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提供一些英语专业的毕业论文题目,供参考。语言学研究英语在香港的传播英语在中国文化中的重生英语帝国:是现实还是神话二战后英语发展的非正式化趋势英语的全球化和区域化英语中的性别歧视英语中的女性歧视现象英语中的性别歧视和西方妇女的社会地位女性语言特点及其社会根源论广告英语的语言特点浅析商务信函的文体特征源自英语的汉语表达为汉语和文化注入新鲜血液:一个社会语言学调查语音与语义---音义关系中的非任意性笑话致笑的原因论幽默的因素英语幽默中的语用学幽默的跨文化障碍分析拉丁文对英语词汇的深远影响英语发展史中法语对英语的影响初探网络英语词汇和构词方式网络语言对日常语言的渗透英美民族文化心理及其在词汇中的映射翻译研究浅谈中文标牌语的英译商标的文化内涵及其翻译耶希斯图尔特的短篇小说《劈樱桃树》的翻译与评析意志的力量--短篇小说《无视失败》的翻译与评析英语谚语在口语中的运用及其翻译怎样翻译英语习语隐藏的主角们——《我们的生存之道》的翻译与评析短篇小说《我的俄狄浦斯情结》的翻译与评析跨文化在中菜西译的体现文化差异对旅游翻译的影响论译者主观情感在作品中的体现科技英语中词汇翻译的技巧与策略英汉基本颜色词汇的文化差异及其翻译浅谈机器翻译文化感知与文化翻译翻译中双关语的处理在新的语言中新生---翻译中的转类跨文化研究从“赵燕在美被打”事件看跨文化交际的失败中英科普文章对比研究教育使美国移民融入主流社会:比较犹太家庭与亚裔家庭对子女的教育理念从《成长的烦恼》看中美家庭教育模式之差异奥普拉和陈鲁豫的成功范例给中西方家庭教育的启示现代中西方家庭淡化的透视中英姓名文化内涵比较中西文化礼仪的异同及其反映的文化内涵冲突与融合 —— 好莱坞与亚洲电影的互动跨文化在中菜西译的体现中西方商务礼仪的比较中美跨文化商业行为比较国际商务礼仪中的文化冲突商务礼仪差异对中国涉外商务洽谈的影响国际商务谈判中的决策因素浅析礼貌原则的不同视觉中西方广告的差异中西方时间观差异对比中美婚姻观新视角中美性状比较从文化象征意义、宗教信仰及例行仪式看中西婚礼论中西方恐怖电影的差异论英国骑士精神与中国武侠主义中希腊神话中女性形象的比较研究英汉基本颜色词汇的文化差异及其翻译中英色彩文化与语义对比的研究美国生活方式对中国年轻一代的影响及其原因论跨文化价值观对消费者行为的影响从养生观看民族特性从电影角度看决策中的文化差异幽默的跨文化障碍分析美国文化霸权下的民族文化保护策略---法国叫板美国"文化帝国主义"从<围城>看西方文化对中国文化的影响从王家卫电影看中西方文化交融美国华裔作家谭恩美作品中的中美文化冲突与融合文化意识与跨国交流中国古代太学与欧洲中世纪大学之比较——兼论现代大学的起源从中美英语教学的差异谈如何改进中学英语教学英语教学研究浅谈语境引入在中国高校口语教学中的应用小学英语教学中的语法意识合作学习在小学英语教学中的运用从多元智力原理分析中学生课堂英语学习策略的个体差异性交互式语言教学在乡村英语口语教学中的应用关于多媒体课件对大学英语教学影响的思考构建课堂英语教学新模式——从现代多媒体教学技术入手英语习语的理解和教学论外语习者与二语习者英语词汇扩大的途径