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网络热词英语研究报告论文

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网络热词英语研究报告论文

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: MPOGD.com 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 U.S. 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 users.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 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 senses.Massively 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 chatrooms.HistoryThe 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 experience.The 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 Interface.Maze 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.” (http://www.digibarn.com/history/04-VCF7-MazeWar/index.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 computer.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 http://www.british-legends.com/. 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 time.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 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 0.0107, making this unit of virtual currency of higher value than the Yen or the Lira.Even 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 them.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 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.

In recent years, with the rapid development of network, network world, the emergence of manypopular language, some popular language is indeed very vivid manifestation of the objective facts, such as "don't break the Gala" in advertising, this catchword very good expression of the09 spring festival gala ads are excessive and unreasonable. Such catchword is pierce to the heart of the matter, has the very high performance, at the same time, there are sharp irony hasplay a decisive role, the significance of enrichment and development of Chinese culture. But the popular language of network also appeared in another extreme, that is vulgar and decay.These catchword hand performance is a negative and a fretful attitude, on the other hand,reflects the thinking of quality to be improved. Such popular lossy speaker's image, at the same time, once the habit is difficult to correct, such catchword is undoubtedly the unhealthy cultureNetwork popular language is a product of the rapid development of the network, is an objectivefact that can not be avoided. We are in the light of its general trend, the good play out, thecontrol is not good aspect influence to a minimum. Network environment is good or bad and reality of culture and education has the very big relations, in reality both school, society and family, to advocate harmonious, civilization, the formation of a good social atmosphere andexcellent science feng. Because the network pop audiences are mostly young people, theirability to imitate and curiosity is very strong, to accept new things fast, resolution is the ability and control ability of non is relatively weak, in their words and deeds of control force is poor.Way to solve this problem, I think the best thing is to create a good network popular languageenvironment. At the same time also should take part in more social practice, exercise their ownability to understand and solve the ability. Adhere to the "not free to imitate, do not blindlyworship" principle. To create a good social atmosphere and network culture.

