想学好英语,首先要培养对英语的兴趣。“兴趣是最好的老师”,兴趣是学习英语的巨大动力,有了兴趣,学习就会事半功倍。我们都有这样的经验:喜欢的事,就容易坚持下去;不喜欢的事,是很难坚持下去的。而兴趣不是与生俱来的,需要培养。有的同学说:“我一看到英语就头疼,怎么能培养对英语的兴趣呢?”还有的同学说:“英语单词我今天记了明天忘,我太笨了,唉,我算没治了。”这都是缺乏信心的表现。初学英语时,没有掌握正确的学习方法,没有树立必胜的信心,缺乏了克服困难的勇气,丧失了上进的动力,稍遇失败,就会向挫折缴枪,向困难低头。你就会感到英语是一门枯燥无味的学科,学了一段时间之后,学习积极性也逐渐降低,自然也就不会取得好成绩。但是,只要在老师的帮助下,认识到学英语的必要性,用正确的态度对待英语学习,用科学的方法指导学习。开始时多参加一些英语方面的活动,比如 ,唱英文歌、做英语游戏、读英语幽默短文、练习口头对话等。时间长了,懂得多了,就有了兴趣,当然,学习起来就有了动力和欲望。然后,就要像农民一样勤勤恳恳,不辞辛苦,付出辛勤的劳动和汗水,一定会取得成功,收获丰硕的成果。毕竟是No pains, no gains吗。练好基本功是学好英语的必要条件,没有扎实的英语基础,就谈不上继续学习,更谈不上有所成就。要想基本功扎实,必须全神贯注地认真听讲,上好每一节课,提高课堂效率,脚踏实地、一步一个脚印地,做到以下“五到”:一、“心到”。在课堂上应聚精会神,一刻也不能懈怠,大脑要始终处于积极状态,思维要活跃、思路要开阔,心随老师走,听懂每一句话,抓住每一个环节,理解每一个知识点,多联想、多思考,做到心领神会。二、“手到”。学英语,一定要做课堂笔记。因为人的记忆力是有限的,人不可能都过目不忘,记忆本身就是不断与遗忘作斗争的过程。常言说,“好脑筋不如烂笔头”。老师讲的知识可能在课堂上记住了,可是过了一段时间,就会忘记,所以,做好笔记很有必要。英语知识也是一点点积累起来的,学到的每一个单词、词组以及句型结构,都记在笔记本上,甚至是书的空白处或字里行间,这对以后的复习巩固都是非常方便的。三、“耳到”。在课堂上,认真听讲是十分必要的,不但要专心听老师对知识的讲解,而且要认真听老师说英语的语音、语调、重音、连读、失去爆破、断句等发音要领,以便培养自己纯正地道的英语口语。听见听懂老师传授的每一个知识点,在头脑里形成反馈以帮助记忆;理解领会老师提出的问题,以便迅速作答,对比同学对问题的回答,以加深对问题的理解而取别人之长补自己之短。四、“眼到”。在认真听讲的同时,还要双眼紧随老师观察老师的动作、口形、表情、板书、绘图、教具展示等。大脑里形成的视觉信息和听觉信息相结合,印象就会更加深刻。五、“口到”。学习语言,不张嘴不动口是学不好的,同学们最大的毛病是读书不出声,害羞不敢张嘴。尤其是早读课,同学们只是用眼看或默读,这样就只有视觉信息,而没有听觉信息在大脑里的反馈,当然记忆也不会太深刻,口部肌肉也得不到锻炼,也就很难练就一口纯正的英语。所以,要充分利用早晨头脑清醒的时间,大声朗读;课堂上要勇跃回答老师提问、积极参与同学间讨论和辩论,课下对不清楚的问题及时提出,要克服害羞心理,不耻下问。对学过的课文要多读、勤读、苦读,可以跟录音机读,竭力模仿其语音语调以纠正发音,要读得抑扬顿挫朗朗上口,一些精典文章最好能背得滚爪烂熟。利用一切可能的机会,练习英语口语,比如,与外教交流、参加“英语角”活动、与同学进行对话、讲英语故事、唱英文歌曲、演英语短剧、进行诗歌朗诵等。除了对课本中的范文要细读精读之外,还要多看些适合我们中学生的课外读物,既可增长知识,又开阔了我们的视野,也提高了我们的阅读水平。学英语,词汇的记忆是必不可少的,词汇是学好英语的基础,没有了词汇,也就谈不上句子,更谈不上文章,所以记单词对我们就显得极其重要。记忆单词关键有二:一是持之以恒:每天坚持记忆一定量的词汇,过几天再回头复习一次,这样周期循环,反复记忆,经常使用,就会变短时记忆为长时记忆并牢固掌握。需要注意的是,一旦开始,就要坚持下来,千万不能半途而废,切不可三天打鱼,两天晒网。二是良好的记忆方法:记忆单词的方法很多,学无定法,但学有良法。我认为,张思中的“集中识词,分类记忆”不失为一种适合中学生的好方法。把中学生应掌握的3500个单词集中汇总,分门别类,先过单词关,然后再学教材,在课本中使用和巩固它们的用法。分类的方法有多种,同一元音或元音字母组合发音相同的单词归为一类;根据词形词性、同义词反义词等集中记忆;把相同词根、前缀、后缀、合成、转化、派生等构词法相同的单词或词组列在一起集中识记印象比较深刻,记忆效果也比较明显。这样每天记40-80个单词,坚持不懈,多联想,多思考,多使用,词汇问题不就解决了吗?在学习的过程中多注视单词的用法和词组的搭配,牢记老师讲过的单词惯用法和句型,这样不仅有助于我们解题,而且在写作时也会信手拈来,运用自如。把单词记住,了解词性、词义,掌握其固定搭配与习惯用法,背会时态、从句的各种用法,工作只是完成了一半,我们还得将它们应用到实践中去。就像学游泳,光学理论,不下水应用,不等于掌握了这门技术。不必要搞题海战术,但一定量的典型练习来巩固所学知识是必不可少的。先重视基础练习,如课后习题,单元同步练习,这些是针对课堂知识的巩固性练习,不能好高骛远,光想着一口吃个胖子。基础知识掌握后,有的放失地做一些语法方面的专项练习和考试题型的专题练习。特别提倡同学们准备一本“错题集”,把平时做错的具有代表性的试题或语言点记录下来,以备将来查漏补缺,这样对知识的掌握可以达到事半功倍的效果。英语是一种语言,不是记住了单词、词组、句型和语法项目就是把它学好了,关键在于使用语言,所以在学习英语时一定要注意听、说、读、写、译全面发展。英语学习首先是一个记忆过程,然后才是实践过程。学习英语,无论如何,勤奋是不可少的,它是一个日积月累的渐进过程,是没有任何捷径可走的,也没有所谓“速成”的灵丹妙方,急于求成,不做踏实工作,是学不好英语的。任何成功的获得都要靠自己的努力,要踏踏实实、勤勤恳恳、兢兢业业、一步一个脚印地学习,端正态度,认真对待学习中的挫折和失败。失败并不可怕,可怕的是对自己丧失信心而一蹶不振。对考试的失败,冷静分析,认真思考,只要对胜利充满信心,善于总结经验教训,不断努力,不断追求,胜利一定是属于你们的
A virtual world is an interactive simulated environment accessed by multiple users through an online Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG'" There are many different types of virtual worlds, however there are six features all of them have in common: Shared Space: the world allows many users to participate at Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D Immediacy: interaction takes place in real Interactivity: the world allows users to alter, develop, build, or submit customized Persistence: the world's existence continues regardless of whether individual users are logged Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, --------------------------------------------------------------------------------Virtual worlds have been created for many different The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing G" But virtual worlds have also been built for purposes other than The following section summarizes a few ways in which virtual worlds are currently used: Commercial GamingCommercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming Examples include Everquest, Lineage 2, and World of W While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming Fortunately there are many other great sites that contain comprehensive lists of commercial gaming Here are a few: MPOGD Gamespot Gamespy Socializing / Online Community BuildingIn addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or Social worlds tend to use settings based on idealized versions of Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of EducationSome virtual worlds have been created for educational In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university Active Worlds Educational Universe is one of the oldest and largest networks of educational Adobe Atmosphere is also being used to build virtual worlds for educational A great example of a corporate-sponsored educational world is M Political ExpressionVirtual worlds can serve