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有关互联网经济的论文范文英文版

发布时间:2024-07-17 00:38:15

有关互联网经济的论文范文英文版

The New York Times ( required) has an article summarizing a new study on the impact of the Internet on our As past studies have found, TV is the big loser, with Internet users watching about 17% less That's probably not bad The article goes on to say that the Internet is also causing us to sleep less (by 5 minutes) and that it reduces contact with family members by 5 minutes per The researchers acknowledged that they cannot answer the question of whether or not it strengthens or weakens social That's been a burning question since the rise of the Internet, and many tons of paper was wasted in the mid and late nineties to print handwringing articles about how the Internet would probably turn us all into introverted, pale-faced geeks sitting in our basements in the dark night after night, hanging out in seedy chat None of that ever happened, but this study is likely to produce an echo effect of those hysterical articles, using the data that contact with family members is The problem with these studies is I have yet to see one that really tries to find out the other side of the I may talk slightly less to my wife face to face, but we are emailing each other all day So if you really studied the entire social interaction, you'd probably find we communicate more now than we did ten years The article estimates that 75% of the country has Internet access Unfortunately, we still have some elected leaders in our communities that don't think any of this is important, because they are viewing it through the lens of their own (somewhat limited) experience, rather than trying to look at the community as a When 75% of your constituents are using the Internet, it's not a fad or a luxury for the well off--it's a necessity of daily In rural communities, the Internet has broken the chains of rural isolation and dramatically improved the quality of life in areas like Living in a rural area no longer means long drives (or doing without) to obtain needed items--a couple of clicks online and the products are delivered to your door, or even via broadband, if you don't live near a well-stocked music store, as just one 1995 was the year the Internet really took Ten years later, we've gone from a tiny number of people who had Internet access back then to 75% of the country--that's the fastest diffusion of a new technology We're on to something here, and I believe it's mostly for the We're more aware of world events, better informed on local, national, and internissues, have more control over our time, and have all kinds of new business and work opportunities available to Just one example: despite the sheer awfulness of the tsunami, we all know about it in a way that we never could have even five years ago, to say nothing of ten or twenty years Is the knowing a good thing? Well, charitable giving, propelled by hundreds and thousands of Web sites helping to organize aid, will likely break every fundraising record in the 。。。

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

网络有很发展空间~~开发网络应用程序、网络防护、网络技术、布线等等,现在的计算机分工很详细的,你只需要精通一样就有发展,你可以随着你的兴趣找你想要的,比如程序员了。成为网络高手,黑客是最厉害的,现在的语言最流行的当然是c++,vb等面向对象的语言,换言之,使用计算机语言是一定要学的,关于基础的基础嘛,一定要学会软件工程,数据结构,计算机原理,计算机组成,数据库原理与应用,这些最基本,基础打好,学什么都容易,然后就是精通语言了,语言有连贯关系,现在的计算机发展突飞猛进,我们以前学的东西早已经不够了,学新的东西才是硬道理,基础是灵魂,新技术是魔鬼英文:thenetworkhasdevelopsspatial~~verymuchdevelopmentnetworkapplicationprocedure,networkprotection,networktechnology,wiringandsoon,presentcomputerdivisionoflaborverydetailed,youonlyneedtobeskilledinequallyhavethedevelopment,youmayaskyoualongwithyoursinteresttowant,becomesthenetworkmaster,thehackerisfiercest,thepresentlanguagemostpopularcertainlyisc++,vbandsoontheobject-orientedlanguage,inotherwords,usesthemachinelanguageiscertainlymuststudy,aboutthefoundationfoundation,certainlymustlearnthesoftwareengineering,theconstructionofdata,thecomputerprinciple,thecomputercomposition,thedatabaseprincipleandtheapplication,thesemostbasic,thefoundationhits,studiesanythingtobeeasy,thenwasisskilledinthelanguage,thelanguagehaslinksuptherelations,thepresentcomputerdevelopmentprogressesbyleapsandbounds,webeforestudiedthethinghasbeenearlyalreadyinsufficient,studiedthenewthingwasthehardtruth,thefoundationisthesoul,

