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总括来说,世界上语言可分为两大类。一类是目前已经没有人使用的,已不通行的,或已被废弃了的,称为“死”语言(dead language);另一类是目前仍然通行的称为“活”语言(living language)。希伯莱语、古拉丁语等属于前者;而汉、英、日、西、法、德、俄等语言俱属于后者,而且是其中最通行的几种。“活”的语言有一个很重要的共通点,就是它们都随着时代的发展而变化。英语上这样,其他的语言也是如此。不过,由于英语在世界上的通行度和通行范围都胜于其他各种语言,所以其变化尤烈。
英语的变化主要表现于语法和词汇两方面,并籍这两种变化推动发展,构成现代英语的基础。近二十年来语言学理论最重大的进展之一是出现了“转换——生成语法”(Transformational-generative Grammar),这种语言学理论的诞生使英语进一步科学化。与此同时,大量新词汇的涌现使英语的表达力加强了,形式丰富了,因而使英语更趋生活化。
新词汇的产生
新词汇到底是怎样产生的?
当人们发现新事物,遇到新问题,总结了新经验,发展了新思想的时候,便需要新字和新词来表达,这是因为旧有的、沿袭使用的表达方法已经不适合或不敷应用了。另一方面,由于以英语作母语及第二语言的国家遍及全球各洲,而各地的风 土人情、生活习惯和社会环境大有区别,这就必然会出现不同的表达形式和用语,而这些语汇中不少会被逐渐吸收进经典的英语辞典中,成为语言的一部分。
在目前日益进步的社会里,科学和技术是新词汇的主要供应者,每当某一门科学发展到一个新阶段的时候,就有相当大一批新词涌现。在这些新词当中,很多是该等科学的专用词汇,鲜为外行人所知晓,只有专科字典及词典才有收栽;但是,其中也有不少常被应用和引用,结果成了一般人所喜闻乐道的用语。
例如,当美国太空人成功地登陆用于月球时,英语中出现了moonwalk(月球漫步),lunar rove(月球车),moonrock(月球标本车)等一系列有关的用词。由于近年发射了不少人造卫星绕月运行,故此就很必要地创出了apolune(远月点)和perilune(近月点)二词。太空船与太空站在空间会合对接,使docking增添了一个新含义(靠泊),同义的还有linkup。发射太空船被视为人类科学发展的象征,故很受注意。因此,不少与太空船有关的用词已被广泛使用,如CM(command module:指令舱,指挥舱),splashdown (溅落),space sickness(宇航病),space age (太空时代)等。在谈到探索deep space(深空间,远空间)和其他太空现象时,quasar(类星射电源),pulsar(脉冲星),neutron srar (中子星)及神秘的black hole (太空黑洞)等已是耳熟能详的用语。
近二十年来,遗传学的迅速发展创造了许多使人耳目一新的词汇,如genetic code(遗传密码),codon(密码子),DNA(脱氧核糖核酸),transfa RNA(传输核糖核酸),messenger RNA(信使核糖核酸),transcription(信使核糖核酸的形成)等。这些新词流行日广,连到一般的书刊报道都有应用,故此早已广大读者所接受。
近年来发展迅猛的大了电脑工业带来的新词汇也着实不少。常听常用的包括FORTRAM(公式翻译程序语言),COBOL(面向商业的通用语言),ALGOL(算法语言),BASIC(初学者的通用符号指令码),absolute address(绝对地址),data bank(资料库,数据库),floppy dise(柔性塑料磁盘)pushdown(下推存储器)等等。旧有词如keyboard,terminal,memorym bit等也分别加添了新用法。
医学的飞跃发展同样带来了大批新词,包括了医学上的技术性用语及新制成的药品名称,新发现的病菌、病毒等。其中如hotoscanning(光扫描),open heart surgery(开心手术),picornabirus(换心人),microcirculation(微血管循环)等都是近期出现的。一些用词如the pill(口服避孕丸),test-tube baby(试管婴儿),transsexual operation(变性生术)等已成日常用语。
核物理学发展的结果,好象要把人们带进微观世界。kron(K介子),muon(μ介子),pion(π介子)等陆续发现,lepton(轻子),baryon(重子)的分别,当然还有引起轰动的quark(夸克)。假设上由各种antimatter(反物质)如antiproton(反质子),antineutrino(反中微子),antiquark(反夸克)等组成的antiworld(反物质世界)也备受重视。
数学和其他学科也在不停地发展。在通俗的教研、科普读物中,不难发现以下的名词术语:NOT("非"逻辑算子),parametric equation(变数方程),近年中小学推行的newmath(新数),artificial intelligence(人工智能),magmetocardiogram(磁性心动扫描记图),IC (集成电路),piscicide (鱼类灭绝),hot mooner (热月学家),Sealab(海底实验室),radiosterilization(放射性消毒)等。新的学科也在不断形成,例如bionics(仿生学),cryosurgery(冷冻手术),macrometereology(大气象学),ocean engineering(海洋工程学),phytochemistry(植物化学),biotelemetry(生物遥测学),astrionics(太空电子学)等数十种新的学科在发展和壮大。
军备竞争激烈,武器日新月异,自然也产生了不少新词汇。ABM(antiballistic missile:反弹道导弹),MIRV(multiple independently-targetedreentry vehicle:多弹头分导重返大气层运载工具),the Bomb(核威慑),helilift(使用直升机运输),Green Berets("绿色贝雷帽"特种部队),grunt(步兵,beam weapons(死光武器)等,几乎成了家喻户晓的用语。
交通工具的改进,也使人有瞠目结舌之感。天空上充斥着SST(supersonic transport:超音速运输机),airbus(空中巴士),air-taxi(空中的士);英法合制的Concorde(协调式飞机)在航空史上当然也占着重要地位。HST(hyper-sonic transport:特超音速飞机)的诞生,使飞机工业有了新发展。一些富裕的有闲人士经常乘搭喷气式飞机到各地旅游集会,成了一个特殊的阶层,称为jetset。喷气式飞机的乘客有时也会患上这样或那样的不适症状,统称为jetsyndrome。在水面和陆地上,新型的交通工具接连出现,包括ACV (air-cushion vehicle:气垫式运载工具),ATV(all-terrain vehicle:全地形车),hovercraft(气垫船),freight-liner(货柜火车),bullet train(子弹车),aerotrain(悬浮火车)等。
