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互联网与物流的英文论文参考文献

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互联网与物流的英文论文参考文献

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E-business environment under the logistics and distributionAbstract: e-commerce under the logistics and distribution will help reduce production business inventories and accelerate capital turnover, enhance logistics efficiency and reduce logistics costs, and stimulate the social needs and is conducive to the whole community's macro-control and promote the healthy operation of the market economy and electronic Business to develop in depth. Key words: e-commerce distributionFirst, China's development of logistics distribution E-commerce logistics entity is the core issue of the distribution items. China, as a developing country, the logistics industry to its late start, low level, the introduction of e-commerce, e-commerce did not have to support the activities of the modern logistics level. However, since e-commerce in China to settle down, people did not stop distribution of the discussion. At present, China mainly three types of e-commerce distribution model, is a full distribution system, that is, the domestic Internet-based, to various regions of the country's logistics system has been linked by agreement, a comprehensive distribution network for the entire process straight . The second category is a regional system of a single business model. Partial to the original business of a single regional distribution site for the base and be integrated, similar to a single business to business services, computer networking, the entire system of networking, and automated management. The third category is professional distribution system of the model. Such as postal communications, railway transport, air, water, Qiyun and other departments have been the perfect use of the national transport network resources to carry out specialized distribution. From across the country, China has long been subject to the impact of the planned economy, low levels of social logistics, logistics management system confusion, the existing three categories of e-commerce distribution model is not yet ripe, efficiency is not high, but in the red. Therefore, the need for China's economic development, enterprise reform and development of e-commerce logistics and distribution, learn from developed countries through the road and experience from China in 1992 began a logistics distribution center of the experimental work. In 1996 the Internal Trade issued "on strengthening the commercial development of logistics distribution center construction work of the notice," pointed out the development and construction of logistics distribution center the importance of the proposed development and construction of the guiding ideology and principle, put forward the "mechanisms and intensive Management, improve the function of the development of the logistics and enhance strength "of the reform and development principles, to establish modern logistics distribution center to change the social construction of logistics distribution centers, the development of modern network as the main direction. Second, China's logistics and distribution patterns and problems of At present, China's increased the number of e-commerce sites, transactions involving goods of daily necessities and other non-consumables, and on its e-commerce distribution model, can be divided into three types, namely operating BtoB (business to business) business model, BtoC (Business to consumers) model and the virtual logistics company model, in practice, although these three models get the recognition and application of common, but in e-commerce and distribution of convergence and optimal operation, there are still many problems, reflected in concrete : China's current social low level of information networks, network infrastructure is relatively