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91.
In recent years, the metaverse has garnered significant attention as a term referring to a network of 3D virtual worlds that integrate elements of both physical and digital worlds. Fashion brands have begun exploring the metaverse as a new marketing platform, which is expected to bring about substantial changes in the fashion and retail industry. However, a lack of consensus on the nature of the metaverse and its impact on the fashion industry currently exists, and limited academic research is available on the metaverse's influence on fashion brands' marketing strategies and brand experiences. To address this gap, this study employs a thematic analysis approach on trade journals and industry articles that cover fashion brands' metaverse strategies. Through this analysis, the study provides a typology of current marketing strategies of fashion brands in the metaverse. Based on these empirical findings, this research proposes a theoretical framework that explains how different metaverse strategies affect different dimensions of brand equity. Finally, this study offers research directions for fashion brands' metaverse strategies by presenting an integrated framework that synthesizes the key insights from our research findings.  相似文献   
92.
以上海迪士尼1.5期为例,阐述BIM(Building Information Modeling)技术在园林工程中的运用流程、建模策略、模型精度需求以及在实际施工中的运用优劣势。根据1.5期园林BIM模型的建模经验,总结出不同园林要素的BIM建模策略。以实际的园林施工需求为标准,对这些园林要素的BIM模型精度需求进行讨论。研究BIM技术的直观化特性和数据化特性为园林工程带来的构造性优势、综合性优势、避让性优势、快速查询优势和工程量核算优势,进而探讨这些BIM技术优势为园林工程带来的积极意义。  相似文献   
93.
Virtual influencer (VI) marketing has become increasingly prevalent on social media with the evolving landscape of digitalisation. However, the use of VIs in tourism has received limited attention in the literature. This study examines salient source and content attributes that stimulate Instagram users’ engagement with VIs in a tourism context. An online discrete choice experiment was designed using key attributes (i.e. source realness, image composition and caption discourse) identified from online focus groups. Survey responses from 309 adult Instagram users in Australia were analysed through discrete choice modelling. The findings indicate that humanlike VIs are preferred over 3D animated VIs and the least preferred influencers are 2D animated VIs. Instagram posts from humanlike VIs that combine images of tourism settings with rational messages attract the most engagement from the audience. Theoretical and practical implications are provided with recommendations for how tourism practitioners can harness VI marketing effectively.  相似文献   
94.
ABSTRACT

This study takes a micro standpoint to quantitatively verify the extent to which local interactions affect the expansion of dynamic social networks. By reviewing and synthesizing the theoretical literature in this article, we seek to establish a pragmatic analytical framework to capture the underlying functioning of local interactions. It then aims to produce findings on seven distinct marketing campaigns in which the real-world virtual communities offer intact time-series connections. In our considered cases, the firm-to-consumer interactivity plays a pivotal role in social media marketing while the customer-driven influence advances individual information transmission. The significant positive relationships demonstrate features of interactivity within subgroups including reciprocal edges and directed 3-cliques associated with the evolution of the virtual community by electronic word-of-mouth (WOM) of both firm-to-consumer and consumer-to-consumer interactions. More importantly, the attenuation of local interactions to a large extent leads to the cut-off point of the growth of the dynamic social network.  相似文献   
95.
《Business Horizons》2021,64(6):757-761
When the pandemic struck and teaching went online worldwide, universities had to make pressing decisions that balanced cybersecurity against other factors, including health and safety, usability, and cost. One such challenge Indiana University (IU) faced was how to accommodate the secure telecommunications needs of 130,000 faculty, staff, and students who would now be teaching, learning, doing research, and working from home. Some universities reflexively promoted virtual private network (VPN) use for all activities. Such an approach would have been unsustainable at IU, however, owing both to the licenses and resources needed for the sheer number of users and to the high-throughput applications on which they rely. Perhaps even worse, it would have increased the chances that the VPN would be unavailable during a critical incident or other situation in which secure communications must be guaranteed. Instead, IU launched an awareness campaign demonstrating exactly when VPN use is and isn’t needed. In addition, network staff employed a VPN feature called split tunneling to reduce the load. This article discusses the advantages and disadvantages of this approach and how IU made the decision to balance both sides of the risk equation to ensure the continued advancement of its mission throughout the pandemic.  相似文献   
96.
