翻译学毕业论文参考文献模板
翻译学是研究翻译的规律和艺术的学科。其主要任务是:研究中外翻译的历史、理论、流派;探讨翻译的性质、作用、标准、原则和方法;描述实际的翻译过程,说明各类翻译的特点和不同要求;探索语言转换的'科学性和艺术性;确定翻译人员应具备的素养、才能和培养提高途径,预测翻译事业的发展方向等。下面是我整理的翻译学毕业论文参考文献模板,希望对大家有所帮助。
[1] 王天天. 从合作原则看汉英交替传译中的增补手段[D]. 广东外语外贸大学 2009
[2] 许明. 口译认知过程中“deverbalization”的认知诠释[J]. 中国翻译. 2010(03)
[3] 李忠陈. 中英互译交替传译笔记难易分析及结构符号设计教学解决方法初探[D]. 上海外国语大学 2009
[4] 刁洪. 交替传译中停顿现象的减少策略[D]. 四川外语学院 2011
[5] 何爱香. 交替传译笔记[D]. 厦门大学 2006
[6] 侯海强. 交替传译笔记在不同阶段的规律及成因[D]. 对外经济贸易大学 2007
[7] 易引. 探索汉英交替传译中译语时间过长的原因[D]. 上海外国语大学 2012
[8] 孙晓芳. 《自传:那些只向朋友讲述的事》(2-4章)翻译报告[D]. 河南大学 2014
[9] 郭婷婷. 《旧径漫行》(第十至十一章)翻译报告[D]. 河南大学 2014
[10] 李素奎. 《驯马记》(第一章、第二章节选)翻译报告[D]. 河南大学 2014
[11] 武微. 交替传译的特点与策略对译者要求探析[D]. 辽宁师范大学 2013
[12] 潘梦云. 房地产董事长年会致辞交替传译实践报告[D]. 河北师范大学 2013
[13] 熊玮. 交替传译的认知研究及其对口译训练的启示[D]. 武汉理工大学 2004
[14] 赵军峰. 论口译的翻译单位[J]. 中国科技翻译. 2005(02)
[15] 仲伟合. 口译训练:模式、内容、方法[J]. 中国翻译. 2001(02)
[16] 北京市翻译工作者协会编,吕国军主编.口译与口译教学研究[M]. 外语教学与研究出版社, 2005
[17] 李越然. 充分发挥口译的社会功能[J]. 中国翻译. 1987(02)
[18] Gile, the Deverbalization Approach in the Interpreting and Translation Classroom. Forum . 2003
[19] Gentile A,Ozolins U,Vasilakakos Interpreting: A Handbook. Journal of Women s Health . 1996
[20] Larson, Translation. . 1984
[21] Gentile, Interpreting or Not. The Critical Link:Interpreters in the Community . 1995
优秀参考文献范例参考
1. 若是图书:
作者名. 书名[M]. 出版地: 出版社, 出版年: 页码.
[1] Baker, Mona. In Other Words: A Coursebook on Translation[M]. Beijing: Foreign Language
Teaching and Research Press, 2000.
[2] Bell, Roger T. Translation and Translating: Theory and Practice[M]. Beijing: Foreign Language
Teaching and Research Press, 2001.
[3] Nida, Eugene A. & Charles R. Taber. The Theory and Practice of Translation[M]. Shanghai:
Shanghai Foreign Language Education Press, 2004.
[4] 包惠南. 文化语境与语言翻译[M]. 北京: 中国对外翻译出版公司, 2001.
注:有些图书类的'参考文献中,最后的页码并未标出,也就是说在出版年后面就结束了,如上述四例。
2. 若是期刊文章
作者名. 文章名[J]. 期刊名, 出版年(期号): 起止页码.
[5] 陈燕南. 从语域变体看翻译中的误译现象[J]. 广州大学学报(社会科学版), 2007(6):63-65.
[6] 何庆机. 国内功能派翻译理论研究述评[J]. 上海翻译, 2007(4): 16-20.
[7] 焦俊峰, 姚喜明. 《卖花女》语域变异的艺术效果分析[J]. 西安外国语学院学报, 2004(3):25-28.
3. 若是论文集
论文作者名. 文章名[A]. 论文集作者名. 论文集名称[C]. 出版地: 出版社, 出版年. .
[8] Wilson, M. A case study[A]. M. Wilson. Writing Science[C]. London: Longman, 1999.
[9] 郭著章. 语域与翻译[A]. 杨自检, 刘学云. 翻译新论[C]. 武汉: 湖北人民出版社, 1999.
4. 若是报纸
作者. 文章名[N]. 报纸名, 年-月-日(版次).
[10] 叶延芳. 文学翻译: 还是回你原来的家[N]. 中华读书报, 2003-08-27(3).
5. 若是学位论文
作者. 文章名[D]. 单位, 年份.
[11] 林自华. 功能翻译理论及文本类型翻译研究[D]. 东北林业大学,2006.
[12] 杨才英. 英语语篇中人际意义的连贯性[D]. 中国海洋大学, 2003.
简析功能翻译理论对文学翻译的适用度
赖斯的文本类型理论是功能翻译基础理论之一,那么,功能翻译理论对文学翻译的适用度是怎样的?
