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991.
剪纸与服装设计在表面上毫不相干,但在内部表现形式上却紧密相连,它对服装的肌理、纹案、色彩、材质以及造型等各个方面都有着深刻的影响,文章从剪纸艺术的线条、剪纸的构图、色彩以及剪纸的材料角度分析了剪纸艺术在现代服装设计中的运用。  相似文献   
992.
羊毛衫大规模定制模式下,毛产品开发设计是羊毛衫大规模定制的重要技术之一。文章通过对羊毛衫大规模定制模式下,对毛衫产品开发要求的论述,指出产品开发设计必须能够创新款式、开发技术快速化、生产成本降低化、产品品质最大化,为羊毛衫大规模定制产品开发技术指明了方向,具有较强的现实意义。  相似文献   
993.
本文论述低碳设计在服装毕业设计教学中的重要意义,重点分析服装毕业设计活动中各个环节如何开展低碳设计教学方式和方法。  相似文献   
994.
特色商业街是集中展示首都国际化大都市形象和现代流通发展成果的窗口,也是北京国际商贸中心建设的重要领域。21世纪以来,北京市经过十余年调整、改造、建设,形成了特色商业街建设格局,发展了一批以26条市级特色商业街为代表的品牌特色商业街。本文以北京特色商业街调研为基础,对北京特色商业街建设情况、影响及成功经验加以研究。  相似文献   
995.
This article describes a simple classroom activity that illustrates how economic theory can be used for mechanism design. The rules for a set of contests are presented; the results typically obtained from these contests illustrate how the prize structure can be manipulated in order to produce a particular outcome. Specifically, this activity is designed to show how changing the prize structure can impact both the contestants’ average efforts and the effort level of the hardest-working contestant. The activity can be run in a 50-minute class, has instructions that fit on a single piece of paper, and, although it can be run in large classes, requires only six students.  相似文献   
996.
Conventional economic wisdom views a Living Wage as costly in term of economic efficiency and competitiveness. I argue, based on x-efficiency theory, that higher wages need not cause any economic harm and can, on the contrary, generate higher levels of material wellbeing. Higher wages can be expected to induce x-efficiency and technological change cost offsets. In this context, an effective living wage, one that is above some subsistence minimum, can have a net efficiency effect on the economy. Therefore, a living wage greater than the wage rate generated by the free market cannot be predicted to generate economic harm. With the institutional parameters in place to realize a living wage, the economic pie can be expected to grow to accommodate the living wage.  相似文献   
997.
This paper explores what determines the adoption of health information technologies through the use of a case study of a wireless service prototype developed for patients with diabetes and obesity. A technology acceptance model was used as the basis for developing the theoretical framework, which was later tested through a field study. Results indicated that the usefulness of an e-health service was affected by the quality of service, its compatibility with users’ lifestyle, the quality of support, the quality of information presented in the service, usage time, image, accessibility, and ease-of-use characteristics of the service. Designers should develop services that do not require much usage time as users do not want to spend much time using the service. In addition, users should be able to access data presented in the service quickly and easily when they need it. Customisable menu items and short cut keys can be used to make data access quick and easy.  相似文献   
998.
Abstract

A number of advertisers have used the strategy of controversial images (fear, sexual), or promoted their controversial product (alcohol, underwear), in a way to get the audiences' attention and a positive reaction. However, the use of controversial advertising can also potentially offend people and create a negative reaction. This article discusses controversial advertising and proposes a conceptual model of responses to controversial advertising.  相似文献   
999.
We consider two two‐person organizations, called A and B. Each organization faces a changing environment; an environment has two components and each of them is privately observed by one of the organization's two members. Each organization's task is to respond to the current environment by taking a correct action; the correct action is a known function of the environment. However, the task of A is totally unrelated to the task of B: if A knew B's current environment and B's current correct action, that would tell A nothing at all about its own current correct action (and vice versa). Now suppose that each organization performs its task by a sequence of message announcements that stop when an “action‐taker”; has just enough information about the two members’ private observations so that he can take the correct action. Suppose we measure the effort this requires by the size of the set of possible message announcements. Then a compelling conjecture says that there can be no saving in total effort if we merge the two organizations into a single four‐person organization in which a single action‐taker takes both actions.

The conjecture turns out to be true when the possible messages form a continuum whose size is measured by its dimension, provided the message‐announcing procedure obeys suitable regularity conditions. When we turn to a model in which the number of possible messages is finite, the situation is different. While a certain general proposition about coverings and projections is the main tool in proving the “continuum”; conjecture, the finite analog of that proposition is (surprisingly) false. The finite version of the conjecture holds, on the other hand, when one adds a certain regularity requirement ("contiguity") to the message‐announcement procedure. The truth of the finite conjecture without such a requirement remains open.  相似文献   
1000.
Abstract

To combat ad avoidance, advertisers are moving advertising into programs, a practice known broadly as branded entertainment. The difficulty of advertising to Millennials has also prompted the use of unbranded cause advertising, to increase awareness of issues championed by the brand, without triggering defensive persuasion-coping strategies. Chipotle combined both these trends when it produced a relatively unbranded piece of branded entertainment, Farmed and Dangerous, a four-episode sitcom that humorously dramatized the ethical issues raised by industrial farming. When the series ran on Hulu, an online television network, it increased sales for the Chipotle brand and won awards for its creators. This study reports a classic pre/post experimental design, to show how exposure to this unbranded entertainment increased purchase intention by changing beliefs about ethical issues related to the environment, nutrition, and gene technology.  相似文献   
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