罪、非法经营罪和侵犯著作权罪是制售网络游戏外挂行为比较固定化的司法定性,但无论从技术的运行特征来看,还是从行为的违法性来分析,制售网络游戏外挂行为很难与现行刑法中某一具体犯罪的构成要件完全相吻合。事实上,网络游戏外挂是一种在未经软件著作权人许可的情况下,对原游戏程序的修改,从而增进游戏功能和效率的行为,而慎重适用刑法规范调整网络游戏外挂现象,既能最大限度实现非刑法制度的规范价值,又能更好地体现刑法保障性规范的谦抑性原则。 相似文献
16.
《Information, Communication & Society》2007,10(6):922-942
The aim of this paper is to ground debates about the 'new economy' or 'e-society' in the practice of individuals and companies producing 'new media'. The uncontroversial starting point is to question the generalization in much theorizing, and the tendency to technological reductive accounts of social and economic change. The focus here is to point to the intellectual sources of much policy in this field. The authors present case study material of three very specific parts of the new media/digital content industries (film special effects, computer games and web design). The paper concludes that both technological reductive and agentic accounts have underplayed the continuing importance of the social and economic embeddedness of production, and of the situated co-constitution of technologies, people and places. The differences between industries associated with labour processes, labour markets, users and markets for goods are highlighted. These particularities begin to offer more robust accounts of location and organization. 相似文献
17.
刘瑞明 《陇东学院学报(社会科学版)》2007,(3)
相信测字可以预知未来,就是迷信。但古代学人非职业性的测字,只是趣味性文字游戏。测字的手段拆字不是迷信,与抽签算卦等不完全相同,有一定的客观性、知识性。古书测字名例,都是文人编造的,不是真实的。迷信的测字,实际是以迷信的"心法"为据,用"字法"来附会。 相似文献
18.
Garry Crawford 《Information, Communication & Society》2006,9(4):496-514
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
19.
Various results on sequential hypotheses testing are reviewed. Optimal stopping rules are related to a local measure of statistical information. In some cases, local information can be approximated by L-numbers discovered by Lorden, and simple rules based on these approximations are asymptotically optimal to better order than the cost for a single observation. 相似文献
20.
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic-owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being. 相似文献