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61.
为衡量国家重点实验室在新时代背景下的网络媒体影响力,构建网络媒体影响力评价体系,以此分析国家重点实验室的网络媒体影响力水平。利用层次分析法构建国家重点实验室网络媒体影响力评价指标体系,并计算相应的权重系数,同时选取156所国家重点实验室进行实证研究。研究显示,国家重点实验室间的网络媒体影响力参差不齐,且大多数与第三方平台影响力水平同步;国家重点实验室在自主平台特别是微信和官网的利用上还有很大的提升空间。并据此建议积极与多类社交媒体建立联系、强化微信公众号的内容建设以及加强对官方网站的建设与维护等建议。  相似文献   
62.
Recent privacy-related incidents of mobile services have shown that app stores and providers face the challenge of mobile users’ information privacy concerns, which can prevent users from installing mobile apps or induce them to uninstall an app. In this paper, we investigate the role of app permission requests and compare the impact on privacy concerns with other antecedents of information privacy concerns, i.e., prior privacy experience, computer anxiety, and perceived control. To test these effects empirically, we conducted an online survey with 775 participants. Results of our structural equation modeling show that prior privacy experience, computer anxiety, and perceived control have significant effects on privacy concerns. However, concerns for app permission requests have approximately twice as much predictive value than the other factors put together to explain mobile users’ overall information privacy concerns. We expect that our findings can provide a theoretical contribution for future mobile privacy research as well as practical implications for app stores and providers.  相似文献   
63.
Fast development of IT and ICT facilitate customers to post a large volume of their concerns and expectation online, which are widely accepted to be a valuable resource for product designers. However, it is found that only a small number of small and medium-sized enterprises (SMEs) have capabilities to leverage customer online insights for design innovation, which often demonstrate a significant share in national economies growth. To discover the beneath reasons regarding the barrier that prevent them to make effective utilization, in this study, as a concrete example, manufacturing SMEs in the South Wales and Greater Manchester industrial areas of the UK are focused and their potential motivations for using and knowledge of big data-based customer analytics are investigated. An exploratory survey was conducted in terms of the type of customer data they have, the storage approaches, the volume of customer data, etc. Next, a carefully devised exploratory study was undertaken to understand how SMEs perceive the relations between customer data and product design, how about their expectations from big customer data analytics and what really challenges SMEs to exploit the value of big customer data. Besides, a demonstration platform is developed to present SMEs an automatic process of analysing customer online reviews and the capacity on customer insights acquisition and strategic decision making. Finally, findings from two focus groups indicate the different managerial and technical considerations required for SMEs considering implementing big data and customer analytics. This study encourages SMEs to welcome big customer data and suggests that a cloud-based approach may be the most appropriate way of giving access to big data analytics techniques.  相似文献   
64.
Online games are highly popular applications. While online gamers actively participate in gaming teams, no study has yet explored whether gamers have sufficient teamwork knowledge and have accumulated sufficient team participation experience. These likely strengthen team commitment, but we do not know, indicating a research gap. Research filling this gap could shed light on useful means for enhancing gamers’ team commitment. Grounded in social identity theory, we theorize the mechanism that links gamers’ overall gaming team participation experience and overall gaming teamwork knowledge to their team commitment. We collect two-wave data from 344 online gamers that have played massively multiplayer online role-playing games (MMORPGs) and use structural equation modelling for data analysis. We find that overall team participation experience is positively related to gaming team identification, while overall teamwork knowledge is positively related to compliance with gaming team norms. Both team identification and norm compliance are positively related to gaming team commitment. This study is the first to clarify the mechanism underlying the impacts of overall gaming team participation experience and overall gaming teamwork knowledge on gamers’ team commitment. Our findings provide the practical insight that game designers should incorporate game features that require or reward gamers’ participation in gaming teams or enhance gaming teamwork knowledge, thus strengthening gamers’ team commitment.  相似文献   
65.
