物联网英文论文加翻译要求多少字
英文本科论文写作的话,这个最起码要求的是两万多字数,这个的话。希望你可以明白
英文本科论文写的字数至少也要超过。3万字,只有这样才能够充分的论述你所要论述的内容,更有说服力和针对性
你们本科论文写作字数要求,一般是7000到8000个字,这个也包括标点符号在内,最好是要超过8000个字,很正常,比较保险。
差不多也八千字左右吧
物联网英文论文加翻译要求
一个实体的影响,通过引入虚拟身份,不只局限在一个服务它消耗。可以这样说,这样的一种存在占用了大量的网络节点和服务支持功能的整体架构。我们已经把这种数据及其相关功能的数字影像。数字影像从而代表了实体的使用和会话,并且包含所需资料及端点设备的沟通和服务保障。这数字阴影是如此的投影虚拟身份到逻辑节点组成的体系结构、功能和指示的是逻辑终点,并使用临时节点如图5访问和操作数字阴影是严格控制和限制为实体本身和授权的供应商知道向虚拟身份和背景下了它的使用。即便如此,授权的供应商可能进一步限制在会议中,他们是直接参与。一个虚拟的身份是一个sub-set的数字信息,用户([4])。一个用户可以有多个虚拟身份代表不同的角色和方面服务的使用。超过一个问题的个人化,这个机制应确保用户的隐私穿过等几个方面的个性。一个虚拟身份可以包含数据有关的许多的服务和网络,包括订阅、标识符、服务偏好等。而其逻辑的理解就是信息可能是可以从任何一处的体系结构、信息本身可以分布和有限存取只有部分的实体。图4中所描述的虚拟身份,就可以用在一个透明的方式来获得访问网络,服务,甚至手术在“真实的世界”。数字影像,这允许用户将其影响多种设备同时通过将其与虚拟身份的设备。以类似方式,用户的影响已经超越了所有的设备,因为它影响路由器,代理服务器,等等。这些信息都能被利用,为用户的利益着想,提供给cross-domain和cross-layer操作。其中一个例子是,低水平的排队信息从一个用户的流量在路由器是提供给一个更高的目标路由功能水平提供更优质的服务这一特定的用户。由范围界定信息的数字影像,我们限制了其影响各个领域。虽然有些信息是唯一有价值的范围内,另一种是价值装置各个领域。一般的政策、法律和用户服务水平应该反映的是隐私的运行情况和是否成功或失败。信息的范围也意味着一块数据就可能不同范围(或上下文)。可能是由于不同来源或访问控制中的数据
一个实体的影响,通过引入虚拟身份,不只局限在一个服务它消耗。可以这样说,这样的一种存在占用了大量的网络节点和服务支持功能的整体架构。我们已经把这种数据及其相关功能的数字的影子。数字的影子从而代表了实体的使用和会话,并且包含所需资料及端点设备的沟通和服务保障。这数字阴影是如此的投影虚拟身份到逻辑节点组成的体系结构、功能和指示的是逻辑终点,并使用临时节点如图5访问和操作数字阴影是严格控制和限制为实体本身和授权的供应商知道向虚拟身份和背景下了它的使用。即便如此,授权的供应商可能进一步限制在会议中,他们是直接参与。一个虚拟的身份是一个由范围界定信息的数字的影子,我们限制了其影响各个领域。虽然有些信息是唯一有价值的范围内,另一种是价值装置各个领域。一般的政策、法律和用户服务水平应该反映的是隐私的运行情况和是否成功或失败。信息的范围也意味着一块数据就可能不同范围(或上下文)。可能是由于不同来源或访问控制中的数据 虽然我不保证我的翻译是百分之百正确的,但是我希望你采纳,谢谢!还有这可是我一个一个打出的,不采纳就太不够哥们了!
