网络游戏选择外文翻译文献

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人们对网络游戏的看法英语作文

人们对网络游戏的看法英语作文

人们对网络游戏的看法英语作文English: People have varied opinions on online games. Some view them as a convenient form of relaxation and entertainment, allowing them to escape the stress of daily life and connect with friends virtually. Others, however, see online games as a waste of time and a negative influence on young people, citing concerns about addiction, violence, and antisocial behavior. Despite the differing perspectives, it is important to recognize that moderation is key when it comes to playing online games, and that individuals should be mindful of their time spent gaming to ensure a healthy balance with other aspects of their lives.中文翻译: 人们对网络游戏有不同的看法。

一些人认为它们是一种方便的休闲娱乐形式,让他们能够逃避日常生活的压力并在虚拟世界中与朋友联系。

然而,也有一些人认为网络游戏是一种浪费时间,对年轻人有负面影响,担忧成瘾、暴力和反社会行为问题。

尽管观点不同,但重要的是要认识到在玩网络游戏时适度非常关键,个体应该注意自己花在游戏上的时间,以确保与生活的其他方面保持健康的平衡。

游戏2D技术 毕业论文外文文献翻译

游戏2D技术  毕业论文外文文献翻译

毕业设计(论文)外文资料翻译学院(系):计算机科学与技术学院专业:网络工程姓名:学号:外文出处: AI for game developers附件: 1.外文原文;2.外文译文。

English text:Game 2 D technologyTo realize the quality of the games said animation, many people will be immediately thought DirectX, yes DirectDraw are very strong, but not have to use DirectDraw to just go. Behind the animation theory and techniques are all the same, this and end use what API not much (if the API is not too ~ ~ slow words). Is the author of the realization of the NewImage Lib testing results, internal all the pixel data storage and computation are pure software to realize, the last step output to screen use GDI performance than DirectDraw low less than 10%, in Window9X system to low 20% left and right sides, this for many software is absolutely acceptable.The application now interface more does more luxuriant, in addition to support the SKIN, a lot of people want to join in a program in some such as Sprite animation this originally used in game technology, for this reason introducing DirectX API, apparently was not worth (besides DX version to upgrade frequent, with DirectGraphic DX8 already replaced DirectDraw). In this paper the author use standard to realize commercial game GDI functions as an example, take you into the high quality 2 D animation programming domain, and ensure the equipment independence.In we have a proper time to execute the update operation, now let us try animation it. The following code will no longer provide Win32 version.In order to narrative is convenient, I need a play the animation window, it must be a derived class of CWnd, assuming this class is called CMyView, we will draw animation in the window. First we for the class add a member function "void CMyView: : RenderView ()", you can use the above mentioned method calls this function.Are now ready to work very well, our animation how to store? Don't mention animation GIF89a format (if you think only have animation GIF words, I adviseyou to do art good, don't do programs), if you just want a simple animation playback of course, but if you want to do complex point, interactive animation, I advise you still don't use that things. Assume we have a 4 frame of animation, how to store it? First thing I thought of was save four BMP file, and then read to a CBitmap object the array, but respected master Scott Meyers warned us not to use polymorphism arrays, because the compiler in some cases can't accurately calculate the size of the array object, so subscript operators will have dire effects. Then I thought of use CBitmap pointer arrays, this to is nice, but management up a little trouble. Now look at my final solution itThen use it to create a CImageList object, let us create a careful look at the method, and useBOOL CImageList: : Create (int cx, int cy, UINT nFlags, int nInitial, int nGrow); Function, the front two parameters used to specify the size of the animation to us. This created an empty ImageList, the advantage of this is extensible line is stronger. Next, we need to put the frames the document Load to a CBitmap object, you can be put into JPG or GIF files to save capacity (If you truly achieve the above code words, you will find that screen flash, very uncomfortable. Many people will blame the GDI head, and they will be called MS, said GDI is too slow. In fact not also any write directly the operation of the screen will have flash, under the video memory write directly in DOS or use DirectDraw API to write directly Primary Surface will shine, because you each update the operation of the show will be users soon see (because the reason and vertical back, may have delay).Eliminate flash the simplest and most classical approach is Double buffer (Double buffer). The so-called double buffer in fact, the truth is very simple, that is to say we in other places (simple said is not aimed at the screen, and don't show place) to open up a storage space, we put all the animation will render to this place, not the direct rendering to screen (on the screen of the storage area). In the GDI, directly to the screen is window DC, "not visible place" general canuse Memory DC. In the animation rendering all go to the backstage buffer, then a whole is copied to the buffer screen next time!In pure software 2 D graphics engine, the double buffer generally means that in memory open up a region used to store pixel data. And in the Back Surface DirectDraw can create, in all the animation rendering to Back Suface after on, and then use the Flip operation is visible, Flip operation because of just set the address of the visible Surface, so very fast中文译文:游戏2D技术说到实现游戏品质的动画,很多人会立刻想到DirectX,没错DirectDraw很强大,但是并不是必须用DirectDraw才行。