有关互联网经济的论文范文

以下文章供参考:  《阿里巴巴营销战略-出口转内战》  “外贸是公司的老大哥,内贸是小妹妹,现在我们也能分担更多责任,让老大哥喘口气。” 3月19日,阿里巴巴网络有限公司(以下简称阿里巴巴)副总裁吴敏芝用这样的比喻向记者谈起公司业务的一大转变:由原来的国际交易市场为主导转为“内外兼修”,国际、国内两条腿走路。  当日,阿里巴巴公布了其2008财年报告:全年总收入为01亿元人民币,同比增长39%,净利润为12亿元人民币,同比增长25%,不过略低于市场预期。同时,阿里巴巴在2008年一共增加了1050万名中小企业注册用户及170万个网上商铺。  公司CEO卫哲表示,因公司加大投资,预计2009年利润率会下降,但后年有望回升。  尽管在股票市场受到挑战,上市一年多的阿里巴巴,并未改变其“客户第一、员工第二、股东第三”的原则。阿里巴巴在公布财报的同时,表明要在2009年推出“增加2000~3000名员工”、“提高员工销售提成”、“产品升级不加价”、“斥资3000万美元用作海外营销费用”等举措。  这不禁令人好奇,阿里巴巴将如何平衡短期盈利和长期发展之间的矛盾?  三记重拳 内外兼修  “从2008年开始,不断有做外贸的同学给我打电话,问:‘你能不能帮帮我’,‘什么行业好做’?”在2007年转战内贸(诚信通)业务之前,吴敏芝在阿里巴巴做了6年外贸(中国供应商)业务,而这也是她的专业。“过去,国内做国际的公司日子太好过了,它们买阿里巴巴的服务是认准了‘谁名气大我就买谁’。”  中国社科院发布的《2009年经济蓝皮书》显示,2008年我国出口实际增长率约为8%~9%,和往年相比,增速大大下降。而摩根士丹利的一份分析报告甚至称中国出口增长率在2009年将为负数(-3%)。对于三分之二业务来源于国际交易市场的阿里巴巴而言,中国出口受挫带来的压力不言而喻。  阿里巴巴的应对措施是,推出“三记重拳”。第一记重拳“乌云计划”,帮助员工认识到形势犹如乌云压顶。马云去年8月发给员工一封题为《冬天里的使命》的信,现已广为流传。  第二记重拳“狂风计划”,是针对国际市场业务推出的。2008年11月1日,阿里巴巴把所有做外贸供应商部门的员工召集到杭州,宣布对所有的产品进行升级换代。  第三记重拳“春雷计划”,主要是推出移动版诚信通,目的是解决内贸的电子商务。中国手机用户是网民的近两倍,移动电子商务无疑会带来更大的机遇。  摩根士丹利在对阿里巴巴的业绩分析报告中称,虽然占其收入60%的国际市场业务将受到中国出口下挫的冲击,但其中国市场业务增长势头迅猛。在2008年第四季度,中国交易市场收入增长了7倍(国际交易市场同期收入增长率为50%)。中国市场的收入在公司总收入占比从2007年的28%上升至去年的36%。  “对内贸部门来说,现在是身在夏天心在冬天,员工签单能力、月产出都提高了,但是我们的客户还是在过冬,我们要帮他们度过这个时期。”吴敏芝对记者说,“我们从来没想过要在这个时刻狠狠赚他们一笔。”  据悉,在目前阿里巴巴的3020万中国市场注册用户中,绝大多数是不足50人的小企业。吴敏芝认为,对主营内贸的企业,尤其是小型企业而言,他们的危机主要来源于心理作用,一方面担心内需无法被拉动,另一方面提防着出口转内销带来的冲击。而小企业一般没有能力去全国铺点,通过互联网来建立销售网络是最可行的办法。  先知先觉 深谋远虑  “奥巴马是踩着我们制造的毯子走上美国总统宝座的。”浙江赛博家纺有限公司董事长祝赛青十分骄傲地对外界谈起她的产品。  2003年,赛博家纺开始尝试在阿里巴巴网站上发布信息。这为“赛博”带来了第一位美国客人皮特。5年后,正是他将“赛博”的毛毯铺到了美国国会山奥巴马总统的就职演说现场。  为了帮助中国供应商找到更多更好的买主,同时提高品牌知名度,阿里巴巴称将在2009年斥资3000万元美元用作全球范围的市场推广费用。  尽管有券商认为此举将削弱公司未来利润空间,然而公司CEO卫哲辩驳这一质疑时说,“如果我们能打造大规模、有价值的用户基础,收入和利润自然就会增长。过去一年的经济形势并没有改变我们的这一看法。我们相信艰难时势造就伟大的公司。”  阿里巴巴“固执地”坚持“客户第一、员工第二、股东利益第三”的原则,与马云宣扬的“使命感”密不可分。据悉,马云早在2007年2月就在公司内部提出“过冬论”,当时并不为人所理解;2008年7月,他又致信全体员工,重申“整个经济形势不容乐观,接下来的冬天会比大家想象的更长!更寒冷!更复杂!”。  今年3月,马云在美国纽约的一次公开演讲中谈及,他是如何“嗅到”危机的味道:“忽然我发现,所到之处,人们谈论的核心都是钱,而不是客户价值,我就隐隐约约觉得,要出问题了!”马云在对着一干美国观众说道。  在他这场演讲之前,他正带领着阿里巴巴集团所有高管环游美国。据称一方面是进行团队拓展,另一方面,是寻求和一些美国知名企业之间的合作,在他们的拜访名单上有:eBay、GE、Google、Yahoo、微软、亚马逊、苹果和星巴克等。

