网络信息时代论文题目大全及答案英文
网络信息时代论文题目大全及答案英文
随着计算机网络的普及和计算机技术在生活中的各个领域的广泛应用,网络信息的安全这几年备受人们的关注。计算机网络技术提供巨大的信息含量和交互功能,提高了各个领域的工作效率,但计算机网络信息安全即影响网络稳定运行又影响用户的正常使用,可以造成重大的经济损失,信息一旦泄露将造成无法估量的损失。因此网络的安全性是我们必须重视的也是非常重要的。下面是学术堂整理的关于网络安全的毕业论文题目,欢迎大家查看。 1、探讨计算机网络安全中的防火墙技术 2、计算机网络安全防范在大数据时代的探讨 3、网络型病毒与计算机网络安全 4、网络安全管理技术分析 5、浅谈计算机网络安全与防火墙设计 6、网络安全信息关联分析技术的运用与问题阐述 7、美国网络安全专业教育体系建设及其启示 8、基于威胁传播的多节点网络安全态势量化评估方法 9、基于大数据时代下的网络安全问题分析 10、信息化网络安全的建设与防护技术分析 11、空间信息网络安全协议综述 12、电子商务网络安全技术研究 13、基于并行约简的网络安全态势要素提取方法 14、欧盟NIS指令研究对我国网络安全保障实施的启示 15、论拒不履行信息网络安全管理义务罪 16、浅析计算机网络安全问题及防范措施 17、网络安全中计算机信息管理技术的应用探讨 18、基于攻防行为树的网络安全态势分析 19、美国网络安全审查制度研究及对中国的启示 20、以色列的网络安全问题及其治理 (论文范文可到学术堂内自行查看)
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
大神帮你翻译。。。。。
网络信息时代论文题目大全及答案
随着计算机网络的普及和计算机技术在生活中的各个领域的广泛应用,网络信息的安全这几年备受人们的关注。计算机网络技术提供巨大的信息含量和交互功能,提高了各个领域的工作效率,但计算机网络信息安全即影响网络稳定运行又影响用户的正常使用,可以造成重大的经济损失,信息一旦泄露将造成无法估量的损失。因此网络的安全性是我们必须重视的也是非常重要的。下面是学术堂整理的关于网络安全的毕业论文题目,欢迎大家查看。 1、探讨计算机网络安全中的防火墙技术 2、计算机网络安全防范在大数据时代的探讨 3、网络型病毒与计算机网络安全 4、网络安全管理技术分析 5、浅谈计算机网络安全与防火墙设计 6、网络安全信息关联分析技术的运用与问题阐述 7、美国网络安全专业教育体系建设及其启示 8、基于威胁传播的多节点网络安全态势量化评估方法 9、基于大数据时代下的网络安全问题分析 10、信息化网络安全的建设与防护技术分析 11、空间信息网络安全协议综述 12、电子商务网络安全技术研究 13、基于并行约简的网络安全态势要素提取方法 14、欧盟NIS指令研究对我国网络安全保障实施的启示 15、论拒不履行信息网络安全管理义务罪 16、浅析计算机网络安全问题及防范措施 17、网络安全中计算机信息管理技术的应用探讨 18、基于攻防行为树的网络安全态势分析 19、美国网络安全审查制度研究及对中国的启示 20、以色列的网络安全问题及其治理 (论文范文可到学术堂内自行查看)
网络是把双刃剑,只有理智才能利用好
随着计算机网络的普及和计算机技术在生活中的各个领域的广泛应用,网络信息的安全这几年备受人们的关注。计算机网络技术提供巨大的信息含量和交互功能,提高了各个领域的工作效率,但计算机网络信息安全即影响网络稳定运行又影响用户的正常使用,可以造成重大的经济损失,信息一旦泄露将造成无法估量的损失。因此网络的安全性是我们必须重视的也是非常重要的。下面学术堂整理了关于网络信息安全的毕业论文题目,欢迎大家查看。 1、探讨计算机网络安全中的防火墙技术 2、计算机网络安全防范在大数据时代的探讨 3、网络型病毒与计算机网络安全 4、网络安全管理技术分析 5、浅谈计算机网络安全与防火墙设计 6、网络安全信息关联分析技术的运用与问题阐述 7、美国网络安全专业教育体系建设及其启示 8、基于威胁传播的多节点网络安全态势量化评估方法 9、基于大数据时代下的网络安全问题分析 10、信息化网络安全的建设与防护技术分析 11、空间信息网络安全协议综述 12、电子商务网络安全技术研究 13、基于并行约简的网络安全态势要素提取方法 14、欧盟NIS指令研究对我国网络安全保障实施的启示 15、论拒不履行信息网络安全管理义务罪