除了科学和技术之外,动荡的政局、日趋变革的社会环境和世界性的文化及各方面的交流,也是英文新字的来源。例如自六十年代初期“-in 运动”的兴起、转化和发展,使这个“家族”膨胀得使人吃惊。从第一代的sit-in(静坐示威)到第二代的teach-in (宣讲会),以至第三代的be-in(颓废派的社交集会),一共出现了数十个-in的用词,其演变之速,实令人咋舌。
近年来,世界政坛风云变幻。西欧诸国为加强团结,发展贸易,组织了EEC(European Economic Community:欧洲经济共同体)。中东和南美、非洲的石油输出国也组织了OPEC(Organization of Petroleum Exporting Countries:石油输出国组织)。在美国爆发了水门事件之后,Watergate一字被广泛应用以指任何的政治丑闻在政府内部,主张用武力解决争端的一派人被称为hawk(鹰派),主张和平手段的称为dove(鸽派),而dawk是介乎鹰派),主张和平手段的称为dove(鸽派),而dawk是介乎鹰派与鸽派的消极反战者。其他的政治用词如establishment(政府),atomic club(原子俱乐部),advance man(先行人员,助选人员),pilitical animal(政治动物)等亦常见用于报刊之上。
世界性的经济危机,通货膨胀和工商业的发展也是新词的重要来源之一。ASP(American Selling Price美国售价),slumpflation(萧条膨胀),added-value tax(增值税),Eurodollar(欧洲美元),petrodollar(石油美元),revenue sharing(国库分享)等都是近期产物。
社会的变革在过去两个年代中造成了很大的影响,不少基本意识形态受到了冲击。女权运动的爆发产生了像Women'sLib(妇解运动),chairperson(主席),malechauvinist(大男子主义者),girlcott(抵制)等新用词,但也促成了Men's Lib(男子解放运动)的诞生。六十年代末期美国黑人运动Black Power(黑色权力)爆发后,不少表示"…运动"的用语即仿此而出现,计有:Brown Power(褐色权力),Flower Power(花癫派权力),student power(学生权力),Red Power(红色权力)等,更有人戏谑地创出green power一语,意指“金钱魔力”(因美元背面是绿色的)。
道德观念的转变造成了generation gap(代沟),而gap字的用途又在此基础上多样化,以致产生了credibility gap(信誉沟),culture gap(文化沟),communication gap(通信隔阂)等新词。西方青年的思想与旧习俗社会的脱离,迫使他们要寻找发泄的途径。于是Mary Jane(大麻),LSD(迷幻药),upper(兴奋剂),soft drug(软毒品),hard drug(硬毒品),headshop(迷幻商店),commune(嬉皮士公社),psychedelphia(迷幻村)等词又应运而生。一代一代的颓废派亦相继出现:hippie(嬉皮士),flower children(花癫派),Gentle People(温和人),street people(街头颓废派),teenybopper(少年颓废派),等等。
人们对环境污染的注视在近年特别显著,这可见诸环境学家的倡议设立EarthDay(地球清洁日)和Eargh Week(地球清洁周)。"污染"这一用词无日不见出现于报章杂志之中,较新的词汇包括environmental pollution(环境污染) ,heat/thermal pollution(热污染), internal pollution(体内污染),visual pollution(视觉污染),antipollutionist(反污染者),environmentalist(环境问题专家),dystrophication(河湖污染)等。
在教育和语言研究方面,也因教学方法和教学用具的改革而出现了一系列的新词,如schoolbook(教科书式的),pass-fail(取否法),CAI(computer-assisted instruction(电脑辅助教学),audiovisuals(视听教材),coedism(男女同校教育),preppie(预科学生),open classroom(开放教室),polyversity(多元大学),megaversity(超级大学),generative grammar(生成语法),kernel sentencd(核心句)和Chomskian(乔姆斯基理论的)等。
娱乐和体育亦是较大的新词汇供应者。电台和电视台的audience rating(视听率),call-in(电话节目),sitcom(长寿单元喜剧),soup opera(肥皂剧),prime time(黄金时间),imstant replay(即时重播),VTR(磁带录像),VCR(盒式录像)等都是人所共知的用语了。多姿多采的新体育运动也丰富了英语的词汇。近期新兴的玩意包括skate-boarding(滑板运动),skydive(缓张伞跳伞)。land/sand yacht(沙滩艇,陆地风帆),hang glider(飞行风筝)是较高级的玩物。一些组合词如cyclo -cross(自行车越野赛),roller hockey(滚轴冰球),demolition derby(撞车大赛)等也因新型运动的兴起而相继出现。体育家们还发明了slimnastics(减肥体操),isometrics(静力锻练)等健美身体、增强力量的方法,当然还有流行海外的中国kung fu(功夫)和日本的aikido(合气道)等。
很多的新词汇实际上已经进入人们的日常生活和每个家庭之中。现在,很多家庭里都有VCD(盒式录像机);而原来称为television set的电视机现被谑称为television set 的电视机现被谑称作box, gogglebox, idiot box, idiot'slantern。microwave oven(微波电锔炉),autotimer(自动开关器)等是科技的新产物。videophone/picturephone(电视电话)亦在大量生产中。音响领域中的新词也有quadraphony(四声道),sensurrornd(杜比系统)等。七十年代最后一年才出产的Polarvision System(宝丽视系统)现已流行世界。较早期出现的telex(用户电报)更是大公司和商行必设的通讯系统,当然还有IDDD(International DirectDistance Dialling:国际直通长途电话)。过去几年生产了一种拉盖即开的罐装饮品,这种引起浪费和制造废品的用完即丢的容器也有新名称:thrwaway 或diposable 。