In this article, Edward draws on his experience of English teaching and Internet consulting to discuss the future of English teaching as the world enters an increasingly digital age. This article was written for English teachers who have a growing sense that the Internet is becoming more and more important for their professional careers. It tells them why the Internet is important to their profession, what they can expect in the years to come, and how they can prepare themselves as English teachers in the digital age. On a spring day in 1992 in Philadelphia, I pressed my Enter key and listened to the familar string of tones from my modem as it logged into the Temple University computer. This was nothing new for someone who had grown up with computers. But this day was one I will never forget: it was first day I ever logged into the Internet. As an English teacher, my Internet connection back in 1992 meant that I could send a grammar question out to 500 English teachers around the world and have at least 10 replies in my mailbox the next morning. It meant that I could sit at my desk in Philadelphia chatting with a colleague at Purdue, she typing on the top of the screen and I typing on the bottom, at no cost. It meant contacting the Amerika Haus in Berlin via E-Mail which led to a teaching position at Potsdam University. It meant finding information on almost any topic for the courses I was teaching. Yes, the Internet is good for English teaching. And it is going to get better--exponentially. In this article, I want to tell you why, and make some forcasts on what the digital age holds for English teaching. My forecasts for the future of English teaching are based on three hypotheses: 1. That which can be digitized, will be digitized. 2. English instruction can be almost fully digitized. 3. English instruction is more efficient when teachers use a digitized medium. 1. That which can be digitized, will be digitized. Nicholas Negroponte in his book Being Digital draws a distinction between atoms and bits. A book, for instance, is composed of atoms whereas an E-Mail is composed of bits. The difference between atoms and bits is that atoms take a long time to be sent from place to place and are relatively expensive to duplicate. Bits, on the other hand, can be sent around the world in a matter of seconds and cost nothing to duplicate. If you want to send a book from Berlin to New York, it will probably cost you about $10 and will probably take about 7 days. If you want to send a digitized book from Berlin to New York, it will cost you nothing and will get there in 5 seconds. For English teachers, the benefits are enormous. For the business world, the profit margins are unbelievable. This is why everything that can be digitized, will be digitized. 2. English instruction can be almost fully digitized. What can be digitized and what can not? Text, pictures, voice, and video can all be digitized. Text can be typed in, pictures can be scanned in, and voice and video can be recorded digitally. But this is not all. Interactive conversations can be digitized. Interactive environments, for instance, a classroom, a train station, or a business meeting can be digitized. Since English instruction consists primarily of text, pictures, voice, video, conversation, and interactive environments, English instruction can be almost fully digitized. 3. English instruction is more efficient when teachers use a digitized medium. Digitalization increases student-centeredness. If a student writes a digitized document and gives it to you to correct, you can add notes to the document just as you can to a regular paper document. The difference is that the student can then click on your digitized notes, e.g. "use present perfect here" which takes him to an interactive, multi-media lesson teaching him about the present perfect tense and when to use it. Connected to this is a grammar chat room with students and tutors who discuss and answer questions about grammar. The student learns what he needs to know when he needs to know it. Digitalization increases accessiblity. Particularly in English for Specific Purposes, and more particularly in non-English speaking countries, specific material in English is fairly hard to come by. For instance, let us say you are teaching English at a company here in Berlin which produces flags. They need to learn vocabulary which has to do with flag production. You simply need to log into the Internet and type in the key words "flag production." You will get a number of web sites of English-speaking flag production companies with information on their products. Print these out and use them in your class. Write an E-Mail to the company and ask them to send you a catalog. Ask them what else is available on the Internet regarding flag production. Also, send an E-Mail to the 13,000 teachers in the English teachers news group and ask if anyone has experience teaching English at companies involved in flag production. Digitalization removes geographical barriers and saves time. For those of you who teach business English here in Berlin, how long does it take you to commute to work? How long does it take your students to travel to class? If both you and your students could switch on your PCs and conduct your English lessons via video conference from your homes and offices, how much total time would it save all of you? And if you could do this, why not add students in Japan and Singapore as well? Digitized English teaching removes the geographical barrier which frees up time for both the teacher and the students. Digitalization brings like minds together. Back in the 17th century, Leibniz and Newton developed Calculus independently of one another. If they had lived today, they would have met by now in a newsgroup and would already be exchanging ideas via E-Mail. The ease which the Internet provides to meet people with similar interests, professions, backgrounds, and experiences is unparalleled in human history. There are people in the world who are teaching the same kinds of classes you teach, have similar students, and are working on similar projects. The Internet makes it possible for you to meet, communicate, and work on projects together with them. So what is the function of an English teacher in the digital age? The function of a English teacher in general is to communicate to students the concepts and skills necessary to function well in situations which involve reading, writing, speaking, listening, and social skills. Anyone who has seen virtual reality interactive-CD language programs such as Who is Oscar Lake can imagine that as these products improve, they will soon be able to convey the basics of language instruction quite efficiently to any student who is privileged enough to have access to a well-equipped computer. And with the exponentially increasing speed at which bits can be pumped through the rapidly multiplying fiber optic cables and satellites of the Internet, more and more English students world-wide will be able to interact with language teaching videos and virtual worlds which will bring them to a relatively high level of proficiency, especially since other people will be running around through these virtual worlds as well, talking to each other, getting help from each other, and practicing language functions in contextual situations. These services will be paid for through advertising--students will learn the phrase "I would like a Coke, please" because Coca Cola sponsors the program. This means that high quality computer language instruction will be free for anyone who has a fast enough Internet connection. When I mention these visions to English teachers, some of them are afraid that computers will someday replace English teachers. This will not be the case. There will always be a human on one side of English teaching and another human on the other, it is just that the computer between us is getting more and more effective, which improves our teaching and improves the students' learning abilities. Humans are powerful and computers are powerful, and together, they are are extremely powerful. My point in this article is that if you are an English teacher, you need to get more and more involved with computers in order to continue to improve your teaching skills. The following are my suggestions for English teachers in order to prepare themselves for the digital age (ranked in order of importance): 1. Get access to a computer with an Internet connection. 2. Learn how to search for information on the World Wide Web. 3. Learn how to send and receive E-Mail. 4. Learn how to join and participate in news groups, and find colleagues with similar interests. 5. Learn how to attach documents and other files to E-Mail. 6. Learn how to create, publish, and update a home page. 7. Learn how to type with both hands without looking at the keyboard. Future visions of English teaching: 1997: Instant Interactive Publishing: Publishing an article on English teaching will be a matter of clicking your mouse button, and your readers will be able to respond to and discuss your article immediately. The article you are now reading was originally written for and published in the ELTAB-B Newsletter, a small, paper publication for a local Berlin teachers association. In order to publish it, I had to save it to a diskette, print it out, put both in an envelope, write the address, lick the stamp, take it to the post office, and pay for the postage. After a day it arrived at the editor's office. She had to bring it into the her word processor, reformat it, print it out, send it to the publishers, wait until it was printed, take the newsletters to the post office, and of course, pay the publishers and the post office. Now, what I also did, was right before I printed this article out and took it to the post office, I uplo