weak, especially as e-commerce platform for the delivery and billing infrastructure lags behind, the computer penetration rate low rate of Internet users only about 8 percent and are mainly concentrated in major cities , The use of Internet users in the real rate of online shopping less than percent, electronic shopping credit has not been widely recognized. The understanding of the importance of e-commerce logistics enough. Availability of the overall level of enterprise network low ratio of less than Internet companies, logistics enterprise information construction lagged behind, logistics and distribution of specialization, social, electronic, modern low level. There have been serious problems of poor business reputation, late delivery, delivery or do not send the wrong frequent phenomenon. E-commerce logistics infrastructure is not yet perfect, logistics systems theory is not enough, the logistics technology is still very backward, China's logistics workers and practice the theory of modern logistics of the new theories, new technologies, such as integrated supply chain management, third party logistics, automation Warehouse, automatic sorting system, global positioning system (GPS), and so has just contacted. Jidong of the lack of e-commerce and e-commerce technology has practical experience in human resources, in particular the lack of Jidong e-commerce and logistics distribution to understand the innovative spirit of the compound talents. Third, logistics and healthy development of the countermeasure 1. Enhance the degree of information. Distribution of information for performance: the logistics of the database of information collection and code, the logistics of the electronic information processing and computer, the transmission of information and the standardization of real-time logistics information such as the digital storage. Therefore, the bar-code technology, database technology, electronic ordering system, electronic data exchange, radio frequency technology, management information systems, enterprise resource planning, and other advanced management strategy should be in China's logistics and distribution enterprises to promote use. Information is all modern technology and management tools of the foundation, only to achieve distribution of information can take up to the era of e-commerce distribution industry and historic task. 2. Improve the logistics management system, improve service quality. Internet shopping for the delivery time is too long and has yet to supply the phenomenon as e-commerce company in order to better serve customers, suppliers and customers should be strengthened between the exchange of information and feedback. This will save users to order processing fees, users can also save time and gradually raise awareness of online shopping sense of trust, making good steady development of e-commerce. 3. Distribution lower prices. China's large-scale development of e-commerce online shopping has been difficult, logistics and distribution costs high, especially in the type of Internet transactions, for each client to achieve door-to-door is the high cost, we must work hard to reduce costs, e-commerce solution Logistics and distribution companies and distribution services among enterprises in the prices of contradictions. 4. Perfect laws and policies. E-commerce for the logistics and distribution problems, the relevant government departments should actively study the characteristics of e-commerce, the rapid development of targeted laws, regulations and policies to regulate e-commerce activities, enterprises and consumers in general to increase the confidence of e-commerce Flu. 5. Actively developing third-party logistics enterprises. "TPL" refers to the logistics business from the supply side and demand-side beyond the completion of a third party, in a sense that it is a form of logistics professionalism, "third-party