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。
网络信息时代论文题目大全及答案初中
随着时代的发展,社会的进步,网络像是一列快车,加速着我们迈进未来的脚步,引领着我们走向瞬息万变的大千世界。“秀才不出门,全知天下事”。坐在电脑前,鼠标轻轻一点,世界近在眼前。优雅的音乐,网上聊天使我们放松心情;奇闻异事,大好河山使我们大开眼界,不出门便走遍大江南北;搞笑的视频使我们的生活增添了几分乐趣;网上购物,读书,使我们的生活变得便捷……网络融入我们的生活,使我们乐在其中!生命危在旦夕时,通过网上求救,找到病因,一个垂危的生命得到了新生;压力大时,通过网络,听听歌,与网友聊聊天,让我们的心放轻松;遇到难题时,按按键盘,点点鼠标,迎刃而解;无聊时,玩玩游戏,让我们心情愉悦……不用担心要出远门才能上补习班;不用担心要大费周折才能买到自己想要的东西;不用担心家里会堆满了看完的书籍;不用担心没有伙伴在你无聊时陪伴你……网络时时刻刻在我们身边有求必应,同时也拉近了我们与世界的距离。“非典”肆虐时期,北京中小学无法正常上课,便开展网上教学,学生们都通过网络在家中上课。多么神奇啊!一根线,一台电脑,既保证了师生们的生命安全,又保证了正常的学习。网络的好处真是数不胜数。老子说过,一切事物都有正反两面,网络也不例外。记得小学时期的一次出游,我们去了少管所。许多哥哥、姐姐都被关在牢笼之中。当时,那儿的领导为我们的到来准备了一次演讲。原来,里面的哥哥姐姐们,都是因为沉迷网络,而荒废学业;因为没钱上网,而干出杀人、抢劫的事;因为网上的那些黄色,而干出强奸的事情……网络使多少思想单纯,经不住诱惑的青少年无心学习,在虚幻的世界中陶醉自我,玩得不亦乐乎,贻误了青春,他们走向了犯罪道路,把自己的父母留在了痛苦之中。网络上有着多于我们书本的知识。因此,我们对网络便产生了依赖,变得懒惰。写作文,不要想,电脑上有抄;做题目,小意思,电脑会告诉我。做作业就像完成任务一样,只要完成就够了。老师为了我们将知识记得更牢固而辛苦布置的作业,我们都顺手抄了,没有记住,离开了电脑我们什么都不会。网络是把双刃剑,它给予我们思想上的满足,带给我们方便,让我们了解到世界的丰富多彩,同时又让我们沉醉、依赖于它,成了一个个网虫,渐渐因为没有满足而走向违法犯罪。网络的家喻户晓意味着人民生活水平的提高,在这个高科技的时代人们不能没有网络,它能使我们更好的了解世界,但是网络不是十全十美的,对我们的坏处并不只有这些,所以对于网络我们要“取其精华,去其糟粕”。网络是把双刃剑,我们只要利用好手上这把剑,做到绿色上网、文明上网、快乐上网,网络对我们就会百利而无一害。
随着计算机网络的普及和计算机技术在生活中的各个领域的广泛应用,网络信息的安全这几年备受人们的关注。计算机网络技术提供巨大的信息含量和交互功能,提高了各个领域的工作效率,但计算机网络信息安全即影响网络稳定运行又影响用户的正常使用,可以造成重大的经济损失,信息一旦泄露将造成无法估量的损失。因此网络的安全性是我们必须重视的也是非常重要的。下面学术堂整理了关于网络信息安全的毕业论文题目,欢迎大家查看。 1、探讨计算机网络安全中的防火墙技术 2、计算机网络安全防范在大数据时代的探讨 3、网络型病毒与计算机网络安全 4、网络安全管理技术分析 5、浅谈计算机网络安全与防火墙设计 6、网络安全信息关联分析技术的运用与问题阐述 7、美国网络安全专业教育体系建设及其启示 8、基于威胁传播的多节点网络安全态势量化评估方法 9、基于大数据时代下的网络安全问题分析 10、信息化网络安全的建设与防护技术分析 11、空间信息网络安全协议综述 12、电子商务网络安全技术研究 13、基于并行约简的网络安全态势要素提取方法 14、欧盟NIS指令研究对我国网络安全保障实施的启示 15、论拒不履行信息网络安全管理义务罪
网络是把双刃剑,只有理智才能利用好