一个实体影响力, 指示被它的虚拟身份, 是不限制到那一服务它消费。 它可能是说如此的出现占领多数网络节和服务支持功能在那全部的建筑学。 我们有称这一笔数据和它的联合功能那数传图像。 数传图像如此表现实体的使用和会议, 而且包含那必需的数据和沟通的端点装置和服务供给。 那数传图像如此在组成建筑学, 而且指示的合乎逻辑的节之上是虚拟身份的发射合乎逻辑的结束点和二手的中间时期节, 如图 5 通路所描述到和处理那数传图像紧紧地受约束的和限制对实体本身和经认可的知道的提供者它的虚拟身份和上下文使用。 甚至如此,经认可的提供者可能是进一步限制对会议在哪一个他们直接地有关的。虚拟的身份是数传关于的资讯一个使用者 ([4]) 设定的一个子。 一个使用者可能有表现它的服务用法的不同人和方面的超过一虚拟的身份。 比一个人性化的疑问更多, 这一个机制应该确定横跨它的个性的方面的使用者的隐私。 虚拟的身份可能包含数据是与多数有关服务和网络, 包括捐献, 标识符, 服务偏爱,等等当它的时候合乎逻辑的理解是数据可能是可得的从任何的点在建筑学, 数据本身能是分配和有限到通路被唯一的一些实体。 如图 4 所描述, 然后虚拟的身份能以透明的方式被用到增益接触网络,服务而且甚至在 " 真正的世界 " 中运行操作数传图像让使用者摘录它的同时地在多个装置之上影响被联合它的虚拟身份和那些装置。以相似的样子, 使用者的影响力超越拥有装置, 因为它情绪路由器、代理、伺候器, 等等这数据罐子全部是束以马具, 为使用者的利益, 和提供到跨领域和跨层操作。 一例子是低点水平排队来自一个使用者的数据流程在一个路由器中是提供到一比较高的水平工作路线排定功能提供一比较好的服务对那个特别的使用者。被 scoping 数据在数传中图像, 我们界限横跨领域的它的影响力。 一些数据在装置的边界里面只有有价值, 其他的横过是有价值的领域。 服务的一般的政策, 合法的和使用者应该反映隐私程度操作而且是否它是成功的。数据的 scoping 也意谓一笔数据可能是不同的仰赖范围。 (或上下文) 不同可能是根据来源引起或通路控制在数据上
One entity’s influence, denoted by its virtual identity, is not restricted to the one service it It could be said that such a presence occupies many network nodes and service support functions in the overall We have termed this data and its associated functions the digital The digital shadow thus represents the entity’s uses and sessions, and contains the required information and the endpoint devices in the communication and service The 一个实体的影响,通过引入虚拟身份,不只局限在一个服务它消耗。可以这样说,这样的一种存在占用了大量的网络节点和服务支持功能的整体架构。我们已经把这种数据及其相关功能的数字的影子。数字的影子从而代表了实体的使用和会话,并且包含所需资料及端点设备的沟通和服务保障。这digital shadow is thus the projection of a virtual identity onto the logical nodes that compose the architecture, and denotes the logical end points and used interim nodes, as depicted in Figure 5 Access to and manipulation of the digital shadow is tightly controlled and restricted to the entity itself and authorized providers that know the virtual identity and the context of its Even so,authorized providers may be further restricted to the sessions in which they are directly 数字阴影是如此的投影虚拟身份到逻辑节点组成的体系结构、功能和指示的是逻辑终点,并使用临时节点如图5访问和操作数字阴影是严格控制和限制为实体本身和授权的供应商知道向虚拟身份和背景下了它的使用。即便如此,授权的供应商可能进一步限制在会议中,他们是直接参与。