logistics" in logistics management experience, Talent, technology, philosophy and other areas have certain advantages, the e-commerce transactions in both supply and demand of all the logistics activities of agent credentials, well-funded third-party logistics, the logistics can take full advantage of modern technology, is built on the foundation of modern information network technology On the logistics management software to ensure that customers at any time and any place check of goods and provision of supporting services, e-commerce transactions between the parties involved in the logistics can be entrusted to professional logistics enterprises, concentrate on developing the electronics market and business efficiency of the e-commerce BtoB transactions. The establishment of a national logistics public information platform, the development of 4PL. 4PL is a supply chain integrator, mobilization and management organizations and their complementarity of the service provider's resources, capacity and technology to provide an integrated supply chain solutions. Clearly, 4PL must meet three conditions: not the interests of the logistics side, to achieve information sharing, the ability to integrate all the logistics resources. And really meet these conditions, only a virtual network of platforms, and this is the logistics and public information platform. It provides comprehensive supply chain solutions to social integration of logistics resources, enhance the country's logistics industry integrated collaborative capabilities.电子商务环境下的物流配送摘要:电子商务下的物流配送既有利于减少生产企业库存,加速资金周转,提高物流效率,降低物流成本,又刺激了社会需求,有利于整个社会的宏观调控,促进市场经济的健康运行及电子商务向纵深发展。关键词:电子商务 物流 配送一、我国物流配送发展概况 电子商务物流的核心问题是实体物品的配送。我国作为一个发展中国家,物流业起步较晚,水平低,在引进电子商务时,并不具备能够支持电子商务活动的现代化物流水平。但自从电子商务在中国落户,人们就没有停止对物流配送问题的讨论。目前,我国主要有三类电子商务物流配送模式,一类是全程物流配送系统,即以国内互联网为基础,把全国各地区已有的物流系统通过协议联系起来,形成全方位的全程直投配送网。第二类是区域性单一业务系统改造模式。以原有局部区域性单一业务的配送站点为基础,并加以集成,把单一业务改为同类业务服务,通过计算机联网,实现整个系统的网络化、自动化管理。第三类是专业化配送系统改造模式。如邮政通讯、铁运、空运、水运、汽运等部门利用已有的完善的全国性运输网络资源进行专业化配送。从全国范围来看,我国长期以来受计划经济的影响,物流社会化程度低,物流管理体制混乱,已有的三类电子商务物流配送模式还不成熟,效率不高,而且处于亏损状态。因此,针对我国经济发展需要、企业改革及电子商务物流配送发展现状,借鉴发达国家走过的道路和经验,我国从1992年起开始了物流配送中心的试点工作。1996年原国内贸易部发出了《关于加强商业物流配送中心发展建设工作的通知》,指出了发展建设物流配送中心的重要意义,提出发展建设的指导思想和原则,同时提出了“转换机制、集约经营、完善功能、发展物流、增强实力”的改革与发展方针,确定以向现代化物流配送中心转变,建设社会化的物流配送中心,发展现代化网络为主要方向。 二、我国物流配送模式及存在的问题 目前我国电子商务网站数量大增,交易商品涉及日用品及其他非易耗品等,就其电子商务物流配送模式而言,可分为三种类型,分别是经营BtoB(商家对商家)业务的模式、BtoC(商家对消费者)的模式以及虚拟物流公司模式,在实践中这三种模式虽然得到共同的认同与应用,但在电子商务与物流配送的接轨和优化运行上还存在许多问题,具体体现在: 中国目前的社会信息网络化水平低,网络基础设施相对薄弱,特别是作为电子商务平台的传递和结算基础设施滞后,计算机普及率低,网民比率只有8%左右,并主要集中在各大中城市,网民中真正采用网上购物的比率不到,电子购物的信用没有得到广泛认同。 对电子商务物流的重要性认识不够。供货企业网络化整体水平低,上网企业比率不足,物流企业信息化建设滞后,物流配送的专业化、社会化、电子化、现代化程度低。 存在严重的商业信誉差的问题,迟送、送错或不送现象时有发生。 电子商务物流基础尚不完善,物流理论还不够系统,物流技术还很落后,我国物流理论工作者和实践者对现代物流的新理论、新技术,如集成化供应链管理、第三方物流、自动化立体仓库、全自动分拣系统、全球定位系统(GPS)等才刚刚接触。 缺乏既懂电子商务理论和技术又有电子商务实践经验人才,尤其缺乏既懂电子商务又懂物流配送的有创新精神的复合型人才。三、物流配送健康发展的对策 1.提高信息化程度。物流配送信息化表现为:物流信息收集的数据库化和代码化、物流信息处理的电子化和计算机化、信息传递的标准化和实时化、物流信息存储的数字化等。因此,条码技术、数据库技术、电子订货系统、电子数据交换、射频技术、管理信息系统、企业资源计划等先进的管理策略,应在我国的物流配送企业大力推广运用。信息化是一切现代技术和管理手段的基础,只有实现物流配送信息化,才能承担起电子商务时代赋予物流配送业的历史任务。 2.完善物流管理系统功能,提高售后服务质量。针对网上购物出现的送货时间过长以及迟迟没有货源的现象,作为电子商务公司为了能更好的服务于顾客,应加强顾客和供货商之间信息的交流与反馈。这样可以给用户节约订单处理费用,又可以节约用户的时间,逐渐提高人们对网上购物的信任感,使得电子商务良性稳步发展。 3.降低配送服务价格。我国发展电子商务实现大规模的网上购物一直困难重重,物流配送费用偏高,特别是零售型的网上交易,为每个客户实现送货上门是高成本的,必须努力降低成本,解决电子商务公司与物流配送企业之间在配送服务价格方面的矛盾。 4.完善法律政策。针对电子商务物流配送出现的种种问题,政府有关部门应该积极研究电子商务的特点,迅速制定有针对性地法律、法规和政策,以规范电子商务活动,增加企业和广大消费者对电子商务的信任感。 5.积极发展第三方物流企业。“第三方物流”是指物流由商务的供方、需方之外的第三方完成,从某种意义上说它是物流专业化的一种形式,“第三方物流”一般在物流管理经验、人才、技术、理念等方面都具有一定的优势,对电子商务交易中供求双方的所有物流活动进行全权代理,同时第三方物流资金雄厚,可以充分利用现代物流技术,具有建立在现代信息网络技术基础上的物流管理软件,保证客户在任何时间、任何地点查看货物及提供配套的服务,参与电子商务交易的双方可以把物流委托给专业物流企业,专心于电子市场的开拓和商务效率的提高电子商务BtoB交易模式。 建立全国物流公共信息平台,发展第四方物流。第四方物流是一个供应链集成商,它调集和管理组织自己的以及具有互补性的服务提供商的资源、能力和技术,以提供一个综合的供应链解决方案。显然,第四方物流必须满足三个条件:不是物流的利益方、能实现信息共享、有能力整合所有的物流资源。而真正满足这些条件的只有一种虚拟的物流网平台,这就是全国物流公共信息平台。它能提供综合的供应链解决方案,以整合社会物流资源,提高我国物流产业的综合协同能力。