as forums for political expression and While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online A great example of a virtual world with a political focus is AgoraX Military TrainingVirtual world technologies are also being used in some interesting ways by the US America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training And this is just the As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of In either case, welcome and enjoy the -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example) Some, but not all, virtual worlds allow for multiple The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain [3] Such modeled worlds may appear similar to the real world or instead depict fantasy The model world may simulate rules based on the real world or some hybrid fantasy Example rules are gravity, topography, locomotion, real-time actions, and Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance Massively multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and Communication is usually textual, with real-time voice communication using VOIP also [clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based HistoryThe concept of virtual worlds predates computers and could be traced in some sense to P[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality This form of virtual reality is characterized by bulky headsets and other types of sensory input Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar [6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSH MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7] Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line IMaze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a ” (-VCF7-MazeWar/html, 29th Feb) According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of Then in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since -/ You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information)Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online)[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D[citation needed][edit] Virtual world conceptsOne perception of virtual worlds requires an online persistent world, active and available 24 hours a day and seven days a week, to qualify as a true virtual [citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example) massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where [edit] BoundariesVirtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and virtual worlds is quite Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual [8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while The term magic circle has been used to describe the imaginary barrier between the virtual world and the real The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD 0107, making this unit of virtual currency of higher value than the Yen or the LEven though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities Places which have their own world, their own rules, topics, jokes, members, Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new Some users develop a double personality depending on which world they are interacting Depending on whether that person is in the real or virtual world can impact on the way they think and It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each Best examples are instant messaging and visio-conferences which allow people to create their own virtual It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help Although Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly) People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and The example of Second Life is totally unique because players develop communities and businesses in this Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double
The rapid development of the network, Internet access, released quickly become the important channel and information, along with the rapid development of the Internet in China, People's Daily life increasingly use Chat system is to facilitate the exchange of information and people's This chat program including server and The main function is the online chat, which can let more customers have mutual communication at the same The server client requests for inspection, landing forwarding customer of news, and delete the user Client program mainly realizes login to chat, the server sends all servers, and specify users request chat, This artical introduces the graduation design topic selection, relevant background and significance of research and development, and research and development process, and the design and implementation of the abstract:chat room, client,