网络游戏英文调研报告

网络游戏英文调研报告

网络游戏英文调研报告Online Game Survey ReportIntroduction:This report presents the findings of a survey conducted to gather information about online gaming preferences. The purpose of this survey was to understand the habits, preferences, and opinions of online gamers. The survey was conducted online, and a total of 500 participants from different demographics and geographical locations participated in the study.Demographics:The survey participants consisted of both males and females in different age groups. The majority of participants were aged between 18 and 35, with the highest representation from the 25-30 age group. The participants were from various regions, including Asia, Europe, North America, and South America.Platform Preference:When asked about their preferred gaming platform, 60% of the participants preferred PC gaming, while 30% preferred mobile gaming. Only 10% of the participants preferred gaming consoles. This preference for PC gaming can be attributed to the availability of a wide range of games, better graphics and performance, and the ease of customizing gaming setups.Preferred Game Genre:The survey also sought to determine the most popular game genres among online gamers. Action games emerged as the top favorite among the participants, with 40% of them expressing a preferencefor this genre. Role-playing games (RPGs) were the second most popular, with 30% of the participants choosing this genre. Other popular genres included strategy games (15%), sports games (10%), and puzzle games (5%).Time Spent Gaming:The survey aimed to understand the average time spent by participants on online gaming activities. The majority of participants (45%) reported spending 1-2 hours per day playing games. About 30% of the participants spent 2-3 hours, 15% spent 3-4 hours, and the remaining 10% spent more than 4 hours per day gaming. This data highlights the growing popularity of online gaming as a means of entertainment among the surveyed population.In-Game Spending:The survey also sought to understand the participants' spending habits when it came to online games. Approximately 60% of the participants reported spending money on in-game purchases, including cosmetics, upgrades, and additional content. The remaining 40% of participants preferred not to spend any money on in-game purchases.Gaming Communities:The survey aimed to explore the importance of gaming communities among online gamers. The results showed that 80% of the participants considered gaming communities vital for their gaming experience. They appreciated the opportunity to connect with other gamers, exchange tips and strategies, and participate in multiplayer sessions. The remaining 20% of participants did notconsider gaming communities to be essential.Conclusion:The survey results provide valuable insights into the preferences and habits of online gamers. PC gaming was found to be the preferred platform, with action and RPG games being the most popular genres. The majority of participants spent 1-2 hours per day gaming and were willing to spend money on in-game purchases. Gaming communities were considered essential by a significant portion of the participants.Understanding these trends and preferences among online gamers is crucial for game developers, market researchers, and anyone involved in the online gaming industry. It helps them create games that cater to the preferences of the target audience, enhance user experience, and generate revenue.。

使用java开发连连看游戏后毕业设计外文文献及翻译[管理资料]

使用java开发连连看游戏后毕业设计外文文献及翻译[管理资料]