Metaverse is the next disruptive technology that will impact society in the coming decades, by enabling immersive experiences in both virtual and physical environments. Although still conceptual, Metaverse converges the physical and digital universe, allowing users to seamlessly traverse between them. Digital immersion offers opportunities for people to travel in time, supporting users to experience virtually ancient encounters, space explorations or dangerous natural phenomena, such as volcano eruptions. Users can explore immersive environments for working, learning, transacting, exploring interests and socialising with others. This is already evident in gaming ecosystems, where gamers effectively interact in the metaverse. Although still experimental, Metaverse is expected to revolutionize travel and tourism management and marketing. It empowers destination awareness, positioning and branding, as well as coordination and management, through digital twins. Metaverse provides opportunities to support trip planning, interaction and engagement, effectively transforming consumer behaviour. Visiting and engaging with destinations virtually is expected to motivate real travel, rather than replace it. This paper provides a vision of how Metaverse can revolutionize tourism experiences and transform tourism management and marketing. Drawing on a systematic review of scholarly works, articles from media and industry reports, this study defines and conceptualizes the Metaverse ecosystem for tourism and travel. It explores the foundations of the disruptions that Metaverse brings to tourism destinations and organisations and identifies the building blocks of Metaverse tourism. The study outlines research directions so that the tourism industry can take full advantage of the Metaverse capabilities and opportunities emerging as well as identify challenges for the future.  相似文献   
97.
《Business Horizons》2022,65(3):303-313
The COVID-19 crisis has fundamentally changed how many businesses operate and connect with their customers. Previously unheard-of government restrictions and sheltering-in-place requirements forced most professional services to transition to remote delivery methods (e.g., email, telephone, video consults, Shopify storefronts). Providers of low-touch services (e.g., lawyers, accountants) naturally lent themselves to remote delivery; however, those that offer high-touch services, particularly those in healthcare (e.g., doctors, chiropractors, physical therapists), experienced a drastic change in working conditions when going virtual. Despite a long history of resistance to virtual delivery, the pandemic created an unprecedented incentive for these high-touch professionals to experiment with underutilized care models such as telehealth: the provision of healthcare services remotely using telecommunications technologies. We examine the rapid adoption of telehealth during COVID-19 through the coming together or convergence of previously unrelated technologies, spaces, and practices. Our analysis reveals opportunities and challenges associated with going hands-off that apply to many other professionals providing high-trust services. Specifically, we offer nine guiding principles for building and protecting cognitive and affective trust in virtual and hybrid delivery models. This is important given the pace of compounding technology convergences that lie ahead for service professionals.  相似文献   
98.
Virtual reality (VR) and Augmented Reality (AR) have undergone technical evolutions over the last few decades including improvements in immersion and the feeling of telepresence. Several examples of the applications of such techniques can be found in stores, tourism, hotel, restaurants, and destinations. Yet, a comprehensive analysis of studies employing such techniques in tourism-related studies is difficult to find. The current study uses citation network analysis and text-mining techniques to conduct a full-text analysis of 56 journal papers and 325 conference proceedings related to VR and AR in the tourism context. This paper intends to (i) provide an overview of the VR and AR-related tourism studies network and discuss them over time, (ii) present the most important topics and studies emerging from this literature, (iii) suggest avenues for further research. Findings reveal 10 core topics in journal papers and 11 core topics in conference proceedings, which are presented together with an overview of the published studies and the main authors.  相似文献   
99.
New virtual reality technology presents hotels with wide-ranging marketing, training, and customer service opportunities. The purpose of this study was to explore both the immediate and delayed effects of hotel VR commercials as compared to traditional video commercials. Based on the perceptual load theory and elaboration likelihood model, this study designed and conducted a 2 × 2 laboratory experiment with two stages of data collection. The study demonstrated that VR commercials produced better immediate effects than the traditional commercials, especially for participants with high elaboration likelihood levels. However, the findings also revealed significant decreases in purchase intention among participants watching VR commercials and a significant improvement in attitudes among participants watching traditional commercials. Both theoretical and practical implications were discussed to leverage the power of VR in marketing.  相似文献   
100.
A recent trend in tourism research involves the application of high technology in marketing practices such as virtual reality (VR), cell phone apps, and new media. Among these, VR is the most novel. In 2016, Discovery Travel created TRVLR, which includes all seven continents. Even earlier, specific tourist destinations were providing VR content about their respective locales. These venues expose potential tourists to tourist locations by immersing them in a visceral, 360-degree storytelling setting. However, while VR has gradually grown in popularity in the tourism industry, the marketing effects have been infrequently studied by academia. This research asked participants to view a VR presentation of a famous 700-year-old Chinese painting, and investigated viewers' nostalgia and ST travel intentions. Information was collected from 308 samples at certain popular tourist destinations around Fuzhou in the Fujian Province of China, and Taipei and Taoyuan in Taiwan. Structural equation modeling was then used to analyze the collected data and test the hypotheses. The findings indicate that VR is a very useful tool for encouraging respondents to travel to Jinan in a slower and more intensely observational manner, significantly arousing their sense of nostalgia and leading to a strong intention to ST to Jinan. This research provides important insights into how this new technology might function as a tool for marketing Jinan, a tier-two but historically important destination in China. The implications of these findings are important to understanding the associations for potential tourists among VR use, destination marketing, and travel intention, particularly when the object city is relatively unknown.  相似文献   
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