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   210篇
  免费   13篇
各国政治   4篇
工人农民   6篇
世界政治   3篇
外交国际关系   13篇
法律   93篇
中国共产党   1篇
中国政治   32篇
政治理论   17篇
综合类   54篇
  2024年   3篇
  2023年   6篇
  2022年   3篇
  2021年   6篇
  2020年   7篇
  2019年   3篇
  2018年   7篇
  2017年   9篇
  2016年   8篇
  2015年   5篇
  2014年   25篇
  2013年   17篇
  2012年   23篇
  2011年   11篇
  2010年   22篇
  2009年   14篇
  2008年   16篇
  2007年   8篇
  2006年   4篇
  2005年   9篇
  2004年   9篇
  2003年   2篇
  2002年   2篇
  2001年   1篇
  1998年   2篇
  1995年   1篇
排序方式: 共有223条查询结果,搜索用时 15 毫秒
211.
在网络游戏虚拟财产产生、变更的过程中,实质性地形成了相应的虚拟财产法律关系。这种法律关系应当得到保护,应当进行规范调整。网络游戏虚拟财产法律关系,应当是指以法律规范所调整的、由网络游戏虚拟客体-虚拟财产所联结的相关主体之间的权利和义务关系。网络游戏虚拟财产法律关系的内容非常丰富,包括网络游戏开发运营代理商的权利义务体系、网络游戏代练者的权利义务体系以及游戏玩家的权利义务体系等。  相似文献   
212.
网络游戏虚拟财产的定性及民法保护   总被引:4,自引:0,他引:4  
法律意义上的虚拟财产系指网络游戏存续期间,玩家以支付货币等合法方式取得的,具有现实交易价值的,以虚拟物品形式显示的数据记录以及使用或处理这些数据记录的权利。虚拟财产在性质上是一种类似于无记名有价证券的虚拟债权凭证,具有证权一体性和无因性。现实中有关虚拟财产的纠纷层出不穷,因而对玩家与运营商间的权利和义务进行具体界定,进而设计一套简便有效的纠纷解决机制对保护当事人的权益具有重大的指导意义。  相似文献   
213.
《国际相互影响》2012,38(2):169-205

Putnam's metaphor of a two‐level game that state representatives play when they face the dual constraints of international bargaining and domestic pressures has been applied across different political systems. This paper argues that it is important to take into account differences in state structures and political processes in the study of international negotiations. That state structures and processes are important has become a common theme in current research on foreign policy, decision making, and international conflict. Building on this literature, this study involves a meta‐analysis of existing case studies of two‐level games. The previously completed cases provide evidence of variation in the characteristics of two‐level games. Independent measures of the institutional structures of the states involved in the set of case studies are collected from the POLITY III dataset. Hypotheses on how differences in state structures might influence the characteristics of two‐level bargaining are then examined. The study finds that differences in state structures do influence the dynamics of two‐level games. Some of the results support the conventional wisdom on this relationship, while other results suggest counter‐intuitive insights. A framework conceptualizing state characteristics at three levels is proposed for future research.  相似文献   
214.
Nowadays, surveillance systems are used to control crimes. Therefore, the authenticity of digital video increases the accuracy of deciding to admit the digital video as legal evidence or not. Inter‐frame duplication forgery is the most common type of video forgery methods. However, many existing methods have been proposed for detecting this type of forgery and these methods require high computational time and impractical. In this study, we propose an efficient inter‐frame duplication detection algorithm based on standard deviation of residual frames. Standard deviation of residual frame is applied to select some frames and ignore others, which represent a static scene. Then, the entropy of discrete cosine transform coefficients is calculated for each selected residual frame to represent its discriminating feature. Duplicated frames are then detected exactly using subsequence feature analysis. The experimental results demonstrated that the proposed method is effective to identify inter‐frame duplication forgery with localization and acceptable running time.  相似文献   
215.
“举国体制”是中国竞技体育实施奥运战略的成功之举,但“举国体制”是计划经济体制下的产物,面对新的形势,其弊端日益显露出来。“举国体制”必须改革,然而改革只能循序渐进地进行。  相似文献   
216.
In a factorial design, impulsive and reflective children played video games with aggressive or nonaggressive themes. Interpersonal aggression and aggression toward inanimate objects were assessed in a free-play setting and interpersonal aggression was assessed during a frustrating situation. Results indicated that subjects who played the video game with aggressive content exhibited significantly more object aggression during free-play and more interpersonal aggression during the frustrating situation than youngsters who played nonaggressive video games. Aggressive behavior was unaffected by cognitive tempo.  相似文献   
217.
218.
Several methods that have customarily been used in craniofacial identification to describe facial soft tissue depths (FSTDs) implore improvement. They include the calculation of arithmetic means for skewed data, omission of concern for measurement uncertainty, oversight of effect size, and misuse of statistical significance tests (e.g., p‐values for strength of association). This paper redresses these limitations using FSTDs from 10 prior studies (N = 516). Measurement uncertainty was large (>20% of the FSTD), skewness (≥0.8) existed at 11 of the 23 FSTD landmarks examined, and sex and age each explained <4% of the total FSTD variance (η2 calculated as part of MANOVA). These results call for a new and improved conceptualization of FSTDs, which is attained by the replacement of arithmetic means with shorths and 75‐shormaxes. The outcomes of this implementation are dramatic reduction in FSTD complexity; improved data accuracy; and new data‐driven standards for casework application of methods.  相似文献   
219.
"为了满足受众对信息交流的需求,网络视频传播的功能也越来越丰富,近年来一种新型的视频交流方式——弹幕也开始迈上主流社交平台。弹幕视频具有信息反馈的即时性与瞬时性、信息表达的多样性和内容的碎片化的特征,其对传统的传播模式带来的创新,主要体现在反馈渠道和受众对内容的二次创作中,并且弹幕视频的传播也为受众构建了一个新的公共话语空间。弹幕作为新型的视频传播形式,一路高歌猛进,但在其发展过程中也频频爆出版权纠纷事件,如何提高受众的观感体验,是未来小众视频网站亟需解决的难题。  相似文献   
220.
By pooling independent study means (), the T‐Tables use the central limit theorem and law of large numbers to average out study‐specific sampling bias and instrument errors and, in turn, triangulate upon human population means (μ). Since their first publication in 2008, new data from >2660 adults have been collected (c.30% of the original sample) making a review of the T‐Table's robustness timely. Updated grand means show that the new data have negligible impact on the previously published statistics: maximum change = 1.7 mm at gonion; and ≤1 mm at 93% of all landmarks measured. This confirms the utility of the 2008 T‐Table as a proxy to soft tissue depth population means and, together with updated sample sizes (8851 individuals at pogonion), earmarks the 2013 T‐Table as the premier mean facial soft tissue depth standard for craniofacial identification casework. The utility of the T‐Table, in comparison with shorths and 75‐shormaxes, is also discussed.  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