论网络对中学生的影响 今天当我们步入网络社会,发现青年与网络之间存在众多的契合点,正是这些契合点使青年对互联网“一网情深”。青年在网络影响下千状百态虽然向社会展示了其众多绚丽之处,也令人倍感惊喜。但不少青年网民的失色表现却无论如何不能给社会增辉,不能让人高枕无忧。 (一)网络的正面影响 1、网络有助于创新青少年思想教育的手段和方法。利用网络进行德育教育工作,教育者可以以网友的身份和青少年在网上“毫无顾忌”地进行真实心态的平等交流,这对于德育工作者摸清、摸准青少年的思想并开展正面引导和全方位沟通提供了新的快捷的方法。此外,由于网络信息的传播具有实时性和交互性的特点,青少年可以同时和多个教育者或教育信息保持快速互动,从而提高思想互动的频率,提高教育效果;由于网络信息具有可下载性、可储存性等延时性特点,可延长教育者和受教育者思想互动的时间,为青少年提供“全天候”的思想引导和教育。还可以网上相约,网下聚会,实现网上德育工作的滋润和补充,从而及时化解矛盾,起到温暖人心,调动积极性,激发创造力的作用。 2、提供了求知学习的新渠道。目前在我国教育资源不能满足需求的情况下,网络提供了求知学习的广阔校园,学习者在任何时间、任何地点都能接受高等教育,学到在校大学生学习的所有课程、修满学分、获得学位。这对于处在应试教育体制下的青少年来说无疑是一种最好的解脱,它不但有利于其身心的健康发展,而且有利于家庭乃至于社会的稳定。 3、开拓青少年全球视野,提高青少年综合素质。上网使青少年的政治视野、知识范畴更加开阔,从而有助于他们全球意识的形成。同样,又可提高青少年综合素质。通过上网,可以培养他们和各式各样的人交流的能力;通过在网上阅览各类有益图书,触类旁通,提高自身文化素养。 (二)网络的负面影响 1、对于青少年“三观”形成构成潜在威胁。青少年很容易在网络上接触到资本主义的宣传论调、文化思想等,思想处于极度矛盾、混乱中,其人生观、价值观极易发生倾斜,从而滋生全盘西化、享乐主义、拜金主义、崇洋媚外等不良思潮。 2、网络改变了青年在工作和生活中的人际关系及生活方式。青少年在网上公开、坦白地发表观点意见,要求平等对话,对青少年工作者的权威性提出挑战,使思想政治工作的效果往往不能达到预期。同时,上网使青少年容易形成一种以自我为中心的生存方式,集体意识淡薄,个人自由主义思潮泛滥。 3、信息垃圾弱化青少年的思想道德意识。有关专家调查,网上信息47%与色情有关,六成左右的青少年在网上无意中接触到黄色信息。还有一些非法组织或个人也在网上发布扰乱政治经济的黑色信息,蛊惑青少年。这种信息垃圾将弱化青少年思想道德意识,污染青少年心灵,误导青少年行为。 4、网络的隐蔽性,导致青少年不道德行为和违法犯罪行为增多。一方面,少数青少年浏览黄色和非法网站,利用虚假身份进行恶意交友、聊天。另一方面网络犯罪增多,例如传播病毒、黑客入侵、通过银行和信用卡盗窃、诈骗等。这些犯罪主体以青少年为主,大多数动机单纯,有的甚至是为了“好玩”、“过瘾”和“显示才华”。另外,有关网络的法律制度不健全也给青少年违法犯罪以可乘之机。
网络时代论文题目大全及答案
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。
网络是把双刃剑,只有理智才能利用好
我国电子商务发展的模式浅析 电子商务的发展,既引发经济理论,经济结构,经济增长等方面的变革,也引发企业作业模式,组织结构和政企关系等方面的变革,并直接导致消费者,劳动者和投资者经济活动观念的改变。发展电子商务不仅仅是技术问题,更是关系到国民经济和社会发展的重大问题,对生产力的发展,产业结构改善以至整个国民经济素质的提高,都具有十分重要的意义。经过几年实践,我国电子商务发展迅猛,并且越来越走向务实,但是,对于像我国这样的发展中国家,怎样顺应世界经济发展潮流,结合国情,积极稳妥地加快电子商务建设,是摆在我们面前的迫切需要解决的问题。特别在加入WTO,实行更加开放的发展战略的情况下,这个问题显得更加重要。本文就我国电子商务发展的基本原则和发展模式问题,进行一些初步的探讨。 关键词:电子商务模式 电子商务原则 一、我国发展电子商务的基本原则 发展电子商务要立足实际,因地制宜,以应用为重点,坚持效益优先,制定有限目标,体现实际效果。笔者认为,我国发展电子商务必须遵循以下五个方面的基本原则。 1、引进与创新有机结合的原则 全球化与开放性是电子商务发展的趋势和特征,特别是我国已经入世,必须按照国际规则和国际惯例办事,因此,要结合我国的实际,积极引进与借鉴发达国家的做法经验,并进行中国化的改造和创新,为我所用,创造出符合实际的发展道路。与美国相比,我国电子商务起步在时间上虽然差不多,但是电子化和信息化的基础设施、企业条件与支撑环境差别很大。例如美国拥有良好的全国性商业批发体系、高速公路运输网络和电子支付信用体系,因此,美国可以发展许多B to C(商家与消费者之间)网站,而这一点我国是不具备的。