网络热词英汉互译研究论文

一、网络语言之利与弊1.网络语言之利(1)创新性。网络语言是一种充满活力的语言变体,它有着无限的创新性,给现代汉语带来一股强烈的冲击波,有人称之为“第三次语言革命”。首先,表现在内容的创新上。在网络上,新词不断出现,如“E网情深”(同“一往情深”是完全不同的意思)、菜鸟、版猪、网虫、黑客等等。除了这些新造词,很多现代汉语中原有的词语,被赋予了新的意义,它们只是原来的词形被借用,词义却完全不同,旧瓶被装了新酒。比如“恐龙”和“青蛙”都是大家熟悉的词,但在网络语言中,二者是贬义词,前者指长得难看的女子,后者指长得难看的男子。其次,表现在形式的创新上。如网络上出现许多“一字词”:“控”、“亲”、“雷”、“宅”、“闪”等。(2)简洁性。网络语言虽然简单,但意思明显,容易理解。比如“打酱油”一词,意思是“不关我事,不予评论”。原来人们说“孩子都会打酱油了”是用来说明自己的年龄不小了,但“打酱油”在2008年被热炒却和年龄无关。“艳照门”事件发生后,有记者对一位广州市民进行了采访,那位市民无意中的“关我X事,我是来打酱油的”立即成为网络热词。后来,人们要想表示不清楚某事、不想谈论某事,或者表示自己和某事无关时,均使用“打酱油”代之,简单明了。“打酱油”,也是一种态度,是指网络上不谈和自己无关话题,自己什么都不知道。(3)形象性。网民们将字典上的一些生僻字挖掘出来,赋予新的意义,用以形象地表情达意。如:“囧”,根据《康熙字典》的解释,本义是指光明,通“炯炯有神”的“炯”。但在网络上“囧”字的新义是:悲伤、无奈或者极为尴尬的心情。他们把“囧”字看成是一张人脸,那么“八”就是两道因悲伤或沮丧而下垂的眉毛,“口”则是张口结舌的那个口。当一个人说“我很囧”的时候,可以想象他的那副表情完全和“囧”一样。而“囧”字的发音和“窘”完全一致。和“囧”字几乎一道流行于网络的还有“槑”字,由于该字是用两个“呆”字所组成,醒目逗趣,因此在网语中形容人不仅呆,而且“很呆”,又称“特傻”。(4)幽默性。网络语言的幽默特性使它能吸引人主动使用并进行传播。网民用戏谑、戏仿、反讽等后现代手段解构传统语言,使网络语言充满活力,他们苦心构思出许多生动有趣且反主流的网络词语,营造出轻松幽默的阅读氛围。如“菌男”、“霉女”是指相貌丑陋的男女。这两个词一方面与“俊男、美女”谐音,反其义而用之;另一方面“菌”、“霉”能立刻使人想到过期、变质的食物,具有很强的反讽效果,充分体现了网络语言幽默性的特点。2.网络语言之弊(1)低俗性。网络语言中有一部分网络词语很粗俗、轻佻。像“WBD(王八蛋)、TMD(他妈的)、JR(贱人)、NQS(你去死)、SJB(神经病)、蛋白质(笨蛋加白痴加神经质)、1487(你是白痴)”等随处可见。青少年正处在接受教育的阶段,如果长期使用这样的网络词汇,会使他们用语失范,道德失范。(2)随意性。网民们为了标新立异,忽视对正确字形的选择,甚至故意使用错别字,如把“的、地”写成“滴”,“尴尬”写成“监介”,“亲爱的”写成“亲耐的”,“有没有”写成“有木有”。有些网络语言在句法上也较随便,随意倒装句很多。如:“他郁闷呢那天”,是把本应前置的时间状语后置;“今天高兴我”,则是主语后置;“……先”、“……都”构成的状语后置句式在网上被广泛使用,新浪网站的新闻中,就有“给个理由先”这样的新闻标题出现。网络语言的随意性会混淆青少年对规范汉语的正确认识。(3)短暂性。有些网络词语,也许在几年前,还荣登年度网络语排行榜,但仅仅过了三五年,就很少有人提起。而且,有些词语只是一些事件的简称或缩写,例如,躲猫猫、范跑跑、犀利哥、正龙拍虎、做俯卧撑等。只有了解了那些故事,才能明白这些生造词的意义,而这些故事是有时效性的,几年后新成长起来的人群,不再知道这些故事,当然也就不明白这些词的含义,这些词也就不能再流传下去。