[论文关键词] 功能理论文学翻译适用度
[论文摘 要] 阐释了功能翻译理论和文学翻译的内容与特点,分别探讨了文学翻译中文本规约、忠诚理论和语义及交际翻译策略的体现,提出了功能理论对文学翻译也具有一定适用度的观点。
1、引言
翻译研究中的功能途径起源于功能语言理论,受到弗斯()和韩礼德 (m. halliday)等人的功能语言学和海姆斯 ()的交际能力论学说的影响。当前,从功能角度研究翻译,可分为微观和宏观两类(张美芳2005)。前者指以英国学者为主从韩礼德的系统功能语言学及语用学为基础的语篇分析学角度入手,用较固定的框架研究语篇功能;后者则是以德国学者为主,从赖斯()的文本类型学、弗米尔()的目的论和诺德()的功能加忠诚理论入手,强调译文在目标语境中的功能及依据不同语篇功能而采取不同的翻译策略。文学文本用形象的语言,塑造艺术形象,反映深邃的历史和浩瀚的社会现实,让读者从中受到感染、熏陶和教育,从而得到美的享受。文学翻译则不仅要译出原文的意义,更要译出其中的感情和韵味。德国功能翻译理论是否适用于文学翻译则是国内外学者争论的焦点。国内部分学者研究认为功能派适用于文学翻译。如陈刚和胡维佳(2004)从功能派角度比较了《红楼梦》中咏蟹诗的两译本;文军、高晓鹰(2003)运用功能理论来阐释了文学翻译批评理念;吴南松(2003)、王小凤(2004)分别探讨了功能翻译理论在文学翻译批评中的适用性。这些研究都表明功能翻译理论同样适用于文学翻译。吕凤仪、何庆机(2009)则从功能派指向性、目的论和功能文本类型学等角度指出功能理论不适合于文学翻译。本文尝试从文学翻译实例出发,分析功能翻译理论对文学翻译的适用度,探讨其是否适用于文学翻译。
2、理论源流与特点
功能翻译理论内容与要点
德国功能翻译理论是指以“侧重功能或文本功能”的视角,研究翻译的各种理论(nord,2001)。其发展大致经历了两个阶段:第一阶段以弗美尔、赖斯和曼特瑞(j. manttari)为代表,分别提出了目的论、文本功能类型学和翻译行为理论;第二阶段核心人物为诺德,提出了功能翻译类型学和忠诚原则。第二阶段中霍恩比(m. hornby)、霍尼(h. honig)、库斯摩尔(p. kussmaul)和阿曼(m. ammann)等也推动了该理论的发展。
文学翻译内容与主要特点
文学作品包括诗歌、小说、散文和戏剧等类型。各类型文学文本又具有其自身文体特征。在翻译时,不仅要译出原文的意义,更要译出其中的感情和韵味,译文语言应该形象、生动、抒情,具有象征性和韵律感等,给人以启迪、陶冶和美感。意境是文学作品的生命,存在于小说、散文、诗歌中。散文的意境是通过对具体事物的描绘,使人产生敬仰、喜爱、感动或憎恨、讨厌之情,从而突出意义,产生意境。诗歌的意境产生有多种因素----讲究节奏、韵脚,讲究用词、句式,要有形象。翻译诗歌时要反映出这些特点,要求译文高度真实,否则便难以传达原诗的新鲜和气势。从功能翻译理论视角看,文学文本是“创造性作品”,属于表情型文本,作者或发送者地位显著,传递信息的形式特别,语言具有美学特点。文学文本的语言具有审美的特点,文本侧重形式,译文的目的在于表现其形式,可采用仿效、忠实原作者的翻译方法(munday 2001)。
3、功能理论与文学翻译例析
文本类型学与文学翻译
赖斯的文本类型理论是功能翻译基础理论之一。按其观点,语言文本类型理论可帮助译者确定特定翻译目的'所需的合适的对等程度。如上文所述,赖斯认为文学文本属表情型,应采用仿效、忠实原作者的翻译方法。散文《匆匆》是朱自清先生的早期作品。先生在充满诗意的语言内表现出了对时光消失的感叹和无奈,字里行间流露出当时青年知识分子的苦闷和忧伤情绪。本文选用张培基教授(译a)与张梦井教授(译b)的译文进行分析,试图说明文本规约对文学翻译的影响。
例1. 标题:“匆匆”
译a:the transient days
译b: days gone by
“transient” 内涵为“暂短的,转瞬即逝的” 而“go by” 为“逝去,过去” 。“匆匆”表达了作者对时光流逝而感到无奈,作标题使用,透出一股文学语言的美感。译a中“transient” 与文中主题意义相符,表达出对短暂的无奈;而译b 中的“go by”体现出的是“时间在逝去”,还有“追悔失去的美好日子”之意,并未体现出作者想表达的“短暂,快”。从译文对比看,由于对原文词义的把握差异,译b的措辞未能表现出表情型文本“审美”的语言特点,所表达的情感不如译a;从翻译方法看,也未能完全“仿效、忠实原作者”,语义产生了偏差。下文再举一例:
例2.我不知道他们给了我多少日子;但我的手确乎是渐渐空虚了。
译a: i don’t know how many days i am entitled to altogether, but my quota of them is undoubtedly wearing away.
译b:i don’t know how many days i have been given, but the in my hands are becoming numbered.