毕业设计说明书英文文献及中文翻译班 级: 学号: 姓名:学专 指导教师:The Java 2 user interfaceGraphical and user interface capabilities have progressed in leaps and bounds since the early days of the Java language. The Java 2 platform contains a sophisticated cross-platform user interface architecture that consists of numerous high-level components, an advanced feature-rich device-independent graphics system, and a host of multimedia extensions. In this article, we'll explore this progression, examine the capabilities of the current version in detail, and finish by looking to the future to see what release will offer.Prior to the release of the Java 2 platform, the Abstract Window Toolkit (AWT) was the extent of the Java platform's graphical capabilities. Various technologies, such as Swing, were introduced as optional extensions. With the Java 2 platform, most of these extensions have found their way into the core as part of the Java Foundation Classes (JFC). JFC refers to the entire set of graphical and user interface technologies included in the Java 2 platform, including AWT and Swing. In this article, we'll explore each of the major components of the JFC and then discuss some of the optional extensions.The heart of the JFC: SwingSwing, a GUI toolkit with a rich set of components, forms the heart of the JFC's user interface capabilities. It is both a replacement for the components the AWT provides and also a big step forward.When integration was the priorityIn the first releases of the JDK, integration with the native platform was considered a priority and so the AWT provided components that were implemented using the native components of each platform (in the Java programming vernacular, these are now known as heavyweight components). For example, on UNIX platforms the class was implemented with a Motif PushButton widget.The same Java application had a different appearance on each platform, but the intention was that the different implementations were functionally equivalent. Of course, this is where the problems start. For simple interfaces, the equivalence is true, but the model breaks down as complexity increases simply because the componentsare different, and they will always behave slightly differently in some situations no matter how many bugs are fixed and how many times parts of the AWT are rewritten.The other problem that cropped up by placing a priority on integration was functionality. The AWT provided only a limited set of components because of the "lowest common denominator" approach -- a particular component or function can only be provided if it is available on every platform. A classic example is mouse buttons. Back in JDK , there was no way to distinguish between mouse button presses because the Macintosh had only one mouse button, and so every other platform had to behave as if it too supported only one mouse button.As the language became more of a platform in its own right, the approach to GUIs moved toward identical appearance and behavior across all platforms. To achieve this goal, the native components have to be abandoned as much as possible. But, clearly, some native code is still required. You can't make a window appear on UNIX without X System Window calls being involved.Enter Swing, which achieved this goal by making use of a subset of the AWT, including the basic drawing operations and the certain classes in the package: Container, Window, Panel, Dialog, and Frame.Best of all possible approachesSwing does not completely follow the "Java language as a platform" route. Instead, it combines the best of both approaches by offering a bridge back to the native platforms.The mechanism for establishing this bridge is referred to as PluggableLook-and-Feels (which is pretty close to the concept of themes, popular in the Linux community). Each Swing component has a model of its functionality and a separate appearance (the look-and-feel), which can be set in advance or changed on the fly.Swing provides a Java look-and-feel (previously known as Metal), separate ones for the Windows and Motif platforms, and one for the Macintosh platform (as an extra option). The platform look-and-feels don't use the native components of the platform like the AWT does. Instead, they use lightweight components that are drawn to have the same appearance as the native components. This is good for functionality, butthere are always some differences in look or behavior, so complex interfaces will never be identical to ones that use native components.Furthermore, you can roll your own look-and-feel, which is a great ability to have when crafting one for highly specialized applications or when providing a corporate look-and-feel across a range of applications.Platform-independent drag and dropJDK added a general mechanism, found in the package, that enabled the transferring of data between and within applications, as well as the ability to manipulate the system clipboard.The package was introduced in the Java 2 version. This package builds on the data-transfer mechanism by providing drag-and-drop facilities that can operate in a platform-independent manner within a single Java application or between two Java applications. It can also behave in a platform-dependent manner in order to integrate with the drag-and-drop facilities of the native platform.The Drag and Drop (DND) API is quite challenging to use because it operates at a high level of abstraction to support the different ways in which it can work and because it is designed to operate on arbitrary datatypes, as specified by the interface. Let's take a look at an example.Enabling the disabled: AccessibilityThe JFC Accessibility API equips Java applications so they can be accessed by users of all abilities, including people with sight-, hearing-, or dexterity-related difficulties. These might include the inability to discern visible or auditory cues or to operate a pointing device.Two of the most important features of accessibility support are screen readers and magnifiers. Screen readers allow users to interact with a GUI by creating anoff-screen representation of the interface and passing this to a speech synthesizer or a Braille terminal. Screen magnifiers provide an enlarged window of the screen, typically from 2 to 16 times the normal size. They generally keep track of pointer movements and changes in input focus and adjust the enlarged view accordingly. In addition, techniques such as font smoothing may be used to create a clearer picture. The Java Accessibility BridgeSome host systems, such as Microsoft Windows, provide their own accessibility features. By default, Java applications do not fully support them. For example, with native applications the screen magnifier detects when the input focus is switched to a different user interface component, such as by using the Tab key, and it adjusts the portion of the screen that is being magnified to show the component that now has the input focus.However, Swing applications use lightweight components, which are treated as images by the operating system, instead of discrete components. This means the screen magnifier cannot track changes in input focus in the same way as with native applications.This is exactly the problem the Java Accessibility Bridge for Windows solves. It creates a map between events relating to lightweight components and native system events. By using the Bridge, Java applications that support the Accessibility API are then fully integrated with the Windows accessibility support.From primitive to advanced: Java 2DBefore the Java 2 platform, graphical capabilities in the language were rather primitive, limited to solid lines of single-pixel thickness; a few geometric shapes such as ovals, arcs, and polygons; and basic image-drawing functionality. All that changed with the introduction of the Java 2D API, which contains a substantial feature set.The core of this API is provided by the class, which is a subclass of . The remainder of the API is provided by other packages within the hierarchy, including , , and .The classThis class is a subclass of , the class that provided graphical capabilities prior to the Java 2 release. The reason for this arrangement: backwards compatibility. Components are still rendered by calling their paint() method, which takes a Graphics object.In the current version of the language, though, the object is really a Graphics2D object. This means that a paint() method can either use the Graphics object as a Graphics object (using the old drawing methods) or cast it to a Graphics2D object. Ifit uses the second option, then any of the additional capabilities of the 2D API can be used.The packageThe package provides a number of classes relating to two-dimensional geometry, such as Arc2D, Line2D, Rectangle2D, Ellipse2D, and CubicCurve2D. Each of these is an abstract class, complete with two non-abstract inner classes called Double and Float (which are subclasses of the abstract outer class).These classes allow the various geometric shapes to be constructed with coordinates of either double or float precision. For example, (x,y,w,h) will construct an ellipse bounded by a rectangle of width w and height h, at position (x,y), in which x, y, w, and h are all floating-point values.Also in this package is the AffineTransform class, which forms a core element of the 2D API. An affine transformation is one in which parallel lines remain parallel after the transformation. Examples of this type of transformation include such actions as translation, rotation, scaling, shearing, or any combination of these. Each transformation can be represented by a 3x3 matrix that specifies the mapping between source and destination points for the transformation.Instances of the AffineTransform class can be created directly from a matrix of floating-point values, although they are more usually created by specifying one or more translation, rotation, scaling, or shearing operations. Mostly double-precision values are used, and angles are measured in radians (not degrees as used by the Arc2D class).Text renderingThe text capabilities of the Java 2D API are impressive. They include:Anti-aliasing and hinting for improved output qualityThe ability to use all the system-installed fontsThe ability to apply the same operations (rotation, scaling, painting, clipping, and so on) to text as to graphic objectsSupport for adding embedded attributes to strings (such as font, size, weight, and even images)Support for bi-directional text (to enable right-to-left character runs like you would encounter in Arabic and Hebrew)Primary and secondary cursors that can navigate through text containing both right-to-left and left-to-right character runsAdvanced font-measurement capabilities, surpassing those of the old classLayout capabilities to word-wrap and justify multi-line textMultimedia options: Java Media APIsThe Java Media APIs are a set of resources covering an extensive range of multimedia technologies. Some of them, such as the 2D and sound APIs, are part of the core J2SE platform; the rest are currently optional extensions, but some of them will no doubt find their way into the core in the future. The other APIs in this area are Java 3D, Advanced Imaging, Image I/O, the Java Media Framework (JMF), and Speech.Java 3DThe Java 3D API provides a set of object-oriented interfaces that support a simple, high-level programming model, enabling developers to build, render, and control the behavior of 3D objects and visual environments.The API includes a detailed specification document and implementation for packages and .Advanced ImagingOperations covered by this specification enhance a user's ability to manipulate images. It includes such operations as contrast enhancement, cropping, scaling, geometric warping, and frequency domain processing.This type of functionality is applicable to various fields, such as astronomy, medical imaging, scientific visualization, meteorology, and photography.Image I/OThis API defines a pluggable framework for reading and writing images of various formats. This new API is being designed through the Java Community Process.Java Media Framework (JMF)The JMF is an API for incorporating audio, video, and other time-based media into Java applications and applets. This optional package extends the multimedia capabilities of the J2SE platform.SpeechThe Java Speech API allows developers to incorporate speech technology into user interfaces for Java applets and applications. The API specifies a cross-platform interface to support command-and-control recognizers, dictation systems, and speech synthesizers.This blanket API is divided into several specifications:Java Speech API Specification (JSAPI)Java Speech API Programmer's GuideJava Speech API Grammar Format Specification (JSGF)Java Speech API Markup Language Specification (JSML)There is no Sun reference implementation for this API, but there are numerous third-party implementations, including Speech for Java (available from IBM alphaWorks), which uses ViaVoice to support voice-command recognition, dictation, and text-to-speech synthesis.Java 2 用户界面自从Java语言出现的早期到现在,图形和用户界面功能已取得了飞跃式的发展。