那你可以去看下、计算机科学前沿、找下这类的文献参考

根据自己的能力选择切实可行的课题。毕业论文的写作是一种创造性劳动,不但要有考生个人的见解和主张,同时还需要具备一定的客观条件。由于考生个人的主观、客观条件都是各不相同的,因此在选题时,还应结合自己的特长、兴趣及所具备的客观条件来选题。具体地说,考生可从以下三个方面来综合考虑。首先,要有充足的资料来源。“巧妇难为无米之炊”,在缺少资料的情况下,是很难写出高质量的论文的。选择一个具有丰富资料来源的课题,对课题深入研究与开展很有帮助。其次,要有浓厚的研究兴趣,选择自己感兴趣的课题,可以激发自己研究的热情,调动自己的主动性和积极性,能够以专心、细心、恒心和耐心的积极心态去完成。最后,要能结合发挥自己的业务专长,每个考生无论能力水平高低,工作岗位如何,都有自己的业务专长,选择那些能结合自己工作、发挥自己业务专长的课题,对顺利完成课题的研究大有益处。

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有关互联网经济的论文范文初中

那你可以去看下、计算机科学前沿、找下这类的文献参考

写作思路:首先可以开篇点题,直接给出文章的主旨,接着表达自己的想法以及观点,用举例子的方式来进行阐述论证自己的看法,中心要明确等等。互联网主要目的就是完成各种领域和互联网良好的进行融合,这一定会使得网络流量类型增多并且访问量得到大幅度的提升,让互联网服务、互联网应用还有使用者访问形式的巨大改变。处于“互联网+”背景中,更加明显地反映出来使用者利用访问网络的最终目的获得想要获得的东西而并非一些杂乱无章的事物,这个方向引领现代网络的变化。ICN能够很好满足“互联网+”背景下大量信息互联还有使用者访问以及信息交互的要求。ICN将内容当做关键,依据姓名访问替代了之前依据地址访问的方式,依据内容名还有相关描述实施内容的检索,内容名能够直接体现出使用者的需要,能够让资源良好的进行开放和获得,以上的做法不单单能够让资源加快流动,还能够抬升资源的获得效率,处于ICN中,仅仅划分为两种,这两种分别是数据种还有兴趣种。客户发出兴趣种,通过这个兴趣种来体现自己所需要的东西;供方也就是内容的制造方还有互联网内缓依据内容的名字,通过数据种给客户提供其所需要的东西。节点按照内容的名字,实施兴趣种还有数据种的转发,所以可以说,ICN属于一个客户驱动类型的副本缓存,其中所记录的多种副本中只要有一个达到客户的需要就可以,不需要去考虑兴趣的出处,站在提供的角度,ICN是属于消费驱动中的一种,提供方仅仅需要了解客户感兴趣的内容名。客户进行内容的消费,提供方依据名字提供内容,这样消费和资源提供的模式达到“互联网+”发展思想。“互联网+”到迅速提升给互联网带来越来越多的使用者,经济社会和互联网的亲密度越来越大,另外就是,在互联网性能还有互联网管控上面提出了越来越高的标准。SDN的关键思想就是让互联网设施的控制平面与数据平面连接,转发作用体现在交换设备上面,控制作用让负责互联网整体信息的控制器实现,控制器利用进行编程完成策略的个性化还有动态部署。所以在建立之后,SDN凭借着方便的网络架构和极强的网络兼容情况,不单单被研究领域所关注。并且获得互联网设备制造方的鼓励,逐渐的发展成互联网行业研究和开发的核心。因为SND数据分解平面与控制平面,能够迅速解决普通网络路由判断的盲目情况。让控制的针对情况与控制效率增强,让网络良好的进行管理,让互联网利用的效率提升,SDN所具有的特征十分满足在提升“互联网+”的时候解决互联网管理混乱,还有增强网络效果的要求。信息技术在加速国际新一轮经济革命的时候,同样加速新一代的工业技术革命。如今的工业制造系统演变得越来越复杂了。集成情况在增强,网络连接同样越来越强。工业和网络的连接,现在已经变成了人心所向。通过信息技术手段提升系统彼此的互相连接,完成互联网性、系统性还有完整性的提升,将之前传统的制造形式进行改变,提升管理的情况与制造的效率正是“互联网+”的最终目的。美国“工业互联网”与“中国制造2015”全部是加速工业技术改变、创造出来核心的竞争实力以及让每个国家迅速的进行提升的关键。互联网属于面向互联网由消费者行业逐渐的转向与制造行业的需要而逐渐诞生的。

