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91.
我国现行的人口统计调查方法体系是“以经常性的人口抽样调查为主体,以人口普查为基础,重点调查等为补充的多种方法的运用”,但随着经济社会的快速发展,“以普查为基础,经常性抽样调查为主体"的人口统计调查方法体系,与政府、社会对人口信息多层次、精细化、时效性的需求变得不适应,在实践中显露出矛盾和问题。本文以下将对当前人口普查和人口变动情况抽样调查,在人口统计中作用和存在问题做出分析,在此基础上提出人口统计的改革设想,并落实到具体的解决办法,以2020年第七次人口普查为契机,建立《人口统计与管理服务数据平台》,并结合社区网格化管理进行年度更新,取得年度全国、省级及省级以下的常住人口数据;同时改革人口抽样调查的内容,结合手机信令大数据在人口统计中的应用,完善人口统计调查方法体系。 相似文献
92.
This article explores the comparability of assessment tools under different format conditions. Prior studies have not considered the interaction of format and device on time to complete an assessment and have instead treated each of them separately with conflicting results. This study assesses, by linear regressions using web-based data, the performance of multiple devices under varying formats while controlling for non-device factors such as demographic information. The results of this study add to the growing literature on the equivalence among devices and formats used to collect and interpret performance in a variety of organizational settings. 相似文献
93.
物联网时代物流企业获得竞争优势的主要途径是利用日益提升的客户主导权和移动融合技术所带来的各种便利性,加强物联网技术的应用能力.物联网技术的应用能力与物流产品竞争优势不仅高度正相关,而且还存在着因果关系.然而,受客户主导权影响较深的移动融合便利性不能有效地影响物流企业物联网技术的应用能力.为此,本文通过实证分析客户主导权、移动融合便利性、物联网技术应用能力、物流产品竞争优势等4个变量之间存在的因果关系,阐明了为物流企业竞争优势提高其物联网技术应用能力的有效对策. 相似文献
94.
中国移动和中国联通作为我国移动通信业的两大运营商,长期以来实现了对无线通信市场的垄断,其中中国移动又有着明显的竞争优势.分析和总结中国联通的营销策略.借助于品牌、产品、价格、渠道和促销策略,实现全面的营销创新,借我国通信业整合重组之机,抓住机会,促成发展,是中国联通的当务之急. 相似文献
95.
本文在考虑用户的月通话量、用户的年龄,GPRS的优惠政策等因素下提出全球通手机资费方案,建立数学模型。根据该模型的研究结果和北京,上海的实际情况,借助于Matlab,Excel等数学软件,在现有"套餐"方案运营商的收入降低不超过10%的情况下,认为"HAPPY07"的方案是最合适的方案。 相似文献
96.
97.
Wesley Shrum Paul Nyaga MbatiaAntony Palackal Dan-Bright S. DzorgboRicardo B. Duque Marcus Antonius Ynalvez 《Social science research》2011,40(2):614-625
In contrast to recent US studies showing a decrease in core network size, our Kenyan data reveals substantial network growth. We attribute this to the diffusion of mobile telephones. Results from pooled survey data from Nairobi professionals and entrepreneurs in 2002 and 2007 as well as qualitative interviews from 2007 to 2009 show virtual saturation in the diffusion of phones during this period, but no direct effect of technology use. What explains this puzzle is a network effect of mobile telephony: increased technological access to existing networks in a context of resource scarcity leads to a strengthening of weak ties and the enhancement of core networks among Kenyans. Video ethnographic data before and after the 2007 post-election unrest supports this interpretation, showing that mobile phones are a crucial resource in managing interpersonal networks for instrumental purposes. 相似文献
98.
移动图书馆是图书馆服务的发展与创新。文章以广州城市职业学院的移动图书馆系统为例,介绍了手机媒体的移动图书馆的设计与实现,利用该系统来拓展读者服务,为用户提供一个移动的读者服务平台。 相似文献
99.
The introduction of mobile devices (e.g., smartphones and tablets), to the workplace has had many positive effects. While research also indicates that mobile devices may lead to the misallocation and depletion of attention, the negative effects, particularly on interactions in organizations, remain less well understood. We draw on micro-sociology to analyze the use of mobile devices in situations of purposeful co-presence, such as meetings and settings that require a joint effort to solve one or more problems. In these situations, the use of mobile devices is likely to de-energize actors and lead to behaviors that are contrary to the aims of establishing situations of purposeful co-presence. We identify ways in which organizations can avoid the negative consequences of mobile devices (while keeping the positive consequences), ranging from building norms regarding the use of such devices to restructuring work processes (e.g., making activities less interdependent and making less use of purposeful co-presence). 相似文献
100.
《Mobilities》2013,8(4):431-447
Abstract Traditional critiques of computer and video games argue that the ‘magic circle’ defines the parameters of game‐play, marking off a temporary world wherein particular game rules apply. In this view, to play a game means, materially or conceptually, ‘entering’ the magic circle of the game. Yet, increasingly, online multiplayer games, mobile location‐based games (LBGs) and hybrid reality games (HRGs), erode the notion of a magic circle or dedicated game‐space. In this paper I examine the hybrid ontologies and realities that typify networked and mobile location‐based and hybrid reality games, exploring some of the phenomenological, embodied or somatic aspects of the practices and perceptions of ‘mixed reality’ gamers. A number of alternative corporeal and ontological metaphors for game worlds are proposed as substitutes for the magic circle, including the porous and organic cell membrane, the permeable window or frame, and the network. The composite, interconnected and dynamic ontology of the network trope, it is suggested, provides a more authentic figuration of the game environments specific to LBGs and HRGs, and also helps us to interpret the ‘playful turn’ in contemporary new media culture and the infiltration of a ludic sensibility into the mobilities and practices of everyday life. 相似文献