教师在英语网络教学中的角色网络教育资源和高校英语写作教学浅谈教师在教学中的中介作用外教在当代中国英语教育中的作用背景知识和听力教学通过问卷调查对农村中学生听力问题的分析和展望英语词汇教学的问题和应用论记忆的联想策略少儿英语教育的问题及策略儿童学习第二语言的优势第二语言从儿童学起的意义寓英语教学于游戏论中国大学生英语阅读技能的提高词汇在阅读理解中的作用非英语专业大学新生的英语学习策略——一项基于实证的研究新加坡与中国在推广双语教学中具体措施的比较与分析英语演讲中的艺术与技巧大学英语写作的措辞缺陷及解决方案大学生英文作文中的中式英语现象从中美英语教学的差异谈如何改进中学英语教学“注意”的规律在中小学英语教学中的重要性及意义英国儿童文学的特色与贡献文学研究从《飘》到《冷山》:看美国南北战争文学作品的变迁俄狄浦斯情节初探论《呼啸山庄》艾米莉勃朗特的哥特情结评呼啸山庄中Katherine自我意识与传统道德间的冲突浅析艾略特诗歌的转变解析《嘉莉妹妹》中的自然主义逃离“社会”----《哈克贝利费恩历险记》主题分析荒诞与理性 --- 论《第二十二条军规》宿命与现实——从《苔丝》看哈代的宿命论从拉尔夫埃里森的《看不见的人》看美国黑人现状从《隐身人》中看爵士乐在黑人生活中的重要作用脆弱的心灵,虚伪的面孔--简析《红字》中蒂姆斯韦尔的悲剧命运《紫色》中的女性主义:至等待解放或为解放而论狄金森诗歌独特优美的意境《Mrs Dalloway》看Virginia Woolf的意识流写作存在的代价---解读海明威作品中的女色意识海明威作品悲剧因素分析从《白象似的群山》谈海明威的写作风格论《傲慢与偏见》中的女性争平等意识从Sthphen Crane 看美国自然主义的产生和发展论后现代主义中的女性主义—看美国影片《时时刻刻》从“指环王”到“龙与地下城”-奇幻作品所反映的欧洲中古文化浅论《远大前程》的理想主义倾向从“自愿贫穷”到“返朴归真”—重新发掘梭罗在瓦登湖的生活《一报还一报》——莎士比亚问题剧新解《伟大的盖茨比》:美国梦的破灭安徒生童话故事对中国儿童的影响追求自由的灵魂遭到宗教的扼杀:裘德的悲剧从《飘》的人物分析看开拓不屈的美国精神及其现实意义从雪莱的诗看英国浪漫主义福克纳献给艾米莉一朵什么玫瑰——谈威廉姆福克纳的《献给艾米莉的一朵玫瑰》文学叙事形式在侦探悬念片中的运用论《红字》中的性别错位从<围城>看西方文化对中国文化的影响美国华裔作家谭恩美作品中的中美文化冲突与融合苔丝的悲剧和它的社会原因英国儿童文学的特色与贡献文化研究中东文化与其商业行为民族动物与民族精神一路上的疯狂——从《在路上》看“垮掉一代”的精神实质冲破枷锁,自由呼吸—从西方服饰演变看妇女解放运动从“指环王”到“龙与地下城”-奇幻作品所反映的欧洲中古文化殖民地时期英国文化对美国的影响欧洲人的城堡心结:通过对城堡文化的研究看欧洲社会的变迁和特点美国文化霸权下的民族文化保护策略---法国叫板美国"文化帝国主义"《绝望的主妇》中的妇女形象分析——西方男权社会中女性的妥协与抗争对骑士文化的研究浅析哥特文化中的浪漫主义色彩英美民族文化心理及其在词汇中的映射论地理、政治、宗教对文化的影响韩流对中国青少年的影响朋克音乐对社会文化的影响香水文化在社会交际中的作用