趋势一,政府推动落实 “互联网加”为全国性,各地政府提出建设主方案,招标或者外包帮助企业做转型服务型企业,在今后长期“互联网加”实施过程中,政府扮演一个引领者与推动者角色, 符合政策成绩高的企业立为标杆,挖掘有潜力企业,在将来发展成为“互联网加”型企业。趋势二,互联网加”服务商崛起,出现一大批在政府与企业之间第三方服务企业,这些企业以互联网企业为主,传统企业逆袭成为“互联网加”服务商,从服务角度讲传统企业转型为“互联网加”服务商也是一种转型。趋势三,“转型红利”期第一个热门职业会是“互联网加”,社会及行业需要会催生大量专业技术从业者,这个职业群体构成会是成熟技术人员及运营人员,更多是通过培训上岗人员

一、当前网路安全形势的主要特点和趋势  (一)主要大国加紧制定和完善网络安全战略  美国首次将网络安全置于恐怖主义之前,列为美战略安全最突出问题。美国虽网络实力超强,但对网络的依赖也最大,面临来自其他国家和非国家实体的网络攻击多重威胁,因此在以网络为抓手全面巩固其政治、军事、经济霸权的同时,也对包括我国在内主要国家网络能力发展日益焦虑。奥巴马上任不到4个月,就将网络战争视为“最严重的经济和国家安全挑战之一”,承认网络战争“从理论走向实战”[1]。美国相继发表《网络空间国际战略》、《网络空间行动战略》、《网络空间政策报告》、《国家网络作战军事战略》等政策文件,将网络空间治理重点“从国内扩展到国际”、“从被动防御转向武力报复”以构建全球网络霸权。美国又启动“大数据研发计划” 将其定义为“未来的新石油”,视数据主权为继边防、海防、空防后的又一大国博弈空间。英、法、德也分别出台了《新版英国网络安全战略》、《信息系统防御和安全战略白皮书》、《国家网络安全战略》等报告,明确将把网络空间威胁列为国家生存发展所面临的“第一层级”威胁和“核心挑战”网络安全被提升至国家战略高度,并视网络攻防建设与陆、海、空三军建设同等重要。在美国的背后支持下,北约网络防务中心也发布了《网络战适用国际法手册》,该手册是国际上首个就网络战适用国际法问题做出规范的文件,标志着网络战日益从“概念”走向“现实”,反映出网络安全正逐步上升为西方核心安全关切。  (二)网络空间军事化进程明显加快  美、英、德、俄、日、韩、印、澳等国相继组建网络部队,纷纷成立“网络司令部”或“网军”,加强信息战研究和投入,研究信息战战法和战略,研发的高破坏性“网络武器”已达千种之多,信息战已经成为美国等西方大国对我牵制遏制的重要手段和选择,我国面临的信息战威胁趋于上升。美国是网络战的先行者,在网络空间谋求压倒性军事优势,实现制网谋霸。美军网络司令部人数为87万人,通过启动“国家网络靶场”项目多次举行网络战演习,并注意在常规联合军演中注入网络战元素。美国还定期邀请英、法、韩等国参与“网络风暴”演习,加强多国间信息共享和危机联合处置能力。韩国组建200人组成的国防情报本部网络司令部。印度国防部拟在2017年前组建7个信息战旅和19个信息战营。日本提出建立以应对网络攻击为核心的组织机构并培养相关人才。此外,各国网络战策略也正发生由守转攻的变化,出现将网络攻击视为武装攻击的趋向。北约出台的《网络战适用国际法手册》明确提出网络战在现实中可能产生与实战相似的效果,并不因为发生在互联网上就不是战争,国际法同样适用于网络战。美日等国已明确表示将推进攻击型网络部队建设,必要时发动网络战争。值得关注的是,美、俄己开始发展“先发制人”的网络刺探与反制能力,强化网络战攻击手段,以实现“以攻代防”、“以攻促防”网络空间的攻防对抗更趋复杂严峻。  (三)围绕网络规则的国际斗争加剧  以美国为首的西方大国出于政治需要,把网络变成推行国家政策的工具,人为地夸大网络空间的整体性和开放性,引入“基本人权”概念,鼓吹“网络自由”、“人权”高于“主权”,借此否定国家“网络主权”。