计算机游戏英文文献,游戏程序设计外文文献.pdf

计算机游戏英文文献,游戏程序设计外文文献.pdf

计算机游戏英⽂⽂献,游戏程序设计外⽂⽂献.pdf Teaching Serious Game App DesignThrough Client-based ProjectsChristopher TottenGeorge Mason University4400 University DriveArt and Design Building, MSN: 1C3 Rm 2023Fairfax, VA 22030202-270-5660ctotten@ABSTRACTThis paper explores mobile game development courses conducted during the 2012/2013academic year at George Mason University. In the courses, students had to design mobilegames for clients. Each design group of five students was responsible for developing agame that would address the clients’ goals. Throughout each course students developedmobile game prototypes and, eventually, an alpha build of the proposed mobile game ona phone or tablet.This paper explores the effectiveness of studio courses in embodying the game designprocess over individual tool-based courses. It examines the effectiveness of an immersiveclient-based design project at demonstrating development issues to students. Lastly, itexplores how such courses can fit into a Game Design curriculum while still addressingspecific Serious Game issues. Through the exploration proposed, educators can considerwhether the challenges, surprises, and management issues inherent in client-basedprojects are worth wider adoption.KeywordsSerious Games, game design pedagogy, mobile games, mobile apps, client-basedprojects, curriculum developmentINTRODUCTIONAs a field of design in which a student may earn an undergraduate or graduate degree,Game Design is showing itself to be one of the more complex to study. The InternationalGame Developers Association’s 2008 Curriculum Framework for Game Design pr。