楼上这位的英文文献是google华文文献而来的,很不通顺。。。电子商务环境下物流配送Logistics Distribution under E-business Environment 楼上译成了E-business environment under the logistics and distribution 电子商务环境下的物流配送摘要:本文从阐述电子商务与物流配送的相互关系出发,就如何建立与我国国情发展相适应的物流配送模式,降低物流成本,提高配送效率,解决配送问题进行探讨。 关键词:电子商务;物流配送;第三方物流 在互联网技术的不断发展及全球电子商务大环境的引导下,跨国物流和跨区域物流更加频繁,对物流的需求也更加强烈。但电子商务在我国的发展却具有其不成熟性的特点,物流基础设施及技术水平落后,供应商(或制造商)以及客户之间没有形成供应链,配送效率低下,所以电子商务要在中国继续发展必须解决——"物流瓶颈"。 一、电子商务与物流配送 电子商务是在Internet开放的网络环境下,基于浏览器/服务器的应用方式,实现消费者的网上购物、企业之间的网上交易和在线电子支付的一种新型的交易方式。电子商务与传统商务本质区别,就是它以数字化网络为基础进行商品、货币和服务交易,目的在于减少信息社会的商业中间环节,缩短周期,降低成本,提高经营效率,提高服务质量,使企业有效地参与竞争。 物流配送定位在为电子商务的客户提供服务,根据电子商务的特点,对整个物流配送体系实行统一的信息管理和调度,按照用户订货要求,在物流基地进行理货工作,并将配好的货物送交收货人的一种物流方式。这一先进的、优化的流通方式对流通企业提高服务质量、降低物流成本、优化社会库存配置,从而提高企业的经济效益及社会效益具有重要意义。 二、电子商务环境下的物流配送模式 发展现代物流配送,是转变经济增长方式,促进经济增长由粗放型向集约型转变的需要。过去我国长期实行计划经济体制,几乎每个工业企业都建立了仓库、车队负责包装、运输等业务,大而全、小而全、粗放管理问题比较突出,造成企业原材料和产成品库存过大,占压大量资金;自备仓储和自备运输利用率低,成本过高;销售配送体系不健全,产品实体分配效率不能满足售后和服务要求。市场经济条件下,企业要在激烈的竞争中站稳脚跟,必须集中精力发展其核心业务,对传统的物流管理模式进行改革,提高物流管理的社会化和组织程度,变粗放管理为集约经营,才能使企业真正适应市场经济的发展。 发展现代物流配送,是适应加入WTO,提高企业市场竞争能力的需要。目前世界上大多数地区,约1/3的物流运作是承包给第三方的,发达国家甚至达5-8成。而我国的物流服务行业竞争力很弱,没有形成一定的规模优势和资本优势,服务质量与国外企业相比也存在着很大差距。加入WTO后,根据协议,我国将进一步开放物流服务行业,国外成熟的物流企业会大举进入我国,因此,面对经济全球化趋势和我国加入WTO的挑战,实施物流改造,发展现代物流配送是企业参与竞争,赢得竞争优势的必然选择。 在电子商务条件下,构建我国物流配送体系,可以有以下三种模式:一是电子商务与传统商务共用一套物流系统;二是由电子商务企业组建自己的物流系统;三是电子商务企业将所有的物流业务以外包的形式委托第三方物流企业运作。所谓第三方物流是指根据供应商或销售商的委托,由供应商和销售商以外的第三方负责对物流的中间环节进行有效管理,提供从货源供应到最终商品销售之间的全方位物流服务。鉴于发达国家的成功经验和目前我国物流业的发展状况,我认为,委托第三方物流企业运作是我国电子商务企业最理想的物流模式。其理由如下: (1)物流通常不是大多数的电子商务企业的核心业务,电子商务企业把物流业务运作外包于第三方物流企业,可以把资源集中在自身的核心竞争力业务上,以获取最大的投资回报。 (2)第三方物流企业拥有发达的物流网络和针对不同物流市场的专业能力,包括运输、仓储和其它增值服务,同时第三方物流企业还拥有信息技术,他们与独立的软件供应商结盟或者开发了内部信息系统,这使其能够最大限度地利用运输和分销网络,有效进行跨运输方式的货物追踪。 (3)第三方物流企业具有规模经济优势。由于其可以从运输商那里大批量购买运输能力,然后集中配载许多客户的货物,大幅度降低单位运输成本。 (4)通过“共享租用”模型,多个电子商务企业可以共享分发和售后服务。外包也缓和了内部物流执行并减少建造和装备仓库。内部完成电子物流费用高,耗时多,并且由于不具备第三方的专业技术,许多公司会严重损害花很多时间建立的客户关系。 诚然,第三方物流企业的运作不仅要针对生产厂家能否合理经营并优化库存结构,还要针对客户,保证商品来源于最佳路线,以切实降低物流成本,提高产品附加值,同时真正使客户省钱,省力,省时。 三、我国发展第三方物流应注意的问题 (1)物流业务的范围不断扩大。商业机构和各大公司面对日趋激烈的竞争不得不将主要经理放在核心业务,将运输、仓储等相关业务环节交由更专业的物流企业进行操作,以求节约和高效;同时,物流企业为提高服务质量,也在不断拓宽业务范围,提供配套服务。 (2)提供客户定制的物流服务。很多成功的物流企业根据第一方、第二方的谈判条款,分析比较自理的操作成本和代理费用,灵活运用自理和代理两种方式。 (3)物流产业的发展潜力巨大,具有广阔的发展前景。长期以来,由于受计划经济的影响,我国物流社会化程度低,物流管理混乱,机构多元化,物资、商业、经贸、交通、建设等部门均有各自的物流系统。这种分散的多元化物流格局,导致社会化大生产、专业化流通的集约化经营优势难以发挥,规模经营、规模效益难以实现,设施利用率低,布局不合理,重复建设,资金浪费严重。由于利益冲突及信息不通畅等原因,造成余缺物资不能及时调配,大量物资滞留在流通领域,造成资金沉淀,产生大量库存费用。另外,我国物流企业与物流组织的总体水平低,设备陈旧,损失率大,效率低,运输能力严重不足,形成了瓶颈,制约了物流的发展。 在电子商务飞速发展的21世纪,谁掌握了物流和配送,谁就掌握了市场。建立电子商务模式下的物流配送体系,客观上需要那种放网全国,点指世界超强的物流服务企业。当前,我国的一些传统物流企业(如,中远,中外运等)应积极加大市场调研和开拓力度,加大与跨国公司、大型制造商等行业企业以及与连锁、超市零售行业等的合作,与其建立伙伴关系,为其提供一体化的物流配送服务,并尽快发展电子商务,从而提供高质量的、高水平的电子商务环境下的现代物流配送服务,为我国建立良好的现代配送机制贡献自身的一份力量。 参考文献: 《中国物流与采购》 《我国物流企业如何迎接电子商务》 张铎 《电子商务配送问题浅析》 关洪杰、

