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991.
992.
从美国情报界关于战略情报与国家安全决策关系的三大理论流派入手,对比分析了各理论流派的产生原因和理论特点,并在此基础上结合我国实际,提出了有针对性的对策建议和启示。 相似文献
993.
994.
以CNKI为数据源,对2004-2013年国内检索模型的研究论文进行计量学统计,结合Pajek可视化工具,对发文量、载文期刊、作者合作情况、关键词等进行分析。认为向量空间模型、语义检索模型、信念网络检索模型、用户兴趣检索模型、遗传算法检索模型、粗糙集理论检索模型、实例检索模型以及扩展模式PnBL模型等检索模型的研究是该领域研究热点,并指出其应用还有待进一步推广。 相似文献
995.
从情报学研究生培养和社会对情报人才需求入手,根据《2013全国硕士研究生招生专业目录》中情报学研究生招生信息,按照招生地区、主要学科属性、培养方向3个方面考察分析情报学研究生的培养和市场需求现状。认为目前该类研究生的综合性培养与课程方面正在完善,但其培养方向与就业方向的一致性存在一定偏差,只有在东部个别经济发达地区这种供求关系比较平衡。 相似文献
996.
阐述图书馆图书招标采购的优越性;指出招标小组专业人员缺乏、过多追求图书折扣率、图书采全率低、图书到馆速度慢、图书加工质量低、惩罚措施不到位,是当前高校图书馆采购招标存在的主要问题。提出加大图书馆专业人员在招标小组中的比例、制定合理的评价标准、广集征订书目、处理好招标采购与自行采购的关系、加强合同执行力度等对策措施。 相似文献
997.
This paper presents an approach aimed at creating business ontologies for knowledge codification in company. It is based on the principles of ontological engineering and cognitive psychology. Ontologies that describe the main concepts of knowledge are used both for knowledge creation and codification. The proposed framework is targeted at the development of methodologies that can scaffold the process of knowledge structuring and orchestrating for better understanding and knowledge sharing. The orchestrating procedure is the kernel of ontology development. The main stress is put on using visual techniques of mind mapping. Cognitive bias and some results of Gestalt psychology are highlighted as a general guideline. The ideas of balance, clarity, and beauty are applied to the ontology orchestrating procedures. The examples are taken mainly from the project management practice. The paper contributes to managerial practice by describing the practical recommendations for effective knowledge management based on ontology engineering and knowledge structuring techniques. 相似文献
998.
It has been argued that the Internet and social media increase the number of available viewpoints, perspectives, ideas and opinions available, leading to a very diverse pool of information. However, critics have argued that algorithms used by search engines, social networking platforms and other large online intermediaries actually decrease information diversity by forming so-called “filter bubbles”. This may form a serious threat to our democracies. In response to this threat others have developed algorithms and digital tools to combat filter bubbles. This paper first provides examples of different software designs that try to break filter bubbles. Secondly, we show how norms required by two democracy models dominate the tools that are developed to fight the filter bubbles, while norms of other models are completely missing in the tools. The paper in conclusion argues that democracy itself is a contested concept and points to a variety of norms. Designers of diversity enhancing tools must thus be exposed to diverse conceptions of democracy. 相似文献
999.
Rami Ali 《Ethics and Information Technology》2015,17(4):267-274
Luck (2009) argues that gamers face a dilemma when it comes to performing certain virtual acts. Most gamers regularly commit acts of virtual murder, and take these acts to be morally permissible. They are permissible because unlike real murder, no one is harmed in performing them; their only victims are computer-controlled characters, and such characters are not moral patients. What Luck points out is that this justification equally applies to virtual pedophelia, but gamers intuitively think that such acts are not morally permissible. The result is a dilemma: either gamers must reject the intuition that virtual pedophelic acts are impermissible and so accept partaking in such acts, or they must reject the intuition that virtual murder acts are permissible, and so abstain from many (if not most) extant games. While the prevailing solution to this dilemma has been to try and find a morally relevant feature to distinguish the two cases, I argue that a different route should be pursued. It is neither the case that all acts of virtual murder are morally permissible, nor are all acts of virtual pedophelia impermissible. Our intuitions falter and produce this dilemma because they are not sensitive to the different contexts in which games present virtual acts. 相似文献
1000.
Tom Harrison 《Ethics and Information Technology》2015,17(4):275-283
This article draws on a study investigating how 11–14 year olds growing up in England understand cyber-bullying as a moral concern. Three prominent moral theories: deontology, utilitarianism and virtue ethics, informed the development of a semi-structured interview schedule which enabled young people, in their own words, to describe their experiences of online and offline bullying. Sixty 11–14 year olds from six schools across England were involved with the research. Themes emerging from the interviews included anonymity; the absence of rules, monitoring and guidance and, the challenges associated with determining the consequences of online actions. The findings demonstrate the advantages of adopting a character-based moral theory to compliment rules and/or consequence based moral theories as the basis for future research into cyber-bullying. The findings evoke some wider implications for future research into cyber-bullying that might equally be applied to investigations into other Internet related moral concerns. 相似文献