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991.
992.
以智能化科研(AI for Science)为核心的第五科研范式已经在多个自然科学和高技术领域得到了广泛应用。与人工智能(AI)在自然科学领域的应用强调发现新原理、新机理和新规律不同,高技术领域更强调用AI技术来发明创造新方案、新工具和新产品,以解决特定的领域问题。文章总结了AI在高技术领域的应用——“技术智能”(AI for Technology)的典型特征和科学问题,并以CPU芯片全自动设计为例介绍过往的成功案例。最后,文章指出技术智能的目标不仅是加速创新流程并减少人工投入,同时也希望其具备更强的创造能力,最终超过人类的水平。 相似文献
993.
利用CiteSpace软件,通过定量分析CNKI平台上收录的文献,首次对福建工程学院教师发表的工程教育期刊研究论文进行计量学研究和可视化分析,以此了解学校教师对工程教育研究领域的关注度及研究的发展轨迹,指出存在的问题及与国际工程教育研究关注热点的差距,并就提高学校教育研究水平提出建议。 相似文献
994.
A Lyapunov-based rapid control scheme is proposed to drive a Markovian open quantum system to a decoherence-free subspace by constructing the control Hamiltonians of the system. Based on Lyapunov theory, we design a general form of control laws, which includes the standard Lyapunov control law. The convergence of the control system to the decoherence-free subspace is strictly proved. By analyzing the relationship between the LaSalle invariant set and the decoherence-free subspace, we propose a construction method for the control Hamiltonians to further speed up the control process. Simulation experiments on a three-level quantum system demonstrate that the rapid Lyapunov control scheme proposed in this paper has a good control performance. 相似文献
995.
《International Journal of Information Management》2017,37(6):590-600
Although social commerce is an important trend in practice, relatively few research studies have explored the impact of social commerce innovations launched within social networking sites. The deployment of a gift-giving service within a social networking site provides a unique opportunity to study the intersection of technological innovations and social norms and its potential to generate new revenue for ecommerce sites. Using Facebook Gifts as a real-world context for the study, we explore the factor structure of salient user beliefs influencing usage intention, and examine the relationships between beliefs and intention to use the service in a broader nomological network. Instead of adopting constructs from existing models, we started with the elicitation of salient beliefs and proceeded with successive stages of refinement to develop a suitable model. The empirical results show countervailing effects of perceived social utility and perceived convenience of the service on one hand, and low perceived value and privacy concerns on the other. A notable finding is the potential conflict arising between the expectations of effort associated with the procurement of a gift and the common perception of technology as reducing the required effort. The net result is that a technology-mediated gift service in the context of a social networking site runs counter to the social norms associated with traditional gift exchanges. This insight provides evidence of the dual challenge for social commerce initiatives. In order to be successful, new services in this area must leverage the potential of the technology as well as social practices. 相似文献
996.
《International Journal of Information Management》2017,37(3):125-141
During the last decade games have arguably become the largest form of leisure information systems (IS). However, today games are also increasingly being employed for a variety of instrumental purposes. Although games have garnered a substantial amount of research attention during the last decade, research literature is scattered and there is still a lack of a clear and reliable understanding of why games are being used, and how they are placed in the established utilitarian-hedonic continuum of information systems. To address this gap, we conducted a meta-analysis of the quantitative body of literature that has examined the reasons for using games (48 studies). Additionally, we compared the findings across games that are intended for either leisure or instrumental use. Even though games are generally regarded as a pinnacle form of hedonically-oriented ISs, our results show that enjoyment and usefulness are equally important determinants for using them (though their definitive role varies between game types). Therefore, it can be posited that games are multi-purpose ISs which nevertheless rely on hedonic factors, even in the pursuit of instrumental outcomes. The present study contributes to and advances our theoretical and empirical understanding of multi-purpose ISs and the ways in which they are used. 相似文献
997.
知识是项目型组织(project-based organizations,PBOs)持续发展的关键资源,其有效地转移和共享不但有助于项目的成功,更有利于PBOs的长远发展。本研究运用多层线性模型,通过采集和分析来自中国建筑第*工程局有限公司的480个项目型组织样本问卷数据,探讨组织情景对项目型组织成员知识转移动机和知识转移效果的跨层次影响。结果表明:知识转移动机是决定知识转移行为的关键所在;组织情境差异化影响成员的知识转移动机和知识转移效果。这一发现揭示了组织情景影响成员知识动机和知识转移效果的内在机理,拓展了主流文献的相关研究,并为项目型组织知识管理实践提供借鉴。 相似文献
998.
选取国家科技进步奖获奖项目作为数据来源,从学-学合作、学-研合作、学-产合作三个维度,从整体概况、年度分析、核心高校三个层面,对2000—2014年间的学研产合作发展动态进行分析。研究表明,学-学合作、学-研合作、学-产合作虽在个别年份有波动,但总体上处于稳定上升状态,高水平、高层次的学研产合作将成为应用推广先进科学技术成果、完成重大科学技术工作计划项目等方面的主流。 相似文献
999.
1000.
从企业"走出去"的视角,分析在农业科技创新中应用PPP的合理性,并重点探讨PPP在农业科技创新中的应用方式,包括应用条件、步骤、合作结构和风险等。 相似文献