java开发连连看游戏毕业设计英文文献及翻译

java开发连连看游戏毕业设计英文文献及翻译

毕业设计说明书英文文献及中文翻译学生姓名:学号:学院:专业:指导教师:Java and the InternetIf Java is, in fact, yet another computer programming language, you may question why it is so important and why it is being promoted as a revolutionary step in computer programming. The answer isn’t immediately obvious if you’re coming from a traditional programming perspective. Although Java is very useful for solving traditional standalone programming problems, it is also important because it will solve programming problems on the World Wide Web.What is the Web?The Web can seem a bit of a mystery at first, with all this talk of “surfing,” “presence,” and “home pages.” It’s helpful to step back and see what it really is, but to do this you must understand client/server systems, another aspect of computing that’s full of confusing issues.Client/Server computingThe primary idea of a client/server system is that you have a central repository of information—some kind of data, often in a database—that you want to distribute on demand to some set of people or machines. A key to the client/server concept is that the repository of information is centrally located so that it can be changed and so that those changes will propagate out to the information consumers. Taken together, the information repository, the software that distributes the information, and the machine(s) where the information and software reside is called the server. The software that resides on the remote machine, communicates with the server, fetches the information, processes it, and then displays it on the remote machine is called the client.The simple idea of distributing information has so many layers of complexity that the whole problem can seem hopelessly enigmatic. And y et it’s crucial:Client/server computing accounts for roughly half of all programming activities. It’s responsible for everything from taking orders and credit-card transactions to the distribution of any kind of data—stock market, scientific, government, you name it. What we’ve come up with in the past is individual solutions to individual problems,inventing a new solution each time. These were hard to create and hard to use, and the user had to learn a new interface for each one. The entire client/server problem needs to be solved in a big way.The Web as a giant serverThe Web is actually one giant client/server system. It’s a bit worse than that, since you have all the servers and clients coexisting on a single network at once. You don’t need to know that, because all you care about is connecting to and interacting with one server at a time (even though you might be hopping around the world in your search for the correct server).The Web browser was a big step forward: the concept that one piece of information could be displayed on any type of computer without change. However, browsers were still rather primitive and rapidly bogged down by the demands placed on them. They weren’t particularly interactive, and tended to clog up both the server and the Internet because any time you needed to do something that required programming you had to send information back to the server to be processed. It could take many seconds or minutes to find out you had misspelled something in your request. Since the browser was just a viewer it couldn’t perform even the simplest computing tasks. (On the other hand, it was safe, because it couldn’t execute any programs on your local machine that might contain bugs or viruses.)To solve this problem, different approaches have been taken. To begin with, graphics standards have been enhanced to allow better animation and video within browsers. The remainder of the problem can be solved only by incorporating the ability to run programs on the client end, under the browser. This is called client-side programming.Client-side programmingMany powerful Web sites today are built strictly on CGI, and you can in fact do nearly anything with CGI. However, Web sites built on CGI programs can rapidly become overly complicated to maintain, and there is also the problem of response time. The response of a CGI program depends on how much data must be sent, as well as the load on both the server and the Internet. (On top of this, starting a CGIprogram tends to be slow.) The initial designers of the Web did not foresee how rapidly this bandwidth would be exhausted for the kinds of applications people developed. For example, any sort of dynamic graphing is nearly impossible to perform with consistency because a Graphics Interchange Format (GIF) file must be created and moved from the server to the client for each version of the graph. And you’ve no doubt had direct experience with something as simple as validating the data on an input form. You press the submit button on a page; the data is shipped back to the server; the server starts a CGI program that discovers an error, formats an HTML page informing you of the error, and then sends the page back to you; you must then back up a page and try again. Not only is this slow, it’s inelegant.The solution is client-side programming. Most machines that run Web browsers are powerful engines capable of doing vast work, and with the original static HTML approach they are sitting there, just idly waiting for the server to dish up the next page. Client-side programming means that the Web browser is harnessed to do whatever work it can, and the result for the user is a much speedier and more interactive experience at your Web site.The problem with discussions of client-side programming is that they aren’t v ery different from discussions of programming in general. The parameters are almost the same, but the platform is different; a Web browser is like a limited operating system. In the end, you must still program, and this accounts for the dizzying array of problems and solutions produced by client-side programming. The rest of this section provides an overview of the issues and approaches in client-side programming.Plug-insOne of the most significant steps forward in client-side programming is the development of the plug-in. This is a way for a programmer to add new functionality to the browser by downloading a piece of code that plugs itself into the appropriate spot in the browser. It tells the browser “from now on you can perform this new activity.” (You need to download the plug-in only once.) Some fast and powerful behavior is added to browsers via plug-ins, but writing a plug-in is not a trivial task, and isn’t something you’d want to do as part of the process of building a particularsite. The value of the plug-in for client-side programming is that it allows an expert programmer to develop a new language and add that language to a browser without the permission of the browser manufacturer. Thus, plug-ins provide a “back door” that allows the creation of new client-side programming languages (although not all languages are implemented as plug-ins).JavaIf a scripting language can solve 80 percent of the client-side programming problems, what about the other 20 percent—the “really hard stuff?” Java is a popular solution for this. Not only is it a powerful programming language built to be secure, cross-platform, and international, but Java is being continually extended to provide language features and libraries that elegantly handle problems that are difficult in traditional programming languages, such as multithreading, database access, network programming, and distributed computing. Java allows client-side programming via the applet and with Java Web Start.An applet is a mini-program that will run only under a Web browser. The applet is downloaded automatically as part of a Web page (just as, for example, a graphic is automatically downloaded). When the applet is activated, it executes a program. This is part of its beauty—it provides you with a way to automatically distribute the client software from the server at the time the user needs the client software, and no sooner. The user gets the latest version of the client software without fail and without difficult reinstallation. Because of the way Java is designed, the programmer needs to create only a single program, and that program automatically works with all computers that have browsers with built-in Java interpreters. (This safely includes the vast majority of machines.) Since Java is a full-fledged programming language, you can do as much work as possible on the client before and after making requests of the server. For example, you won’t need to send a request form across the Internet to discover that you’ve gotten a date or some other parameter w rong, and your client computer can quickly do the work of plotting data instead of waiting for the server to make a plot and ship a graphic image back to you. Not only do you get the immediate win ofspeed and responsiveness, but the general network traffic and load on servers can be reduced, preventing the entire Internet from slowing down.In addition, Java Web Start is a relatively new way to easily distribute standalone programs that don’t need a web browser in which to run. This technology has the potential of solving many client side problems associated with running programs inside a browser. Web Start programs can either be signed, or they can ask the client for permission every time they are doing something potentially dangerous on the local system. Chapter 14 has a simple example and explanation of Java Web Start.The security problem brings us to one of the divisions that seems to be automatically forming in the world of client-side programming. If your program is running on the Internet, you don’t know what platform it will be working under, and you want to be extra careful that you don’t disseminate buggy code. You need something cross-platform and secure, like a scripting language or Java.If you’re running on an intranet, you might have a different set of constraints. It’s not uncommon that your machines could all be Intel/Windows platforms. On an intranet, you’re responsible for the quality of your own code and can repair bugs when they’re discovered. In addition, you might already have a bod y of legacy code that you’ve been using in a more traditional client/server approach, whereby you must physically install client programs every time you do an upgrade. The time wasted in installing upgrades is the most compelling reason to move to browsers, because upgrades are invisible and automatic (Java Web Start is also a solution to this problem). If you are involved in such an intranet, the most sensible approach to take is the shortest path that allows you to use your existing code base, rather than trying to recode your programs in a new language.When faced with this bewildering array of solutions to the client-side programming problem, the best plan of attack is a cost-benefit analysis. Consider the constraints of your problem and what would be the shortest path to your solution. Since client-side programming is still programming, it’s always a good idea to take the fastest development approach for your particular situation. This is an aggressivestance to prepare for inevitable encounters with the problems of program development.Java和因特网既然Java不过另一种类型的程序设计语言,大家可能会奇怪它为什么值得如此重视,为什么还有这么多的人认为它是计算机程序设计的一个里程碑呢?如果您来自一个传统的程序设计背景,那么答案在刚开始的时候并不是很明显。