又如美国各个市场几乎都形成几个大型企业存在的格局,这些企业规模大,而且实现了完整的ERP系统,只要通过网络将两边的企业联结起来,就可以实现B to B (商家之间)电子商务。而中国企业规模比较小,绝大部分没有ERP 系统,中国的B to B如果按照美国的模式就无法成功。 电子商务发展在世界范围内都是刚刚开始,其发展速度极为迅速,传统的商业模式正不断地被新的商业模式所代替,无论什么模式都不具有固定性和成熟性。对于任何国家来说,都有一个探索与创新的问题,这也为我国加快和跨越发展提供了难得的机遇。我们要大胆进行创新,积极探索符合实际的商业模式,壮大企业的市场竞争能力,以适应全球化的激烈竞争。 2、商务与电子有机结合的原则 在电子商务中,电子是手段,商务是核心。网络服务商和电子商务厂商,要适应企业的商务选择和利益判断,防止过度技术化倾向,避免追求表面的商务“电子化”而忽视商务活动本身的需求。我国最早涉足电子商务的一般是IT企业,它们利用技术上的优势建立起电子商务系统,然后开始销售传统的产品。由于IT企业没有成熟的商业渠道和商业经验,并受制于网络支付、配送和网民数量等因素,到目前为止真正赢利的电子商务网站极少。这都是没有以“商务”为核心的结果。因此,要把电子与商务有机地结合起来,以商务应用为根本,信息技术和信息网络要立足于为传统产业服务,促进传统产业结构的优化与升级;传统企业要积极发展新的商业模式,适应信息革命的要求。 3、务实与跨越有机结合的原则 要根据我国目前的商务需求、技术手段和经济环境实际,制订发展电子商务的规划和计划,确定切实可行的商务模式,设计和开发实用有效的技术解决方案,在现有条件下最大限度地推动企业管理水平和经营效益的提高;另一方面,要着眼未来的发展需求和趋势,以世界眼光和战略思维,推出创新的电子商务体系,能够跨越的大胆跨越,以适应全球电子商务发展的需要。 我国未完成工业化就开始进行信息化,面临工业化和信息化同时发展的双重任务,这与已经完成工业化并步入信息社会的发达国家有很大不同。这既是一个严峻的挑战,也为我们发挥后发优势,实现跨越式发展提供了可能和机遇。首先,信息技术和信息网络的开放性、易用性保证其具有广泛的适用性,多样化的信息传递方式提高信息服务平台,使几乎所有企业都可以发展不同层次的电子商务;其次,电子商务可以促进粗放经济向集约经济的转变,转换经济的增长方式,扩大经济规模,提高经济质量。因此,我们要主动抓住机遇和迎接挑战,按照跨越式发展的思路,加快推进电子商务的发展,实现中央提出的“以信息化带动工业化,实现生产力跨越式发展”的战略目标。
电子商务毕业论文题目如下: 电子货币的风险与研究 浅析电子商务在中国酒店业的应用 浅探网络品牌的误区 浅谈网上书店的顾客忠诚度 电子货币的发展及其风险防范 计算机行业中客户关系管理的应用 电子商务下零售业顾客忠诚的建立 中国网络营销市场的发展及前景分析 国内三大门户网站的现状分析和发展研究 国内专业羽毛球网站现状与发展 图书出版行业门户网站的现状与发展研究 电子货币的风险化研究 基于电子商务网手机销售与客户服务 浅析中国电子商务物流配送问题及对策 中国网络营销市场的发展及前景分析 电子商务下顾客忠诚度的建立和管理 中小型企业如何应用电子商务 论电子货币风险及其法律监管 网络经济中消费者行为及厂商对策分析
网络经济时代论文题目大全及答案英文
In cybereconomy era developing at full speed, information technology and computer network technology develop rapidly, B2B e-commerce arises at the historic It has brought higher productivity, lower operating cost, more high-quality service and more commercial opportunities to B2B e-commerce mode whether one because of Internet, regard enterprise as transaction subject, regard paying the means by mails and settling account in the bank as, the commercial mode taking