物流互联网论文参考文献

物联网毕业论文参考文献推荐

大学生活在不经意间即将结束,毕业论文是每个大学生都必须通过的,毕业论文是一种、有准备的检验大学学习成果的形式,优秀的毕业论文都具备一些什么特点呢?以下是我帮大家整理的物联网毕业论文参考文献,欢迎大家借鉴与参考,希望对大家有所帮助。

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一、我国物流配送中心的发展现状长期以来,由于受计划经济的影响,我国物流社会化程度低,物流管理体制混乱,机构多元化, 导致社会化大生产、专业化流通的集约化经营优势难以发挥,规模经营、规模效益难以实现,设施利用率低,布局不合理,重复建设,资金浪费严重。由于利益冲突及信息不通畅等原因,造成余缺物资不能及时调配,大量物资滞留在流通领域,造成资金沉淀,发生大量库存费用。另外,我国物流企业与物流组织的总体水平低,设备陈旧,损失率大、效率低,运输能力严重不足,形成了“瓶颈”,制约了物流的发展,物流配送明显滞后。商流与物流分割,严重影响了商品经营和规模效益。实践证明,市场经济需要更高程度的组织化、规模化和系统化,迫切需要尽快加强建设具有信息功能的物流配送中心。发展信息化、现代化、社会化的新型物流配送中心是建立和健全社会主义市场经济条件下新型流通体系的重要内容。我国是发展中国家,要借鉴发达国家的经验和利用现代化的设施,但目前还不可能达到发达国家物流配送中心的现代化程度,只能从国情、地区情况、企业情况出发,发展有中国特色的新型物流配送中心。随着电子商务的日益普及,中国的物流配送业一定会按照新型物流配送中心的方向发展。据国家有关部门预测,未来10年全国还计划兴建100个物流中心,以及7个主要交易中心,由此看来,物流业在我国的发展前景将是十分广阔的。2001年3月,国家经贸委、铁道部、交通部、信息产业部、外经贸部和民航总局六部委局联合印发了《关于加快我国现代物流发展的若干意见》。国家计委、国家经贸委联合发布的《当前国家重点鼓励发展的产业、产品和技术目录》中,已把发展物流配送中心列为重点鼓励发展的项目。在中国政府大力发展现代物流业的宏观政策引导下,各地纷纷出台了自己的物流发展规划,把发展现代物流列入了重要议事日程。二、现阶段我国物流配送中心发展的主要问题1.配送中心设施利用率低,发展缓慢长期以来,我国物流配送的基础设施投入较少,发展比较缓慢,尽管近几年也新建了一些较先进的仓储物流设施,但总体上看,我国物流仓储设施仍较陈旧落后,上世纪五六十年代建造的仓库还有较多仍在使用,而且仓储物流设施结构不合理,货场、低档通用库多,适合当前社会要求的冷藏、调温等专用库少。应当加快我国物流配送基础设施的建设和技术改造,鼓励和吸引社会各方投资物流行业,国家也应增加这方面的投入,对物流配送设施的建设给予一些低息或贴息贷款支持。2.配送中心总体配送比率较低,采购成本难以降低从我国现有商业零售企业来看,除了一些中大型、知名的商业企业以外,一般的商业“连锁”企业大多没有建立自己的物流配送中心或利用第三方物流中心。这些企业虽然也建立了一些自己的“连锁”分店,但实际上商店经营的商品并没有做到“统一采购、统一配送、统一结算”,这使得部分商业零售企业的“连锁经营”显得有名无实!而在其他已经建立自己的物流配送中心或利用第三方物流中心实现商品配送的商业企业中,配送中心的效用也未能得到有效发挥,这进而影响到了连锁企业综合采购成本优势的发挥,导致配送中心配送的比率非常低,采购成本难以降低。3.物流的社会化、组织化、专业化程度不高我国物流配送业的发展水平低,还表现在物流配送企业的小和散,社会化、组织化程度低,在物流配送的各环节上衔接配套差,服务功能不完善,能做到“一站式”服务的企业少。生产企业、流通企业和物流储运企业中的“大而全”、“小而全”现象仍然存在。物流企业大多数规模较小,缺乏覆盖面较广的物流配送服务网络。4.现代化程度低、信息化水平不高随着信息技术的快速发展,国际、国内各种商业物流配送中心利用信息技术提升管理水平的企业已经越来越多。例如目前采用较多的信息管理技术包括产品识别条码(BC)、企业资源计划系统(ERP)、管理信息系统(MIS)、电子数据交换系统(EDI)、地理信息系统(GIS)、自动分拣系统(ASS)、柔性物流系统(AGV)、全球定位系统(GPS)、仓库管理系统(WMS)等。从国际国内商业物流配送中心的信息化程度来看,美国的连锁商业配送中心普遍采用了机械化、自动化配合信息系统的整合作业模式,例如电动叉车、传送带、装卸搬运、吊车等机械设施配合各种信息系统的使用,就大大提高了管理效率、节约了人员成本。