为了加强表达的力量,不少新的日用词汇被创造出来了。这一类的用词近年来大行其道,若不弄懂实难秘英、美、人士交谈。举例而言,精神病医院的新名称是funny farm,而fat farm却是减肥中心;在停车场向违例停泊的车辆派告票的女警察被称为meter maid(老虎机女郎),用油特多的"大食车"是gas eater。容易到手、尤其是以不正当手段得来的金钱叫做quick buck等等。
事实上,新词汇产生的原因及其来源非常广泛,可以说是由世界上各式各样的变化促成的,故此无法尽量罗列。总而言之,大量新词的涌现说明了社会在变化,英语在变化。
新词汇的构成
根据研究和统计的结果,在六十年代和七十年代中,共出现了一万多新的英文词汇。然而,这个数目所包括的仅是已经确立并被广泛使用的字和词,一些被大多数人接纳、太专门化或罕用的词语尚不算在内。按这一万多的新词汇所做的研究,其构成法可以分为四大类。
<1>创新法—— 即创造出一个全新的英文字。据研究结果显示,用这一种方法创出的新字新词所占比例较小,因为到目前为止,英语已经有了相当雄厚而根基巩固的“班底”,新词汇可由旧字和原有的词根变化出来。用创新法构成的新词汇包括。
(a)少量的社会科学及自然科学用词,如:periapsis(近拱点),cladistics(遗传分类学),penetralium(核心组织),ekistics(城市与区域计划学),isomorphism(同构),quark(夸克);
(b)已通用的新产品的商标名(代表或用来指同一类产品)和已被用作普通名词的专有名称,如:lasercomp(激光电脑排版机),dolby system(杜比系统),miniteller(微型出纳机),Rent-a-Train出租列车).polarvision system(宝丽视系统——即影即有电影系统),sealab(海底实验室),watergate(政治丑闻),Frisbee(玩具飞碟);
(c)人名和地名等专有名词衍变出的普通词类,如:Hitchcockian(希治阁式的,悬疑的),Chandler wobble(钱德勒振荡),cocacolonization(美国化),a-go-go(阿哥哥舞厅),Mcluhanesque(麦克卢汉式的,电子化的);
(d)经常被使用的字首缩略词(acronym)和普通的缩写语(abbtreviation),如:STLT(Strategic Arms Limitation Talks:限制战略武器会谈),COBOL(Coommon business Oriented Language:面向商业的通用语言),BADGE(Base Air Defense Ground Environment:地域半自动防空警备体系),ACV(air-cushion vehicle:气垫式运载工具),EEC(European Economic Community:欧洲经济共同体,欧洲共同市场),comsat(communication satellite:通讯卫星);
(e)新的习语,包括以前未被收入正式词典中的俚语(slang)和口语(colloquialism),如:posh(非常时髦的),bonkers(疯狂的),easy meat(易辨的事),like a lead balloon(毫无作用),can of worms(一团糟),merchant of death(死亡贩子),go for broke(尽最大努力),carry the can(面对责备,负起责任),selllike T shirts(货如轮转)。
用这一种方法创成的新字新词中,还包括了一种把长字缩短而保持原义的新形式,如deli(delicatessen:熟食店),mod(modern:时髦的,摩登的),nat(mationalist:民族主义者),neut(neutron bomb:中子弹),divi(dividend:红利),disco (discotheque:迪斯科,唱片夜总会)等。这种新形式与原字同样流行,有睦甚而超过。
一部分商标名被接纳为普通用词后,用法、含意和词类属性上亦起了变化。如telex原为名词(用户电报,电报用户直通电路),现可作动词用,表示"以用户电报通知";xerox原为名词(乾式影印,静电影印),现可作动词;STP原为汽油附加剂,现指幻觉剂;Tom it一词中,表示"逆来顺受"。
<2>结合法——在旧有用词的基础上,加上前缀、后缀或其他构词成分构成新词,或使两个旧有用词或旧有用词的部分结合起来成为新词,或使两个构词成分结合成新词。利用这种方法构成的新词汇所占比例较大,词义亦较易理解推出。例如:microelectronics(micro+electronies:微电子学),antididnapping(anti +kidnapping:防绑架的),autocue(auto+cue:自动提示器),electrofishing (electro+fishing:电力捕鱼),photobotany(photo+botany:光植物学),educationese(education+ese:教育界术语),Pekingology(Peking+o+logy:北京学,北京问题研究),Dullesian(Dulles+ian:杜勒斯式的),robotesque(robot+esque:机械人似的);
Housrmanship(house+manship:英议员的雄辩),Americandom(American+dom::美国人的世界),cryptosecurity(crypto+security:秘密安全部的),paint-in(paint+in:油漆示威),pedestrianization(pedestrian+ization:人行道化),peacenik(peace+nik:反战运动分子);
diet pill(减肥丸),easy meat(易辨的事;易得的东西),Great Society(大社会),hard science(硬科学,自然科学),landmark(陆标),cardcarrying(典型的),carbecue(烤车架),boatel(汽艇旅馆),chunnel(水底列车隧道);
electrophobia(electro+phobia:电气恐怖症),bionics(bio+onics:仿生学),quarkonics(quark+onics:夸克学)。
有一部分前缀、后缀及构词成分是特别多产或特别活跃的,其中包括anti-,auto,bio,electro-,Euro-,extra-,geo-,hyper-,-ian,immuno-,in-,-in,inter-,intra-,-logy,macro-,micro-,mini-,multi-,-nik,non-,prar-,-phobia-,photo-,poly-,psycho-等,此等构词成分在构成新词的过程中起着相当积极的作用.
<3>添义法---使旧词添上新释义.近年来,不少沿用的旧词增添了新的含义.这一类形旧义新的字为数不少,碰上和使用时宜加注意,例如:
Happening:旧用法指一次事件,新用法指“哈普宁艺术”(一种目的使观众意外、惊奇和投入的舞台或其它形式的演出等。
