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161.
虚拟世界经济收益模式分为直接收益模式和间接收益模式,前者主要包括时间销售和虚拟物品销售等,后者主要包括现实货币交易和微型服务外包.其中间接收益模式对服务贸易发展、产业结构升级、增加低水平劳动力就业都具有特殊意义,更适合中国目前的形势.通过对虚拟世界收益模式新形式的初步分析.为政策制定提供参考.  相似文献   
162.
Safety reporting systems are widely used in healthcare to identify risks to patient safety. But, their effectiveness is undermined if staff do not notice or report incidents. Patients, however, might observe and report these overlooked incidents because they experience the consequences, are highly motivated, and independent of the organization. Online patient feedback may be especially valuable because it is a channel of reporting that allows patients to report without fear of consequence (e.g., anonymously). Harnessing this potential is challenging because online feedback is unstructured and lacks demonstrable validity and added value. Accordingly, we developed an automated language analysis method for measuring the likelihood of patient-reported safety incidents in online patient feedback. Feedback from patients and families (n = 146,685, words = 22,191,427, years = 2013–2019) about acute NHS trusts (hospital conglomerates; n = 134) in England were analyzed. The automated measure had good precision (0.69) and excellent recall (0.98) in identifying incidents; was independent of staff-reported incidents (r = −0.04 to 0.19); and was associated with hospital-level mortality rates (z = 3.87; p < 0.001). The identified safety incidents were often reported as unnoticed (89%) or unresolved (21%), suggesting that patients use online platforms to give visibility to safety concerns they believe have been missed or ignored. Online stakeholder feedback is akin to a safety valve; being independent and unconstrained it provides an outlet for reporting safety issues that may have been unnoticed or unresolved within formal channels.  相似文献   
163.
交易成本是影响消费者购买意愿的重要因素,分析交易成本的影响因素对于促进消费具有积极意义。在对在线交易中交易成本相关文献研究的基础上,设计了在线消费中交易成本影响因素的假设命题,通过PLS--SEM模型,利用调研数据,对消费者在线消费中交易成本的影响因素进行定量分析。研究表明,购买频率和不确定性因素显著地影响交易成本,不确定性影响作用较大,并最终对购买意愿产生影响。  相似文献   
164.
Measuring social dynamics in a massive multiplayer online game   总被引:1,自引:0,他引:1  
Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is due to tremendous difficulties in data acquisition of social systems. Massive multiplayer online games (MMOG) provide a fascinating new way of observing hundreds of thousands of simultaneously socially interacting individuals engaged in virtual economic activities. We have compiled a data set consisting of practically all actions of all players over a period of 3 years from a MMOG played by 300,000 people. This large-scale data set of a socio-economic unit contains all social and economic data from a single and coherent source. Players have to generate a virtual income through economic activities to ‘survive’ and are typically engaged in a multitude of social activities offered within the game. Our analysis of high-frequency log files focuses on three types of social networks, and tests a series of social-dynamics hypotheses. In particular we study the structure and dynamics of friend-, enemy- and communication networks. We find striking differences in topological structure between positive (friend) and negative (enemy) tie networks. All networks confirm the recently observed phenomenon of network densification. We propose two approximate social laws in communication networks, the first expressing betweenness centrality as the inverse square of the overlap, the second relating communication strength to the cube of the overlap. These empirical laws provide strong quantitative evidence for the Weak ties hypothesis of Granovetter. Further, the analysis of triad significance profiles validates well-established assertions from social balance theory. We find overrepresentation (underrepresentation) of complete (incomplete) triads in networks of positive ties, and vice versa for networks of negative ties. Empirical transition probabilities between triad classes provide evidence for triadic closure with extraordinarily high precision. For the first time we provide empirical results for large-scale networks of negative social ties. Whenever possible we compare our findings with data from non-virtual human groups and provide further evidence that online game communities serve as a valid model for a wide class of human societies. With this setup we demonstrate the feasibility for establishing a ‘socio-economic laboratory’ which allows to operate at levels of precision approaching those of the natural sciences.All data used in this study is fully anonymized; the authors have the written consent to publish from the legal department of the Medical University of Vienna.  相似文献   
165.
