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141.
随着会计电算化事业的不断发展,各类企业事业单位大多数已经实现了会计电算化,但实现电算化后的档案管理却没能引起足够的重视,存在着不同程度的问题。那么,怎样做好会计电算化下的会计档案管理工作,是摆在我们面前的新问题。  相似文献   
142.
This study examines the role that a website plays in the development of fan allegiance and as a promotion management tool for a sports team and brand. Research indicates that the combination of sports, media (television in particular), and sponsorships when employed in an integrated manner, can develop consumer connection to brands. This study suggests that the Internet is also an important part of an integration strategy of sports, media, and promotion. By working with a new team in the AIFA indoor football league, the researchers were able to determine what helped make fans allegiant to the team before the franchise's inaugural game. The results show that even before the team played its inaugural home contest, fans had become allegiant to the franchise brand and team by using the team internet site. These results indicate that an internet site can serve as a strong promotional tool in an integrated marketing plan of sports, media, and promotion to move fans toward brand loyalty and toward primary goals of the firm, including increased sales.  相似文献   
143.
This paper investigates the capabilities of social media, such as Facebook, Twitter, Delicious, Digg and others, for their current and potential impact on the supply chain. In particular, this paper examines the use of social media to capture the impact on supply‐chain events and develop a context for those events. This paper also analyses the use of social media in the supply chain to build relationships among supply‐chain participants. Further, this paper investigates the of use of user‐supplied tags as a basis of evaluating and extending an ontology for supply chains. In addition, using knowledge discovery from social media, a number of concepts related to the supply chain are examined, including supply‐chain reputation and influence within the supply chain. Prediction markets are analysed for their potential use in supply chains. Finally, this paper investigates the integration of traditional knowledge management along with knowledge generated from social media. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   
144.
Enterprise social media (ESM) have become increasingly widespread, but many intranet communities barely survive, miss their initially planned targets, or are even terminated. Research on technology acceptance can be a useful approach to improve adoption rates, but more empirical research needs to be conducted to examine factors driving the adoption of enterprise social media. To address this gap, we develop a model of individual ESM adoption, including technological and individual factors based on findings from collaboration and knowledge-sharing research. Because different ESM tools, such as blogs, social networks, and wikis, can be employed for fundamentally different uses, we explain differences between individual adoptions of the three technologies by identifying their uses and gratifications from the perspective of employees. The model is tested in three parallel studies, one for blogs, social networks, and wikis each, among employees of an international technology company in the pre-implementation phase. We find substantial differences between the factors influencing the intention to adopt the three applications. This provides the basis to employ the applications in a more effective way by considering organizational and employee needs.  相似文献   
145.
Prior to the 2016 Olympic Games, Australia’s Chef de Mission Kitty Chiller predicted that the Australian team could win as many as 16 Olympic gold medals. Australia’s Olympic team won a total of eight gold medals and the sports media reacted by suggesting the team had ‘failed’. At the 2016 Olympic Games, three high-profile Australian female athletes apologised to the Australian public for their performances. This study examines these three interconnecting cases and how such behaviour is linked to research that examines sports media and gender (including female agency), ‘image restoration’ and third-wave feminism. Additionally, this work identifies how the culture of third-wave feminism is conceptually troubled by the notion of the ‘female apologetic’ and calls for a re-examination and modification of such a notion.  相似文献   
146.
This article aims to examine the most widely used teaching media and methods in university education. To achieve this objective, international research has been carried out among 135 marketing teachers from North American and European universities. The study shows that North American teachers use more traditional media and participatory methods than European teachers.  相似文献   
147.
Characteristics of a Medical Tourism Industry: The Case of South Korea   总被引:1,自引:0,他引:1  
This study investigates the process involved in developing a medical tourism industry in South Korea as a case country, one of the fastest growing countries with strong potential in the medical tourism industry. It analyzed 252 articles on medical tourism posted on the websites of the Korean Tourism Organization and the Korean International Medical Association. Both sources are highly representative portal websites for medical tourism in the country. The article aims to enhance understanding of medical tourism as a new growth industry while identifying its key developmental characteristics and makes valuable suggestions for the industry that can be reflected to other countries. The study contributes theoretically and practically by examining the unique and updated characteristics and process of positioning of this recently emerging field in the global tourism industry.  相似文献   
148.
In todays, computer-centered society, designing interactive media has emerged as a new profession. Interactive design is often associated with spread of computers as a communication and interaction tool. However, interactive design has been a staple of artists and designers for many centuries. We present a historical perspective upon interactive design and point out the close relationship of this field with different fields of art and design. We argue that interactive media design is a distinct and evolving field and that it is imperative to teach it as such. In this paper, we have adopted this perspective and detailed a new four-year under-graduate curriculum on interactive media design education. This curriculum stresses the various components of interactive media design and its close relationship with computer science. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   
149.
叶晖 《理论观察》2004,(5):96-97
我们正处于一个媒体时代,传媒即生活,生活即传媒。大众传媒以积极的姿态不断的生产需求,制造“幸福神话”和充当“生活牧师”,并通过对具体的商品和生活方式消费的诱导以及新的意义空间的开拓使大众在不知不觉当中成了完美的“消费机器”。  相似文献   
150.
Scholars have an enduring interest in investigating whether a new medium displaces or complements existing media whenever a new medium is introduced to the society. In this study, it is sought to investigate the extent to which the mobile phone would replace or reinforce teens’ traditional Internet use through computers. Surveys were conducted on 1875 youths between 12 to 17 years old in 5 digital cities in East Asia: Hong Kong, Seoul, Singapore, Taipei, and Tokyo. The findings profile a digital generation that is highly connected in the 21st century. Ninety percent of all respondents used the Internet. Almost 90% of the teens in this study used the mobile phone, and two-thirds of them ever surfed the Web via their mobile devices. Through a factor analysis, three dimensions of teens’ use of mobile Internet were identified, namely, task-based activities, information seeking and communication activities, and recreational activities. In general, the teens tend to use the mobile phone for recreation and entertainment purposes, especially playing games and listening to music. They are less likely to use the mobile phone for more sophisticated purposes, such as petitioning, voting, or shopping. Drawing upon the niche theory, the patterns between teens' mobile Internet and PC Internet use were further compared. Our analysis shows that mobile Internet primarily serves as an extension of teens’ Internet activities via PC, rather than as a replacement. Such positive relationships are quadratic and non-linear.  相似文献   
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