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21.
李红秀 《贵州大学学报(社会科学版)》2007,25(1):89-95
小说的影像阐释是当代影视剧生产的重要源泉,在视觉文化主导的今天,小说的影像阐释不仅使小说进入文字阅读和视听感知结合的“共读”时代,而且为影像作品提供了丰富的内容和形式。同时,小说的影像阐释已经对当代作家的小说书写、小说生成方式及小说传播形态产生了意义深远的影响。 相似文献
22.
选取上证180指数2002年12月到2005年1月期间五次成份股调整为样本,采用标准化残差方法 克服了事件研究中因聚类问题对统计结果的影响,对指数调整期间的价格和成交量效应进行 实证研究。研究发现,调入和调出股票均对调整信息做出了相应的反应,调入股票存在正的 持久的超额收益,调出股票负的超额收益发生了反转。这种非对称现象可以由投资者关注和 市场分割假说解释 相似文献
23.
颜烨 《西南大学学报(社会科学版)》2007,33(6):104-111
政府在事故预防和处置中居于主导地位.心理学的"华生模式"和"皮亚杰模式"实现"社会学转向",可用以分析政府的责任问题.而安全事故的"强刺激"和"弱刺激"对政府改进效应是不同的.中国当前社会转型中逐步出现了城乡、单位、地方之间而主要表现为阶层之间的利益分割局面.因而政府的责任一方面不仅仅在于对某一事故的"强刺激"进行反应性改进,更应该在于包括"弱刺激"在内逐步把内化以人为本的责任伦理和信念伦理结合起来,对事故进行事前预知和防范,同时另一方面需要抑制精英阶层对整个社会利益的割据,保障社会底层的安全权益,引导底层进行安全维权,乃至抗争上层"官商秩序(结构)"的利益勾结,打破"资(方)强劳(方)弱"、"上(层)强下(层)弱"结构,从消极的"华生模式"转向积极反应的"皮亚杰模式",不断提升政府效率,保障个体生命安全和社会安全. 相似文献
24.
Louis A. Penner Heather Orom Terrance L. Albrecht Melissa M. Franks Tanina S. Foster John C. Ruckdeschel 《Journal of Nonverbal Behavior》2007,31(2):99-117
Video recording provides an objective record of the content of medical interactions. However, there is concern that cameras
may be reactive measurement devices that alter what normally transpires during interactions. This study addressed potential
reactivity of cameras in medical interactions. Interactions between 45 patients and 14 medical oncologists were video recorded
and coded for camera-related behaviors. Eleven of 45 patients performed none of the behaviors. Among the other patients, camera-related
behaviors were infrequent and, on average, constituted about 0.1% (one-tenth of one percent) of total interaction time. Behaviors
occurred most often in very early stages of interactions, and when physicians were absent from the room. Seven physicians
showed camera-related behaviors, comprising less than 0.1% of the time they were in the interaction. Results suggest video
recording can provide nonreactive means of studying medical interactions.
相似文献
Louis A. PennerEmail: |
25.
Brandy M. Jenner Kit C. Myers 《International Journal of Social Research Methodology》2019,22(2):165-177
While qualitative researchers increasingly accept online video interviews as a reliable method, many maintain concerns about rapport and data quality. Drawing on two separate interview projects conducted in private in-person settings, public in-person settings, and privately via Skype, we compare interview contexts with regard to rapport, suitability to sensitive topics, interview duration, and scheduling concerns raised by prior research. Analytical comparison of these two corpuses of data suggest, largely in contrast to previous literature, that (1) interviews conducted in private settings (either in-person or via Skype) result in more sharing of deeply personal experiences, and there is little difference in this exceptional disclosure between Skype and in-person private interviews; (2) interviewing via Skype produces neither reduction nor inappropriate excesses of rapport; and (3) Skype interviews are a popular choice among participants, did not result in shorter interview duration, and were not subject to greater rescheduling or cancellation. 相似文献
26.
《Public Relations Review》2019,45(4):101832
This study examines when and why employees engage in external communicative behaviors during the periods of a corporate crisis. Combining a cross-situational factor (i.e., pre-crisis relationship quality) and a situational factor (i.e., crisis-specific perceptions), this study segments internal publics to understand employees’ motivations of becoming advocates for or adversaries of their organization. The results of an online survey demonstrated that employees’ pre-crisis relationship to their organization plays a critical role in encouraging them to advocate for their company; meanwhile, their crisis-perception—whether they feel fewer constraints in solving a crisis—is more likely to make them share negative information externally. Segmented groups of employees with high levels of both relationship and activeness are most likely to engage in both positive and negative external communication behaviors. Theoretical and practical implications for public relations and internal crisis communication are suggested. 相似文献
27.
Negotiating Illness in Medical Interactions: Narrative Styles of two Children with Leukaemia
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Camilla Rindstedt 《Children & Society》2016,30(4):278-289
The illness narratives presented in this paper were video‐recorded as part of child patient–staff interaction, during more than a year of ethnographic fieldwork at a paediatric oncology centre. The two children tended to ‘do illness’ differently, producing different types of narrative accounts. One of them presented accounts that invoked ‘fight’ metaphors, whereas the other one invoked patient identities. Also, the medical staff deployed different interactional strategies with different children in response to their narrative constructions of themselves and their leukaemia. 相似文献
28.
Fiona M. Brooks Kayleigh L. Chester Nigel C. Smeeton Neil H. Spencer 《Journal of youth studies》2016,19(1):36-54
The geographies of the current generation of young people are markedly distinct from previous generations by virtue of their access to a virtual playground. The vast majority of young people now engage in video gaming as a leisure activity. Drawing on findings from the 2009/2010 WHO Health Behaviour in School-aged Children study this paper set out to investigate the factors that might be associated with higher levels of video gaming. Information was collected from 4404 school students aged 11, 13 and 15 years, using anonymised self-completed questionnaires. Higher usage was defined as game play exceeding two hours a day. Separate analyses were conducted for boys and girls. For both genders higher levels of game playing was associated with early adolescence, opposite sex friends and minimal parental mediation. Bullying and going to bed hungry were associated with higher usage for boys only, while life satisfaction and family activities were linked to girls’ game playing only. Parents were identified as effective mediators of young people’s video game usage. The study identified gendered motivations for higher levels of game play, suggesting different interventions for boys and girls may be required in order for young people to create a balanced approach to video gaming. 相似文献
29.
陈春香 《合肥学院学报(社会科学版)》2007,24(2):118-120
视频会议是当前发展最快的多媒体通信方式,它克服了传统会议模式的种种弊端,并具备传统会议模式所无法具备的优势,它为企业在越来越激烈的竞争环境中获得更多及时、可信的信息,提高企业的决策速度和水平,从而使企业的管理水平提高,获得更多的市场机会和巨大的利益。 相似文献
30.
随着短视频行业发展进入下半场,如何提升和完善用户体验成为各短视频平台可持续发展的关键。以用户体验五要素模型为基础,构建移动短视频用户体验模型,运用结构方程方法对模型的适用性进行检验,深入挖掘移动短视频用户体验的主要影响因素,为企业和相关平台方优化用户体验、提高用户留存率提供参考。研究发现:视觉吸引力、界面设计、交互、内容、需求满足对用户体验具有显著的直接影响,且这五个变量通过中介变量情感感知间接影响用户体验。基于此,短视频平台在秉持内容制胜的同时还需丰富互动形式,以优秀的界面设计和深厚的情感,抓住用户眼球、引发用户共鸣、满足用户多元需求,以此构建健康的平台生态圈。 相似文献