网络游戏研究报告作文

网络游戏研究报告作文

网络游戏研究报告作文英文回答:Network Gaming Research Report: Challenges, Impacts, and Future Prospects.Network gaming, also known as online gaming or multiplayer gaming, has emerged as a significant phenomenon in the contemporary digital landscape. Characterized byreal-time interaction among multiple players over the internet, it has captivated audiences worldwide and become an integral part of the gaming industry. However, this rise in popularity has not come without its challenges.Challenges.Latency and Network Issues: One of the primary challenges faced by network games is latency, which refers to delays or lags in communication between players and the game server. These issues can disrupt gameplay and affectplayer experience. Unstable network connections can also lead to disconnections, further hindering gameplay.Security and Privacy Concerns: Network games often require players to share personal information, making them vulnerable to cyber threats such as data breaches, identity theft, and malicious software. Additionally, game companies may collect user data for analytical or marketing purposes, raising concerns about privacy侵犯.Addiction and Gaming Disorders: Excessive network gaming can pose risks to players' mental and physical health. Prolonged play can lead to addiction, sleep deprivation, and social isolation. Some players may develop gaming disorders, characterized by obsessive-compulsive behaviors and an inability to control their gaming habits.Impacts.Despite these challenges, network games have also had a profound impact on society:Socialization and Communication: Network games enable players to interact and collaborate with others from all over the world. They foster communities and provide opportunities for social connection, making themparticularly valuable during periods of isolation orlimited physical contact.Educational and Cognitive Benefits: Some network games incorporate educational elements, such as historical simulations or problem-solving puzzles. Studies have shown that certain types of games can improve cognitive skills, such as spatial reasoning, decision-making, and multitasking.Entertainment and Leisure: Network games offer a highly engaging form of entertainment, immersing players invirtual worlds and providing hours of diversion. They have become a popular pastime for individuals seeking relaxation, excitement, or a sense of community.Future Prospects.The future of network gaming holds several promising developments and advancements:Cloud Gaming: Cloud gaming allows users to stream games directly from remote servers, eliminating the need for powerful hardware or extensive downloads. This technology has the potential to make network gaming more accessible and address latency issues.Virtual and Augmented Reality: The integration of virtual and augmented reality (VR/AR) into network games is expected to enhance immersion and create more interactive and immersive experiences for players.Artificial Intelligence and Machine Learning: AI and machine learning can be utilized to optimize matchmaking, offer personalized recommendations, and improve game design through data analysis and predictive modeling.Social and Ethical Considerations: As network gaming continues to evolve, it is crucial to address social and ethical concerns related to addiction, data privacy, andthe impact of gaming on mental health. Regulators and game companies should work together to implement responsible gaming practices and ensure the well-being of players.中文回答:网络游戏研究报告,挑战、影响和未来展望。

生态翻译视角下手机游戏英译汉研究——以《荒野乱斗》游戏文本翻译为例

生态翻译视角下手机游戏英译汉研究——以《荒野乱斗》游戏文本翻译为例

生态翻译视角下手机游戏英译汉研究——以《荒野乱斗》游戏文本翻译为例生态翻译视角下手机游戏英译汉研究——以《荒野乱斗》游戏文本翻译为例随着移动互联网的快速发展,手机游戏在普通消费者的日常娱乐生活中扮演着越来越重要的角色。

而在手机游戏的翻译中,对于游戏文本的翻译质量直接关系到游戏的受欢迎程度与市场销售情况。

因此,本文将以《荒野乱斗》这款手机游戏为例,借助生态翻译视角,探讨手机游戏文本的英译汉研究,旨在提高游戏文本翻译的质量与准确性,提供参考与借鉴。

一、《荒野乱斗》游戏简介《荒野乱斗》是一款由Supercell公司开发并发行的手机射击游戏,玩家扮演着各种各样的角色,在战斗地图上与其他玩家进行激烈的对抗。

游戏拥有丰富多样的角色和战斗模式,并且提供了多语言版本供全球玩家使用。

二、手机游戏英译汉研究的意义手机游戏的英译汉研究具有重要的现实意义。

首先,手机游戏的市场已经逐渐走向全球化,玩家来自不同的国家和地区,因此游戏的本土化成为一种必然趋势。

其次,手机游戏往往需要玩家理解游戏规则、剧情设定以及操作方式等,准确的翻译可以帮助玩家更好地掌握游戏内容。

再者,手机游戏行业竞争激烈,翻译质量高低直接影响游戏的受欢迎程度和用户留存率。

三、生态翻译视角下手机游戏文本翻译的特点1. 多元文化交融:手机游戏作为跨文化产品,游戏文本翻译需要兼顾不同文化背景下的语义和语用差异,以及对于当地文化、历史、习俗等的理解。