译a中“wear away”表达了“消逝,衰退”之意,是一种形象化的翻译,吻合原文中的“渐渐”二字;而译b的“numbered”表示“时日无多”,用于此有点牵强,作者写此文时年仅二三十岁,用“时日无多”来形容似有不妥,也失去了原文“渐渐”一词的意味。因此,对于文学作品的翻译,从文本规约考虑应注重其语言的感染力与艺术性,从词义上再现原作情感,体现出其“审美的”语言特点。
功能加忠诚与文学翻译
功能加忠诚理论的核心为“翻译纲要、原文分析及对翻译问题的分类”(张美芳2005)。“翻译纲要”指翻译委托人对翻译提出的要求。理想的翻译纲要含有译文的预期功能、读者、传播媒介、出版时间和地点等。原文分析为译者提供决定依据:1)翻译任务是否可行,2)原文中的信息哪些与译文功能相关,3)采用何种翻译策略。翻译问题主要为语用、文化、语言和文本方面的问题,处理时应采用自上而下的方式。分析翻译问题的目的是根据不同的问题采取不同的翻译措施,但在整个过程中,翻译功能始终是考虑的焦点(诺德2001)。
翻译策略与文学翻译
纽马克(p. newmark)是英国翻译界元老,其特别钟情于德国功能语言学家卡尔.布勒的语言功能“工具论模式”,提出语义翻译与交际翻译,也是根据语言的功能、文本的目的制定的翻译策略。语义翻译的目的在于解读原作者的思想过程,强调译文的信息型,交际翻译旨在解读原作者的意图,注重译文的效果性。在文学翻译中时常面临“直译/意译”、“归化/异化”这样的两难,从功能角度入手,考虑语义翻译与交际翻译则可避免生硬的“两分法”。
4、结语
综上所述,功能翻译理论不仅在应用翻译领域具有较强的适用性,也能够解释文学翻译中出现特定问题。不可否认,文学翻译具有复杂性,其翻译策略具有多重考虑,功能理论的规定性研究方法和分类有时难以全面而有力地解释复杂的文学翻译现象,但功能理论的出现为文学翻译提供了一条途径,其对文学翻译研究也具有一定的适用度。
参考文献:
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[2]nord, christiane. translating as a purposeful activity. shanghai: shanghai foreign language education press, 2001.
[3]何庆机. 国内功能派翻译理论研究述评[j].上海翻译,2007(4):16-20.
[4]吕凤仪,何庆机.德国“功能派”翻译理论对文学翻译适用性的学理研究[j].浙江理工大学学报,2009(3):471-474.
[5] 张美芳.翻译研究的功能途径[j].上海:上海外语教育出版社,2005.
[6] 张培基.英译中国现代散文选[m].上海:上海外语教育出版社,2007.
英语的论文题名一般不应是陈述句,因为题名主要起标示作用,而陈述句容易使题名具有判断式的语义。为此以下是我为大家整理的关于的内容,一起来看看吧! 一 on Translation of Trade Marks and Culture 商标翻译与文化研究 Social and Cultural Factors in Translation Practice 影响翻译实践的社会和文化因素 the Translation of English Idioms 论英语习语的翻译 on Features and Translation of English Idioms 英语习语翻译特点研究 parison and Translation of Chinese and English Idioms 中英习语翻译与比较 on Loyalty in English-Chinese Translation 中英互译的忠实性研究 Equivalence in Translation 翻译中的文化对等性研究 Translation and the Important of it 文学翻译与重要性研究 the Du Fu’s Poems Translation 论杜甫的诗词翻译 Analysis of Techniques for Learning a Foreign Language Through Translation 通过翻译学习外语的技巧分析 11.中英颜色词的文化差异及翻译 Cultural Differences and Translation in Chinese and English Color words 翻译中不可译性的文化阐释 Cultural Perspective on Untranslatability 中英动物文化内涵的不同及翻译 Connotation and Translation in Chinese and English Animals 浅论翻译中的译者主体性发挥的度 Degree of Translators Subjectivity in Translation 修辞策略在广告英语中的效用探究 Probe of the Effect of Rhetorical Devices in English Advertisement Analysis of the English Translation of the Information about Scenic Spots in Wuhan 武汉旅游景点资料的英译错误分析 Most Favorable Method for Translating Foreign Words into Chinese 音意兼译外来词中译之首选方法 Tentative Study on the Cohesion and Coherence in Sun Zhili’s Chinese Translation of Pride and Prejudice 浅论《傲慢与偏见》孙致礼中译本的衔接与连贯 Translation of Attributive Clauses in English for Science and Technology 科技英语中定语从句的汉译 Titles and Their TranslationA cross-cultural perspective 从跨文化角度分析电影片名及其翻译 Expressions on Public Signs from Chinese into English 汉语公示语英译 22.论文化差异与翻译 Cultural differences and translation 23.商标名的翻译原则与品牌文化 The Translation Principle of Brand Names and Brand Culture 24.英文电影片名的翻译策略与翻译方法研究 On Translation of English Film Names 25.意美、音美、形美--英文商标的汉译 Beauty in Sense, Sound and Form--On Translation of English Trademarks into Chinese 26.中文商标英译探 On the Translation of Trademarks from Chinese into English 二 1. 商务英语函电翻译技巧 2. 论文化因素对英汉翻译的影响 3. 浅谈商务英语写作时避免修饰语错位的方法 4. 商务英语的特点及翻译技巧 5. 商务函电翻译的用词技巧 6. 商标名称的翻译与策略 7. 汉语中新词汇的翻译技巧 8. 如何翻译好日常商务文书 9. 商务英语信函的语体分析 10. 浅谈商务信函的文体特征 11. 英语商务信函和合同中被动语态的语用意义及其翻译 12. 商务英语汉英翻译中从句的运用技巧 13. 论跨文化因素对商业广告英语翻译的影响 14. 跨文化商务交际中的语言和非语言因素 15. 浅谈英语告示语的语言特色与翻译 16. 商务英语函电翻译技巧 17. 论文化因素对英汉翻译的影响 18. 浅谈商务英语写作时避免修饰语错位的方法 19. 商务英语的特点及翻译技巧 20. 商务函电翻译的用词技巧 21. 商标名称的翻译与策略 22. 汉语中新词汇的翻译技巧 23. 如何翻译好日常商务文书 24. 商务英语信函的语体分析 25. 浅谈商务信函的文体特征 26. 英语商务信函和合同中被动语态的语用意义及其翻译 27. 商务英语汉英翻译中从句的运用技巧 28. 论跨文化因素对商业广告英语翻译的影响 29. 跨文化商务交际中的语言和非语言因素 30. 浅谈英语告示语的语言特色与翻译 三 1、 文化差异与英汉习语翻译 2、 浅析《虞美人•春花秋月何时了》的三种英译 3、 浅谈如何综合选用直译和意译 4、 中国特色新词的英译 5、 汉语成语的英译技巧探索 6、 英语习语的翻译技巧 7、 张扬中国文化,让世界了解中国---汉英翻译中的“求同存异”原则 8、汉英颜色词对比研究 9、广告翻译技巧 10、英语习语翻译技巧 11、从“三美”原则来谈诗歌翻译 12、浅谈直译与意译
1.解读英语长句的翻译密码2.基于关联理论的对英汉、汉英翻译的本质探讨3.浅析大学英语中翻译能力的提高策略4.外贸买卖合同中从句的翻译
商务英语翻译论文选题方向参考:
1、文本类型理论与商务英语翻译。
2、论项目教学法在高职商务英语翻译课程中的应用。
3、“翻译目的论”下商务英语翻译的特点。
4、从认知角度看商务英语翻译偏差。
5、高职商务英语翻译教学新方法。
6、商务英语翻译中的商务特征再现研究。
7、基于功能翻译理论的商务英语翻译研究。
8、奈达"等值"理论于商务英语翻译中的理解和应用。
9、商务英语翻译教程。
10、WORKSHOP在高职商务英语翻译课堂中的运用。
11、任务型教学法在《商务英语翻译》教学中的运用。
12、论商务英语翻译中的文化差异。
13、基于功能翻译理论的商务英语翻译教学。
14、“信”和“达”在商务英语翻译中的新探。
15、案例教学法在商务英语翻译教学中的应用。
16、国内商务英语翻译研究综述。
17、等值理论在商务英语翻译中的应用。
18、高职商务英语翻译课程“教学做一体”教学模式探索。
19、项目课程模式下商务英语翻译教学改革探析。
20、商务英语翻译准确性的六个"限定"。
选题的技巧
1、注重创新意识
树立学术创新意识是选题的根本。创新是科研工作的灵魂,其关键是学术思想的创新。创新无国界,即所选的课题是前人或他人尚未进行的,但在研究生阶段,这一点很难做到。
研究生学习期间,应从“继承性发展”着眼,把视线瞄准那些前人或他人曾经做过的研究,在此基础上提出新问题或新理论,深入研究使该课题有新的发展与补充。另外,有些课题虽然国外已有过较多的研究报道,但在国内尚属空白领域,也可作为研究生选题的切人点。
2、难度因人而异
研究生自身的性格特征及水平亦参差不齐,无论是基础知识、创新意识,还是科研作风、实际操作能力都有较大差异。由于对博士和硕士研究生培养要求的差异,选题的立足点也应不同。因此,选题也要因人而异,做到具体问题具体分析。对那些思维比较活跃、动手能力较强的研究生,宜选择创新成分多、难度较大的题目。
3、师生知识互补
21世纪是一个知识信息爆炸的时代,在浩如烟海的文献资料中,导师所掌握的信息毕竟有限,而研究生年富力强、思维活跃,其所学、所思往往可作为对研究课题的重要补充。因此,要强化师生之间的学术交流,互相学习,取长补短,教学相长。