这一部分的新词还包括了一些过去只能作为某一种词类使用,现在却可作别一词类运用的旧字。如H-bomb过去是名词(氢弹),现在可作动词,表示“用氢弹袭击”;lookingglass过去是名词,指“镜子”,现在可作形容词用,表示“颠倒的”,“乱七八糟的”等意。又如soul一字既加添了新意,指“黑人文化”,更可作形容词,泛指“黑人的”,如soul music(黑人音乐,灵乐),soul food(黑人食物)等。
一个值得注意的构词形式是back-formation,即所谓“逆序造词”或“倒反构词”。这是把一个现存的词的真正后缀或貌似后缀的部分脱落而形成该词的另一种词类。例如先有 free association(自由发言,自由联想),才有freeassociate;one-up(胜人一筹的,占上风的)和 one-upman胜...一筹,占...的上风)是从one-upmanship 一词倒反构成的。laser(激光)本是一字首缩略词,但是由于像是从lase变出来的名词,故英、美人士又创出lase这个动词,表示“放射激光”,“使受激光照射”。
<4>外借法---借用或吸收外来语。这种方法由来已久,英语中不少字和词其实是从外国借来使用,最后成了英语中不可缺少的部分。这些外来语很多保留原来的样貌,有些拉丁化拼音拼写成英语,亦有些被改头换面或按义译成英语的。例如:
discothèque <法>:唱片夜总会
autostrada <意>:高速公路
autopista <西>:高速公路
mao tai <中>:茅台酒
sushi <日>:寿司
westpolitik <德>:(东欧国家的)西方政策
samizdat <俄>:地下出版(物)
favela <葡>:贫民窟,木屋区
haman <阿拉伯语>:海玛姆(伊朗公众浴堂)
又如black humor (黑幽默)原为法语humour noir,英美人士借用后按义改成正式英语;同样地,found object (拾得艺术品)来自法语objet trouve。kirin来自日语kylin,后者又源于汉语ch’i lin(麒麟的旧拼写法)。
(本文是作者为《10000英文新字字典》写的导言) 参考技术A [摘要]英语正受到网络巨大的冲击和影响,产生了大量代写论文与政治、经济、生活相关的新词,总结并分析其构词特点,将会帮助人们充分利用各种英语资源,更好地为生活、学习和工作服务。[关键词]网络英语新词分布构成特点一、新词出现的原因及分布1。原因。当人们发现新事物,碰到新问题,总结了新经验,出现新思想的时候,便需要新宇和新词来表达,这是因为旧有的,沿袭使用的表达方法已经不适合或不敷应用了。一方面,由于以英语作母语或第二语言的国家遍及全球各洲,而各地的风土人情、生活习惯和社会环境大有区别,这就必然会出现不同的表达形式和用语。另一方面,这些语汇中不少会被逐渐吸收进经典的英语辞典中,成为语言的一部分。随着计算机技术的发展,网络走进了千家万户,越来越多的人开始利用网络进行实时交流。这样网络创造了自己的语言,产生了特有的新语体,也出现了许多新的网络用语,而且富有独特的语言魅力,使我们网络交流更有时代特色。2。分布,随着互联网的广泛应用,网络英语新词汇的分布遍地开花,涉及到政治、经济、文化生活等方面。(1)经济类。随着网络经济的形成和发展,网络经济词汇也大量涌现。例如:e-shopping:网上购物e-market:电子市场e-cash:电子现金e-revenue:电子商务收入e-business:网上交易e-service:电子服务(2)政治类。为使网络的普及,一些政府推出了一系列带有政治色彩的服务,同时也在网上进行各式选举活动。进而出现了一些英语政治新词。例如:e-campaigning:电子竞选e-precinct:电子选区e-precinctcaptain:电子选区负责人“e-rate”program:资助上网计划(3)娱乐生活类。现代生活与网络息息相关,网络正在潜移默化地改变着人们的工作、购物、娱乐、交往等的方式。各种与生活紧密联系的新词层出不穷。例如:e-life:网络生活internetrecruiting:网上招聘deadtreeedition:电子杂志digithead:电脑迷e-mailaffair:网恋blog:博客综上可见,网络英语新词已经成为现代政治、经济、文化、生活中不可或缺的一部分。二、网络英语新词构成特点网络英语新词汇的构成或由一些常用词派生,或通过些常用词重新合成,或赋予些常用词新意而形成。这些网络新词的语义具有生动贴切、简练明了的特点,在网络交流中更能表达人们的思想或观点,更轻易被人们接受。1。旧词新意。借用生活中熟悉的词语来表达新的意思。现举几例:bug原指虫子,现在的意思是硬件或者软件中的漏洞(缺点)。host:原指主人,现在的意思是电脑主机。shooting:原指射击他、投球之意,现在的意思是聊天。mouse原指老鼠,现在的意思是鼠标。memory:原指记忆,现在的意思是内存。display原指展示,表演,现在的意思是显示器。virtualclassroom:现在的意思是网上教学。hit:原指打击,现在的意思是点击(进入某个网站)。2。合成词。两个或者两个以上独立的词结合在一起构成,或者是一个自由结合的词组和短语。这种构词法在网络英语新词中很普遍,出现频率很高。现举几例:China+net→Chinanet(中国网)education+net→educationnet(教育网)network+citizen→netizen(网民)internetworm:电脑病毒netcop:网络警察networm:网迷netsurfer:网上冲浪者onlinegoods:网上商品onlinegalaxy:网络一族3。缩略词。将词的音节加以省略或简化而形成的词。此类网络英语新词更加符合网络交流的便捷、简练等特点。现举几例dbase:数据库onlineDJs:网络音乐主持人pgup:(浏览网页)上翻pgdn:(浏览网页)下翻opcode:合作代码cyberia:电脑咖啡店webzine:电子杂志webster网络专家4。首字母拼写词。由词组中的各词首字母按字母读音组成的缩略词。这种网络新词易读、易记、易识别。现举几例:WWW:万维网WAN:广域网LAN:局域网FIP:超文本传输协议IP:网络传输协议ISP网络提供商API:应用程序接口IT:信息技术IP:网络电话AFAIK:asfarasIknow(据我所知)BRB:berightback(马上回来)FRF:facetoface(视频聊天)BTW:bytheway(顺便提一下)HOWDY:howdoyoudo(最近如何)CU:seeyou(再见)IMO:inmyopinion(我认为)IOW:inotherwords(换句话说)TY:thankyouortrustyou(谢谢你或信任你)GTG:gettogo(离线)A/s/L:age/sex/location(年龄/性别/地址)5。派生词派生词缀和词根结合,或者粘着词根和粘着词根结合而构成的词。词根是基础,同一词根上可以加不同的词缀,从而构成丰富多彩的网络英语新词。现举几例:Inter:inlerphone(网络电话)interjecting(插入磁盘)Cyber-:cyberspace(网络空间)cybernaut(信息空间旅行者)Tele-:telnet(远程登陆协议)telecom(远程通信)Hyper-:hypermedia(超链接)hypertext(超文本)三、结束语随着互联网的快速发展,承担着大量信息传播的载体之一——网络英语也在逐步完善。现今的网络语言中,英语占据着统治地位,80%的网页语言是英语;近乎一半的世界人口能够熟练运用英语。因此,尽可能多地学习和把握网络英语非凡是网上出现的英语新词,将有助于人们更好地利用和吸收各种网络资源,这样,不仅可以提高人们的英语水平,还可以促进和加快步网络技术的进步以及社会发展的步伐。