A virtual identity is a sub-set of the digital information about a user ([4]) A user may have more than one virtual identity to represent the different personas and aspects of its service More than a question of personalization, this mechanism should ensure the user’s privacy across the aspects of its A virtual identity may contain data relevant to many services and networks, including subscriptions, identifiers, service preferences, While its logical understanding is that the information may be available from any point in the architecture, the information itself can be distributed and limited to access by only some As described in Figure 4, the virtual identity can then be used in a transparent way to gain access to the network,services and even perform operations in the “real world” 一个虚拟的身份是一个sub-set的数字信息,用户([4])。一个用户可以有多个虚拟身份代表不同的角色和方面服务的使用。超过一个问题的个人化,这个机制应确保用户的隐私穿过等几个方面的个性。一个虚拟身份可以包含数据有关的许多的服务和网络,包括订阅、标识符、服务偏好等。而其逻辑的理解就是信息可能是可以从任何一处的体系结构、信息本身可以分布和有限存取只有部分的实体。图4中所描述的虚拟身份,就可以用在一个透明的方式来获得访问网络,服务,甚至手术在“真实的世界”。The digital shadow allows the user to excerpt its influence over multiple devices simultaneously by associating its virtual identity with those In a similar manner, the user’s influence goes beyond owned devices, since it affects routers, proxies, servers, This information can all be harnessed, for the user’s benefit, and provided to cross-domain and cross-layer One example is that low level queuing information from a user’s flow in a router is provided to a higher 数字的影子,这允许用户将其影响多种设备同时通过将其与虚拟身份的设备。以类似方式,用户的影响已经超越了所有的设备,因为它影响路由器,代理服务器,等等。这些信息都能被利用,为用户的利益着想,提供给cross-domain和cross-layer操作。其中一个例子是,低水平的排队信息从一个用户的流量在路由器是提供给一个更高的目标By scoping the information in a digital shadow, we limit its influence across While some information is only valuable within the boundaries of a device, other is valuable across General policies of the services, legal and user should reflect the privacy level of the operation and whether it is successful or The scoping of the information also means that a piece of data may be different depending on scope (or context) The difference may be caused by the source or access control on the data 由范围界定信息的数字的影子,我们限制了其影响各个领域。虽然有些信息是唯一有价值的范围内,另一种是价值装置各个领域。一般的政策、法律和用户服务水平应该反映的是隐私的运行情况和是否成功或失败。信息的范围也意味着一块数据就可能不同范围(或上下文)。可能是由于不同来源或访问控制中的数据
物联网英文论文加翻译要求高吗