他们宣称现有国际法原则可适用网络空间,没有必要制定新准则,反对设立全球互联网治理机制,大力阻止由联合国等政府间国际组织介入互联网治理,声称监管网络有损言论自由,将削弱和抹杀技术创新,不利于保护知识产权。坚持网络规则应以由政府、私营部门、民间社会、消费者等组成的“多利益攸关方”模式共同制定,强调行业自律,真正实现互联网自由、开放、无界和安全。美国公布的《网络空间国际战略》就强调要力推美国网络“法治”观,互联网使用应顾及“法治、人权、基本自由和保护知识产权”,美国首先要同“立场相近国家”进行协调,确立舆论主导权,然后由点到面,逐步扩大国际合作,最终确立新的规则,以争夺“网络治理”的主导权和绝对控制权。为此,他们竭力推动各方加入欧盟的《网络犯罪公约》和“伦敦进程”等机制,企图在联合国框架外建立网络空间国际规则体系,来削弱甚至取代联合国主导的互联网治理论坛。广大发展中国家不满以美国为首的西方大国对互联网资源的垄断和控制,担忧网络监管不力可能破坏本国社会安定甚至危及国家安全。坚持政府对网络空间拥有管辖权,关注滥用言论自由特别是网络言论自由损害他人权力和尊严。呼吁建立多边、透明和民主的网络国际治理机制,强调发挥联合国等政府间国际组织在互联网治理方面的主导作用。中、俄及非洲、阿拉伯国家成功推动2012年国际电联国际电信世界大会将互联网发展、接入权及网络安全等问题纳入新修订的《国际电信规则》及有关决议,尽管美国及一些欧盟国家拒绝签署,但该规则对今后的互联网治理必将产生积极影响。总之,互联网日益渗透到人类生活的方方面面,政治、安全、经济、社会利益相互交织,已成为各国的必争之地。围绕网络安全问题,各主要大国之间、发达国家与发展中国家之间的冲突和矛盾必将长期存在。网络国际治理领域的斗争,也势将成为继气候变化之后以一个各国利益激烈博弈的新战场,其斗争的尖锐性、复杂性将更加突出。同时也要看到,网络安全面临的挑战和威胁具有全球性质,各国有着巨大的共同利益,国际社会对于网络空间国际合作的必要性也有普遍认识。围绕网络安全问题,近年来联合国、欧盟、20国集团、上合组织、金砖5国等多边合作及美与中俄印、中英等双边“基层”对话趋于活跃,反映了各国携手共同有效应对具有合作的巨大空间。  二、维护我国网络安全之对策  网络安全问题日益升温使我国信息网络管理与运用面临严峻挑战。我国互联网普及率近40%,博客用户超过94亿,微博用户超过3亿,2011年就有13亿网民和59亿手机用户,是全球互联网使用人口最多的国家,预计2014年我国即时通讯用户规模将达到3亿人。网民中年轻人占比高,20岁以下超过35%。但网络监管手段相对滞后,网络立法尚处起步阶段,有关法规条文不够明确。网络监管机制缺乏统筹协调,相关监管部门多是“分兵把守、各自为战”的信息安全防控思路已不适应网络空间安全威胁的新变化。硬件上我国自主研发的网络监管技术有限,专职从事网络舆论引导和监管的力量也严重不足,统一的国家电子政务内网平台和切实有效的信息安全保障体系还未形成,业务协同和信息共享工作亟待加强,我国信息技术创新和产业发展受到国外遏制与渗透,华为与思科、摩托罗拉之间的残酷竞争就是明证。摩托罗拉曾在2010年7月突然在美国控告中国深圳华为技术有限公司盗窃其商业秘密,半年后华为反击,起诉摩托罗拉,理由同样是知识产权遭侵害,旨在阻止摩托罗拉非法向诺基亚西门子网络转移华为自主研发的知识产权。最后双方已达成和解,也证明之前所有有关华为侵权的指控毫无根据。华为经过与思科、摩托罗拉多年的斗争,终于学会了维护自身知识产权。网络安全问题已成为涉及我国战略安全和综合安全的重大课题,网络空间已成为大国博弈的新战场,利益冲突愈加激烈。我们既要充分认识网络安全形势的严峻性、复杂性和紧迫性,也要看到网络安全问题存在转“危”为“机”的空间,化挑战为机遇,加强战略谋划,内外兼顾,趋利避害,维护我国网络安全。