时尚网络英语新词探析
网络语言是人们在互联网上进行信
息交流和信息处理的交际符号,它伴随信
息时代的到来而产生。在网络语言交际工
具中,英语一直是主导语言。在互联网上,
任何一种语言都无法与英语抗争。时尚网
络英语词汇是社会进步的产物,它不仅丰
富了英语词汇,充实了词汇的语义,而且
为人们提供了许多新概念,拓宽了人们的
知识结构,影响着人们的生活。因此,对网
络英语新词进行研究,有利于我们得心应
手地畅游网络。
归纳起来,网络新词的构成具有简洁
化、系列化、隐喻性强等特征。
构词简洁化
在高速发展的信息时代,快速的生活
节奏也促使人们简便高效地传递信息和
进行交流,网络交际的一个主要特点是快
捷高效。网民们寻求在最短的时间内获取
最大的信息量,必然会使用简明扼要的新
词语来代替冗长繁杂的词语,即主要通过
缩略的构词法的使用,包括首字母缩略、
混成缩略、借助数字与字母混合缩略、借
用特殊符号表达等形式。
首字母缩略。即取每个英文单词的首
字母的方法。如:AFK表示“暂时离开”,
EFTr表示“电子资金转账”,IM0表示“依我
之见”,MYOB表示“不关你的事”,BBS指
代的是“公告牌系统”
混成缩略。即截取两个词中的一部
分,再拼凑在一起,构成新的网络词汇。
如:Interpedia表示的是“因特网全 ”,Ne—
XI.N'I.'V-E.N" AIHAO~J-tE 2008·2(下半月)
tiquette~ 的是“网络礼仪”,Edutainment指
“寓教于乐的软件”等。
借助数字和字母的混合缩略 除了按
语音缩略,数字也加入到网络时尚新词的
组成当中,成为了自英语词汇起源以来最
为新颖的一种构词法。这种组合方式看起
来难以理解,不符合语言规范,却符合了
现代人追新、追奇、追求时尚、彰显个性的
心理特点,也适应了快节奏激烈竞争状态
下人们扩大单位时间的使用效率的心理
需求。如:I12go表示“我想去”,It’S up 2 u
表示“该你了”,Good 9表示“晚安”,B4表
示“之前”。
借用特殊符号表达。由于网络交流是
通过键盘的文字交流,交流者之间一般存在
遥远的空间距离。双方既看不到彼此的形
象,也听不到对方的声音,所以无法用手势、
语气或面部表情等非语言信息传递情感。于
是一些带有感情色彩的标点就像一套脸谱
弥补了缺乏情感交流手段的不足。如:
:)表示“眨眼睛”
:一D表示“哈哈大笑”
>:一<表示“愤怒”
构词系列化
网络新词的第二个特征是构词出现
系列化特征。
首先,网络英语构词通过能产性强的
词缀派生出了大量的派生新词, 其中,最
活跃的词缀有:
前缀cyber一:表示“计算机(网络)的”
构成的词有:cyberculture(电脑文化),cv—
berfair(网上集市),cyberdepot(网上商店)
等。
前缀tele一:表示“远距离的、电信的”,
构成的词有teleconferencing (远程会议),
teleeommuter(远程上班族),teleputer(电
视电话计算机)等。
后缀一ware:表示“件,软件”,构成的
词有:courseware(课件),Freeware(免费软
件),careware(爱心软件),charityware(慈
善软件)等。
其次,网络英语的另外一个很重要的
构词手段是复合构词。复合构词的系列化是
网络英语构词的主要特点之一。常见的有:
1.由electronic(缩写为“E”,意为“电子
的”)和其他词构成的系列合成词,如:E—
magazine(电子期刊),E—text(电子文本),
E—wallet(电子钱包)等。
2 由net(意为“网络”)合成的词有:
speak(网络语言),net surf(网络冲浪),out—
emet,指那些传统的不上网的媒体,包括
杂志、报纸、书刊、电视电影,等,Nethead,
指满脑子都是网络、痴迷的网虫或网迷。
隐喻性强
网络英语具有很强的隐喻特征。从语
言的阐释修辞功能上讲,隐喻“是一个异
质而同值的语词置换在常规词序中应该
出现的词语”。 网络英语中包括许多专业
的网络技术词汇和计算机词汇。这些词汇
在一定程度上属于科技语言,所以,网络
英语也就具有了隐喻性的特点。隐喻在人
类认知方面有两大作用:创造新的意义和
提供看待事物的新视角。 我们发现,在网
络和计算机技术的发展过程中,人们不断
通过隐喻手段来创造新词或新概念。普通
的词汇通过语义变化及隐喻修饰,原词义
加以引申、扩展,从一个新的角度去看待
它,便具有新的含义。如: ’
Bubble sort 冒泡排序法,指排序
时逐次将相邻的两个数据进行比较,不符
合排序要求的替换掉,按照这样的方法将
关键码值最大的交换到最后一个记录位
置上,然后进行第二轮排序。排序中关键
码值较小的数据就像水中的气泡往上冒。
这种计算机程序设计和数据处理中的重
要运算术语缺乏对应的词语表达方式,用
隐喻来命名这一陌生而又抽象的概念,既
符合语言的经济原则,又体现了人类认知
思维的具象性。
在隐喻的作用下,抽象的概念具体
化,复杂的含义简单化,科学的术语通俗
化,很好地加强了社会科学和自然科学的
沟通,使一个学科从另一个学科中得到启
示。正是因为从已知的概念来认知未知的
概念,从已知的语域向未知的语域映射,
网络英语技术词汇与人们的13常生活词
汇非常接近,既简洁生动,又易于记忆。如
Memory,在普通词汇中被译为记忆,在网
络术语中称为存储器。这种词汇的延伸与
灵活应用,在很大程度上促进了网络技术
和计算机的发展。
结束语
网络英语新词汇的发展反映了社会
的进步,其构词特点具有非常鲜明的时代
气息,其构词形式孕育着新的含义和简洁
明了的构词方式,随着网络的进一步发展
和英语在网络中的运用,网络英语的空间
会愈来愈大。同时,网络英语的独特性也
会愈来愈显现出来。因此,了解和掌握网
络英语的构词特点,有利于我们掌握和运
用现代化的教学设备,有助于获得通过网
络对外进行交流的技巧,也可以透过语言
这面镜子窥视出受众思想观念的变化。
进一步讨论。可以预计的是随着网络的发展, 很可能会出现统一的字母表情符号。
二、因特网上英语新词的特征
语言的动态发展过程满足人们交际需要, 也体现了语言与社会、认识与交际的密切关系。网络
英语正是在网络技术高速发展的社会背景下日益丰富、逐渐发展起来的, 并体现着媒体的普及和科
技的进步。网络英语是网络文化的产物, 符合了语言的发展规律。网络新词的语义具有生动贴切、简
练明确特点, 在网络交流中更能表达人们的思想或观点, 也更容易被人们接受。