随着人才市场的逐步完善和健全,现代的中小企业在吸引和利用人才方面获得了更大的自由度,同时在如何留住人才的问题上也遇到了很大的挑战。中小企业的人才流失是企业领导者最为头痛的问题之一。“人才是企业最重要的资本”,流失人才就意味着要付出巨大的补偿费用,意味着资产的损失。人才流失不仅会给企业带来有形的或无形的损失,而且会使竞争对手更强大。许多企业尤其是中小企业已为此付出了巨大代价。 一、人才流失给企业带来的不利影响。1、人才流失给企业带来了高昂的额外费用。为了补偿职位空缺而招入新员工要花费一定的费用,中小企业本身就存在着资金不足、效益下降等问题,而管理费用增加、利润减少对于中小企业来说无疑是雪上加霜。由于人才离职造成生产率低下而导致的隐形损失更加难以估计。2、人才的流失造成企业内部士气的低落,容易形成连锁的不良反应。有许多企业发生过这种情况,一位跳槽者带走一批人,到另一家企业去,或者这一批人另立门户,很快就成为原企业的市场竞争对手。3、企业的人才离职往往伴随着老客户的流失,这就是客户与人才的相互忠诚的具体体现。值得一提的是,这种包含个人因素的忠诚是强有力的。品牌忠诚往往在品牌间的比较中失去效用。因为客户可以了解一个品牌,而品牌却从来不会了解一个客户,所以比起名片或产品上的标记,客户更愿意忠诚于一个具体的个人。 二、企业人才流失的原因。第一,中小企业内部的原因。许多小企业的建立往往是家族、亲朋好友一起合作的结果。在创业时,有亲情、友情的纽带,可以使企业内部紧密合作、同甘共苦、共度难关。但是,当企业发展起来后,家族管理的缺点,就会阻碍企业的进一步发展。由于家族成员或亲朋好友在企业中占据了核心位置,使外来人员很难开展工作,也影响了员工的积极性,家族成员与外来员工之间的矛盾,往往导致外来员工对企业没有信心。由于在企业中得不到重用,而且许多中小企业的福利待遇又不是那么诱人,所以常常导致人员外流。许多中小企业对员工培训不够重视,没有长远的眼光,只顾眼前利益,不愿意在培育人力资源上投资,使企业发展缺乏后劲,员工缺乏继续工作的动力。第二,企业员工方面的原因。当今世界,通讯和信息交流越来越便利,有关同一行业的其他企业和其他行业的相同或不相同的职位的信息,通过报纸、广播、电子信箱和各种各样的招聘广告垂手可得。雇员对和自己干同样工作人的收入、工作条件、职业生涯机会的认识更容易了,因此,也就有了更多的比较,比较的结果就可能产生对现实的不满,而不满的结果就可能是离开所服务的企业。 三、改善企业人才流失的对策。第一,完善企业用人机制,努力做到“制度留人”。首先要建立科学的干部选拔、任用制度。要重视运用干部管理和现代人力资源管理学的理论和方法,建立科学规范的选拔任用制度,形成富有生机与活力、有利于优秀人才脱颖而出的选人用人机制。其次要建立科学灵活的用工制度。为企业人才提供广阔的发展空间和锻炼机会,吸引和留住人才。第二,加强对企业员工的教育培训,特别要注重对年轻员工的培养。培训是企业给予人才的一种福利,一个不能提高人才的技能和观念,没有人才发展机会的企业是很难留住人才的。人力资源是高增值性资源,它能在使用过程中不断实现自我补偿和发展。只要他们在企业工作的时间愈长,企业得到的回报就愈大。第三,加强企业文化建设,增强人才的主人翁意识。要通过情感交流和心理沟通来留住人才,在价值理念上爱护人才,工作上支持人才,生活上关心人才,人格上尊重人才,心理上满足人才,善于用感情纽带把各类人才的心连接在一起,让他们充分感受到组织的温馨,这样人才就不会轻易离去。企业文化是一种凝聚力,用企业的发展目标和美好前景来调动职工对本职工作的积极性;要注重企业精神和价值观的培育,着重于在职工中树立和企业“共存亡”的归属观念和团队意识,与企业同呼吸、同成长、同发展。第四,建立公正有效的绩效评价体系,用优厚的待遇挽留人才。每个员工都渴望自己付出的努力和工作成果得到企业的肯定和承认。绩效考评对留住人才具有极其重要的作用。因为对人才而言,他们最关注的是绩效考评是否客观公正,因为这直接和薪酬、福利、晋升及能否受到别人的尊重密切相关。如果人才认为对他们的评价结果不公正,就会陷入不安的情绪,深受挫折,进而抱怨,甚至与主管发生冲突。根据社会物质水平、失业率、生产力状况、同行业薪酬平均水平等多种因素制定具有竞争力的工资和福利条件,激发员工的工作热情。 目前企业人才流失的现状还比较严峻,企业高层者必须要认真分析自身人力资源管理落后的现状及其原因,充分认识到加强人力资源管理的必要性,并结合企业的管理方式、传统习惯及文化,积极寻找适合自身特点的人力资源管理的应对策略。在提高高层领导人的素质、制定人力资源战略、健全内部人力资源管理体系以及加强企业文化与人力资源管理的契合等方面加强企业的人力资源管理,调动职工的积极性、竞争性和创造性。在充满竞争的市场环境下,中小企业应把人作为企业的根本,并充分结合自身特点找出适合自己的留住人才的对策。