enterprise's data as backing is a mainstream of development of e-commerce, have enormous development Our country most representative B2B e-commerce website is Alibaba, intelligent and clever, the gold and silver island and network of buying and This text has narrated the current situation of the development of domestic B2B e-commerce website at first, then carry on the simple introduction to website and the business mode of representative among them, and then compare and analyse its mode of business, summarize common point and difference, one's own characteristic places and reasons that can coexist while comparing from analyzing on behalf of Finally, summarize, support oneself and innovate only, domestic B2B e-commerce website develop long-
The rapid development of the network economy era, information technology and rapid development of computer network technology, B2B e-commerce came into It brought business to a higher productivity, lower operating costs, better quality services and more business B2B e-commerce model is based on Internet, with enterprises as the main trading to electronic bank payment and settlement as a means to corporate data-based business model, e-commerce development is the mainstream, with great potential for The most representative of B2B e-commerce website Alibaba当属, Huicong, Treasure Island and trading This paper describes the domestic B2B e-commerce development of the site, and then the representatives of these sites and simple business model, then their business models were analyzed, from analysis and comparison of the site summed up the common ground with representatives of different points, Their respective characteristics and can co-exist in the Finally, to sum up only self-reliance and innovation, domestic B2B e-commerce sites can develop a more long-
Extensively analysing our online economic's development