Advantages and Disadvantages of the InternetNowadays, the Internet is playing a more and more important role in people’s daily life. However, people’s opinions are still divided on this point. Those who are in favor of the Internet claim that it has a lot of advantages. Firstly, information searching is no longer a tough job with the help of all kinds of search engines. Secondly, we can contact friends or business partners via e-mails or software such as Internet Meeting and Yahoo Messenger. Last but not least, we can take part in groups or mailing lists to talk with friends of the same interest. Those who are opposed to the Internet hold that disadvantages are many. In the first place, the Internet costs considerable time, money and energy especially for those with less self-control. In the second place, surfing on the Internet for a long time harms the eyes a lot. Finally, more and more young people are indulged in online games, Internet chat and even pornography, which are extremely harmful to their future in all, we can safely come to the conclusion that the pros outweigh the cons. The past twenty years witnessed the fast development of the Internet along with national economy. A brighter future is awaiting us if we make good use of the Internet.网络的利与弊 如今,在人们的生活中网络已经成为越来越不可或缺的东西了。然而在网络的利与弊这一问题上,人们出现了分歧。 那些支持网络出现的人们认为网络拥有许多益处。首先,通过网络搜索引擎,信息搜索已经不再是一份棘手的工作了。其次,我们可以通过电子邮件或者一些软件联系我们的朋友或者是商业伙伴。最后,我们可以参加一些群组或者讨论组之中,和那些有着共同兴趣爱好的朋友们进行讨论。 那些反对网络的人同样也认为网络有许多弊端。首先,网络花费了人们大量的时间、金钱以及精力,尤其是对于那些缺乏自制力的人来说。其次,长时间的网上冲浪有害眼睛。最后,越来越多的年轻人沉迷于网络游戏,网上聊天,甚至一些色情的东西,这对他们将来的发展非常有害。 总之,我们可以得出结论,网络的益处大于弊端。过去的二十年见证了网络随着国家经济的发展而快速进步。如果我们更好地利用网络,会有一个更好的未来正在前方等着我们。这可真是自己手动给你一字一句翻译的啊,多少应该再追加点分吧!~~
A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common: 1. Shared Space: the world allows many users to participate at once. 2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments. 3. Immediacy: interaction takes place in real time. 4. Interactivity: the world allows users to alter, develop, build, or submit customized content. 5. Persistence: the world's existence continues regardless of whether individual users are logged in. 6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc. --------------------------------------------------------------------------------Virtual worlds have been created for many different purposes. The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing Game." But virtual worlds have also been built for purposes other than gaming. 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 events. 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 worlds. Examples include Everquest, Lineage 2, and World of Warcraft. While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming mold. Fortunately there are many other great sites that contain comprehensive lists of commercial gaming worlds. Here are a few: 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 gaming. These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat rooms. 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 apartment. Social worlds tend to use settings based on idealized versions of reality. Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of topics. EducationSome virtual worlds have been created for educational purposes. In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by corporations. 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 courses. Active Worlds Educational Universe is one of the oldest and largest networks of educational worlds. Adobe Atmosphere is also being used to build virtual worlds for educational purposes. A great example of a corporate-sponsored educational world is Mokitown. Political ExpressionVirtual worlds can serve as forums for political expression and debate. 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 communities. A great example of a virtual world with a political focus is AgoraXchange. Military TrainingVirtual world technologies are also being used in some interesting ways by the . military. 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 simulations. And this is just the beginning. 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 them. 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 them. 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 before. In either case, welcome and enjoy the site. -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. 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 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 degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based concept of virtual worlds predates computers and could be traced in some sense to Pliny.[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. 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 device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. 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 inspiration.[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 first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. 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 War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (, 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 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 specific. 