大家都写过作文,肯定对各类作文都很熟悉吧,尤其作为作文里的重要分类的议论文,议论文三要素是论点、论据、论证。那么大家知道优秀的议论文是怎么写的吗?以下是我精心整理的有关网络热词的议论文,希望对大家有所帮助。

“蚁族闹蜗居,神马驾浮云”,从虚拟世界到现实生活,网络热词已经成为一种醒目的社会现象和文化存在,其影响越来越难以忽视。

网络热词走红,最根本的原因是当今社会的发展和进步,它集中表现了国人的参与意识和监督意识,也反映了“雷人”、调侃、“山寨”等社会心理和文化征候。其实,网络热词不只是“词”:小到一个词或词的构成单位,大到一个完整的句子,都在它的所指范围内。并且,无论从来源渠道还是使用范围来说,网络热词也不仅仅限于网络世界,在现实世界中也经常见到它们的身影。

网络热词为什么会“热”起来?最根本的原因是当今社会的发展和进步:一是人们的物质需求得到基本的满足并有了一定的保障,这才开始注重精神方面的追求、刺激和满足;二是人们的思想空前解放、社会氛围宽松自由;三是互联网时代所提供的巨大便利。

网络热词是当今人们社会意识和心理的直接反映,从个体的角度来说,最主要的就是集中表现了国人的关心意识、参与意识和监督意识。现代社会中,人们的角色定位日趋理性、合理,由此而对各种社会现象和某些事件的关心意识、参与意识都空前增强;而人们的关心和参与更多地集中在那些有损于社会正义与公平的方面,并有非常明显的褒贬倾向,由此就体现了很强的批判意识。

通过数量众多、范围广泛、面目各异的网络热词,可以基本把握社会生活的脉搏。在教育部、国家语委刚刚发布的年度中国语言生活状况报告中,列出了五大年度热词“躲猫猫、七十码、蜗居、钓鱼执法、楼脆脆”,无疑都是非常深刻的年度记忆。

作为一种语言现象,网络热词除了反映当今的社会意识和文化外,更直接地表现出当今社会表达中的一些普遍心理和追求,而这也是我们全面了解和认识它的一个非常重要的方面。

一是“雷人”心理。早就有人指出,人民群众是最伟大的语言学家,这话在当今的社会生活中得到了前所未有的体现和最充分的证明。在网络热词的创造者一方,以前通常说“语不惊人死不休”,而今则是“语不雷人死不休”,为了达到这一目的,不惜殚精竭虑、绞尽脑汁制造出各式各样的'新奇乃至于怪异的形式;而就接受和使用者一方来说,往往也是喜闻乐用、趋之若鹜。我们甚至可以说,“雷人”已经成为全民话语时代的一个显著标签。

二是“调侃”心理。这一心理经常借助于游戏性的语言形式来实现。语言有游戏功能,传统的字谜以及回文诗等都是,而现代人借助新的媒体形式,在新的社会意识和心理的牵引、作用下,更是把语言的这一功能发挥到极致。然而,这里的调侃早已不仅仅是语言层面的文字游戏,而更多地表现为一种心理层面的无奈、排遣与宣泄。看一看、想一想“逗(豆)你玩”吧,人们对绿豆涨价的不满和无奈,竟然采用了这样一种表达方式!有人把无房、无车、无女朋友的“三无”男青年称为“低碳哥”,相应的也有“低碳姐/妺”,堪称现代版的黑色幽默。

三是“山寨”心理。当今的“山寨文化”已经渗透到社会生活的许多方面,它的实质一是“拿来主义”,二是从众心理。网络热词创制及使用中的山寨心理一方面表现为大量借用与改造已有形式(如谐音改字,类推仿造等),另一方面表现为更多人的即时接受、使用和传播,由此往往造成了某些网络热词一时的“井喷式”爆发。

网络热词早已成为一种客观存在,它不仅以独特的方式即时反映现实生活,而且还寄寓了人们丰富的社会情感,同时也在一定程度上影响以至于改变了人们的思维和表达方式。面对着铺天盖地的网络热词,我们既需要开放胸怀,也需要理性鉴别,去粗取精,去莠存良,善加引导,最大限度发挥其积极作用。

现在网络上有越来越多的网络热名词,从以前的蓝瘦香菇到现在的皮皮虾走,这些名词我也是无能为力了,真的是不明白,他们这些人是怎么想到这么多点子,从此因为这个名词从此一炮而红的,在我看来,如果我不懂这些只是我不去关注,但是我身边的朋友知道了我不懂这些名词之后的反应是惊讶然后是嫌弃,他们现我是一个土包子,从此以后我只能不懂装懂,在朋友面前,不会用这样的热名词,有许多人认为这样和好笑,但是我认为这是没有素质的体现。

