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51.
Archaeological evidence for fish preparation in the Eastern Mediterranean is scarce. A Late fifth century deposit at Kinet Höyük provides tangible evidence for the systematic butchering of large individuals of Epinephelus (groupers), and possibly of Mugilidae (mullets), and Clarias gariepinus (African catfish). Butchery marks on head and proximal trunk regions of groupers follow a consistent pattern, indicating the processing of large fish heads for, apparently, local redistribution and consumption at the settlement. Although elements of the vertebral column remaining between the atlas and the ultimate vertebra are virtually absent in the assemblage associated with these butchered fish remains, this differential representation of elements does not appear to be an unequivocal reflection of fish processing techniques and subsequent trade. The insufficiency of research on ancient fisheries and fishing in the Eastern Mediterranean poses an obstacle to contextualise this deposit within a general historical and archaeological framework. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   
52.
A. Tarriño 《Archaeometry》2015,57(5):928-948
A new classification system is proposed to describe the volumetric formats of clastic lithic products of geological and archaeological origin. In order to build this operative classification, the rectangular block or cuboid is established as the standard geometric format to represent their three‐dimensional format (the X‐axis being length or long diameter, the Y‐axis being the width or intermediate diameter, and the Z‐axis being the thickness or short diameter) on a two‐dimensional diagram. To obtain this graph, each absolute coordinate (X, Y, Z) defining the prisms is projected on to an auxiliary plane with a new set of relative coordinates (x, y, z), expressed as the percentage of their sum. The projection generates a triangular diagram on which the indices of elongation and flatness are represented. A geometric transformation converting the triangular diagram into a quadrangular diagram has been produced in order to better represent the scatter points. Then, a double scale is necessary: (i) an absolute scale to quantify the indices, and (ii) a relative scale to calculate where the graphic locus is projected. This new graph also allows us to work with statistical parameters. Finally, two classic examples of applications selected from the literature are shown.  相似文献   
53.
ABSTRACT

In this paper, we explore the policies related to support structures surrounding national game industries, with focus on the three Nordic countries Finland, Norway and Sweden, and investigate what kind of context the Nordic welfare state model has provided for game development. The three cases illustrate how Nordic welfare state measures have interacted with the games industry over time. While the political ideals have been fairly similar, our study demonstrates how the objectives and practical means of state engagement have differed significantly. We argue that although the three countries all have support schemes of which game companies can take advantage, there are significant differences in the degree to which each individual country has organized government interventions and support. While the Finnish state has treated game development as an endeavour in business development, the regional Nordic game program and the Norwegian state has developed a cultural policy that primarily aims to protect the cultural heritage. The Swedish state has not established a tailormade policy directed towards game development but has a broad spectrum of general policies for supporting research and business development. We suggest that future research should investigate how the public funding is structured and how discourses are formulated around appeals for more public funding for the games industry.  相似文献   
54.
Under the pressure of the national crisis in modern China, millennia-old traditional concepts have been broken and adjusted, and new trends and ideas have emerged in large numbers. In order to defeat local cosmetics, from the moment they entered China foreign cosmetics companies attacked the traditional Chinese cosmetics of eyebrow pigment (dai), lip pigment (gong), rouge (zhi), and face powder (fen). Corresponding to the enlightenment ideas of the early twentieth century, women could no longer pursue beauty in a way that harmed their bodies. In the movement to liberate women’s bodies in the 1920s, radical intellectuals developed a severe criticism of the bad habits of using corsets and applying powder, and the concept of “healthy beauty” came into being. However, in the context of the development of the women’s liberation movement and the respect for women’s consumer rights, the healthy beauty theory failed to suppress women’s consumption of beauty products, and “natural beauty” and “artificial beauty” ultimately coexisted in lifestyles of women in the modern era of Shanghai.  相似文献   
55.
马欢 《历史地理研究》2020,40(1):137-144
中药材作为近代中国贸易格局中的重要商品之一,在口岸-腹地的经济互动中位置显要,研究中药材埠际贸易网络对理解其流通的历史具有重要意义。由于受到调查数据相对零散和研究方法相对传统的限制,该网络的复原少有实质性推进。本文主要利用中国旧海关史料的中药材埠际贸易数据,辅以其他对外贸易数据,对近代的中药材埠际贸易流通网络进行数据分析研究,发现中药材埠际贸易格局的演变与通商口岸开埠的空间进程密切相关。从19世纪末到20世纪20年代,中药材埠际贸易网络呈现逐渐加密的态势,1927年后,因为战争,中药材埠际贸易网络摧毁严重;同时,中药材国际贸易的区域分布却较为广阔,从以中国为中心的东亚区域延伸到欧洲、美洲部分地区。  相似文献   
56.
平阳商帮作为晋商的一支,明清两代是其发展的重要阶段,清末民初逐渐由繁盛走向衰落。平阳商帮经贸西路,其经营地点基本为丝绸之路沿线城市如西安、兰州、银川、武威、酒泉、西宁等,其经营行业涉及盐业、冶铁业、布业、烟业及茶叶等。明朝"开中法"的实施为平阳商人经贸西路拉开了序幕,丝路贸易的繁荣吸引平阳商人前去经商,"互通有无"的商业模式给平阳商人提供了商机,便利的交通亦是平阳商人经贸西路的重要条件。  相似文献   
57.
58.
In 2008 a new notebook manufacturing cluster was established in Chongqing in western China. By 2013 it accounted for some 25% of world output by volume. Chongqing’s ability to attract this manufacturing supply chain was driven by several factors that permitted strategic coupling: the existence of complex networks of cooperation and economies external to the firm but internal to contemporary global production networks; changed conditions in southeast and east China; and the creation by Chongqing Municipal People’s Government with central state support of hard and soft infrastructures and externalities that drove down logistic and production costs and permitted constant product innovation.  相似文献   
59.
Is the clustering of audio-visual companies in London’s Soho really the same as the clustering of Berlin’s new media industry? The media cluster approach has gained a lot of attention not only in academia, but also in political discourse. But, as appealing as the media cluster concept is, one of the most fundamental issues is the comparability of the phenomenon. This article tackles this issue and an analysis of 43 case studies has been conducted. The case studies have been grouped to find a new typology for media clusters. The research revealed six different types: The Creative Region, the Giant Anchor, the Specialized Area, the Attracting Enabler, the Real Estate and the Pooling Initiative. The typologies showed that they distinguish especially in their geographical scale and specialization in media activities, while at the same time cluster types can be found in the same area. They are driven by four rationales: agglomeration, urbanization, localization economies and artificial formation.  相似文献   
60.
ABSTRACT

Recent scholarly work has enhanced our understanding of how new path development activities are enabled or constrained by ‘regional environments’, made up of pre-existing industrial structures, knowledge organizations, support structures and institutional configurations. This paper moves beyond overly static views on regional environments. We develop a dynamic perspective by analysing conceptually and empirically how a constraining environment can be transformed into one that enables the development of new growth paths. The paper offers a typology of various modes of change, including layering, adaptation and novel application that are used by key actors to ‘manipulate’ the regional support structures to facilitate new regional industrial path development. The conceptual framework is applied to a case study of the digital games industry in the region of Scania, southern Sweden. Our findings suggest that the creation of a more enabling environment for the growth of the digital games industry has been the outcome of multi-scalar processes and combinations of various modes of change employed by a few key individuals operating in the newly emerging path.  相似文献   
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