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1.
Abstract

The Mystery Room is an educational escape room based on information literacy and applied to multiple audiences, including first-year students and library student employees. In this article, we explain how we developed the game, its theoretical underpinnings, and why it’s a flexible workshop for a variety of audiences.  相似文献   
2.
In this work, we present the first quality flaw prediction study for articles containing the two most frequent verifiability flaws in Spanish Wikipedia: articles which do not cite any references or sources at all (denominated Unreferenced) and articles that need additional citations for verification (so-called Refimprove). Based on the underlying characteristics of each flaw, different state-of-the-art approaches were evaluated. For articles not citing any references, a well-established rule-based approach was evaluated and interesting findings show that some of them suffer from Refimprove flaw instead. Likewise, for articles that need additional citations for verification, the well-known PU learning and one-class classification approaches were evaluated. Besides, new methods were compared and a new feature was also proposed to model this latter flaw. The results showed that new methods such as under-bagged decision trees with sum or majority voting rules, biased-SVM, and centroid-based balanced SVM, perform best in comparison with the ones previously published.  相似文献   
3.
Social Networking Sites (SNSs) play an important role in our daily lives and the number of their users increases regularly. To understand how users can be satisfied in the complex digital environment of SNSs, this study examines how motivations and emotions combine with each other to explain high satisfaction. Users’ motivations comprise four attributes, entertainment, information, social-psychological, and convenience. Emotions are divided into their two main categories, that is positive and negative emotions. We draw on complexity and configuration theories, present a conceptual model along with propositions and perform a fuzzy-set qualitative comparative analysis (fsQCA). Through an empirically study with 582 SNSs users, we present eight combinations (configurations) of motivations and emotions that lead to high satisfaction, which highlight the role of high convenience, followed by entertainment and information motivations in being satisfied with SNSs. High satisfaction can be achieved both when positive and negative emotions are high and low, depending on how they combine users’ motivations. None of the factors are indispensable to explain high satisfaction on their own, instead they are insufficient but necessary parts of the causal combinations that explain high satisfaction. This study contributes in SNSs literature by extending current knowledge on how motivations and emotions combine to increase satisfaction, and by identifying specific patterns of users for whom these factors are important and influence greatly their satisfaction.  相似文献   
4.
[目的/意义]旨在分析协同搜索用户在信息搜索任务过程中的交流内容与模式,从而理解协同搜索用户的关注重点与搜索过程。[研究设计/方法]基于书籍交互检索平台(CLEF-Social Book Search)设计实验,共招募18名被试完成两种搜索任务,通过录音记录对话并对其进行编码和分析,总结交流内容特征和模式。结合任务类型、认知类型组合、服务器记录的搜索交互行为日志以及问卷收集的搜索体验进行了探索分析。[结论/发现]从交流内容上看,协同搜索用户主要理解与评判书目信息、商讨搜索任务计划;比起认知类型不同的用户,相同认知类型的用户在操作交互方面交流更多,在评判决策方面交流较少。交流模式依据讨论内容比重可分为理解评判型、评判主导型、均衡交流型三种,评判主导型用户的任务完成满意度最高。[创新/价值]协同搜索用户的交流反映出搜索过程中需要与同伴商讨协同的焦点,也是需要系统提供协助的重点,给协同搜索系统设计提供一定参考。本研究针对协同搜索的交流内容设计的编码系统对相关的协同交流研究也有借鉴意义。  相似文献   
5.