( 一) 词义通俗易懂, 生动贴切
网络交流毕竟不同于面对面的交流, 交流者交换信息只能凭借文字, 不能借助身体语言, 这就要求网络英语新词汇必须是通俗易懂的。它的构词法应该是大家所熟悉的, 即使阅读者以前没有接
触过的词汇, 大部分也可以根据熟悉的词汇推测出来。网络英语的通俗性主要反映在其构词方式大
量地使用派生和合成, 使得上网者只需了解词缀的意思, 便可推断出并掌握由此派生出来的大量的
新词, 如cyber 来源于希腊语, 意思是舵手, 可理解为“ 电脑、网络”或音译为“ 赛博”, 由cyber 派生出
来的词有cyber activist、cyber addict、cyber attack、cyber cop、cyber brain、cyber surfing 等。网络英语中的
合成词数量丰富, 种类繁多。许多新词都是由普通单词与具有特定含义的单词组合而成的, 其新的
语义同样通俗易懂, 极易理解记忆。如web 原意是“ 蜘蛛网”, 引申为网络, 其合成的词有webmaster、
webster、webzine、web site 等。
网络上人们除了使用一些副语言符号来表示语调和情感外, 还常借用一些词汇来描述一些非
语言行为, 如描述网民的动作、情感和体态等。人们面对的是冰冷的屏幕, 用语言来描述网民的动
作、情感和体态, 有着纯文字无可比拟的作用, 可以使网络更具人情味, 更为生动和吸引人, 更接近
实际的交流。如“ haha”表示笑“, LOL”表示大笑“, Smile”表示微笑“, Rose”表示送上的玫瑰“, ROTFL”
表示笑得打滚“, //jump”表示高兴得像小孩子似的在聊天室里蹦蹦跳跳“, //think”表示歪着头想了一
下“, //praise”表示对大家说“ 果然高明, 佩服, 佩服”等。
( 二) 简洁易记, 输入快捷
很多新颖别致的网络词汇是利用常用的词根及词缀, 按构词法规律, 进行创造性重组构成的。
这类词汇具有言简意明, 易于解读, 便于记忆的特点。简洁、易于记忆的网络英语使网民们无须记忆
冗长繁琐的术语或行话, 有效提高键盘输入信息的速度, 利于网络信息的传播。
网络英语的简约性主要体现在网络上涌现的大量的缩略词汇上, 缩略构词法造词简练, 使用简
便, 比较口语化, 不太正式, 缺乏被社会其他领域广泛接受的使用规则。但由于其通俗易懂、简单明
了、易于记忆和传播, 因此, 这类缩略语在网际交流中被网民一致认可并广泛接受和使用。这些词汇
的共同特点是形式简洁、词义单一, 没有丰富的联想意义。
缩略语的使用不仅可以简化文章, 节约印刷空间和阅读时间, 而且可以有效地提高输入速度,
从而适应计算机科学和网络技术高速发展的要求。因此, 为了提高输入速度, 网络英语还经常会忽
略首字母的大小写。
( 三) 隐喻性
隐喻是人类重要的认知方式和思维方式。理查兹( Richards) 曾经说过“, 隐喻是人类‘ 语言无所
不在的原理’”。P.F'ontanier( 1830) 对隐喻的认知特性进行了进一步的阐述, 他指出隐喻就是将某类
事物看作另一类事物。任何一种艺术形式都体现了隐喻特征, 任何一种以一类事物去体会另一类事
物的方式都叫做隐喻, 网络语言自然包含其中。网语的主要构词方式正是以一范畴的事物去说明另
一范畴的事物, 无论是数字范畴的数字网语, 还是符号范畴的符号网语以及网民自创的网络语言都
体现了其隐喻性, 体现了网民认识世界的通常的认知形式。
网络新词汇常依赖人们熟悉的词汇, 借助词汇的比喻意义, 激发读者的联想与想象, 彰显出新
旧事物或观念的相似点或相关性, 赋旧词以新义, 创造出形象生动、喻意丰富的描写新事物、新观念
的词汇。网络英语中包括许多专业的网络技术词汇和计算机词汇。这些词汇在一定程度上属于科技
语言, 所以, 网络英语也就具有了隐喻性的特点。一般来说, 隐喻在人类认知方面有两大作用: 创造
新的意义和提供看待事物的新视角。我们发现, 在网络和计算机技术的发展过程中, 人们不断通过
隐喻手段来创造新词或新概念。普通的词汇通过语义变化及隐喻修饰, 原词义加以引申、扩展, 从一
个新的角度去看待它, 便具有新的含义。如computer virus 中的virus 原指生物学中的病毒。而在计算
机领域中, 是指由程序员设计的隐藏在计算机程序中, 意在破坏计算机操作系统使其紊乱或丢失数据等的秘密程序。类似的词汇还有gopher、archive、menu、memory、run、path 等。
由此可见, 在隐喻的作用下, 抽象的概念具体化, 复杂的含义简单化, 科学的术语通俗化, 很好地
加强了社会科学和自然科学的沟通, 使一个学科从另一个学科中得到启示。正是因为从已知的概念
来认知未知的概念, 从已知的语域往未知的语域映射, 网络英语技术词汇与人们的日常生活词汇非
常接近, 既简洁生动, 又易于记忆。这在很大程度上促进了网络技术和计算机知识的发展和普及。
( 四) 新词的语义呈现和更新速度快、数量多
计算机的高速发展, 网络的广泛普及, 导致了网络新词的大量出现, 这其中就包括了丰富的网络
英语新词。这种新词呈现和更新速度之快, 数量之多是任何一本辞典也难于收录过来的。所以在网络
英语新词发展如此迅猛的时代, 了解其构成及语义特征, 有助于知识的积累, 开阔我们的视野。
当今, 网络文化影响着人们的学习、生活、工作、思维方式、价值观念。因此, 加强对网络英语新词
的研究, 掌握它们的构成及语义特征, 对人们熟悉网络, 学习英语以及日常生活都会有很大的帮助。
参考文献:
关于互联网的英语论文,带有中文翻译。3000字左右。急啊。
跟互联网有关就好。可以介绍互联网的发展,或者网络虚拟物质与人类生活的关系。这方面的文章,带有中文翻译。或者中文文章带有英文翻译。非常急,就这两天马上要用。希望好心的朋友帮帮忙。
华文版本http://zh.wikipedia.org/wiki/%E4%BA%92%E8%81%94%E7%BD%91
The Internet is a worldwide, publicly accessible series of interconnected computer networks that transmit data by packet switching using the standard Internet Protocol (IP). It is a "network of networks" that consists of millions of smaller domestic, academic, business, and government networks, which together carry various information and services, such as electronic mail, online chat, file transfer, and the interlinked web pages and other resources of the World Wide Web (WWW).