193 评论

sky刘小子

外语系英语专业(高职)毕业论文选题(商英专业)1. 《商务英语课程设置的探讨》2. 《跨文化因素对英汉翻译的影响》3. 《商务英语的特点及翻译技巧》4. 《商务英语函电在对外贸易中的作用》5. 《单证员在国际贸易中的地位》6. 《商务英语函电翻译技巧》7. 《商务谈判中英语的重要性》8. 《浅谈出口结汇风险的防范》9. 《中国退税制度的改革及其影响》10. 《商标名称的翻译与策略》11. 《外贸企业信用风险管理与控制》12. 《2007年外资银行在我国本土注册探讨》13. 《我国利用国际贷款/国际援助现状分析》14. 《WTO与我国反倾销探讨》15. 《我国对外直接投资之现状》16. 《内陆地区对外贸易发展策略研究》17. 《中印两国两国对外贸易战略分析》18. 《人民币升值对我国出口贸易的影响》19. 《浅谈商务英语写作时避免修饰语错位的方法》20. 《商务函电翻译的用词技巧》21. 《外商直接在华投资探讨》22. 《社会文化迁移对中国式英语的影响》23. 《我国外贸出口品牌战略的实施与研究》24. 《商务英语专业口语课程教学探讨》25. 《入世对我国农产品贸易的影响与对策研究》26. 《应对经济全球化,加快我国企业跨国经营》27. 《英语写作中常见中式英语分析》28. 《入世商务英语写作的研究》29. 《制单工作在国际结算中的地位》30. 《关税壁垒与非关税壁垒探讨》31. 《浅谈实质利益谈判法》32. 《国际电子商务发展面临的新问题》33. 《商务英语写作中的错误与商务英语写作教学之间的关系》34. 《清算所在期货市场上的地位》35. 《跨国公司在华扩张模式透析》36. 《汉译英中遇到新词语的译法问题》37. 英汉互译中词义的不对应(文化意义、风格意义、修辞意义等)38. 我国市场经济国家地位与反倾销39. 如何防范信用证40. 我国中小企业开拓国际市场之探讨41. ”10+1”自由贸易区未来前景展望42. 汉语中新词汇的翻译技巧43. 商务英语的特征与翻译44. 珠江三角洲外贸现状及存在的问题45. 南昌现利用外资纵谈46. 广州/深圳等地区三资企业结构分析47. 浅谈广州等地区外贸企业的困境与出路48. 浅谈广州等地区出口产品结构的市场分布49. 商务英语专业毕业生就业岗位之探讨50. 单证员跟单员等资格证书现状思考51. 礼仪在商务谈判中的作用52. 跨国公司的本土化经营战略及其实施53. 中国在亚洲区域合作中的地位和作用54. 延长我国加工贸易国内价值链问题探析55. 中国贸易的现状和前景56. 我国西部地区引进外资问题研究57. 人民币业务对外开放之探讨58. 浅谈涉外合同英语特色59. 海外投资与出口贸易的相互关系60. 文化和地理因素对外商在中国直接投资的影响61. 绿色壁垒对关税壁垒的替代效应研究62. 新贸易保护主义的政策调整与我国贸易发展63. 贸易磨檫及其解决机制研究64. UCP600-信用证领域的新规则探讨65. 论<<联合国国际货物销售合同公约>>的适用范围及总则66. 浅谈<<联合国国际货物销售合同公约>>下卖方的知识产权担保义务67. 我国纺织业出口竞争秩序现状分析与对策探讨68. 浅谈来料加工与进料加工的利弊69. 经纪佣金商或场内经纪人在期货交易中的地位70. 浅谈商检证书在国际贸易中的作用

334 评论

哼哼家的猫猫

Abstract: Salinger forties from the twentieth century since the publication of short stories, and in the sixties to become a prominent international figure, he has published his masterpiece, "The Catcher in the Rye" fame after a fire started to avoid public attention, then on Salinger's life becomes a mysterious, and he also like the same mystery. In this paper, the nature of autobiography from the novel "The Catcher in the Rye" JD Salinger in to get a glimpse of the spiritual world, from his religious beliefs, obsessed, anti-war, hate school, a sincere longing for a few aspects of this analysis to depth understanding of such a recluse writer JD Salinger. Key words: Salinger; spiritual world; religious beliefs; infatuation; anti-war; dislike school; sincere longing; recluse

183 评论

我8想說

还是自己写吧~~

114 评论

ling爱吃

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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