有关互联网经济的论文范文大全

写作思路:首先可以开篇互联网的发展趋势点题,直接给出文章的主旨,接着表达自己的想法以及观点,用举例子的方式来进行阐述论证自己的看法,中心要明确等等。互联网主要目的就是完成各种领域和互联网良好的进行融合,这一定会使得网络流量类型增多并且访问量得到大幅度的提升,让互联网服务、互联网应用还有使用者访问形式的巨大改变。处于“互联网+”背景中,更加明显地反映出来使用者利用访问网络的最终目的获得想要获得的东西而并非一些杂乱无章的事物,这个方向引领现代网络的变化。ICN能够很好满足“互联网+”背景下大量信息互联还有使用者访问以及信息交互的要求。ICN将内容当做关键,依据姓名访问替代了之前依据地址访问的方式,依据内容名还有相关描述实施内容的检索,内容名能够直接体现出使用者的需要,能够让资源良好的进行开放和获得,以上的做法不单单能够让资源加快流动,还能够抬升资源的获得效率,处于ICN中,仅仅划分为两种,这两种分别是数据种还有兴趣种。客户发出兴趣种,通过这个兴趣种来体现自己所需要的东西;供方也就是内容的制造方还有互联网内缓依据内容的名字,通过数据种给客户提供其所需要的东西。节点按照内容的名字,实施兴趣种还有数据种的转发,所以可以说,ICN属于一个客户驱动类型的副本缓存,其中所记录的多种副本中只要有一个达到客户的需要就可以,不需要去考虑兴趣的出处,站在提供的角度,ICN是属于消费驱动中的一种,提供方仅仅需要了解客户感兴趣的内容名。客户进行内容的消费,提供方依据名字提供内容,这样消费和资源提供的模式达到“互联网+”发展思想。“互联网+”到迅速提升给互联网带来越来越多的使用者,经济社会和互联网的亲密度越来越大,另外就是,在互联网性能还有互联网管控上面提出了越来越高的标准。SDN的关键思想就是让互联网设施的控制平面与数据平面连接,转发作用体现在交换设备上面,控制作用让负责互联网整体信息的控制器实现,控制器利用进行编程完成策略的个性化还有动态部署。所以在建立之后,SDN凭借着方便的网络架构和极强的网络兼容情况,不单单被研究领域所关注。并且获得互联网设备制造方的鼓励,逐渐的发展成互联网行业研究和开发的核心。因为SND数据分解平面与控制平面,能够迅速解决普通网络路由判断的盲目情况。让控制的针对情况与控制效率增强,让网络良好的进行管理,让互联网利用的效率提升,SDN所具有的特征十分满足在提升“互联网+”的时候解决互联网管理混乱,还有增强网络效果的要求。信息技术在加速国际新一轮经济革命的时候,同样加速新一代的工业技术革命。如今的工业制造系统演变得越来越复杂了。集成情况在增强,网络连接同样越来越强。工业和网络的连接,现在已经变成了人心所向。通过信息技术手段提升系统彼此的互相连接,完成互联网性、系统性还有完整性的提升,将之前传统的制造形式进行改变,提升管理的情况与制造的效率正是“互联网+”的最终目的。美国“工业互联网”与“中国制造2015”全部是加速工业技术改变、创造出来核心的竞争实力以及让每个国家迅速的进行提升的关键。互联网属于面向互联网由消费者行业逐渐的转向与制造行业的需要而逐渐诞生的。