美国立体化的商业物流中心很多都建有专业通讯网,货物的入库、移动、配装等都通过计算机控制托盘、货架铲车和吊车进行。日本采用的计算机机器人进行物流作业的模式已经广泛存在。相比而言,我国商业物流中心的现代化程度就相对落后了。据零点研究集团的一项调查显示,目前我国实行物流配送的商业企业中,有超过58%的企业至今几乎没有采用过信息技术或信息系统来进行物流作业,而在已经采用信息技术进行物流管理的企业中,72%的企业仍然以传统手工作业为主,信息技术只作为其辅助性的管理手段,例如配送中心内部基本上是手工辅以叉车和托盘作业;到货分拣、商品组配、商品盘点等无专业电子扫描装置;计算机应用仅限于配送中心的事务性管理(例如商品进、销、存、配、送信息的记录与存档等);商业物流信息技术的采用仍然以互联网、仓库管理系统(WMS)、管理信息系统(MIS)等为主,对于供应链管理、企业资源计划的应用还处于起步阶段。三、我国商业物流配送中心发展的基本对策1、加快现代物流基础设施建设,提高整体物流配送能力国家实施“八五”、“九五”计划以来,我国的物流基础设施开始得到显著的发展,例如政府对铁路、公路建设投资力度的加强;各地物流园区建设数量和规模的增加;中重型卡车产销量的上升;现代化物流营运设备的逐渐采用等,这些都标志着我国的物流配送业进入了快速发展期,但相对于我国商业物流配送中心的发展要求来说,目前这些基础设施建设还显得相对滞后。主要表现为区域物流基础设施建设的不平衡,例如我国当前进行西部大开发,这对于我国以及外资商业零售企业来说都是一大发展契机,而西部地区目前的物流基础设施建设显然不能满足连锁企业在当地的物流配送,因此从完善物流基础设施、提高物流配送能力的角度出发,当前需要进一步加快发展主要是西部地区以及其它物流业发展相对缓慢地区的高速公路建设、高速铁路建设;提高城市内部交通的通畅性,减少交通“堵塞”现象;同时加快开发和引进高科技的物流设备,例如集装箱、散装专用船、各种装卸器具、移动运输器具等的进口或生产等,提高商业企业本身物流现代化管理水平,进而从外部发展环境和内部运营硬件方面为我国商业物流配送中心的发展创造条件。2、 大力推动“共同配送中心”的发展目前我国商业物流配送中心的发展,多集中在百货公司、超级市场、大型卖场、折扣店等业态领域。每个商业连锁企业由于各自的主营业态差异较大,因此他们建设配送中心的思路也不完全相同。一般而言,百货公司由于自营商品比重较低,采用第三方物流的可能性较大;超级市场以企业经销或代销商品为主,因此它们选择自建配送中心的可能性较大;当然其它不同业态的物流配送模式都会存在一定差异,但不管是何种零售业态,随着企业门店的不断增加,他们必须考虑的一个问题是:建立自己的物流配送中心、利用第三方物流还是与其它零售企业共建配送中心?在进行配送中心规划决策中,企业往往会遇到这样的问题,企业的连锁门店数量较少,如果自建配送中心投资成本太大,资金流量出现困难;如果利用第三方物流,对于企业长期发展来看也并非一种特别有效的战略,而且会分流企业的利润。从这两个层面进行分析,共建配送中心便是一种既经济能实现利润共享的选择思路!共同配送中心不仅能有效解决企业资金不足的问题,同时也能通过不同零售企业之间的联合增强企业联盟的集团竞争力,对于中小型投资主体而言都是非常有利的一种物流配送模式。3.提高物流配送的社会化、网络化程度。一是大力发展社会化物流服务体系,支持社会化物流企业的发展,提高物流配送的规模化效益。二是提高物流网络化、组织化程度,通过适当方式将物流相关企业组织起来,形成较为完善的物流服务网络。物流企业更要注意网络建设,不断完善网络服务功能。三是充分利用全社会物流配送设施资源,鼓励兼并、重组、联合,优先进行技术改造,尽量避免物流设施的重复建设和资源浪费。4、更新传统观念,为我国物流配送中心发展提供人才保障在推动我国物流配送中心的发展方面,由于受传统观念的影响,人们对于物流配送中心不够重视,因此,多年来我国物流尤其是物流配送中心的理论研究和实践探索都发展较慢。人才已经成为我国物流配送中心建设发展的瓶颈,为改变这种现状,我们首先要从观念上进行更新,同时也要通过具体的行动来引起社会各界对物流配送中心的重视,鼓励社会化物流管理培训工作的开展和推进,学习国际先进的物流管理经验和管理方法;行业协会可以组织国内中大型物流配送企业、商业连锁企业的有关人员进行集中培训和实地考察等,各地区政府部门应投入一定的人力、物力、财力,不断增强全民物流配送中心信息化意识,提高劳动者素质,充分利用各种手段和各种教育途径,建立高素质、专业配套、层次合理的物流配送中心信息化人才队伍。通过高素质物流人才的培养,加快对我国物流配送中心深入研究和实践经验的探索,从而为我国物流配送中心的发展奠定基础。 参考文献:

关于互联网物流论文参考文献

1] 卢云帆. 我国物流信息化状况及启示[J]. 武汉工程大学学报, 2009,(02) . [2] 魏二有. 我国物流信息化发展的现状及对策研究[J]. 物流技术, 2009,(07) . [3] 褚阳. 物流企业信息化现状及对策[J]. 科技信息, 2009,(17) . [4] 王凌峰. 物流信息化是中国企业的唯一出路[J]. 电子商务, 2009,(06) . [5] 杨静. 我国物流信息化发展概况[J]. 内蒙古科技与经济, 2008,(11) . [6] 翁适. 国际物流信息化发展趋势及策略分析[J]. 现代商贸工业, 2009,(13) . [7]物流信息化快速发展受阻[J]. 中国制造业信息化, 2009,(08) . [8] 王煦辉. 我国现代物流信息化问题及对策[J]. 硅谷, 2008,(04) . [9] 李练. 探索中国物流的发展方向[J]. 现代经济信息, 2009,(04) . [10] 银淑秋,刘彬. 危机时代的物流信息化[J]. 物流技术与应用, 2009,(03) .

参考文献如果是网页的话应该按照相关要求进行书写。

网站类参考如下:

1、【格式】[序号]主要责任者.电子文献题名.电子文献出处[电子文献及载体类型标识].或可获得地址,发表或更新日期/引用日期。

2、【21】中科院报告:我国现代物流2007年将保持快速发展,中央政府门户网站,2007年2月24日,这里写具体网址。

3、【22】2006年全国物流运行情况通报,中国仓储与物流网,2007年4月29日,这里写具体网址。

参考文献注意事项:

一、引用文献不宜过于陈旧。文后参考文献的标引,在很大程度上取决于作者学术造诣的程度及对同类文献的检索水平、利用能力。作者在撰写论文的过程中,引用的参考文献较新颖,能反映同行业最新科研动态和学术水平。

二、引用文献类型应呈一定比例。根据相关规定,文后参考文献的类型主要有:专著、论文集、学位论文、报告、连续出版物(期刊)、论文集析出文献、报纸、标准、专利及电子文献等。

与互联网论文参考文献

g.电子文献­[序号]主要责任者.电子文献题名[电子文献及载体类型标识].电子文献的出处或可获得地址,发表或更新日期/引用日期(任选).­[11] 王明亮.关于中国学术期刊标准化数据库系统工程的进展[EB/OL]. .­

若引用网站上的文章,即电子文献,参考文献的格式为:

[序号]主要责任者.电子文献题名[电子文献及载体类型标识].电子文献的出版或获得地址,发表更新日期/引用日期

其中,电子文献及载体类型标识有以下几类:

[J/OL]:网上期刊

[EB/OL]:网上电子公告

[M/CD]:光盘图书

[DB/OL]:网上数据库

[DB/MT]:磁带数据库

例如:

[12]王明亮.关于中国学术期刊标准化数据库系统工程的进展[EB/OL].