我们每个人都在追求高品质的生活,但是在追求高品质的生活过程中我们却用了低俗的话语来做铺垫,所以我们要努力的改善我们的不足,但是我们还应该清醒地认识到这些网络名词都是来源于我们的生活,就拿现在我们生活中的热名词来举例吧!最近新出的热名词火车推,相信不少人已经听过了,这个例子完完全全的展示了我们生活中的状况。

下面我来介绍一下火车推的来源,火车推的意思是火车上的推销语,而且是非常夸张的推销语,但是也有不夸张的,例如香烟瓜子火腿肠,啤酒饮料矿泉水,让一让让一让。”经过了今年的春运以后,在车上推销已经成为了常用手段,而且趁着顾客需要什么,他们就卖什么,例如,现在几乎人手一个手机了,所以说靠着人人都要用手机,人人都需要电,开始推销,最开始买充电宝,虽然推销的时候说的比较夸张,但是卖的是比较实用的,可是有些人不仅推销的时候语言夸张,而且卖的都是一点也不实用,只是靠着巧妙的语言获取孩子们的好奇心,父母受不了孩子哭闹,就用钱来买给孩子,这样他们就推销成功了,这种现象每天都会发生,有时每天会发生上百例,甚至上千例。

从这种现象可以看出,虽然我们的社会进步的越来越快,但是问题暴露的也就越来越多,所以我们不仅要帮助社会进步,还要让自己的素质更加进步,让社会风气变得整洁干净,创造更美好的明天,这才是当季时代最需要的。

但是光有我们的坚持好够吗?现在之所以会变成这样还是以为我们的文学素养不够高,如果我们在火车上文明一点,不再喧哗打闹,也就不会有人再好意思去打破这安静的气氛,这也是我们需要反省的,所以这不仅让我们意识到,我们创造了网络,网络改变了我们,这才是许多不好的现象的本质,希望我们共同进步,创造更美好的明天吧!

作文如下:

In recent years, with the rapid development of network, network world, the emergence of manypopular language, some popular language is indeed very vivid manifestation of the objective facts, such as "don't break the Gala" in advertising, this catchword very good expression of the09 spring festival gala ads are excessive and unreasonable.

近年来,随着网络的飞速发展,网络世界出现了许多流行语言,一些流行语言确实是非常生动的客观事实的体现,如“不破春晚”的广告,这一口号很好的表达了09春晚广告的过度和不合理。

Such catchword is pierce to the heart of the matter, has the very high performance, at the same time, there are sharp irony hasplay a decisive role, the significance of enrichment and development of Chinese culture.

这样的流行语是刺穿事物的心脏,具有很高的表现力,同时,尖锐的反讽也起着决定性的作用,丰富和发展中国文化的意义。

But the popular language of network also appeared in another extreme, that is vulgar and decay.

但网络流行语也出现了另一个极端,那就是低俗和腐朽。

These catchword hand performance is a negative and a fretful attitude, on the other hand,reflects the thinking of quality to be improved.

这些流行语一方面表现为一种消极和烦躁的态度,另一方面反映了思维品质有待提高。

Such popular lossy speaker's image, at the same time, once the habit is difficult to correct, such catchword is undoubtedly the unhealthy culture.

这样的流行有损演讲者的形象,同时,一旦习惯难以纠正,这样的流行语无疑是不健康的文化。

网络热词论文答辩

答辩的解释

(1) [reply;make open answer;reply in argument]∶应答 别人 的提问;进行辩解 进行论文答辩 (2) [plead]∶特指在法庭上为答复一种陈述、告发或起诉所作的辩护 详细解释 答覆别人的 指责 、控告、问难等;为个人的行为或论点辩护。 唐 刘肃 《大唐新语· 惩戒 》 :“ 周矩 为殿中侍御史,大夫 苏 味道 待之甚薄,屡言其不了事, 矩 深以为恨。后 味道 下狱,勅 矩 推之, 矩 谓 味道 曰:‘尝责 矩 不了事,今日了公事也。好答辩。’ 味道 由是坐诛。” 《旧唐书·杨慎矜传》 :“先令 卢铉 收太府 少卿 张瑄 於 会昌驿 ,系而推之, 瑄 不肯答辩。” 瞿秋白 《鬼脸的辩护》 :“当你只会喊几声‘切西瓜’的时候,就要被 敌人 看做没有 能力 在理论上来答辩了。” 丁玲 《一九三○年春上海( 之一 )》 :“若稍说到正题,他 不是 冷着脸不答辩,便是避开正面的话锋,做 侧面 的嘲讽了。”