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 world. 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 city. 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 world.[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 day. All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game 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 roles. 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 shared. 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 permitted.[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 porous. 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 world.[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 playing. The term magic circle has been used to describe the imaginary barrier between the virtual world and the real world. 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 value. 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 , making this unit of virtual currency of higher value than the Yen or the 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 born. Places which have their own world, their own rules, topics, jokes, members, etc... 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 things. Some users develop a double personality depending on which world they are interacting with. Depending on whether that person is in the real or virtual world can impact on the way they think and act. 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 other. Best examples are instant messaging and visio-conferences which allow people to create their own virtual world. 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 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 behaviour. People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing it. Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for days. They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video games. 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 charisma. The example of Second Life is totally unique because players develop communities and businesses in this game. 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 world. 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 personality.
Computer network technology and the rapid development of information technology, the impact of rapid spread to the education sector, as a database of information resources, distance learning and new ways of supporting learning environment, the role of the Internet more and more attention to the education sector. Both education experts, scholars and the wave of exposure to educational reform for teachers and students are trying a new web-based educational philosophy, teaching methods and learning styles. Teaching Website is in this context bred and produced. Teaching is both a network of educational information resource site an important part, but also a new type of education, learning support platform. Teaching site is the use of modern network technology to build up, has a teaching function of the website the birth of teaching sites and teaching web site design came into being, business website design and analysis of theoretical guidance in the design of commercial websites which is particularly important points, from the point of commercial website design and surface visual cents psychological factors Use, and commercial site design psychological factors in the use of color vision, business website in today's network is relatively common, commerce dynamic Web site design principles and the principles of interaction, business website, use of visual process of psychological factors are also important , There are three-dimensional page and the details of the deal, commercial web interface more clearly the design and web: design ,visual psychological factors,constituent elements,Visual process
下载个词霸就行了
奈达的“功能对等”理论浅析“功能对等”理论 从多角度对翻译进行研究,为翻译研究提供了新方法,但因 过于强调译文的交际性和可懂性导致该理论的局限性。
奈达的“功能对等”理论是其翻译理论体系的核心,以读者反映论作为译文判断的标准,即是译文读者对译文的反应与原文读者对原文的反应对等。“功能对等”理论从多角度对翻译进行研究,为翻译研究提供了新方法,但因过于强调译文的交际性和可懂性导致该理论的局限性。
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电影《纳尼亚传奇:黎明踏浪号》字幕的汉译分析
个人英雄主义视角下布鲁斯·韦恩的分析
冰山理论在《一个干净明亮的地方》中的运用
《爱丽丝漫游奇境记》两个中文译本的对比分析
功能对等理论视角下的《越狱》字幕英汉翻译研究
从合作原则的视角分析TED演讲中的幽默
《宠物公墓》的哥特式特征研究
《生死疲劳》中的隐喻英译技巧
英语专业四级语法选择题效度研究——以2004年至2013年英语专业四级考试中的语法选择题为例
从会话原则看《生活大爆炸》中的幽默表达
从跨文化交际看中西方数字文化的差异
《夜色温柔》中“美国梦”的幻灭
《追风筝的人》中阿米尔的懦弱性格
1. A Brief Comment on Shakespeare’s The Merchant of Venice 2. Hamlet: His Characters as a Humanist 5. On the Structure of Dickens’s Hard Times 6. Jane Austen’s Art of Irony and Its Rhetoric Effects7. Appreciation of Literary Language of Pride and Prejudice8. An Character Analysis of the Heroine of Emma
翻译方向论文的提纲怎么写
四、旅游英语翻译中需注意的问题
1.语言差异及文化差异、缺失
在旅游英语翻译过程中,语言及文化差异不容忽视.由于不同国家语言、风俗、兴趣等不尽相同,因此这些在旅游英语翻译中应该特别注意.就在语言差异方面来说,一旦将其忽视的就会产生所谓的中式英语.这样不免有些大跌眼镜.文化上的差异和缺失也是翻译时候必须重视的问题,这会直接影响外国游客对旅游景点的理解认识.
2.切忌逐字直译
有的景点资料翻译只是停留在按文字表面意义上,而对其深层历史含义不闻不问,或者对相关知识一窍不通,结果翻译出来的资料效果可想而知,不仅仅是使外国游客对景点产生错误理解,而且还影响到我国景点形象.这种逐字翻译闹出的笑话数不胜数,不止会让外国游客啼笑皆非,甚至对我国形象都抹了黑.