物联网=互联网+各类传感器(RFID,条码,温湿度传感器,位移,电压,震动等等传感器)。物联网是互联网技术的延伸,是互联网之后又一更宏大的技术革命 在各个领域各个行业都会有大量的应用。理科专业最好有一定的英语基础, 但也不是很重要的 物联网是综合性的学科看到对您有帮助请点赞,您的鼓励是我用心帮助大家的动力!
在毕业论文写作过程中阅读翻译外文文献是一个非常重要的环节,尤其是研究生同学,一般导师都会要求阅读一定数量的英文文献,这是因为许多领域高水平的文献都是外文文献,借鉴一些外文文献翻译的经验是非常必要的。如何写开题报告,如何写文献综述,如何阅读外文文献,可以说,阅读一定数量的外文文献是毕业论文写作的必经之路。要求如下:1、前言 简要说明写作的目的,有关的概念以及综述范围,说明有关主题的现状或争论焦点,所要解决的问题等。一般以 100~200 字为宜,使读者在读完前言后对有关问题获得一个初步的轮廓。2、主体 主体部分是全文的主要部分,具体写法以能较好地表达综述的内容为准则。通常根据内容的多少,将主体部分分为几段,每段有小标题。可按年代顺序综述。也可按不同的问题进行综述,还可按不同的观点进行比较综述,不管用那一种格式综述,都要将所搜集到的文献资料归纳、整理及分析比较,阐明有关主题的历史背景、现状和发展方向,以及对这些问题的评述。主题部分应特别注意代表性强、具有科学性和创造性的文献引用和评述。主体部分每一段落的开始应是综合提炼出来的观点,即论点;接着是文献所提出的实验结果或调查事实,即论据,可见主体部分是按论点和论据组织材料的。总之,综述主体部分是以综合概括的论点开头引路,继之以诸家的资料、实验结果为论据展开层次论证。所以,综述也是一种论证文章的体裁,只是论点与论据都是前人文献所提供。如果前人的观点分散或不甚明确,则需作者整理概括,成为开头。在论述某些观点时,作者可有倾向性,但对相反的观点也应简要如实列出。对存在的矛盾和问题应充分如实描述。3、总结 常见的方式有:①扼要的概括、精练主题部分的主要内容;②介绍尚待解决的问题及对前景的展望;③某些篇幅较小的综述,也可以省略结束语。4、参考文献 通常凡引述的资料和主要的论点都应注明文献出处,以便使读者检索查阅。所引文献应以近 3 年内者为主;另外,未公开发表的资料不宜作为参考文献。在我国许多期刊希望列出重要的参考文献,一般限为 20~30 条为宜;但国际上许多生物医学期刊的综述文章,其参考文献甚多,全篇所列文献常达数百条之多。参考文献的著录格式国内尚不统一,应按各刊「投稿须知」要求撰写。扩展资料:1、如何查询国内专利文献可通过中国国家知识产权局()和中国专利信息中心()网站上的「专利检索」。可以免费检索全部中国专利信息(有文摘)。如需获取专利全文,则需前去中国国家知识产权局查阅,也可通过 CSDL 馆际互借和原文传递系统代为办理。2、如何查询国外专利文献科学院用户可首先选择查询 Web of Knowledge 中Derwent Innovations Index (德温特世界专利索引),它是检索专利的权威数据库,收录全球了 40 多个专利机构的 900 万条基本专利,1800 万项专利,该库大部分有文摘,小部分有全文。3、其它可供利用的网上免费数据库欧洲专利局专利数据库: (免费 文摘)美国专利商标局专利数据库: (免费 文摘、全文)WTO知识产权组织: (免费 文摘)IBM专利数据库资源: (免费 文摘、部分全文)更多请参见中国专利信息网上的(国外)专利网站:
首先来看一下问题“英语学术文献翻译”,重点并非在于“英语”而是在于“学术文献”。因此,推荐百度、有道、谷歌这些就没有太大意义了。正是由于这些通用的翻译工具无法应对学术文献翻译,所以才寻求北京译顶科技人工翻译。
那就学啊,我22岁以初中水平学英语,27岁就开始做翻译了。
物联网英文论文加翻译要求怎么写
你现在在学校么?建议你到学校的图书馆去查(一般每个学校都会买网站使用权,这些特定的网站才有学术型的论文或者期刊的,一般我们自己网进不去这些网站),上中国知网,你将你论文题目输入,选择相似查找,和你论文题目一样或者相似的论文就会罗列出来了,然后你根据自己需要选择就可以。
一个实体的影响,通过引入虚拟身份,不只局限在一个服务它消耗。可以这样说,这样的一种存在占用了大量的网络节点和服务支持功能的整体架构。我们已经把这种数据及其相关功能的数字的影子。数字的影子从而代表了实体的使用和会话,并且包含所需资料及端点设备的沟通和服务保障。这数字阴影是如此的投影虚拟身份到逻辑节点组成的体系结构、功能和指示的是逻辑终点,并使用临时节点如图5访问和操作数字阴影是严格控制和限制为实体本身和授权的供应商知道向虚拟身份和背景下了它的使用。即便如此,授权的供应商可能进一步限制在会议中,他们是直接参与。一个虚拟的身份是一个由范围界定信息的数字的影子,我们限制了其影响各个领域。虽然有些信息是唯一有价值的范围内,另一种是价值装置各个领域。一般的政策、法律和用户服务水平应该反映的是隐私的运行情况和是否成功或失败。信息的范围也意味着一块数据就可能不同范围(或上下文)。可能是由于不同来源或访问控制中的数据 虽然我不保证我的翻译是百分之百正确的,但是我希望你采纳,谢谢!还有这可是我一个一个打出的,不采纳就太不够哥们了!
论文中的外文翻译难道不就是翻译你自己写的东西么?又不是让你直接拿外文写作。而且写论文急什么急?