History
Creation
The USSR's launch of Sputnik spurred the United States to create the Advanced Research Projects Agency, known as ARPA, in February 1958 to regain a technological lead.[1][2] ARPA created the Information Processing Technology Office (IPTO) to further the research of the Semi Automatic Ground Environment (SAGE) program, which had networked country-wide radar systems together for the first time. J. C. R. Licklider was selected to head the IPTO, and saw universal networking as a potential unifying human revolution.
Licklider moved from the Psycho-Acoustic Laboratory at Harvard University to MIT in 1950, after becoming interested in information technology. At MIT, he served on a committee that established Lincoln Laboratory and worked on the SAGE project. In 1957 he became a Vice President at BBN, where he bought the first production PDP-1 computer and conducted the first public demonstration of time-sharing.
At the IPTO, Licklider recruited Lawrence Roberts to head a project to implement a network, and Roberts based the technology on the work of Paul Baran,[citation needed] who had written an exhaustive study for the U.S. Air Force that recommended packet switching (as opposed to circuit switching) to make a network highly robust and survivable. After much work, the first two nodes of what would become the ARPANET were interconnected between UCLA and SRI International in Menlo Park, California, on October 29, 1969. The ARPANET was one of the "eve" networks of today's Internet. Following on from the demonstration that packet switching worked on the ARPANET, the British Post Office, Telenet, DATAPAC and TRANSPAC collaborated to create the first international packet-switched network service. In the UK, this was referred to as the International Packet Stream Service (IPSS), in 1978. The collection of X.25-based networks grew from Europe and the US to cover Canada, Hong Kong and Australia by 1981. The X.25 packet switching standard was developed in the CCITT (now called ITU-T) around 1976. X.25 was independent of the TCP/IP protocols that arose from the experimental work of DARPA on the ARPANET, Packet Radio Net and Packet Satellite Net during the same time period. Vinton Cerf and Robert Kahn developed the first description of the TCP protocols during 1973 and published a paper on the subject in May 1974. Use of the term "Internet" to describe a single global TCP/IP network originated in December 1974 with the publication of RFC 675, the first full specification of TCP that was written by Vinton Cerf, Yogen Dalal and Carl Sunshine, then at Stanford University. During the next nine years, work proceeded to refine the protocols and to implement them on a wide range of operating systems.
The first TCP/IP-wide area network was made operational by January 1, 1983 when all hosts on the ARPANET were switched over from the older NCP protocols to TCP/IP. In 1985, the United States' National Science Foundation (NSF) commissioned the construction of a university 56 kilobit/second network backbone using computers called "fuzzballs" by their inventor, David L. Mills. The following year, NSF sponsored the development of a higher-speed 1.5 megabit/second backbone that became the NSFNet. A key decision to use the DARPA TCP/IP protocols was made by Dennis Jennings, then in charge of the Supercomputer program at NSF.
The opening of the network to commercial interests began in 1988. The US Federal Networking Council approved the interconnection of the NSFNET to the commercial MCI Mail system in that year and the link was made in the summer of 1989. Other commercial electronic e-mail services were soon connected, including OnTyme, Telemail and Compuserve. In that same year, three commercial Internet Service Providers were created: UUNET, PSINET and CERFNET. Important, separate networks that offered gateways into, then later merged with, the Internet include Usenet and BITNET. Various other commercial and educational networks, such as Telenet, Tymnet, Compuserve and JANET were interconnected with the growing Internet. Telenet (later called Sprintnet) was a large privately funded national computer network with free dial-up access in cities throughout the U.S. that had been in operation since the 1970s. This network was eventually interconnected with the others in the 1980s as the TCP/IP protocol became increasingly popular. The ability of TCP/IP to work over virtually any pre-existing communication networks allowed for a great ease of growth, although the rapid growth of the Internet was due primarily to the availability of commercial routers from companies such as Cisco Systems, Proteon and Juniper, the availability of commercial Ethernet equipment for local-area networking and the widespread implementation of TCP/IP on the UNIX operating system.
Common uses of the Internet
For more details on this topic, see E-mail.
The concept of sending electronic text messages between parties in a way analogous to mailing letters or memos predates the creation of the Internet. Even today it can be important to distinguish between Internet and internal e-mail systems. Internet e-mail may travel and be stored unencrypted on many other networks and machines out of both the sender's and the recipient's control. During this time it is quite possible for the content to be read and even tampered with by third parties, if anyone considers it important enough. Purely internal or intranet mail systems, where the information never leaves the corporate or organization's network, are much more secure, although in any organization there will be IT and other personnel whose job may involve monitoring, and occasionally accessing, the e-mail of other employees not addressed to them.
The World Wide Web
Many people use the terms Internet and World Wide Web (or just the Web) interchangeably, but, as discussed above, the two terms are not synonymous.
The World Wide Web is a huge set of interlinked documents, images and other resources, linked by hyperlinks and URLs. These hyperlinks and URLs allow the web servers and other machines that store originals, and cached copies, of these resources to deliver them as required using HTTP (Hypertext Transfer Protocol). HTTP is only one of the communication protocols used on the Internet.
Web services also use HTTP to allow software systems to communicate in order to share and exchange business logic and data.
Software products that can access the resources of the Web are correctly termed user agents. In normal use, web browsers, such as Internet Explorer and Firefox, access web pages and allow users to navigate from one to another via hyperlinks. Web documents may contain almost any combination of computer data including graphics, sounds, text, video, multimedia and interactive content including games, office applications and scientific demonstrations.
Through keyword-driven Internet research using search engines like Yahoo! and Google, millions of people worldwide have easy, instant access to a vast and diverse amount of online information. Compared to encyclopedias and traditional libraries, the World Wide Web has enabled a sudden and extreme decentralization of information and data.
Using the Web, it is also easier than ever before for individuals and organisations to publish ideas and information to an extremely large audience. Anyone can find ways to publish a web page or build a website for very little initial cost. Publishing and maintaining large, professional websites full of attractive, diverse and up-to-date information is still a difficult and expensive proposition, however.
Many individuals and some companies and groups use "web logs" or blogs, which are largely used as easily updatable online diaries. Some commercial organisations encourage staff to fill them with advice on their areas of specialization in the hope that visitors will be impressed by the expert knowledge and free information, and be attracted to the corporation as a result. One example of this practice is Microsoft, whose product developers publish their personal blogs in order to pique the public's interest in their work.
Collections of personal web pages published by large service providers remain popular, and have become increasingly sophisticated. Whereas operations such as Angelfire and GeoCities have existed since the early days of the Web, newer offerings from, for example, Facebook and MySpace currently have large followings. These operations often brand themselves as social network services rather than simply as web page hosts.