五、总结
就旅游本身而言,它是一种文化交流.外来游客来我国游玩,不仅能够领略优美的风光,而且可以感受我泱泱中华古老而神秘的.文化.作为民族文化的一种载体,旅游英语的翻译承载着不同历史、不同民族、不同语言文化信息的传播,这决定了旅游翻译工作的跨文化性,是传播文化的介质.对于旅游工作者来说,拥有深厚的英语功底,能够灵活恰当的运用旅游英语翻译技巧是必须具备的工作能力,减少信息缺失和文化误导,使游客玩的更轻松更愉悦,对我国旅游业乃至我国文化的传播都有着至关重要的作用.
参考文献:
[1]陈伟.旅游英语与其翻译策略[J].商情(财经研究),2008;3
[2]魏三军,邓艳.对我国旅游英语翻译的问题探讨[J].外语学刊,2008;5
[3]吴伟雄,方汉泉.实用英语翻译技巧.昆明:云南人民出版社,1997;72
一.关于本专业毕业论文的选题
英语专业本科生毕业论文选题可以在三个大的方向中进行,即英语文学,语言学和翻译学。各个大方向中又可以选择小的方向,具体解释如下:
1.英语文学:选择英语文学的毕业论文选题可以从三个方向进行:国别文学研究、文学批评理论研究和比较文学研究。
在进行国别文学研究选题时,一般选取英国文学或美国文学中的某一经典作家(如海明威),某一经典作品(如《双城记》),某一写作手法(如象征手法的运用)或某一文学思潮(如浪漫主义运动)作深入研究。但在选择作家或作品时最好选择在文学史上作为经典的作家或作品。有个别流行作家或作品极富盛名,容易引起学生的兴趣,如《飘》或《荆棘鸟》,学生有强烈愿望选择它们作为研究对象。在不可避免上述情况时,应该尽可能地挖掘作品内在的深刻含义,不能流于肤浅的分析。
文学批评理论的选题一般不太适合英语专业本科生,因为该理论知识的学习在英语专业研究生阶段,本科生一般不具备文学批评理论的知识结构。这个方向的选题可以有关某一文学批评理论,一文学批评术语的阐释或某两种或以上的文学批评理论的比较。
比较文学研究就是将两个以上的作家或作品进行比较。这两个作品或作家可以是同一国别的(如“雪莱与拜伦的诗歌比较”),也可以是不同国别的(如《牡丹亭》与《罗密欧与朱丽叶》)
2.语言学:选择语言学的毕业论文选题可以在两个大的方向进行:普通语言学和应用语言学。
普通语言学的研究就是对于英语语言的任何一个方面的研究,如对一种词性、或一种时态、或拼写、语调等等方面的研究(如“一般现在时及其交际功能”)。
应用语言学包括教学法的研究和其它一些新兴的应用语言学分支的研究。师范专业或本身从事教师职业的学生选择教学法方向的较多。在这个方向选题,也要避免过大范围的选题,而应对一个具体问题进行研究,最重要的是要结合教学实践或实验。这个方向的好的选题有:“个性与英语教学”,“方言对英语学习的影响”等。
3.翻译学:翻译学的选题一般可以在两个方向上进行:翻译理论以及翻译活动。对翻译理论的研究就是探讨某一种翻译理论等等。相比之下,对翻译活动的研究更多一些,这些选题可以是对一种语言现象的翻译、或一种修辞格的翻译的研究(如“汉语成语的英译”)。应该注意的是,在对翻译活动作研究时,往往需要某种翻译理论支撑,总结规律,并对这一活动作出评价,要避免仅仅时例子的罗列。
二.英语专业毕业论文格式要求
学位论文包括前置、主体、附录等三个部分。
(一)前置
1.英文封面:由论文英文题目、解释、作者、指导老师姓名和职称、时间组成。
2.目录:由论文的中、英文摘要、篇、章、条、款以及参考书目、附录等序号、题名和页码组成,排在英文封面之后另页。
3.中、英文内容摘要:摘要是论文的内容不加注释和评论的简短陈述,宜以最简洁的语言介绍论文的概要、作者的突出论点、新见解或创造性成果以及实验方法、数据或结论,是一篇完整的短文,可以独立使用,中文摘要一般在200字左右
英语论文提纲 范文
英语论文提纲怎样写呢?下面是我分享的英语论文提纲范文,欢迎大家阅读,也希望英语论文提纲范文能够帮助同学们顺利开展论文的撰写。
一、 title
from a new woman to a victim
二、 introduction
in china, the position of women becomes higher and higher, but discrimination and violence are existed all the same. there are a lot of women who have the same experience with desdemona. the intention of this study is to tell the importance of women’s independence in this modern society.
my attention was first directed to introduce desdemona and the good points of her character. this is because she is a new woman in the first two acts. then i put much attention on analyzing the reasons of her change. last i pointed out that women in modern society should learn from desdemona and try to be independent. however , the independence is not mean to stand against her husband or her father, but it means to find her own position in the society and establish a positive outlook on life. women should be independent not only from spirit, but also from finance.
三、outline
1 introduction
a brief introduction of othello
a particular introduction of desdemona as a new woman
2 the reasons of turning from a new woman to a victim
a deion of women’s position in the 16th of england
the influence of patriarchy-centered culture
desdemona’s own weakness of her character
3 the impact of desdemona on women in modern society.