互联网未来发展趋势  互联网的发展始于冷战时期,在60年代末期由于美苏之间的全球争霸,为了预防核战争对本国通信系统的影响,美国开始研究如何防止核打击。这也是互联网研究的一个最基本理念——在遭受一次核打击之后,能够迅速恢复并保持通信不被中断。  互联网在刚开始发展的时候是军方的一个系统,然后演进并逐步扩大它的应用。开始是四家大学进行互联,然后扩展到13个点,形成了10个美国国内辅根服务器放置地点。在此之后互联网尽管应用于教育和科研部门,但它的快捷性和便利性使得越来越多的部门包括许多政府部门应用起来。在商业部门开始参与之后,互联网商业化的趋势不可避免。  互联网的业务经营模式和种类很多,但相对来说形成比较完整的业务价值链主要有以下几个:传统业务的接入服务,它由电信运营商提供业务;网络游戏,由网络游戏服务提供商、游戏运营商、电信运营商一连串的服务商形成价值链。  网络安全方面的问题应该是非常严重的,黑客攻击行为、网上盗窃、网上欺诈、网络病毒这些问题非常多。网络运营商的经营已经形成了大家比较固定的观念,比较有保障。  网上行为也要逐步地进行规范。美国这种网上自由、无管理、无法律的观念还是深入人心的,深入全球的,大家曾认为互联网上的任何行为就不应该受到任何规范,不应该有管理。现在出现的问题使大家越来越多地意识到确实需要对网上行为进行规范和管理。网上行为同样应该遵守现实生活中的道德规范,同样应该受现实社会规则的约束,网上出现的网络滥用行为是利用了网上的优良特质,从业者、行业组织、政府还需要采取进一步的行动。  未来比较明显的趋势是宽带业务和各种移动终端的普及。整个宽带的建设和应用将进一步推动网络的整体发展。互联网经营和生存的模式也将更加丰富。如今,大家在网上更多的是浏览信息、使用聊天工具、玩网络游戏,把互联网更多地当作自己的一个高级的信息技术玩具,随着互联网的发展,玩具能够变成工具,成为人们日常生活、工作离不开的工具。网络的应用也更加开放,有许多政府网站已经将其事务到网站上去,如征求意见、地方基层选举等,这些使网络的应用更加开放和多样化。希望网络信息要以人为本,互联网做为一个信息平台它的用户主流50%以上是30岁以下青少年,那么为青少年建设的网络应该是一个可信、健康的网络,它应该成为青少年成长过程中的朋友和助手。网络教育将是下一个互联网业务的热点问题,网络搜索,大容量电子邮件,电子商务平台,移动互联网,无线局域网,网络资源信息开发等业务都将成为互联网-业务的热点问题。

有关互联网经济的论文题目

来我这拿一张选题参考表吧。语言项是作文评分的重要标准。论文的语言,要准确鲜明,生动形象。有些同学写论文,常摆出说大道理的架式,将哲学原理和辩证法的术语一股脑搬出来,以求说理的充分、透彻,但效果适得其反。

啊嘞  楼主酱紫问素不素要毕业啦

互联网(英语:internet),又称网际网络,或音译因特网(Internet)、英特网,是网络与网络之间所串连成的庞大网络,这些网络以一组通用的协议相连,形成逻辑上的单一巨大国际网络。通常internet泛指互联网,而Internet则特指因特网。这种将计算机网络互相联接在一起的方法可称作“网络互联”,在这基础上发展出覆盖全世界的全球性互联网络称互联网,即是互相连接一起的网络结构。互联网并不等同万维网,万维网只是一建基于超文本相互链接而成的全球性系统,且是互联网所能提供的服务其中之一。中国共产党第十八届中央委员会第五次全体会议,于2015年10月26日至29日在北京举行。全会提出,拓展发展新空间,形成沿海沿江沿线经济带为主的纵向横向经济轴带,培育壮大若干重点经济区,实施网络强国战略,实施“互联网+”行动计划,发展分享经济,实施国家大数据战略。关于论文,网上一搜一大把。多找几份,综合一下就好了。

这里那里哪有论文哦,老大,去CNKI把,清华搞的,那里面是论文数据库,可以随时下载的。下载不了话可以去淘宝的<翰林书店>店铺,他那里能帮人下载到,推荐一下

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