词语分解

答的解释 答 á 回话,回复:回答。对答。答辩。答复。答案。对答如流。 受了别人的好处,还(俷 )报别人:报答。答报。 问 答 ā 义同(一), 用于 “ 答应 ”“答理”等词。 问 部首 :竹; 笔顺编 辩的解释 辩 (辩) à 说明是非或 争论 真假 :分辩(亦作“分辨”)。争辩。答辩。辩白。辩驳。辩护。辩解(?)。辩论。辩士。辩证。 部首:辛。

答辩网络用语的意思是:谐音梗,即大便,又称屎。

答辩,网友用语,谐音梗,即大便,又称屎。一般用于吉吉国民关于otto的相关创作中,指创作内容过于抽象,质量低下,与otto本人一样毫无营养,是一坨一坨一坨史。

答辩是相对起诉而言的,是被告针对原告起诉的事实和理由向人民法院提出的答复和辩解。为自己的科研成果或论文进行解释并答复专家等的提问:论文答辩

诉讼法上指被告人或被上诉人对原告人或上诉人向法院提出的诉讼请求和理由所作的回答或辩解。如果被告人或被上诉人不作答辩,法院仍可审理,并作出判决。对自己的论述进行订正,以及相关的证实而做的一种形式,如毕业论文的答辩。

答辩步骤:

1、首先阐述个人的毕业设计简介。

2、边演示边结合论文进行讲解,如功能、设计方法、使用了何种技术、取得了哪些成果等。

3、回答老师的问题,一般每个学生的答辩时间是15分钟,最后5分钟老师提问(老师可能在任何时候提问,不一定会到最后才问)。学生应结合以上的步骤,采取很行之有效的方法,例如。

4、充满自信。增加自信的方法只有自己看熟论文、搞懂设计的原理和步骤。

5、预先设想老师会问的问题。在答辩前总结自己的毕业设计,回忆工作中的重点和难点并结合自己的论文,提出10~15个问题(一般提问数量在3~6个问题),模拟答辩现场进行演练,最重要的是准备好这些问题的答案。

软件项目的答辩问题通常围绕以下问题:某个功能是如何实现的?使用了怎样的技术?采用了何种数据结构?哪些是自己编写?哪些是由构件完成的?这个项目的意义是什么?对实际工作有哪些指导和价值?

6、最后,学生必须注意礼貌,上台要向答辩小组问好。征求老师同意后再开始讲述。答辩结束后,无论获得怎样的评价都要感谢各位老师。给各位老师留下一个礼貌自信的形象是非常有好处的!还有,克服紧张的心理,保持轻松和镇静。

答辩就是大便,是谐音。该梗一般用于吉吉国民关于古神otto的相关创作中。指创作内容过于抽象,质量低下,与otto本人一样毫无营养,是一坨一坨一坨的答辩。

另外,“答辩”是指的回复他人对自己的一些事提出的问题,对相关的事和行为进行辩护。“答辩”一词常见于大学中的论文答辩,由老师根据学生的论文、设计提出问题,由学生进行阐述。

在论文答辩会之前,我们需要将经过了老师审定并签署过意见的毕业论文,包括所有的提纲以及任务书还有初稿都提交上去。

网络语言是指从网络中产生或应用于网络交流的一种语言,包括中英文字母、标点、符号、拼音、图标(图片)和文字等多种组合。这种组合,往往在特定的网络媒介传播中表达特殊的意义。

20世纪90年代诞生初,网民们为了提高网上聊天的效率或诙谐、逗乐等特定需要而采取的方式,久而久之就形成特定语言了。进入21世纪的十多年来,随着互联网技术的革新,这种语言形式在互联网媒介的传播中有了极快的发展。

网络语言越来越成为人们网络生活中必不可少的一部分。但是要注意的是,部分网络语言并不符合我们现代汉语的语法规定,因此并不具备教学意义,不能引进教学领域。

网络热词使用情况研究分析论文

对于网络流行语我们应该抱着积极欢迎、宽容理解的态度,客观公正的去看待。网络流行语是网络上流行的语言,具有生动风趣、新鲜活泼等特点,将其运用在教育教学活动中时,能够活跃课堂气氛,激发学生的学习兴趣。有人认为网络语言是垃圾文化,对传统汉语具有严重的破坏作用。但也有人认为这些新兴的语言生动风趣、有人情味,是语言的另类发展,观念上的更新。

