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关于无线网络的论文2000字开头英文

发布时间:2024-08-28 19:29:45

关于无线网络的论文2000字开头英文

你认为你说的可能吗?

你到书店去找吧?应该会有的。不过好像中文的比较多一些吧?国外的就不是非常清楚了,外文书店去看看吧。

关于无线网络的论文2000字开头

用Packet Tracer做个拓扑,设置几个东西,应该不难,不过要写2W字就无能为力,俺肚子里没墨水

老大找个很难写的不过你可以去网上当个无线的方案去然后自己改改就可以了关于案例你自己设计一个就可以了

推荐去CNKI撒,清华搞的撒,那里面是论文数据库,可以随时下载的。你要搞不定的话,去淘宝的///翰林书店///,能下载到论文的 ----------------------------------------------------

关于无线网络的论文2000字开头怎么写

200分? 你给200大洋 说不定还可以 你以为你是谁饿

那你可以去看下、计算机科学前沿、找下这类的文献参考

你认为你说的可能吗?

关于网络的论文2000字开头英文

A virtual world is an interactive simulated environment accessed by multiple users through an online Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG'" There are many different types of virtual worlds, however there are six features all of them have in common: Shared Space: the world allows many users to participate at Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D Immediacy: interaction takes place in real Interactivity: the world allows users to alter, develop, build, or submit customized Persistence: the world's existence continues regardless of whether individual users are logged Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, --------------------------------------------------------------------------------Virtual worlds have been created for many different The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing G" But virtual worlds have also been built for purposes other than The following section summarizes a few ways in which virtual worlds are currently used: Commercial GamingCommercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming Examples include Everquest, Lineage 2, and World of W While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming Fortunately there are many other great sites that contain comprehensive lists of commercial gaming Here are a few: MPOGD Gamespot Gamespy Socializing / Online Community BuildingIn addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or Social worlds tend to use settings based on idealized versions of Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of EducationSome virtual worlds have been created for educational In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university Active Worlds Educational Universe is one of the oldest and largest networks of educational Adobe Atmosphere is also being used to build virtual worlds for educational A great example of a corporate-sponsored educational world is M Political ExpressionVirtual worlds can serve as forums for political expression and While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online A great example of a virtual world with a political focus is AgoraX Military TrainingVirtual world technologies are also being used in some interesting ways by the US America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training And this is just the As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of In either case, welcome and enjoy the -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example) Some, but not all, virtual worlds allow for multiple The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain [3] Such modeled worlds may appear similar to the real world or instead depict fantasy The model world may simulate rules based on the real world or some hybrid fantasy Example rules are gravity, topography, locomotion, real-time actions, and Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance Massively multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and Communication is usually textual, with real-time voice communication using VOIP also [clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based HistoryThe concept of virtual worlds predates computers and could be traced in some sense to P[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality This form of virtual reality is characterized by bulky headsets and other types of sensory input Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar [6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSH MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7] Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line IMaze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a ” (-VCF7-MazeWar/html, 29th Feb) According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of Then in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since -/ You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information)Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online)[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D[citation needed][edit] Virtual world conceptsOne perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual [citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example) massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where [edit] BoundariesVirtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds is quite Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual [8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while The term magic circle has been used to describe the imaginary barrier between the virtual world and the real The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD 0107, making this unit of virtual currency of higher value than the Yen or the LEven though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities Places which have their own world, their own rules, topics, jokes, members, Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new Some users develop a double personality depending on which world they are interacting Depending on whether that person is in the real or virtual world can impact on the way they think and It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each Best examples are instant messaging and visio-conferences which allow people to create their own virtual It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help Although Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly) People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and The example of Second Life is totally unique because players develop communities and businesses in this Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double

next and the joy of the game of livin

你到书店去找吧?应该会有的。不过好像中文的比较多一些吧?国外的就不是非常清楚了,外文书店去看看吧。

无线网络技术论文2000字开头怎么写

随着各个学校对信息技术教育的重视,现代化的校园网络建设也成了热点。目前,部分经济实力较雄厚的学校已经建成了校园网,但是由于缺乏经验或管理而造成了资源浪费。笔者所在学校于前年投巨资建设校园网,目前已基本完成,下面就此为例谈谈对校园网络的建设与应用过程中应注意的方面。 校园网的建立,不仅要创造了一个崭新的教学环境,为教学提供了先进的现代化教学手段,而且它还要为学校办公提供一个全面的平台。作为一个功能齐备的校园网络,它应该包含有多个相对独立的系统、相互协作的功能模块和相互关联的管理对象。因此,对于这样复杂的集成应用系统,在设计时应注意考虑到各方面的因素,秉持实用性、先进性和可扩展性原则,不急于求成。

推荐去CNKI撒,清华搞的撒,那里面是论文数据库,可以随时下载的。你要搞不定的话,去淘宝的///翰林书店///,能下载到论文的 ----------------------------------------------------

