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1.
This paper is a case study of the use of a proximity-sensitive game played on mobile gaming terminals, in Japan and in France, Dragon Quest 9, and of distinctive forms of mobility and urban encounters which emerge around it. We show how players, when assembled together, walk the ‘connected walk,’ that is they adopt a particular gait, slower than the usual walking pace, with repeated pauses which appears as a tentative and exploratory kind of mobility oriented towards the random occurrence of proximity-based screen-mediated events, and therefore both adjusted to and constitutive of the proximity-sensitive hybrid ecology as a serendipitous place, to be experienced as such. With respect to urban encounters, we have identified a characteristic tension, relevant to locative media in general, in which concerns with potential identification and recognition ‘in the game’ contrasts with the interaction order of urban traffic encounters, characterized by ‘civil inattention.’ This gives rise to the phenomenon of ‘timid encounters,’ in which players strive to experience game encounters with other players a few meters away, while trying to elude visual or verbal recognition.  相似文献   
2.
移动应用安全状况日益凸显,亟需采取相应的监管策略.基于完全信息三方静态博弈模型,探讨移动应用安全监管中政府、移动应用商店以及移动应用开发商三者之间的博弈决策问题.政府通过对应用商店的监管发现存在应用商店与开发商合谋的情况.对于减少应用商店与开发商合谋,政府可给予应用商店未来的合作机会等间接激励,其作用优于现金支持的直接激励.而有效控制监管成本,增加应用商店和开发商合谋所产生的损失,是减少应用商店与开发商合谋概率的有效途径.从博弈角度出发,提出了政府从移动应用传播渠道入手的安全监管策略,即政府在何种条件下能更好发挥通过应用商店间接监管的作用.  相似文献   
3.
霍兆桦  罗力 《科学发展》2016,(11):29-37
我国新兴业态的技术支撑仍以移动互联网技术为主,背后的发展逻辑实质是新技术下的资本运作.新兴业态的乘数效应得以体现与扩张,并带来市场权力、市场关系和社会关系的重构,提出市场网络中心、供方、需方的政府监管需求.对此,政府应以公众利益为导向,充分发挥市场稳定器的作用;树立底线意识,把握新兴业态背后的本质社会关系,并通过法律法规政策加以规制;借鉴多方经验与力量,务实提高事中与事后监管能力,应对网络化与信息化的发展趋势;把握时代潮流,以合理方式促进社会经济朝信息化、网络化发展.  相似文献   
4.
项目教学法以课程内容为中心,学生为主体,把学生融入有意义的项目任务中,使学生积极主动地学习知识,同时提高学生的实践技能和团队精神。实践表明,在移动通信课程教学中应用项目教学法能取得良好的教学效果。  相似文献   
5.
Rapidly expanding mobile network coverage in developing countries offers new ways to reach poor farmers in isolated places. This article explores the potential for Information and Communication Technology to provide agricultural information and extension services to smallholder farmers, and links this to empirical insights of an intervention in Uganda, where community knowledge workers rely on mobile devices to deliver context- and time-sensitive data to farmers. Consistent with theoretical insights related to information inefficiencies, we find that the intervention leads farmers to move away from low-risk low-return crops toward more commercially oriented commodities. Our analysis also suggests that, for the case of maize, the intervention causes farmers to sell less on the market, but at significantly higher prices.  相似文献   
6.
中国移动通信市场动态博弈过程模型研究   总被引:1,自引:1,他引:1  
中国移动市场是中国移动和中国联通双寡头垄断竞争的市场,在现实中,他们的博弈过程是非常复杂的,未必能达到理论上的博弈均衡点,博弈结果是与其博弈过程相联系的。本文根据中国联通成立的初期、中期和后期分为三个阶段,利用两种竞争模型——基于价格博弈的伯川德竞争模型和基于差异化(产量即用户量)竞争的古诺竞争模型,对市场中中国移动和中国联通的动态重复博弈过程,建立模型进行研究。  相似文献   
7.
钲是文献中常见的军旅乐器,形制丰富,不但可以控制军队进退的节奏,在军中还有警示和报晓的作用,甚至可以作为重要的赏赐象征皇帝的特殊恩宠.但文献中出现的“钲”不可一概而论,古代将钟体的正面偏上部分称为钲,此外,钲还可以指代另外一种用以悬挂敲击的乐器.这需要我们在阅读时认真分辨.  相似文献   
8.
项目管理技术已逐步形成一整套科学的理论原则和方法体系,在工业企业中也可得到广泛的应用。本文从项目管理的基本原理出发,针对大型企业技改活动的多项性和复杂性,根据实践工作中的一些经验摸索,初步探讨了多项目管理组织模式在大型企业技改活动中的应用。  相似文献   
9.
Reliability is a very important issue in Mobile Ad hoc NETworks (MANETs). Shortest paths are usually used to route packets in MANETs. However, a shortest path may fail quickly, because some of the wireless links along a shortest path may be broken shortly after the path is established due to mobility of mobile nodes. Rediscovering routes may result in substantial data loss and message exchange overhead. In this paper, we study reliable ad hoc routing in the urban environment. Specifically, we formulate and study two optimization problems. In the minimum Cost Duration-bounded Path (CDP) routing problem, we seek a minimum cost source to destination path with duration no less than a given threshold. In the maximum Duration Cost-bounded Path (DCP) routing problem, we seek a maximum duration source to destination path with cost no greater than a given threshold. We use a waypoint graph to model the working area of a MANET and present an offline algorithm to compute a duration prediction table for the given waypoint graph. An entry in the duration prediction table contains the guaranteed worst-case duration of the corresponding wireless link. We then present an efficient algorithm which computes a minimum cost duration-bounded path, using the information provided in the duration prediction table. We also present a heuristic algorithm for the DCP routing problem. In addition, we show that the proposed prediction and routing schemes can be easily applied for designing reliable ad hoc routing protocols. Simulation results show that our mobility prediction based routing algorithms lead to higher network throughput and longer average path duration, compared with the shortest path routing. This research was supported in part by ARO grant W911NF-04-1-0385 and NSF grant CCF-0431167. The information reported here does not reflect the position or the policy of the federal government.  相似文献   
10.
Multimedia is promoted as the technology for the future from the perspective of applications and its role in improving enterprise integration and management effectiveness. As yet few useful applications are found in business and manufacturing. Nevertheless, a growing number of businesses are looking to multimedia for real-life business solutions. Computerized production management systems have enjoyed the same growth and popularity as the personal computers and workstations on which they run. The application of multimedia in various functional areas of manufacturing such as marketing, design and engineering, production and distribution has tremendous potential, taking into account its capacity to integrate text, drawings, full-vector graphics, and full-motion video. Multimedia can also be used as an open development framework for manufacturing applications, especially in CAD, CAE and CAM, by providing users with tools to re-engineer and integrate product and process information. Advances in telecommunications and associated technological developments. Like the personal communicator and the video phone will increasingly add to the importance of multimedia in modern manufacturing. In addition, the future of manufacturing depends crucially on a well-trained employee base. Consequently, interactive video-based training programs appear ideal for jobs that have a high level of human error. In factories, computers and interactive video have been widely used. Realizing the importance of multimedia in manufacturing, especially in the process of enterprise integration and integrating the functional areas of manufacturing, an attempt has been made to investigate the applications of multimedia and identify some future research directions.  相似文献   
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