social problems on women
the reasons why women should be independent
the new meaning of “independence”
what women should do if they want to be independent
from spirit
from finance
四、conclusion
theory guidance
1 feminism
2 freudian psychology
翻译:
一、标题
从一个新女人到一个受害者
二、介绍
在中国,妇女的地位越来越高,但歧视和暴力都是一样的存在。有很多有经验的女性苔丝狄蒙娜一样。本研究的目的是告诉女性在这个现代社会中的独立性的重要性。
我注意的是首先针对介绍苔丝狄蒙娜和她的性格好点。这是因为她是一个新的女人在前两个行为。然后我就把注意力放在分析她的变化的原因。最后我指出,现代社会中女性应该学会从苔丝狄蒙娜和尝试独立。然而,独立并不意味着要站在她的丈夫或她的父亲,但它意味着在社会中找到自己的位置,并建立一个积极的人生观。女性不仅要从精神上独立,也要从财务上独立。
三、概述
1引言
简要介绍奥赛罗
特别介绍苔丝狄蒙娜作为新女性
2从一个新的女人变成一个受害者的原因
描述一下女人的位置在英格兰第十六
父权中心文化的影响
苔丝狄蒙娜对她自己的性格弱点
3影响她对女性在现代社会中。
女性的个社会问题
女性应该独立的原因
“独立”的新意义
女性应该做什么,如果他们想独立
从精神
财务
四、结论
理论指导
1女性主义
2弗洛伊德心理学
知识扩展:英语毕业论文提纲怎么写?
I 英语毕业论文提纲的写作流程:
1.提纲写作需要先拟定论文标题;
2.根据论文题目写出总论点;
3.结合总论点考虑全篇的整体布局;
论文的整体布局需要充分考虑总论点的叙述顺序,这是论文写作的整体框架。
4.确定论文的`整体布局后再逐步考虑总论点下面的分论点,直至确定论点句;
5.结合段落部署,把相关材料组合起来,以便写作过程中的随用随取;
6.进行全面的检查,对于不必要的内容进行不必要的删减;
II英语毕业论文提纲的注意事项:
1.毕业论文提纲的编写方法:
标题式写法
用简洁的文字凝练出标题,并将这部分内容概括出来。这种写法的好处是简洁明了,一目了然,但是这种方法存在一定的缺陷,作者本人对此非常了解熟悉,但是外人乍看没有眉目,因此,在毕业论文的提纲写作中,很少使用这种方法。
句子式写法
就是用表述完整通畅的句子将所要描述出来的内容进行概括,这种写法更为具体,更为明确,自己了解的同时也能让外人看得懂。因为毕业论文不是针对个人,因此在毕业论文提纲的写作中得到广泛应用。
2.毕业论文提供的修改推敲
毕业论文提纲写好后,需要进行推敲和修改,修改的过程中需要注意以下几点:
题目是否合适;
题目是一篇文章的精华所在,其重要性不容忽视,不合适的论文题目会对接下来的论文写作带来阻碍。
结构是否合理;
合理的结构需要点明主题的基础上围绕主题进行拓展延伸,划分层次和段落,提高文章的逻辑性,检查过渡是否自然,然后进行全局性的把控。
层次是否完善;
提纲的层次必须完善,每个层次必须保证清晰,总论点应该重点突出,序论和结论部分应该简明扼要。本论是全文的重点,是需要集中精力写的一部分,因此,提纲应该罗列地详细一点,层层深入,体现总论和分论的巧妙融合。
英语专业的毕业论文提纲模板2017
英语专业的毕业论文提纲的模板是怎样的呢?英语专业的毕业论文提纲的目的和意义是什么呢?下面是我分享的英语专业的毕业论文提纲的模板,欢迎阅读!
一、目的和意义
英语专业的毕业论文写作是完成本科教学计划、实现本科培养目标的重要阶段;是对学生的英语实践技能、英语语言知识、经贸英语知识以及其他相关学科知识、全面素质、研究与创新能力进行检验考核的重要手段;是学生学士学位资格认证的重要依据;是衡量、评估英语专业教学质量与水平的重要内容之一。
二、选题原则
毕业论文选题应从本专业培养目标的要求出发,结合学科发展的动态和研究现状,尽可能使其具有发展与创新的空间,从而有利于巩固和拓宽学生的知识面,有利于对学生进行科研能力基本训练以及独立工作能力的培养。
毕业论文属于研究性论文,讲求一定的学术性,但其要求与目的有别于刊于学术杂志的学术论文,因而为确保学生在教学计划规定的时间内,在教师指导下完成所要求的工作,选题应遵循如下基本原则:
1、选题须符合教学大纲的基本要求和人才培养的基本规格,须体现专业训练的基本内容,须与所学的专业知识相衔接。
2、选题须充分考虑学生的语言能力、知识构成和专业兴趣。
3、选题的类型应多种多样,力求有益于学生综合运用多学科的理论知识与技能,有利于培养学生独立工作的能力。
4、选题须考虑完成的工作量与所需的时间应符合教学计划的要求,内容既要有探索、钻研的余地,又要考虑完成的可能性。工作量原则上应控制在经过努力能够在规定的时间内完成规定任务的范围内,以保证教学任务的完成。
三、类型及基本要求
英语专业毕业论文依据学术性质和类型不同应符合如下要求:
1、语言及语言学研究类论文
就本科毕业论文而言,纯语言研究无论在理论知识的储备上,还是在语料的收集上都有很大难度,不宜提倡。此类论文可以在语言结构(语音、语法、词汇、语篇等),语言运用(独特的语言现象、语言手段、语言变化等),语言文化(文化对语言理解、使用和学习的影响等),两种语言对比等领域进行应用性的研究。应用性研究的重点在于如何运用现有的知识提出、分析、论证或解决在实践中出现的各种新问题,做出有参考或应用价值的结论。
2、文学评论类论文
此类论文应建立在对所评述的对象,尤其是文学文本的正确理解、解读的基础上,通过具体、细致、深入的分析与研究提出令人信服的、言之成理的结论。论文的形式可以是作家论、文学思潮或流派论、断代文学史论、文学批评介绍等。文学评论可采用不同的方法进行,如社会历史学的、美学与诗学的,也可以是比较的、文化学的方法。无论哪一种方法,都要求学生运用唯物主义与历史唯物主义的学术思想,要求以中国读者的评论视角与立场,进行具有一定新意的'探讨。
3、翻译研究类论文
此类论文可以是纯理论的研究,或具体翻译技巧的研究,或翻译与文化的关系(或与其他学科的关系)的研究,也可以由学生对名家名译做对比性研究,另加对作品本身的评述,对某一翻译理论或技巧进行阐述。
4、语言教学研究类论文
此类研究属交叉学科的研究,涉及语言学、心理语言学、社会语言学、教育学及教学法等,是一个十分广泛的研究领域。其研究范围包括语言研究(教师语言及学习者语言研究),教学方法与技巧研究,课堂教学管理策略研究,学生个体差异研究,影响教学效果的外部条件研究,教育技术的使用与开发研究,教材的分析与评估研究,测试与评估研究,素质教育与外语教学等。此类研究无论从选题,还是方法,或是研究的过程以及结论都应具有应用的意义和价值,突出对语言教学的指导意义和作用。
5、经贸方向研究类论文
此类论文可以是经济、金融、财会、国际贸易、贸易法规、现代管理学等相关领域的纯理论或实证性研究,可结合所学相关经贸及管理类课程,运用现有的知识提出、分析、论证或解决在实践中出现的各种新问题,作出有参考或应用价值的结论。
四、任务及深度要求
毕业论文的主要内容包括:选题、开题报告、论文提纲、论文撰写、论文答辩等,其具体要求遵照《南京工程学院外语系毕业论文实施方法(试行)》相关规定;论文工作与所学专业知识相关,工作量饱满,满足学生一人一题的要求。论文用英文撰写,具有一定的创新性和应用性,正文篇幅在5,000词以上,参考文献8篇(种)以上。指导教师与学生定期见面,并填写《毕业论文指导记录》。
五、考核办法
毕业论文考核及成绩评定由三部分组成:
1、根据毕业论文撰写过程中学生分析、解决问题能力的表现,论文观点的新颖性,论文结构的合理性,论文论证的逻辑性,英语表达的正确性和地道性,以及学生的工作态度,指导教师给予满分为40分的成绩评定。
2、根据毕业论文的指导思想与方案制订的科学性,论文论据的充分性,论文的创见与突破性,论文的结构、文字表达情况,评阅老师给予满分为20分的成绩评定。
3、根据学生本人对论文工作的总体介绍,毕业论文的质量,答辩中回答问题的正确程度,英语语音、语调的规范性和流畅性,答辩小组给予满分为40分的成绩评定。