A virtual world is an interactive simulated environment accessed by multiple users through an online Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG'" There are many different types of virtual worlds, however there are six features all of them have in common: Shared Space: the world allows many users to participate at Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D Immediacy: interaction takes place in real Interactivity: the world allows users to alter, develop, build, or submit customized Persistence: the world's existence continues regardless of whether individual users are logged Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, --------------------------------------------------------------------------------Virtual worlds have been created for many different The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing G" But virtual worlds have also been built for purposes other than The following section summarizes a few ways in which virtual worlds are currently used: Commercial GamingCommercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming Examples include Everquest, Lineage 2, and World of W While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming Fortunately there are many other great sites that contain comprehensive lists of commercial gaming Here are a few: MPOGD Gamespot Gamespy Socializing / Online Community BuildingIn addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or Social worlds tend to use settings based on idealized versions of Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of EducationSome virtual worlds have been created for educational In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university Active Worlds Educational Universe is one of the oldest and largest networks of educational Adobe Atmosphere is also being used to build virtual worlds for educational A great example of a corporate-sponsored educational world is M Political ExpressionVirtual worlds can serve as forums for political expression and While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online A great example of a virtual world with a political focus is AgoraX Military TrainingVirtual world technologies are also being used in some interesting ways by the US America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training And this is just the As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of In either case, welcome and enjoy the -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example) Some, but not all, virtual worlds allow for multiple The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain [3] Such modeled worlds may appear similar to the real world or instead depict fantasy The model world may simulate rules based on the real world or some hybrid fantasy Example rules are gravity, topography, locomotion, real-time actions, and Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance Massively multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and Communication is usually textual, with real-time voice communication using VOIP also [clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based HistoryThe concept of virtual worlds predates computers and could be traced in some sense to P[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality This form of virtual reality is characterized by bulky headsets and other types of sensory input Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar [6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSH MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7] Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line IMaze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a ” (-VCF7-MazeWar/html, 29th Feb) According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of Then in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since -/ You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information)Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online)[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D[citation needed][edit] Virtual world conceptsOne perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual [citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example) massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where [edit] BoundariesVirtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds is quite Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual [8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while The term magic circle has been used to describe the imaginary barrier between the virtual world and the real The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD 0107, making this unit of virtual currency of higher value than the Yen or the LEven though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities Places which have their own world, their own rules, topics, jokes, members, Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new Some users develop a double personality depending on which world they are interacting Depending on whether that person is in the real or virtual world can impact on the way they think and It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each Best examples are instant messaging and visio-conferences which allow people to create their own virtual It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help Although Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly) People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and The example of Second Life is totally unique because players develop communities and businesses in this Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double
