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61.
Abstract

The rapidly changing communication environment of the digital age has generated needed discussion regarding implications of media technologies for social work practice. Yet scarce research has considered the therapeutic value of media technologies for social work practice. This systematic review explores how media production is used as a therapeutic intervention in human services to identify the therapeutic value and potential challenges of its application in the field. Media Production as Therapy (MPT) affords a range of therapeutic outcomes, including self- and community-awareness, self-reflection and self-correction practices, self-expression and story-sharing, and processing trauma. Challenges confronted through MPT include time and resource constraints, logistical difficulties, issues of authenticity, and dissemination concerns. Despite limited research, this review provides needed guidance for social workers to harness technology for social good, operating in the digital space to implement MPT interventions that afford a range of therapeutic benefits to clients in an increasingly mediated world.  相似文献   
62.
Abstract

Video game culture has a long, ongoing history of problems with representation and inclusivity, as a wide variety of forces have constructed video games and gaming as masculine. Against this background, the popular gamer-oriented web series The Guild (2007–2013) appears to offer a unique counterperspective, presenting a gender-diverse cast and focusing primarily on female protagonist Cyd “Codex” Sherman. As such, the show could potentially diversify popular conceptions of gamers. Through a close reading of The Guild, however, we demonstrate that it fails to do so. More specifically, the show’s portrayal of gamer identity serves as a form of cruel optimism, presenting it as an ideal that promises game players a consistent subculture and a sense of belonging, but ultimately traps them in narrow roles and identity constructs. Furthermore, the show’s gamer ideal also reproduces particular forms of gendered inequalities that posit aggressive, competitive masculinity as superior to both more passive masculinities and all forms of femininity. Overall, this leads The Guild to reinforce gaming culture’s existing problems with sexism and regressive stereotypes. Because of this, the show presents a relation of cruel optimism, assuming the appearance of positive change while failing to deliver on it.  相似文献   
63.
This paper analyses how a Big Issue vendor approached passers-by and how they responded, how recognizable courses of social and economic activity were interactionally produced from initiation through to some conclusion. The paper recovers how the vendor's work was contextually embedded in the urban landscape, how it was constrained by, and actively shaped, the social order of the street. Drawing on video-audio recordings the paper contributes to a growing body of ethnographic and ethnomethodological research which has emphasized the embodied, contingent and interactional character of economic activity. By examining such materials, the paper is well positioned to describe how the vendor found his market on the street, social interventions that propelled passers-by into buying behaviour. The paper sheds light on now familiar encounters which occur millions of times each week in the UK and beyond.  相似文献   
64.
基于双边市场理论建立了一个三阶段价格博弈模型,讨论新兴视频业务运营中平台与内容提供商的定价与合作收益分配问题。模型对双边市场理论中相对单一的定价机制进行了创新,增加了内容提供商对信息内容的定价、平台与内容提供商就信息服务费的收入分成比例,这样的讨论更加符合新兴视频业务实际运营现状。基于模型得出,视频内容为主的新兴视频业务运营的关键仍是规模化运营、用经营媒体而非电信增值业务的思路经营新兴视频等七条核心结论,对新兴视频业务运营和政府政策的制定具有重要指导意义。  相似文献   
65.
在媒介融合背景下,视频企业之间的竞争,归根结底就是“内容”的竞争,优秀的内容才是企业真正的核心竞争力。视频内容生产的转型是利益性诱导和审美需求相结合的过程,它的转型目标建立多元内容生产主体和生产形态的内容产业链上游集群,要依赖的现实路径是媒介资源的融合和共享,实现媒介融合带来的资源效益、规模效益,以及内容的差异化、个性化接受,实现视频内容生产的“蓝海”战略。  相似文献   
66.
We evaluated the use of video modeling, role play, prompting, and feedback to increase credit card promotion by sales associates in a retail setting. We first used the Performance Diagnostic Checklist (Austin, 2000 Austin, J. 2000. “Performance analysis and performance diagnostics”. In Handbook of applied behavior analysis, Edited by: Austin, J. and Carr, J. E. 321349. Reno, NV: Context Press.  [Google Scholar]) to identify the variables contributing to the poor performance of two sales associates. Based on the results, we developed an intervention package that included a video model, instructional prompt cards, role play, and feedback. During baseline, target employees asked a mean of 26% of customers to enroll in the credit card program. Following intervention, target employees asked a mean of 84% of customers to enroll in the credit card program. Furthermore, employees rated the intervention as enjoyable, as effective, and as a system that they would continue to use. The results illustrate the effectiveness of video modeling, prompting, and feedback in increasing credit card promotions and delivering critical information about the card to daily customers.  相似文献   
67.
Many studies have been conducted evaluating the use of feedback in staff training in organizational settings. Central to this literature has been the use of a variety of forms of feedback, including videotaped feedback. A distinction is outlined between video modeling and a variety of possible video feedback procedures. Previous studies have indicated a possible positive training effect on staff skills from simply being exposed to relevant videotaped performances of those skills or as a result of evaluating video modeled performances. This study evaluated the effectiveness for training teaching skills of having staff evaluate videotaped teaching skills as performed by themselves versus others. The current study results replicate earlier research on the effectiveness of evaluating video models as a training method and do not suggest a difference between observing oneself as opposed to observing someone else. Future research suggestions for the general use of video in training are provided.  相似文献   
68.
Weekly observations of direct-care staff in a facility for persons with brain injury yielded less than optimal interactional style with facility residents. Following an observational baseline, staff were asked to self-rate a 15-min video sample of their interaction behavior with participants on their unit. They were then asked to compare their self-ratings to those of a supervisor, as well as view a video exemplar of appropriate positive interaction behavior. Elements of their interactional style were highlighted and specific feedback was provided on how to improve their performance. Interaction style was then reevaluated via an unobtrusive observer and yielded positive gains for all participants. Subsequent on-the-job feedback sustained performance gains.  相似文献   
69.
胡泊 《南都学坛》2009,29(6):75-78
作为一种文化现象,搞笑视频即KUSO影像,与传统影像相比,它的意义并不仅仅体现在其传播过程中受众双重身份的互换,而且在于其对源文本进行重构时所体现出的颠覆与解构。KUSO影像与传统影像最大的不同点就在于,它可以随意检索、使用传统影像。在KUSO影像的创作过程中,借助的是源影像文本的画面,经过对大众化影像文本的本地化加工,从而形成了与KUSO接受者从语言和内容上有很大接近性的搞笑的影像文本。由于网络传播的开放性,每完成一次这样的KUSO"接龙,"KUSO影像的创作者就加入一些自己生活中所熟知的元素,形成与自己及周围人相关联的新的文本。KUSO影像作品有浓厚的后现代文化特性,消解权威、调侃历史、戏仿经典、针砭时弊是它的主旨。  相似文献   
70.
依据图像质量等级与图像信噪比之间的关系,对调频制图像传输系统的性能进行了预测,并对W波段模拟图像传输技术进行了研究,介绍了系统方案、系统关键技术和系统实验结果,并对系统中采用的毫米波振荡器、混频器、双工器、天线等毫米波元部件的电性能指标进行了描述。该系统成本低、工作稳定、可靠,在8 km距离上,系统图像传输质量优于4.5级。  相似文献   
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