六、毕业论文时间分配
序号 内 容 时间(周)
1 完成开题报告及相关参考文献的选定工作 4
2 完成论文初稿的撰写 5
3 完成论文二稿的撰写 2
4 完成论文三稿的撰写并定稿 2
5 毕业论文答辩 1
合 计 14
七、其它说明
外语系毕业论文实行“末位淘汰制”,即综合评定成绩倒数1-3名的学生论文将被判定为不合格,学生无权获得学士学位。
contents
introduction………………………………………………………………1
common historical background……………………………………1
international………………………………………………………1
national…………………………………………………………1
common beliefs of beats and rockers……………………………2
rebellion against conventions……………………………………2
beats in literature………………………………………………2
rockers in music circles………………………………………3
ideologies in between……………………………………………4
beatniks were fed up with their government about
the explanations of why things happened……………………4
their same destiny……………………………………………4
beat culture and rock culture were not accepted by
both capitalist and socialist ideologies………………………5
belief in oriental religion…………………………………………5
beatniks study on chinese buddhism…………………………6
rockers belief in indian buddhism……………………………6
identical lifestyles………………………………………………6
bohemian…………………………………………………………7
beats…………………………………………………………7
rockers………………………………………………………7
madness…………………………………………………………8
the beats regarded modern american life as cruel, selfish,
and impersonal that writers and artists were being driven
to madness……………………………………………………8
rockers were mad enough to drive rockniks crazy on
rock circus spot………………………………………………9
self-indulgent……………………………………………………9
drugs…………………………………………………………9
homosexual…………………………………………………10
4. the same conduct……………………………………………………10
beats of satan and angles………………………………………10
rockers' conduct of the two sides………………………………11
conclusion………………………………………………………………13
Why should we write the thesis?
To write a thesis before graduation is a must for every university graduate.
By writing a thesis, we may get some experience and some basic methods for further theoretical study and research and the ability to solve problems.
It is the reflection of a student’s study in college.
Whether a student has such an ability to write a thesis or to solve problems in his/her field is one basis for a unit to accept him/her or not.
How long should we prepare for writing a thesis?One year or so
What do we need when we write a thesis?
Firstly, for English major, most important of all, it is English knowledge and ability that based on your language skills, especially writing skill and grammar knowledge.
Secondly, the way of writing is also important.
A good title, some good ideas to support thesis statement, right language and standard format are what we need.
The language style is something that we should pay much attention to, for example:
Wording: we prefer big word to small one;
Sentence: Long sentences are quite expectable.
How do we write a thesis? How many steps should we follow?
Generally speaking, when we write a thesis, we follow 10 steps:
1. Choose a subject: that is, what you are going to write about. For English major, we may apply:
2. Choose a title/Title a paper;
3. Collect materials for reference in writing;
4. Analyze the collected materials;
5. Sort out the data and arguments;
6. List references;
7. Make up an outline;
8. 1—3 drafts;
9. Proofread;
10. The last version.
What subjects may we choose to write?
English and American Literature
The Practice and Theory of Translation
English Language
English Linguistics
English Grammar
English Phonetics
English Lexicology
English Rhetoric
Language and Culture
ELT Methodology
Teaching English in Middle School
English Teaching Research and Survey
The History of… (All mentioned above)