无线局域网的典型组网方式 无线组网 组网要求:在局域网内用无线的方式组网,实现各设备间的资源共享。 组网方式:在局域网中心放置无线接入点,上网设备上加装无线网卡。 2 点到点连接 ①单机与计算机网络的无线连接 组网要求:实现远端计算机与计算机网络中心的无线连接 组网方式:在计算机网络中心加装无线接入点外接定向天线,在单机上加装无线网卡外接定向天线与网络中心相对。 ②计算机网络间的无线连接 组网要求:实现远端计算机网络与计算机网络中心的无线连接 组网方式:在计算机网络中心加装无线接入点外接定向天线,在远端计算机网络加装无线接入点外接定向天线与网络中心相对。 3 点到多点的连接 ①异频多点连接 组网要求:有 A 、 B 、 C 三个有线网络, A 为中心网络,要实现 A 网分别与 B 网和 C 网的无线连接。百事通组网方式:在 A 网加装一无线网桥外接定向天线,在 B 网加装一无线网桥外接定向天线和 A 网相对;在 A 网加装另一无线网桥外接定向天线,在 C 网加装一无线网桥外接定向天线 和 A 网的第二个定向天线相对。 ②同频多点连接 组网要求:有 A 、 B 、 C 、 D 四个有线网络, A 为中心网络,要实现 A 网分别与 B 网、 C 网、 D 网的无线连接。 组网方式:在 A 网加装一无线网桥外接全向天线,在 B 网、 C 网、 D 网各加装一无线网桥外接定向天线和 A 网相对, A 网与 B 、 C 、 D 三网以相同的频率建立连接。 4 面向区域的移动上网服务 组网要求:在较大的范围内为在此区域内的移动设备提供移动上网服务。 组网方式:在区域内进行基站选点,在每个基站放置无线接入点外接全向天线,形成多个互相交叠的蜂窝来覆盖要联网的区域。移动设备上加装无线网卡,即可享受在此范围内的移动联网服务。 中继连接 ①跨越障碍物的连接 组网要求:两个网络间要实现无线组网,但两个网络的地理位置间有障碍物,不存在微波传输所要求的可视路径。 组网方式:采用建立中继中心的方式,寻找一个能同时看到两个网络的位置设置中继点,使两个网络能够通过中继建立连接。 ②长距离连接 组网要求:两个网络间要实现无线组网,但两个网络的距离超过了点对点连接能达到的最大通信距离。 组网方式:在两个网络间建立一个中继点,使两个网络能够通过中继建立连接。 6 网状网连接 无线网状网是纯无线网络的系统,网络内的各个 AP 之间可以通过无线通道直接相互连接。 相互间无线连接的 AP 数量可以不受限制。通常一个城市里面可以有上万台 AP 同时在网络上协调工作。无线网状网整体网络中的任何位置的 AP 都拥有相同的带宽,不会因多级连接而降低带宽。无线网状网可以构成覆盖城市范围的宽带无线通讯网,可以提供无线的 VOIP 和移动宽带多媒体通信服务,也可以为某些特定行业用户,提供城域宽带无线移动接入服务。

无线局域网是计算机网络与无线通信技术相结合的产物。通俗点说,无线局域网(Wireless local-area network,WLAN)就是在不采用传统电缆线的同时,提供传统有线局域网的所有功能,网络所需的基础设施不需要再埋在地下或隐藏在墙里,网络却能够随着实际需要移动或变化。之所以还称其是局域网,是因为会受到无线连接设备与电脑之间距离的远近限制而影响传输范围,所以必须要在区域范围之内才可以连上网路。 无线局域网的基础还是传统的有线局域网,是有线局域网的扩展和替换。它只是在有线局域网的基础上通过无线集线器、无线访问节点、无线网桥、无线网卡等设备使无线通信得以实现。与有线网络一样,无线局域网同样也需要传送介质。只是无线局域网采用的传输媒体不是双绞线或者光纤,而是红外线或者无线电波,且以后者使用居多。 红外线系统 红外线局域网采用小于1微米波长的红外线作为传输媒体,有较强的方向性,由于它采用低于可见光的部分频谱作为传输介质,使用不受无线电管理部门的限制。红外信号要求视距(直观可见距离)传输,并且窃听困难,对邻近区域的类似系统也不会产生干扰。在实际应用中,由于红外线具有很高的背景噪声,受日光、环境照明等影响较大,一般要求的发射功率较高,红外无线局域网是目前“100Mbit/s以上、性能价格比高的网络”可行的选择。 无线电波 采用无线电波作为无线局域网的传输介质是目前应用最多的,这主要是因为无线电波的覆盖范围较广,应用较广泛。使用扩频方式通信时,特别是直接序列扩频调制方法因发射功率低于自然的背景噪声,具有很强的抗干扰抗噪声能力、抗衰落能力。这一方面使通信非常安全,基本避免了通信信号的偷听和窃取,具有很高的可用性。另一方面无线局域使用的频段主要是S频段(4GHz~4835GHz频率范围),这个频段也叫ISM(Industry Science Medical)即工业科学医疗频段,该频段在美国不受美国联邦通信委员会的限制,属于工业自由辐射频段,不会对人体健康造成伤害。所以无线电波成为无线局域网最常用的无线传输媒体。 除了传输介质有别于传统局域网外,无线局域网技术区别于有线接入的特点之一就是标准不统一,不同的标准有不同的应用。目前比较流行的有11标准(包括11a 、11b 及11g等标准)、蓝牙(Bluetooth)标准以及HomeRF(家庭网络)标准等。

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