一、网络语言之利与弊1.网络语言之利(1)创新性。网络语言是一种充满活力的语言变体,它有着无限的创新性,给现代汉语带来一股强烈的冲击波,有人称之为“第三次语言革命”。首先,表现在内容的创新上。在网络上,新词不断出现,如“E网情深”(同“一往情深”是完全不同的意思)、菜鸟、版猪、网虫、黑客等等。除了这些新造词,很多现代汉语中原有的词语,被赋予了新的意义,它们只是原来的词形被借用,词义却完全不同,旧瓶被装了新酒。比如“恐龙”和“青蛙”都是大家熟悉的词,但在网络语言中,二者是贬义词,前者指长得难看的女子,后者指长得难看的男子。其次,表现在形式的创新上。如网络上出现许多“一字词”:“控”、“亲”、“雷”、“宅”、“闪”等。(2)简洁性。网络语言虽然简单,但意思明显,容易理解。比如“打酱油”一词,意思是“不关我事,不予评论”。原来人们说“孩子都会打酱油了”是用来说明自己的年龄不小了,但“打酱油”在2008年被热炒却和年龄无关。“艳照门”事件发生后,有记者对一位广州市民进行了采访,那位市民无意中的“关我X事,我是来打酱油的”立即成为网络热词。后来,人们要想表示不清楚某事、不想谈论某事,或者表示自己和某事无关时,均使用“打酱油”代之,简单明了。“打酱油”,也是一种态度,是指网络上不谈和自己无关话题,自己什么都不知道。(3)形象性。网民们将字典上的一些生僻字挖掘出来,赋予新的意义,用以形象地表情达意。如:“囧”,根据《康熙字典》的解释,本义是指光明,通“炯炯有神”的“炯”。但在网络上“囧”字的新义是:悲伤、无奈或者极为尴尬的心情。他们把“囧”字看成是一张人脸,那么“八”就是两道因悲伤或沮丧而下垂的眉毛,“口”则是张口结舌的那个口。当一个人说“我很囧”的时候,可以想象他的那副表情完全和“囧”一样。而“囧”字的发音和“窘”完全一致。和“囧”字几乎一道流行于网络的还有“槑”字,由于该字是用两个“呆”字所组成,醒目逗趣,因此在网语中形容人不仅呆,而且“很呆”,又称“特傻”。(4)幽默性。网络语言的幽默特性使它能吸引人主动使用并进行传播。网民用戏谑、戏仿、反讽等后现代手段解构传统语言,使网络语言充满活力,他们苦心构思出许多生动有趣且反主流的网络词语,营造出轻松幽默的阅读氛围。如“菌男”、“霉女”是指相貌丑陋的男女。这两个词一方面与“俊男、美女”谐音,反其义而用之;另一方面“菌”、“霉”能立刻使人想到过期、变质的食物,具有很强的反讽效果,充分体现了网络语言幽默性的特点。2.网络语言之弊(1)低俗性。网络语言中有一部分网络词语很粗俗、轻佻。像“WBD(王八蛋)、TMD(他妈的)、JR(贱人)、NQS(你去死)、SJB(神经病)、蛋白质(笨蛋加白痴加神经质)、1487(你是白痴)”等随处可见。青少年正处在接受教育的阶段,如果长期使用这样的网络词汇,会使他们用语失范,道德失范。(2)随意性。网民们为了标新立异,忽视对正确字形的选择,甚至故意使用错别字,如把“的、地”写成“滴”,“尴尬”写成“监介”,“亲爱的”写成“亲耐的”,“有没有”写成“有木有”。有些网络语言在句法上也较随便,随意倒装句很多。如:“他郁闷呢那天”,是把本应前置的时间状语后置;“今天高兴我”,则是主语后置;“……先”、“……都”构成的状语后置句式在网上被广泛使用,新浪网站的新闻中,就有“给个理由先”这样的新闻标题出现。网络语言的随意性会混淆青少年对规范汉语的正确认识。(3)短暂性。有些网络词语,也许在几年前,还荣登年度网络语排行榜,但仅仅过了三五年,就很少有人提起。而且,有些词语只是一些事件的简称或缩写,例如,躲猫猫、范跑跑、犀利哥、正龙拍虎、做俯卧撑等。只有了解了那些故事,才能明白这些生造词的意义,而这些故事是有时效性的,几年后新成长起来的人群,不再知道这些故事,当然也就不明白这些词的含义,这些词也就不能再流传下去。

研究网络热词的目的和意义论文

要研究网络热词对社交媒体的影响的原因如下:1、因为网络热词丰富了人们使用词语的方式。2、因为网络热词有释放压力的效果。

可以感受历史的变迁和社会的进步。网络热词往往反映社会现象,2020年,“逆行者”一词流行,是源于抗击新冠肺炎,战斗在一线救死扶危、迎难而上的医护工作者;2021年,“双减”一词对应着进一步减轻义务教育阶段学生作业负担和校外培训负担。网络热词也反映着时代的变迁,比如“觉醒年代”,源于一部热剧,热剧成为热词,是由于这部重大革命历史题材电视剧得到了大家的追捧,“强国有我”也是如此,在我们实现第一个百年奋斗目标,正在意气风发向着全面建成社会主义现代化强国的第二个百年奋斗目标迈进的征程中,强国有我,反映着人们的心声。

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