Although there has been a great deal of research into Collaborative Information Retrieval (CIR) and Collaborative Information Seeking (CIS), the majority has assumed that team members have the same level of unrestricted access to underlying information. However, observations from different domains (e.g. healthcare, business, etc.) have suggested that collaboration sometimes involves people with differing levels of access to underlying information. This type of scenario has been referred to as Multi-Level Collaborative Information Retrieval (MLCIR). To the best of our knowledge, no studies have been conducted to investigate the effect of awareness, an existing CIR/CIS concept, on MLCIR. To address this gap in current knowledge, we conducted two separate user studies using a total of 5 different collaborative search interfaces and 3 information access scenarios. A number of Information Retrieval (IR), CIS and CIR evaluation metrics, as well as questionnaires were used to compare the interfaces. Design interviews were also conducted after evaluations to obtain qualitative feedback from participants. Results suggested that query properties such as time spent on query, query popularity and query effectiveness could allow users to obtain information about team's search performance and implicitly suggest better queries without disclosing sensitive data. Besides, having access to a history of intersecting viewed, relevant and bookmarked documents could provide similar positive effect as query properties. Also, it was found that being able to easily identify different team members and their actions is important for users in MLCIR. Based on our findings, we provide important design recommendations to help develop new CIR and MLCIR interfaces.  相似文献   
6.
The significance of IT in the context of non-digital social enterprises (SEs) and its influence on the viability of such SEs have been less studied themes in information systems research. In the era of ubiquitous IT, SEs have increasing pressures to cope with the ever-dynamic technological domain while balancing their dual objectives. Data from a single revelatory case of Jaipur Rugs (JR), an SE situated in a developing country context (India), is used to fathom the peculiarities of the SE context with a focus on the sociomaterial phenomena of IT emergence. Using the three fundamental notions of sociomateriality theory (relationality, performativity, and practice) this interpretive study understands the mechanisms underlying the SE’s attempt to balance its financial and social sustainability objectives. Through the innovative use of IT, the SE establishes and maintains shared value, yielding stability and efficiency to the business (financial viability) while simultaneously ensuring scalability and effectiveness of their social impact. This study strengthens the perspective of IT as an emergent phenomenon situated in sociomaterial practices and fills a gap in organizational literature by examining such phenomenon in the rich context of SEs where achieving the balance between dual goals is increasingly dependent on non-human (IT) agents.  相似文献   
7.
天水国有工业企业中存在的财务问题主要表现在资产内部结构不合理,所有者权益比重过低,产品销售成本过高等几个方面。天水国有工业企业应积极调整资产内部结构,实行企业产权多元化,增加所有者权益在资产总额中的所占比重,降低负债率,进一步提高企业资产增长能力;并在调整产品结构、拓展市场、增加产品销售收入的同时,严格控制产品销售成本,努力增加产品销售利润,提高企业收益增长能力。  相似文献   
8.
对山西省知识分子体育消费频率、项目与动机调查   总被引:3,自引:0,他引:3  
对山西省知识分子体育消费频率、项目与动机进行调查。调查表明 :山西省知识分子群体体育消费总体消费水平频率较低 ;消费项目以“观看比赛”和“购买服装”消费为主 ;体育消费以追求体育最基本的生物功能为主。  相似文献   
9.
河南省大众体育消费与体育产业化发展的研究   总被引:3,自引:0,他引:3  
体育消费作为体育经济系统的重要组成部分是促进和推动体育产业发展的重要因素,也是整个群众体育发展的重要标志和象征。21世纪是知识经济时代,居民消费生活将发生巨大变化,以追求运动健身和娱乐效果的参与性体育消费,正在向大众化转变,人们用于健身消费的支出逐年增加,而居民消费每增加1%,就可带动GDP增加0.5%。探讨体育消费与体育产业发展规律,为河南经济腾飞提供理论依据。  相似文献   
10.
为提高女子少儿体操运动员选材效果 ,科学地制订运动训练计划以及有效地控制训练的过程 ,对山东省连续两年获得女子 6~ 7岁组团体冠军的新泰体操运动学校 8名优秀运动员 ,进行了身体形态、素质、基本技术等因素各指标的测试 ,用因素分析法探讨了各因素对竞技能力的关联程度。结果表明 ,身体形态匀称即四肢长、手大、髋小、肩宽、体重轻等的女子少儿是较理想的体形 ;素质训练过程中 ,应着重注意增强腹背力量、爆发力和上肢力量 (尤其是支撑力量 ) ;基本技术训练过程中 ,应偏重于自由操翻腾技术的训练 ,这样对其他三项的翻腾技术起到正诱导和促进作用 ,能进一步提高竞技能力。  相似文献   
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