现代中国民族歌曲中五种主要情感类型的审美功能包括对社会和对个体的审美功能两个方面。现代中国民族歌曲对社会和对个体的审美功能彼此依存、相互影响,后者为前者的实现提供主观前提、奠定微观基础,前者为后者的实现预备客观条件、营造宏观环境。  相似文献   
66.
在线作业管理系统的设计与实现   总被引:4,自引:0,他引:4  
作为网上教学支持系统的一个子系统,在线作业管理系统为师生提供方便的在线作业管理环境,实现自动化和无纸化作业管理。在线作业管理系统的关键功能包括布置作业、提交作业、批阅作业、统计作业等。文中结合深圳大学在线作业管理系统,详细阐述在线作业管理系统整体结构和关键功能模块的设计与实现。  相似文献   
67.
This study explores post-recovery satisfaction and post-purchase intentions with service recovery of online shopping customers from the perspectives on perceived justice and emotions based on twenty scenarios that combine five service failures and four recoveries. Analytical results indicating that in addition to enhancing post-purchase intentions and post-recovery satisfaction among customers, distributive justice increases positive emotions and decreases negative ones. Additionally, procedural justice enhances post-recovery satisfaction as well as increases positive emotions and decreases negative ones, while interactional justice only increases post-recovery satisfaction of customers. Moreover, while positive emotions increase post-recovery satisfaction, and vice versa. Post-recovery satisfaction positively affects post-purchase intentions. Results of this study provide a valuable reference for operators and managers of online shopping websites.  相似文献   
68.
Focusing on the online Chinese fans of Japanese TV drama, this paper explores the way in which the fan subculture, in connection with digital technologies, has carved out alternative practices in the circulation, production and consumption of Japanese TV drama. As ‘minority audiences’ who are not targeted as the objects of capitalist interests, online Chinese fans invent spaces for Chinese transnational networking with self‐help and sharing, as a way of resisting the aloofness from marketing strategies of Japanese TV distributors in Asia. This case study reveals that the online Chinese fan clubs, the websites for downloads, pirated VCD markets, digital file conversion, and private VCD burning – all of these have linked endless networks for the digitalized circulation and consumption of Japanese TV drama. The online Chinese fans are guerrilla fighters in the politics of autonomy, network and low‐cost digital technology; they are attempting to break down time–space constraints and the official distribution hierarchy. Such fan practices shed light on the new trends of audio‐visual consumption via digitalization.  相似文献   
69.
Schools in England are currently being asked to pay greater attention to the issue of educational inclusion. This paper reports some of the findings of a collaborative action research Network that was set up to address the implications of this trend. The Network involves teams of university researchers in working with practitioners in order to encourage the development of inclusive practices. As a result of this work, it is argued that the development of such practices is not about adopting ‘recipes’ of the sort described in much of the existing literature. Rather, it involves social learning processes that occur within a given workplace. The paper attempts to provide deeper understandings of what these processes involve. To assist in this analysis use is made of the idea of ‘communities of practice’, as developed by Etienne Wenger, focusing specifically on the way he sees learning as a characteristic of practice. It is argued that the development of inclusive practices involves collaborative working arrangements; that they can be encouraged by engagement with various forms of evidence that interrupt ways of thinking; and that the space that is created through such interruptions can enable those involved to recognize overlooked or, indeed, new possibilities for moving practice forward.  相似文献   
70.
To stand up for the brands they support, members of brand communities develop “oppositional brand loyalty” towards other rival brands. This study identifies how the interaction characteristics of brand community affect the perceived benefits of community members, and whether the perceived benefits cause members to develop community commitment, as well as the relationship between community commitment and oppositional brand loyalty. This study examined members of online automobile communities in Taiwan, and obtained a total of 283 valid samples. The analytical results reveal that interaction characteristics of brand community make members perceive many benefits, with “brand community engagement” being the most noticeable. Furthermore, hedonic, social, and learning benefits are the main factors to form community commitments. When members have community commitments, they will form oppositional brand loyalty to other rival brands. Based on the analytical results, this study provides suggestions to enterprises regarding online brand community operations.  相似文献   
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