首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   458篇
  免费   5篇
  2024年   1篇
  2023年   4篇
  2022年   6篇
  2021年   7篇
  2020年   12篇
  2019年   15篇
  2018年   17篇
  2017年   18篇
  2016年   20篇
  2015年   9篇
  2014年   6篇
  2013年   52篇
  2012年   20篇
  2011年   29篇
  2010年   26篇
  2009年   32篇
  2008年   30篇
  2007年   30篇
  2006年   16篇
  2005年   24篇
  2004年   18篇
  2003年   17篇
  2002年   24篇
  2001年   11篇
  2000年   5篇
  1999年   5篇
  1998年   3篇
  1997年   3篇
  1995年   1篇
  1994年   1篇
  1993年   1篇
排序方式: 共有463条查询结果,搜索用时 31 毫秒
11.
孙鹏  程丹亚 《人文地理》2019,34(5):101-108
全球—地方关系为产业创新研究提供了新的视角。本文基于全球(通道)—本地(蜂鸣)关系视角构建了软件产业集群创新效应研究的理论框架。以西安市软件产业集群为例,采用Stata13定量分析不同尺度创新合作的创新效应及其影响因素。研究发现,本地和国际创新合作均对集群创新具有积极的影响,且后者比前者的创新效应更强,说明搭建外部通道对集群创新的必要性;本地与国际创新合作交互对不同规模的软件企业产生的创新效应不同,对小型软件企业存在减法效应,对中型软件企业存在加法效应,对大型软件企业具有乘法效应。建立领先软件企业带动的开放创新系统,是西安市软件产业集群提升创新效应的有效路径。  相似文献   
12.
The paper analyses the emergence of the Artificial Intelligence (AI) cluster in Montreal and investigates two questions: (1) What are the different theoretical interpretations related to the emergence of industrial cluster? And (2) What are the factors underlying the emergence of the AI cluster in Montreal and to what extent have local and global factors been decisive in this respect? The AI cluster emerges through a process that brings into play the interaction between the local initial conditions and the birth of a new industry. Moreover, it also involves an interaction between the local and the global, which is supported by interactions with foreign actors located in different parts of the world.  相似文献   
13.
杨杰  胡平 《旅游科学》2007,21(1):69-73,76
会展业和旅游业有着极其密切的关系,对旅游业有极强的带动作用.本文以2005上海国际汽车展作为案例实证研究,以实地调查的数据为依据探讨参展观众的本地旅游消费结构,详细分析其构成以及国内外地观众与境外观众、不同身份的参展观众的旅游消费结构差异及其影响.  相似文献   
14.
20世纪90年代中期以来,中国出版业经历着从计划经济向社会主义市场经济转变的历史性进程。从1993年开始到1998年,出版业改革的主线是由“规模数量为主要特征向以优质高效为主要特征”的“阶段性转移”;从1998年开始到2002年,集团化发展成为出版业改革的主题;从2003年开始,企业化转制成为出版业改革与发展的方向和主线。十多年来,出版业的政策走向反映了中共中央、国务院对出版工作的高度重视和大力支持,反映了出版业逐渐加快了产业化、市场化、国际化进程,反映了出版业改革不断深化的脉络。  相似文献   
15.
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   
16.
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   
17.
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   
18.
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   
19.
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   
20.
This paper examines the change in animation production over time and analyzes the different scales of internal and external linkages among six animation production centers. Four types of producers were identified based on their roles in the animation industry and their multi-scalar linkages were investigated for similarities and differences. Several factors including production costs, local skills, government policy and domestic markets were found to affect the growth of new production centers. High value-capture occurs mostly in production centers where tacit knowledge is created. The governance of each animation production center was found to have evolved based on its unique development path within the industry’s global value chain.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号