网络传播自从出现以来就被很多人视为自由传播的典范 ,其背后的控制之手却被忽略。事实上 ,网络传播和传统的大众传播一样都受到了许多的社会控制 ,包括有形和无形的控制。对网络传播的社会控制进行研究 ,有利于我们更加客观和全面的认识这种新兴的大众传播方式  相似文献   
166.
文章以当前在校大学生作为调查对象设计调查问卷,以问卷调查所获得的数据为依据,运用SPSS统计软件对大学生网上购物意向的影响因素进行探索性研究。研究结果表明:大学生网上购物意向主要受网上交易的便利性、网上产品的性价比、网上购物的交易成本、网上购物的乐趣、网上购物的时尚性等因素的影响。其中,影响最大的是网上交易的便利性,其次是网上产品的性价比,网上购物的交易成本、乐趣、时尚性这三个因素的影响程度则比较平均。  相似文献   
167.
Whereas substantial scholarly attention has been paid to the online presentation of self, symbolic interactionist approaches are largely absent in the literature on virtual communities. Instead, recurrent questions are whether communities can exist online and whether specific online venues qualify as communities. This article aims to move beyond these dichotomous questions by studying how different meanings attached to an online venue can be understood from offline experiences. In a case study of a Dutch forum for orthodox Protestant homosexuals, two types of understanding of online community emerged from an analysis of fifteen in‐depth interviews. Users struggling with stigmatization in offline life seek empathic support and have an encompassing sense of online community—the forum as “refuge.” For users dealing with practical everyday questions, online contacts are part of so‐called personal communities and help ameliorate offline life—the forum as “springboard.” Apart from demonstrating that online forums can serve as Goffmanian backstages in two distinct ways, these results indicate it is fruitful to take a symbolic interactionist approach to uncover relationships between offline and online social life.  相似文献   
168.
实践表明,作为典型的“双边市场”,第三方电子交易平台在运营初期的定价策略对平台的生存与发展起着非常重要的作用。为了弥补当前实证研究的不足,文章以Armstrong的垄断模型为基础,采用加权两阶段最小二乘联立方程模型分析了Prosper.com在线个人借贷平台在2009年7月13日至2011年3月7日期间用户网络外部性特征和平台定价策略对借贷双方效用及平台收入的影响。结果显示:平台运营初期,用户之间存在显著正的交叉网络外部性和自网络外部性;用户价格弹性会随平台定价策略和平台的发展而变化;平台收入与用户价格弹性之间呈现负的规律性变化关系。研究结果在一定程度上反应了第三方电子交易平台运营初期特征的同时也提出了当前理论研究的不足,兼具实践和理论价值。  相似文献   
169.
以网购环境为背景,运用物流服务理论与系统动力学理论,通过对快递物流服务的流程分析,构建网购快递物流服务系统测评体系,对此体系和物流服务质量这一主变量分别进行了因果关系分析,进而构建了物流服务质量下的配送及时率这一附属变量的系统动力学枝模型,并对模型进行了量纲化检验、敏感性检验以及极端条件测试以证明模型的正确性;在此基础上,将申通、圆通、中通以及韵达四家快递企业的数据运用到Vensim软件对枝模型进行实证仿真并得出以此变量为根据的快递企业排名,为网购快递物流服务的测评提供一种新的方法。  相似文献   
170.
在Web2.0时代,越来越多的消费者在购物网站、点评类网站以及社交类网站上发表自己对产品或服务的相关看法,由此对企业产生了巨大的影响。针对用户在线评论行为所产生的价值,以传统的RFM模型为基础构建了基于评论行为的RFMP模型。同时将购买RFM和评论RFMP模型进行结合,提出了适用于线上企业的客户终身价值评价方法,采用熵值法进行了指标权重的确定,并最终选取大众点评网的实际用户数据进行了传统客户终身价值与改进客户终身价值的对比。通过对用户群进行细分,为企业提供了更加精准的营销决策及管理建议。  相似文献   
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