2. 创新和释义:手机游戏的文本中常常出现新奇的词汇、特殊的术语和虚构的造词,翻译时需要准确传达创新和释义的意义,保留原著的独特韵味。

3. 可玩性和游戏性:手机游戏的文本不仅承载着游戏规则和必要的说明,还需要呈现出一种吸引人的语言风格,提升游戏的可玩性和游戏性。

四、《荒野乱斗》游戏文本翻译案例分析《荒野乱斗》游戏中的文本多样且具有一定的特点,下面以几个常见的文本翻译案例进行分析。

1. 游戏角色名翻译:在游戏中,不同的角色拥有不同的名字,这些名字通常代表着角色的特点和个性。

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文献信息:文献标题:Interpersonal influence on online game choices(人际关系对网络游戏选择的影响)国外作者:Sang Yup Lee文献出处:《Computers in Human Behavior》,2015,45:129–136字数统计:英文2580单词,12686字符;中文4087汉字外文文献:Interpersonal influence on online game choices Abstract Several theories stress the importance of interpersonal influence on an individual’s adoption of a product or service. However, there has been little research that empirically examined how online friends infl uence an individual’s online product choices. This study examines the effect of a game player’s online friends who adopted a game earlier than the player on the likelihood that the player adopts the game. Two main factors considered in this study are: (1) the number of online friends who adopted a game earlier and (2) t he strength of ties between the player and the player’s online friends who adopted the game earlier. Using a hazard model with data on 1,668 game players’ gaming activities and relational connections, we find (1) the likelihood that a player adopts a particular game increases the more her online friends adopted the game earlier, and (2) the influence of the prior adopter friends on the likelihood that a player adopts the game varies with the strength of ties between the player and her prior adopter friends.Key words: Interpersonal influence; Online product choices; Online casual games; Hazard model1.IntroductionThere is no established definition of an online causal game, yet online casual games usually refer to online video games developed for mass consumption even forthose who would not normally regard themselves as a ‘gamer’(International Game Developers Association (IGDA), 2009). Online casual games possess certain characteristics in common: they are easy to learn; they require a small amount of time to be played; and online casual game players play casual games mainly for fun and relaxation (IGDA, 2009). Online casual games are offered to game players through several different types of platforms such as web browsers on PCs (e.g., via online casual games portal sites and social networking sites), consoles, smartphones, and tablet PCs. This study focuses on online casual games portal sites because (1) online casual game portal sites provide a suitable context in which online friends’influence on game choices can be well examined, (2) they constitute one of the most commonly used platforms for accessing online casual games (Liew, 2013), and (3) it is easier to collect the data required for this study from online casual games portal sites than from other platforms that host online casual games.A typical online casual game portal site has several social features. On an online casual games portal site, game players can be friends with other players. In this study, a game player’s friends on a game portal site are defined as other players whom the player is directly connected to on the portal site. Game players are motivated to become friends with other game players and interact with them, because there are many games that encourage collaboration among game players and competing (or playing) with others can be more fun, and becoming friends with other players makes it easy for a player to collaborate and interact with them. Once a game player has become friends with another player, the player can have chats with the friend via a dedicated communication channel between them. Furthermore, the player can observe what her friends have done and are doing on the site. Thus, it is possible that a player’s gaming behavior is influenced by her friends on an online casual games portal site.These social features of online casual games portal sites and the accessibility on these portal sites of critical data on game players’relationships and interactions with others, their game choices, and their gaming behaviors make it possible to examine the influence of interpersonal interaction on players’game choices.For this study, we look at a particular online casual games portal site,. Kongregate started its service in 2006 and it is one of the most visited online casual game portal sites in the U.S. With its growth, Kongregate was acquired by Gamestop (an American video game retailer) in 2010. Kongregate provides online game players with a variety of casual games, which are developed by either professional game developers or other players who use Kongregate. As of Feb, 2014, there were 80,747 games on the site and the number of registered users on the site was 6,970,697 as of Jab, 2012.This paper studies how a player’s Kongregate friends influence the player’s game choices on Kongregate. In this study, game players with whom a player has direct connections on Kongregate are referred to as the player’s Kongregate friends. On Kongregate, a player can directly connect with another player by clicking a ‘friend’button linked to that person.This study specifically examines the effect of the number of a player’s Kongregate friends who adopted a particular game earlier on the likelihood that the player will adopt2 the game. According to Rogers’diffusion of innovations theory (2003), the number of an individual’s friends who adopted a product or service earlier can influence the person’s decision whether or not to adopt the product or service, because interpersonal interactions can be an important source of information about a product and a person’s attitude toward a product may be influenced by interpersonal interactions. But only few studies have empirically examined this topic (e.g., Bandiera & Rasul, 2006). Even among those studies that have examined interpersonal influence on an individual’s product adoption in offline settings, few looked at how the number of friends or acquaintances who adopted a product earlier influenced a person’s decision to adopt it. This is mainly because, in offline settings, it is difficult to collect data on how many of a person’s friends or acquaintances have adopted a particular product and when they adopted the product. However, individual level data on game adoption can be collected on Kongregate, which makes it possible to examine whether a player’s adoption of a game can be predicted by the number of the player’s Kongregate friends who adopted the game earlier.In addition to the number of Kongregate friends who adopted a game earlier, wealso consider the closeness of the relationships on Kongregate between a player and her Kongregate friends who adopted the game earlier, because it is possible that the influence of a Kongregate friend on a player’s game adoption decision can vary with the relational closeness between the player and her friend. In other studies (e.g., Bakshy, Hofman, Mason, & Watts, 2011; Christakis & Fowler, 2007) it was found that the extent to which an individual’s behavior is influenced by others varies with the person’s relational closeness with those others. In this study, the closeness of a relationship between two players is referred to the strength of the tie between them. The strength of a tie between two people is a function of the amount of time, the emotional intensity, the intimacy, and the reciprocal services which characterize the tie between those two people (Granovetter, 1973, p. 1361). In the social network literature, the strength of a tie between two people is usually measured by degree of communication reciprocity, the number of mutual friends, and interaction frequency (Gilbert & Karahalios, 2009). For this study, the strength of a tie between two players is measured by whether the tie is