[8]万锦.中国大学学报文摘(1983-1993).英文版[DB/CD].北京:中国大百科全书出版社,1996.

扩展资料

根据国家标准GB-3469的规定,通常以下列字母标识以下各种参考文献类型:

1、参考文献类型:专著[M],论文集[C],报纸文章[N],期刊文章[J],学位论文[D],报告[R],标准[S],专利[P],论文集中的析出文献[A]

2、电子文献类型:数据库[DB],计算机[CP],电子公告[EB]

3、电子文献的载体类型:互联网[OL],光盘[CD],磁带[MT],磁盘[DK]

参考资料来源:百度百科-参考文献

您好,据我了解两网互联应用场景参考文献当前物流业与互联网的深度融合,改变了原有的市场环境与业务流程,推动智慧物流不断发展壮大,使智慧物流成为物流业变革的新动力、新路径.互联网发挥了巨大支撑作用,所扩展的物流服务新需求、技术渗透所形成的发展新动力以及催生的新零售商业模式,都成为推动智慧物流发展的积极因素.相应的,智慧物流的发展驱动了物流业运营模式的创新,这种创新既表现在融合共享上的思维创新,也表现在技术、物流绩效目标、组织管理及业务运作流程方面的创新.因此,智慧物流运营模式的创新路径也需要从认识层面、政策层面、平台层面、人才层面和运营层面入手,进而促成物流业更高效化、更智能化的发展格局,希望我的答案对您有帮助

1]中国互联网络中心(CNNIC).第29次中国互联网络发展状况统计报告[R]} 2012年1月.[2]淘宝网.淘宝公告,.[3]百度百科..[4]魏宏.我国B2C电子商务现状及问题分析.标准科学[J]. 2004(8):52-54.[5]黎军,李琼.基于顾客忠诚度B2C的网络营销探.讨中国商贸[J].2011(5) : 34-35.[6]沃德·汉森.网络营销原理[M].北京:华夏出版社,2001:5.[7]Raft } Robert j. &Fishers Marketing Building[J].Quarterly Journalof Economics 2004,9(12): 49-68.[8]戴夫,查菲.网络营销战略、实施与实践[M].机械工业出版社,2006:4.[9]王耀球,万晓.网络营销[M].北京:清华大学出版社,2004 : 2.[10]凌守兴,王利锋.网络营销实务[M].北京:北京大学出版社,2009 : 4.[11]黄深.趋向web3. 0:网络营销的变革及可能[D].浙江大学,2009 : 9.[12]罗汉洋.B2C电子商务模式分析与策略建议[J].情报杂志,2004, 23(2):10-12.[13]中华人民共和国国家统计局.2011年国民经济和社会发展统计公报[R], 2012年2月

互联网论文英文参考文献

这个是因为设置的两边对齐,或者是不允许西文字母中途换行 你可以在word设置中设置一下就好了

一般使用外文文献数据库是需要权限的,如果没有权限,或者学校收录的某数据库权限不够可用文献党下载器(),文献党下载器涵盖海量文献数据库资源,如:1、谷歌学术,免费检索外文文献,同时还可检索到文献的相关信息如:DOI、参考文献、文献来源数据库等,部分文献可直接下载。2、百度学术,和谷歌学术差不多,但百度学术也可检索中文文献,也是部分文献可直接下载。3、sci-hub,免费下载外文文献,网站不稳定,没有收录新文献。4、Elsevier(sciencedirect)是荷兰一家全球著名的学术期刊出版商,每年出版大量的学术图书和期刊,大部分期刊被SCI、SSCI、EI收录,是世界上公认的高品位学术期刊。检索文献时你会发现很多文献都出自这个数据库。5、Web of Science是获取全球学术信息的重要数据库,它收录了全球13000多种权威的、高影响力的学术期刊,内容涵盖自然科学、工程技术、生物医学、社会科学、艺术与人文等领域。Web of Science 包括著名的三大引文索引数据库(SCI、SSCI、A&HCI)。可查找核心期刊文献以及文献的详细信息和期刊影响因子。6、PubMed 是一个免费的搜寻引擎,主要涉及生物医学领域,但亦包括其他与医学相关的领域,像是护理学或者其他健康学科。提供免费和付费的全文链接。7、世界四大名刊:nature《自然》、science《科学》、CELL《细胞》、PNAS《美国科学院院报》8、世界医学顶尖期刊:《柳叶刀》The Lancet、《新英格兰医学期刊》NEJM、《美国医学会杂志》JAMA、《英国医学期刊》BMJ以上这些数据库都是检索下载外文文献常用权威数据库。

应该是字体设置的问题,英文要用罗马字体( Times New Roman )。

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.

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