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681.
Mobile 2.0环境下高校图书馆推行移动阅读服务的可行性分析 总被引:2,自引:0,他引:2
随着3G时代的到来,以手机为主的移动终端延伸了互联网,阅读在任何时间、任何地点都成为可能。这给图书馆服务带来了新的发展机遇和挑战。本文首先介绍了Mobile 2.0,然后分别从移动通信技术与设备、高校图书馆读者、图书馆自身三方面加以分析图书馆开展移动阅读的可行性。 相似文献
682.
本文针对多移动机器人局部路径规划问题,提出一种基于改进的人工势场算法的策略。当多个机器人在安全的距离范围内相遇时,通过利用机器人之间产生的优先级退避策略走出对方视野,从而避免彼此碰撞、死锁。仿真结果表明此方法是有效的。 相似文献
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684.
移动商务是电子商务的一个分支,移动商务是通过移动通信网络数据传输,使用移动信息终端参与各种商业经营活动的一种新的电子商务模型,它是新技术条件、新的市场环境下的新的电子商务的形式。本文采用J2ME开发了一款移动商务应用程序,主要是针对用户的重要私人信息,例如通信录、记事本、日程安排等数据进行管理。该程序能够实现各种事务的添加、修改、删除、分组、查询、账务管理等。 相似文献
685.
The popularity of mobile devices has ushered in the prosperity of mobile commerce, yet research on mobile advertising and mobile marketing remains scant. Marketing ads possessing higher media richness generally have a positive effect on consumer decision-making, because rich media conveys more information, but mobile ads with richer media imply higher costs for both the marketer and the audience. The limitations of mobile devices have further highlighted the difficulty of mobile advertising and the issue of advertising costs. Selecting which media to deliver the appropriate information is the latest research trend, but few studies have applied the media richness theory to explain mobile ads’ effect on consumer behavior. This research thus explores the impact of media richness on consumer behavior at different AISAS (attention, interest, search, action, and share) stages, adopting experimental research, convenient sampling, and online questionnaire to collect data. From a total of 424 valid questionnaires, we find that media richness has a greater influence on the three early stages of AIS while having a lower impact on the later stages of AS. This research thus suggests that firms employing mobile ads should choose high richness media for those potential customers who are at the early stage of consumer behavior (AIS). For those who at the later stage (AS), it is good enough for marketers to utilize medium richness mobile ads. Following this suggestion, marketers can place mobile ads more precisely, thus improving the likelihood of a reduction in advertising costs for both the marketer and audience. As mobile ads with high media richness are more effective for high perceived risk products, firms need to use high richness media when they are promoting high perceived risk products even when potential consumers are at the later stage of AS. This research contributes to marketers dedicated to using a mobile advertisement strategy and helps refine both online consumer behavior and the media richness theory when including the context of mobile commerce. 相似文献
686.
Despite mobile applications being at the frontier of mobile computation technologies, security issues pose a threat to their adoption and diffusion. Recent studies suggest that security violations could be mitigated through improved security behaviors and attitudes, not just through better technologies. Existing literature on behavioral security suggests that one of the main predictors of users’ perceptions of security is their perceived privacy concerns. Using communication privacy management theory (CPM), this study examines the effects of privacy-related perceptions, such as privacy risk and the effectiveness of privacy policies, on the security perceptions of mobile app users. To empirically test the proposed theoretical model, two survey studies were conducted using mobile apps requesting less sensitive information (n = 487) and more sensitive information (n = 559). The findings show that the perceived privacy risk negatively influences the perceived security of the mobile apps; the perceived effectiveness of a privacy policy positively influences user perceptions of mobile app security; and perceived privacy awareness moderates the effect of perceived privacy risk on the perceived security of mobile apps. The results also suggest that users have different privacy-security perceptions based on the information sensitivity of the mobile apps. Theoretical and practical implications are discussed. 相似文献
687.
Overcoming pathological IT use: How and why IT addicts terminate their use of games and social media
IT addiction scholarship indicates that pathological use of IT such as games or social media is on the rise. While pathological IT use, such as addictive behavior, can negatively affect private, social and work life, individuals displaying addictive behavior toward an IT are challenged to overcome their addiction. In this study, we aim to offer insights into how and why IT addicts stop their pathological IT use by terminating to use the IT. We interview individuals who have overcome their IT addiction to games and social media, finding that some IT addicts terminate their use of the IT without external support because they had a strong intrinsic or extrinsic motivation or because they felt stressed, frustrated or guilty. Other IT addicts required external support, contacting a therapist after unsuccessful attempts to quit or after experiencing a shocking event. This study establishes a new strand of research into ending pathological IT use and becoming an ex-user. We theorize IT addiction as part of the IT lifecycle alongside adoption, usage and discontinuation. We also offer practical insights into why some individuals can terminate pathological IT use on their own, while others require external support. 相似文献
688.
The global spread and use of internet and mobile contributed to the development of digital payments and baking. There is a lack of research which provides comprehensive synthesis and analysis of factors affecting the use and adoption of digital banking and payment methods in GCC countries. Thus, the aim of this paper is to provide a comprehensive literature review and perform weight and meta-analysis. By reviewing 46 studies, it was found that best predictors for digital payment and banking adoption in GCC countries are trust, perceived security and perceived usefulness. Based on the extensive literature review, the conceptual of factors affecting adoption digital banking and payment methods in Gulf countries model was proposed, which will set agenda for future research. Practitioners will be able to use the findings from this study to improve adoption and quality of digital banking and payment services 相似文献
689.
690.
Sue Gerber Logan Scott 《Educational technology research and development : ETR & D》2007,55(5):461-478
This paper presents a case study of the design and implementation of a master’s level research course. Factors that defined
the curriculum design problem included the subject matter, a view of learning as a change in identity, and the role of technology
in curriculum design. Both the design process and results of research on the implementation of the course are described. The
paper concludes with a retrospective discussion of lessons learned, including parallels of (a) user-centered technology design
with our final approach to curriculum design and (b) socially constructed views of technology with socially constructed views
of learning. 相似文献