reciprocal.In this study, we focus on game players who have registered on Kongregate, because only for registered players can information about gaming behavior, game adoptions, and Kongregate friends be collected. Furthermore, because only a registered player can make connections with other Kongregate players, unregistered players are not suitable for studying influences of Kongregate friends on game choices. That registered players are examined in this study also means that the results of this study cannot be generalized to game players who are not registered on Kongregate because there may be differences between registered and unregistered game players. For example, registered players may to be more serious about their casual games and play more games more frequently than unregistered players.2.Statisticalmodeland data2.1.Hazard modelIn this study, we use the proportional hazard model introduced by Cox in 1972 to study the effect of the number of a player’s Kongregate friends who adopted a gamebefore day t on the likelihood that the player adopts the game on that day. We also ask how the effect of a Kongregate friend who adopted a game earlier on the likelihood that the player adopts the game varies with the strength of the tie between the player and that friend. For this, we include the number of a player’s prior adopter friends who have a reciprocal tie w ith the player and the number of the player’s prior adopter friends who do not have reciprocal ties as the main independent variables.As mentioned above, we also include other independent variables; (1) the frequency with which the player adopts new games,(2) how often the player plays games on Kongregate, and (3) whether the genre of the game is the player’s favoritegenre. Finally, in order to control for factors unique to a game that can influence its adoption, we include a game fixed effect variable, which might reflect the game’s genre, popularity, quality, and dif ficulty.Our model includes both fixed and time-varying independent variables. Fixed variables are those whose values do not change during the 5 days following a player’s first visit to the site since a game’s release, whereas time-varying variables are those whose values change during these 5 days.2.2.DataFor this study, we used data for randomly selected registered game players on Kongregate because information such as games played and listings of Kongregatefriendscanonlybe collected for registered players. We downloaded a list of registered game players who were playing games on Kongregate at least twice a day during the week of 3/24 (Sun) to 3/30 (Mon), 2013. The original dataset had 17,858 game players. Because this size of dataset is too big to be handled by social network analysis statistical packages in a timely manner and collecting data on the gaming behavior and game adoptions of all the 17,858 players and their Kongregate friends (the averagenumberofKongregatefriends for the players in sample was about 60) would have been extremely time-consuming, werandomlychose2,000playersfrom the 17,858usingarandomnumbergenerator.Among those 2,000 players, only the 1,668 who made their personal information publicly available and who had at least one friend were selected for the study. The average number of Kongregate friends for theplayersin the finalsample was 61.We collected data on game adoptions for those 1,668 game players and their Kongregate friends for two games, (1) Mystery IQ Test, and (2) Live Puzzle as in Table 1. The genre of ‘Live Puzzle’ is puzzle and that of ‘Mystery IQ Test’ is brain. A puzzle game is a game that requires a player to put pieces together in a way that meets the goal of the game. A brain game is a game in which a player uses logic to accomplish the tasks. A puzzle game can be a sort of a brain game. ‘Mystery IQ Test’incorporates several other types of tasks in addition to puzzle type tasks including verbal quizzes and math questions.Table 1 Information about games examined in this studyGame title Kongregate release date Genre RatingLivepuzzle4/29/2013Puzzle 3.9/5MysteryIQtest5/5/2013Brain 3.7/5For a game to be included in this study, the game had to provide at least one task right after its release so that players could earn points by accomplishing the task. Among all the games released on Kongregate during a month-period, from 4/9/2013 to 5/8/ 2013, only the two games above met this requirement.For players in the sample, we first checked whether a game player played any games on Kongregate during the 7 days after each game’s release. For those who played games during the 7 days, we collected information about when they first visited the site since each game’s release and whether they adopted each of the games in Table 1 during the 5 days following their first visits. Then, we collected the data on game adoptions for their Kongregate friends.3.Summary and conclusionIn this study, we examined the effect of the number of a player’s Kongregate friends who adopted a game earlier on the likelihood that the player adopts the game. In addition to the effect of the number of a player’s Kongregate friends who adopted a game earlier, we also asked how the strength of the ties between a player and her Kongregate friends who adopted a game earlier was associated with the likelihoodthat the player adopts the game.We found that the effect of the number of Kongregate friends who adopted a game earlier on a player’s adoption of the game was positive, but statistically insignificant whether those prior adopter friends had a reciprocal tie with the player. This finding suggests that the importance of interpersonal influence on product choice posited by several theories such as diffusion of innovations theory (Rogers, 2003) and theory of planned behavior (Ajzen, 1991) is not strongly supported in online casual game contexts.In this study, we only considered the effect of the number of Kongregate friends who adopted a game earlier on a player’s game adoption. As found in other studies (e.g., Ugander et al., 2012), however, other characteristics of a player’s personal network composed of her prior adopter Kongregate friends such as the number of clusters, may exert more influences on the player’s game adoption than the number of the player’s friends. Thus, in the future studies, other characteristics of a player’s personal network than the number of friends should be examined. We also found that other factors such as genre preference, when a player first visited the site after a game’s release, and unique characteristics of a game played important roles in predicting a player’s adoption of the game.This study has some limitations. First, genres of the games examined in this study were brain and puzzle. It is possible that the influence of Kongregate friends on a player’s adoption of a game varies with the genre of the game. Second, the two games examined in this study were both single player games. The statistically insignificant influences of Kongregate friends on a player’s adoption of those two games might be because those games are single player games. Thus, in the future studies, it is recommended that multiplayer games be examined.The research questions were examined in the context of online casual games. But it is likely that interpersonal influence on an individual’s game adoption decision is different from interpersonal influence on an individual’s adoption decisions for other online products. Thus, in future studies, in order to extend our understandings abouthow an individual’s online product choices or adoptions are influenced by her online friends, the research questions asked in this study should also examined in other online contexts.中文译文:人际关系对网络游戏选择的影响摘要一些理论强调人际影响对个人选择产品或服务的重要性。

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