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1.
The objective of this article is to examine the relevant dimensions of distance for foreign market entry mode choice. Based on a sample of 203 interfirm linkages formed by French multinationals with partners across the world, we analyze the impact of four dimensions of distance on the choice between cooperative alliances and mergers-acquisitions. The findings indicate that administrative and economic distance have a significant influence on market entry mode choice, whereas the impact of cultural and geographic distance is not significant. They further highlight the important role of the host country's government effectiveness for market entry mode decisions.  相似文献   
2.
入世以后,必将对我国高等职业教育提出新的要求。高等职业教育必须顺应时代发展的趋势,与时俱进、应势而变,才能与时代同步。本文遵循以下思路展开:入世以后,对我国高等职业教育的发展趋势作一些前瞻性的探讨,在此基础上提出应对的措施。有利于我国高等职业教育主动地适应新形势发展的要求。  相似文献   
3.
王东在《<水经注>词语拾零》中指出“秀”有“高出、特出”义。通过全面查检《汉语大词典》以及详细分析《汉语大词典》中所有含“秀”的词条,笔者发现其中有部分含“秀”的词条忽视了“秀”有“高出、特出”义,释义未确,旨在纠正其错误。  相似文献   
4.
Modeling cooperation among self-interested agents: a critique   总被引:2,自引:0,他引:2  
Herbert Gintis   《Journal of Socio》2004,33(6):695-714
This paper reviews recent attempts to model cooperation in groups of self-interested unrelated individuals. It concludes that no empirically plausible model has been developed, and the economist's quest for an explanation of human prosociality in terms of self-interested agents has not been successful. We show that the equilibrium criteria employed in standard game-theoretic models have no attractive dynamic properties, and the mechanisms deployed in these models are not generally seen in empirical examples of cooperative groups. We also show that these models are not robust to plausible rates of signaling error and mutation. We present an alternative, involving strongly reciprocal agents, that satisfies all the requirements for a dynamically stable model of cooperation.  相似文献   
5.
《汉语大字典》在义项的书证方面存在一些疏误,内容涉及书证欠妥、书证有误、引文失误、一例两用等问题。  相似文献   
6.
中国银行业规制性进入壁垒研究   总被引:1,自引:0,他引:1  
银行业规制性进入壁垒是影响我国银行业市场结构、银行机构市场行为的重要因素,也是影响我国银行业绩效与可持续发展的关键问题。对银行业进入规制进行改革,降低规制性进入壁垒,确保银行业进入规制的科学与适度,是进一步深化我国银行业改革,提高银行业整体绩效的必由之路。  相似文献   
7.
This paper demonstrates how a repeated public goods problem may be solved by using Tit-for-Tat (TFT) on the Lindahl point. The general solution is developed; geometric and numerical examples are offered.I wish to thank an anonymous reviewer for very helpful comments on earlier drafts of this paper.  相似文献   
8.
文章主要收集了《突厥语大词典》和《福乐智慧》中的民间竞技与游戏的语言材料,通过古代突厥语民族的赛马、射箭、马球、达瓦孜、投掷等体育竞技与游戏,试图再现他们当时的社会生活概貌。  相似文献   
9.
新时期 ,新形势。随着我国社会主义市场经济体制的逐步建立 ,加入 WTO而融入世界经济发展大循环以及知识经济时代的到来 ,我国图书馆面临前所未有的机遇与挑战 ,要求图书馆要适应这种形势的变化 ,提供新的服务功能并采取新的服务方式。  相似文献   
10.
Boundary Spaces     
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   
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