Advertising on popular web pages can be lucrative, and e-commerce or the sale of products and services directly via the Web continues to grow.
In the early days, web pages were usually created as sets of complete and isolated HTML text files stored on a web server. More recently, websites are more often created using content management system (CMS) or wiki software with, initially, very little content. Contributors to these systems, who may be paid staff, members of a club or other organisation or members of the public, fill underlying databases with content using editing pages designed for that purpose, while casual visitors view and read this content in its final HTML form. There may or may not be editorial, approval and security systems built into the process of taking newly entered content and making it available to the target visitors.
Social impact
The Internet has made possible entirely new forms of social interaction, activities and organizing, thanks to its basic features such as widespread usability and access.
Social networking websites such as Facebook and MySpace have created a new form of socialization and interaction. Users of these sites are able to add a wide variety of items to their personal pages, to indicate common interests, and to connect with others. It is also possible to find a large circle of existing acquaintances, especially if a site allows users to utilize their real names, and to allow communication among large existing groups of people.
Sites like meetup.com exist to allow wider announcement of groups which may exist mainly for face-to-face meetings, but which may have a variety of minor interactions over their group's site at meetup.org, or other similar sites.
Political organization and censorship
For more details on this topic, see Internet censorship.
In democratic societies, the Internet has achieved new relevance as a political tool. The presidential campaign of Howard Dean in 2004 in the United States became famous for its ability to generate donations via the Internet. Many political groups use the Internet to achieve a whole new method of organizing, in order to carry out Internet activism.
Some governments, such as those of Cuba, Iran, North Korea, Myanmar, the People's Republic of China, and Saudi Arabia, restrict what people in their countries can access on the Internet, especially political and religious content. This is accomplished through software that filters domains and content so that they may not be easily accessed or obtained without elaborate circumvention.
In Norway, Denmark, Finland and Sweden, major Internet service providers have voluntarily (possibly to avoid such an arrangement being turned into law) agreed to restrict access to sites listed by police. While this list of forbidden URLs is only supposed to contain addresses of known child pornography sites, the content of the list is secret.[citation needed]
Many countries, including the United States, have enacted laws making the possession or distribution of certain material, such as child pornography, illegal, but do not use filtering software.
There are many free and commercially available software programs with which a user can choose to block offensive websites on individual computers or networks, such as to limit a child's access to pornography or violence. See Content-control software.
Leisure activities
The Internet has been a major source of leisure since before the World Wide Web, with entertaining social experiments such as MUDs and MOOs being conducted on university servers, and humor-related Usenet groups receiving much of the main traffic. Today, many Internet forums have sections devoted to games and funny videos; short cartoons in the form of Flash movies are also popular. Over 6 million people use blogs or message boards as a means of communication and for the sharing of ideas.
The pornography and gambling industries have both taken full advantage of the World Wide Web, and often provide a significant source of advertising revenue for other websites. Although many governments have attempted to put restrictions on both industries' use of the Internet, this has generally failed to stop their widespread popularity.
One main area of leisure on the Internet is multiplayer gaming. This form of leisure creates communities, bringing people of all ages and origins to enjoy the fast-paced world of multiplayer games. These range from MMORPG to first-person shooters, from role-playing games to online gambling. This has revolutionized the way many people interact and spend their free time on the Internet.
While online gaming has been around since the 1970s, modern modes of online gaming began with services such as GameSpy and MPlayer, to which players of games would typically subscribe. Non-subscribers were limited to certain types of gameplay or certain games.
Many use the Internet to access and download music, movies and other works for their enjoyment and relaxation. As discussed above, there are paid and unpaid sources for all of these, using centralized servers and distributed peer-to-peer technologies. Discretion is needed as some of these sources take more care over the original artists' rights and over copyright laws than others.
Many use the World Wide Web to access news, weather and sports reports, to plan and book holidays and to find out more about their random ideas and casual interests.
People use chat, messaging and e-mail to make and stay in touch with friends worldwide, sometimes in the same way as some previously had pen pals. Social networking websites like MySpace, Facebook and many others like them also put and keep people in contact for their enjoyment.
The Internet has seen a growing number of Web desktops, where users can access their files, folders, and settings via the Internet.
Cyberslacking has become a serious drain on corporate resources; the average UK employee spends 57 minutes a day surfing the Web at work, according to a study by Peninsula Business Services.[9]
Complex architecture
Many computer scientists see the Internet as a "prime example of a large-scale, highly engineered, yet highly complex system".[10] The Internet is extremely heterogeneous. (For instance, data transfer rates and physical characteristics of connections vary widely.) The Internet exhibits "emergent phenomena" that depend on its large-scale organization. For example, data transfer rates exhibit temporal self-similarity. Further adding to the complexity of the Internet is the ability of more than one computer to use the Internet through only one node, thus creating the possibility for a very deep and hierarchal sub-network that can theoretically be extended infinitely (disregarding the programmatic limitations of the IPv4 protocol). However, since principles of this architecture date back to the 1960s, it might not be a solution best suited to modern needs, and thus the possibility of developing alternative structures is currently being looked into.[11]
According to a June 2007 article in Discover magazine, the combined weight of all the electrons moved within the Internet in a day is 0.2 millionths of an ounce.[12] Others have estimated this at nearer 2 ounces (50 grams).[13]
Marketing
The Internet has also become a large market for companies; some of the biggest companies today have grown by taking advantage of the efficient nature of low-cost advertising and commerce through the Internet, also known as e-commerce. It is the fastest way to spread information to a vast number of people simultaneously. The Internet has also subsequently revolutionized shopping—for example; a person can order a CD online and receive it in the mail within a couple of days, or download it directly in some cases. The Internet has also greatly facilitated personalized marketing which allows a company to market a product to a specific person or a specific group of people more so than any other advertising medium.
Examples of personalized marketing include online communities such as MySpace, Friendster, Orkut, Facebook and others which thousands of Internet users join to advertise themselves and make friends online. Many of these users are young teens and adolescents ranging from 13 to 25 years old. In turn, when they advertise themselves they advertise interests and hobbies, which online marketing companies can use as information as to what those users will purchase online, and advertise their own companies' products to those users.
参考资料:http://en.wikipedia.org/wiki/Internet
参考技术A 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.
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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 Gaming
Commercial 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 Building
In 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.
Education
Some 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 Expression
Virtual 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 Training
Virtual 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.
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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.
History
The 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 concepts
One 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] Boundaries
Virtual 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.
参考资料:http://www.virtualworldsreview.com/info/whatis.shtml
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