首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   713篇
  免费   54篇
  国内免费   25篇
管理学   135篇
劳动科学   1篇
民族学   2篇
人才学   1篇
人口学   12篇
丛书文集   59篇
理论方法论   73篇
综合类   418篇
社会学   71篇
统计学   20篇
  2024年   5篇
  2023年   11篇
  2022年   14篇
  2021年   16篇
  2020年   19篇
  2019年   22篇
  2018年   17篇
  2017年   20篇
  2016年   11篇
  2015年   26篇
  2014年   34篇
  2013年   71篇
  2012年   37篇
  2011年   43篇
  2010年   35篇
  2009年   32篇
  2008年   40篇
  2007年   40篇
  2006年   59篇
  2005年   45篇
  2004年   38篇
  2003年   31篇
  2002年   18篇
  2001年   31篇
  2000年   20篇
  1999年   12篇
  1998年   6篇
  1997年   3篇
  1996年   6篇
  1995年   4篇
  1994年   6篇
  1993年   2篇
  1992年   2篇
  1991年   1篇
  1990年   6篇
  1989年   5篇
  1988年   2篇
  1987年   1篇
  1977年   1篇
排序方式: 共有792条查询结果,搜索用时 15 毫秒
1.
研究了高校教学评估中知识的模糊关系及权重问题,讨论在有关模糊隶属函数计算方法的基础上,将模糊技术应用在教学评估中,为教学评估的研究提供一条新的途径。  相似文献   
2.
随着现代科学技术的飞速发展,社会的信息化、多元化对人才的质量和数量提出了更高的要求。高校办学规模的扩大对人才培养的师资和软硬件建设都提出了新的要求和挑战。本文讨论了智能化网络教育的特点、教学形式和应用前景,智能化网络课程建设可以为我国高校提供新的教育模式与思维。  相似文献   
3.
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   
4.
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   
5.
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   
6.
在<骆驼祥子>中,虎妞是作为一个相貌丑陋、品行不端、对祥子悲剧负有不可推卸责任的人物出现的.本文从人性和伦理的角度分析,认为虎妞在祥子的悲剧中不应负有过多的责任,事实上她也是一个受害者.而且她还有一些属于她自己的品质精明强干,谙于算计,泼辣直率.  相似文献   
7.
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   
8.
就信息智能中介检索的基本概念、模式结构、有效的智能中介检索以及中介检索服务的可适应性等的相关问题进行了较为详细地介绍、分析和研究.同时,还就信息智能中介检索的松弛查询方法及其应用进行了探讨.  相似文献   
9.
Far-sighted equilibria in 2 × 2, non-cooperative,repeated games   总被引:1,自引:1,他引:0  
Consider a two-person simultaneous-move game in strategic form. Suppose this game is played over and over at discrete points in time. Suppose, furthermore, that communication is not possible, but nevertheless we observe some regularity in the sequence of outcomes. The aim of this paper is to provide an explanation for the question why such regularity might persist for many (i.e., infinite) periods.Each player, when contemplating a deviation, considers a sequential-move game, roughly speaking of the following form: if I change my strategy this period, then in the next my opponent will take his strategy b and afterwards I can switch to my strategy a, but then I am worse off since at that outcome my opponent has no incentive to change anymore, whatever I do. Theoretically, however, there is no end to such reaction chains. In case that deviating by some player gives him less utility in the long run than before deviation, we say that the original regular sequence of outcomes is far-sighted stable for that player. It is a far-sighted equilibrium if it is far-sighted stable for both players.  相似文献   
10.
虚拟集聚是数字经济的产业组织形态,是数字经济下资源重新配置的方式,已经渗入人们经济生活的各个方面,从集聚效应、新动能、新认识、新增长点等维度剖析虚拟集聚的现实基础,研究虚拟集聚对制造业的冲击及其在数字经济下的新应用。研究认为,网络空间的虚拟集聚是以“网”为基础、以“台”为依托、以“云”为支撑、以“端”为条件,虚拟集聚是集聚在数字经济下的演进,是在网络空间的集聚,具有智能物流、交易费用、空间范围、信息匹配、知识溢出、弱化黑洞、资源配置等集聚效应; 新一轮科技革命、产业变革与中国制造强国梦形成历史性交汇,促使虚拟集聚应运而生,并且成为新一代信息技术与制造业深度融合的新动能,能够显著促进产业数字化和数字产业化,带动传统产业集群转型升级,培育出世界级的先进制造业集群,推动中国制造迈向全球产业链价值链顶端; 虚拟集聚下制造业的关键核心是互联,在应用中需要产业数字化和数字产业化相辅相成,需要技术的支撑,表现为高度自动化、高度信息化和高度网络化,横向集成、纵向集成与端到端的集成,虚拟集聚的生产要素和生产力都是在虚拟空间体现,将推动制造业数字化转型、网络化协调、智能化变革; 随着新冠肺炎疫情全球蔓延,虚拟集聚成为新经济增长点,国际供应链中的虚拟集聚显著增长,跨境电商兴起,外贸行业快速数字化发展,教育行业、学术会议借助网络和软件线上进行,线上办公、云端会展快速流行,网络与快递业、餐饮与外卖业、短视频与直播经济、云医疗与大健康迅猛发展,数字阅读、文娱产业线上流行成为新的生活方式,元宇宙的虚拟世界也将推动科技发展带来经济新增长点。  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号