物联网英文论文加翻译怎么写
One entity’s influence, denoted by its virtual identity, is not restricted to the one service it It could be said that such a presence occupies many network nodes and service support functions in the overall We have termed this data and its associated functions the digital The digital shadow thus represents the entity’s uses and sessions, and contains the required information and the endpoint devices in the communication and service The 一个实体的影响,通过引入虚拟身份,不只局限在一个服务它消耗。可以这样说,这样的一种存在占用了大量的网络节点和服务支持功能的整体架构。我们已经把这种数据及其相关功能的数字的影子。数字的影子从而代表了实体的使用和会话,并且包含所需资料及端点设备的沟通和服务保障。这digital shadow is thus the projection of a virtual identity onto the logical nodes that compose the architecture, and denotes the logical end points and used interim nodes, as depicted in Figure 5 Access to and manipulation of the digital shadow is tightly controlled and restricted to the entity itself and authorized providers that know the virtual identity and the context of its Even so,authorized providers may be further restricted to the sessions in which they are directly 数字阴影是如此的投影虚拟身份到逻辑节点组成的体系结构、功能和指示的是逻辑终点,并使用临时节点如图5访问和操作数字阴影是严格控制和限制为实体本身和授权的供应商知道向虚拟身份和背景下了它的使用。即便如此,授权的供应商可能进一步限制在会议中,他们是直接参与。A virtual identity is a sub-set of the digital information about a user ([4]) A user may have more than one virtual identity to represent the different personas and aspects of its service More than a question of personalization, this mechanism should ensure the user’s privacy across the aspects of its A virtual identity may contain data relevant to many services and networks, including subscriptions, identifiers, service preferences, While its logical understanding is that the information may be available from any point in the architecture, the information itself can be distributed and limited to access by only some As described in Figure 4, the virtual identity can then be used in a transparent way to gain access to the network,services and even perform operations in the “real world” 一个虚拟的身份是一个sub-set的数字信息,用户([4])。一个用户可以有多个虚拟身份代表不同的角色和方面服务的使用。超过一个问题的个人化,这个机制应确保用户的隐私穿过等几个方面的个性。一个虚拟身份可以包含数据有关的许多的服务和网络,包括订阅、标识符、服务偏好等。而其逻辑的理解就是信息可能是可以从任何一处的体系结构、信息本身可以分布和有限存取只有部分的实体。图4中所描述的虚拟身份,就可以用在一个透明的方式来获得访问网络,服务,甚至手术在“真实的世界”。The digital shadow allows the user to excerpt its influence over multiple devices simultaneously by associating its virtual identity with those In a similar manner, the user’s influence goes beyond owned devices, since it affects routers, proxies, servers, This information can all be harnessed, for the user’s benefit, and provided to cross-domain and cross-layer One example is that low level queuing information from a user’s flow in a router is provided to a higher 数字的影子,这允许用户将其影响多种设备同时通过将其与虚拟身份的设备。以类似方式,用户的影响已经超越了所有的设备,因为它影响路由器,代理服务器,等等。这些信息都能被利用,为用户的利益着想,提供给cross-domain和cross-layer操作。其中一个例子是,低水平的排队信息从一个用户的流量在路由器是提供给一个更高的目标By scoping the information in a digital shadow, we limit its influence across While some information is only valuable within the boundaries of a device, other is valuable across General policies of the services, legal and user should reflect the privacy level of the operation and whether it is successful or The scoping of the information also means that a piece of data may be different depending on scope (or context) The difference may be caused by the source or access control on the data 由范围界定信息的数字的影子,我们限制了其影响各个领域。虽然有些信息是唯一有价值的范围内,另一种是价值装置各个领域。一般的政策、法律和用户服务水平应该反映的是隐私的运行情况和是否成功或失败。信息的范围也意味着一块数据就可能不同范围(或上下文)。可能是由于不同来源或访问控制中的数据
四级四级我要杀了你,不会翻译
Internet of things was after the computer, the Internet is the third wave of world information industry Internet of things is something connected to the Internet, the Internet of things is a kind of expansion of the Internet, it is more convenient for people's It in some way the people, the people and things through a new way together, better realize the informationization, the remote control and intelligent network
一个实体的影响,通过引入虚拟身份,不只局限在一个服务它消耗。可以这样说,这样的一种存在占用了大量的网络节点和服务支持功能的整体架构。我们已经把这种数据及其相关功能的数字的影子。数字的影子从而代表了实体的使用和会话,并且包含所需资料及端点设备的沟通和服务保障。这数字阴影是如此的投影虚拟身份到逻辑节点组成的体系结构、功能和指示的是逻辑终点,并使用临时节点如图5访问和操作数字阴影是严格控制和限制为实体本身和授权的供应商知道向虚拟身份和背景下了它的使用。即便如此,授权的供应商可能进一步限制在会议中,他们是直接参与。一个虚拟的身份是一个由范围界定信息的数字的影子,我们限制了其影响各个领域。虽然有些信息是唯一有价值的范围内,另一种是价值装置各个领域。一般的政策、法律和用户服务水平应该反映的是隐私的运行情况和是否成功或失败。信息的范围也意味着一块数据就可能不同范围(或上下文)。可能是由于不同来源或访问控制中的数据 虽然我不保证我的翻译是百分之百正确的,但是我希望你采纳,谢谢!还有这可是我一个一个打出的,不采纳就太不够哥们了!