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网络新闻传播研究论文范文初中英语单词

发布时间:2024-07-07 09:13:30

网络新闻传播研究论文范文初中英语单词

这个The Internet is becoming more and more important in our daily On the net, we can learn news both at home and abroad and all kinds of other information as We can also send messages by e-mail, make phone calls, go to net school, read different kinds of books and learn foreign languages by Besides, we can enjoy music, watch sports matches and play chess or On the net, we can even do shopping, have a chat with others and make friends with In a word, the Internet has made our life more

Nowadays, the Internet has become very common in our daily life, in that we can surf the Internet everywhere anywhere by computer or However, the debate on the pros and cons of the network has never Some people say that the network is a platform for information Due to it, we have a convenient channel for the dissemination of information and access to But some others argue that some people commit a crime by the Internet, so we should stay away from the I From my point of view, I prefer to agree to the former 现在,网络在我们的生活中已经很普通了,我们可以随时随地地利用电脑和手机上网。但是,关于网络的利弊的争论从来没有停止过。有的人说网络是分享信息的平台,有了网络,我们就有了传播信息和获取信息的渠道。但是,另外一部分人却说有的人会通过网络犯罪,我们应该远离网络。至于我个人的意见,我同意前者的观点。There are some reasons accounting for my Firstly, with network, we can exchange information frequently and In the information area, information is In many cases, whether we can succeed in something, it depends on how much information we In addition, except for its serious functions, network is a good tool to Preciously, we only have TV or game machines to have fun, but now we have a functional platform for On the Internet, we can watch TV programs and movies, or we can play online games as well as chat with friends freely, which is a good way to 以下的原因可以支撑我的观点。首先,有了网络,人们可以频繁、便利地交换信息。在信息时代,信息就是财富。在很多时候,我们是否能做成一件事,很大程度上取决于我们获取的信息的多少。此外,除了这样稍显严肃的功能之外,网络也是娱乐的好方式。以前,我们只有电视或游戏机可以娱乐,但有了网络,就有了一个多功能的娱乐平台。我们可以再网上看电视节目、电影,或者玩网络游戏,也可以自由地和朋友聊天,这是一种很好的放松的方式。In short, there is no denying that the Internet has its own disadvantage, but I think its advantages far overweight its disadvantages that we can make good use of those good but avoid those 简单来说,无可否认地,网络有它的缺点,但我认为网络的优点远远大于其缺点,我们应该利用好网络好的方面而避免其带来的负面影响。

网络新闻传播研究论文范文初中英语

网络新闻从诞生的那天起,就和新闻紧密地联系在一起,它被看作新闻传播的“第四媒体”。无论是搜狐、新浪等门户网站,新华网、千龙网等新闻网站,还是各行各业的专门网站,新闻都不容置疑地处于“排头兵”的位置。新闻质量的好坏,往往影响着一个网站的点击率和美誉度。 与传统媒体相比,网络新闻无疑具有许多不可比拟的优势: 首先,网络新闻不受出版、播出时间的限制,随时发布信息,提高了新闻的时效性。网络新闻的发布可省去平面媒体的印刷、出版,电子媒体的信号传输、采集声音图像等复杂的程序,可以随时地发布信息,跟踪事件的发展过程,逐步深入,真正实现了“NNN”(Now News Now:现在新闻现在报)。 其次,网络资源的海量,使新闻得以向纵深发展。网络新闻可以通过超链接的形式,对新闻背景进行解释,介绍新闻人物,增大新闻的信息量,也可以用评论等形式是新闻的深度增加。同时,网络集文字、音频、视频等多种手段于一身,极具县场馆和冲击力。 第三,网络新闻可以供受众主动自由地选择。它不受篇幅的限制,更突出“眼球经济”,受众可以自由地点击自己感兴趣的标题来获取新闻,或浏览或详读,也可以随时、重复地视听新闻的发生发展过程,弥补了电子媒体线性传播、一瞬即逝的缺陷,受众完全是主动自由的。 第四,网络新闻改变了单向传播的新闻传受关系。受众可以对新闻进行评论,发表看法,与新闻传播者进行双向互动。甚至受众自己也可以成为网络新闻的发布者。 但是,每当有事件发生时,人们还是习惯将目光投向报纸、电视等传统媒体,而网络新闻却经常遭到人们的质疑和冷落,这是为什么呢? 首先显而易见的是,网络新闻的硬件设备尚未普及,电脑售价相对昂贵,网络的安装、使用也受地域、费用等因素的影响,使得网络新闻还未能“飞入寻常百姓家”。 文秘杂烩网

蝴蝶效应在网络传播过程中的成因与防范摘要:“蝴蝶效应”现象作用于风险社会的理论基础之上,伴随着传播媒介的沿革扩大其影响并形成新的独特性质。在网络传播过程中,“蝴蝶效应”确实存在,并以其对初始条件的敏感性和影响的快捷性、多向性、逆变性成为传播学研究的新视域。信息全球化时代极高的信息依赖性产生结构风险,给予“蝴蝶效应”存在的社会基础;网络媒体高效的互动性、强力的分众趋势和海量的低成本信息给予其发挥的时空基础;有效元对自身认知的过度自信、网络互动环境的“剧场效应”和有效元的标新立异给予其爆发的心理基础。因此,我们只有依靠加强传统媒体网站品牌建设,规范其自身行为以营造网络舆论强势空间;依靠加强网络监管,完善网络传播的法律体系,采取一些紧急避险措施,并长期对全体公民进行媒介素质培养,才能规避“蝴蝶效应”的负面影响。本文为防范这种负面影响提供可靠的依据和制定对策的起点,以期引起学界和业界的重视,促进交叉学科的融合,从而推动我国信息产业发展。  关键词:蝴蝶效应  网络传播  风险社会  有效元  对于“蝴蝶效应”现象的研究起始于物理学领域,而后作为混沌理论的一个核心概念被引入经济学,构成了行为金融学的重要分支。近两年,“蝴蝶效应”进入传播学研究视野,却多被误用与滥用。使用者通常是用来做现象描述,套用此词强调网络传播方式的巨大影响力和轰动效应,鲜有学者关注此现象的内在动因与防范问题,鲜有建设性意见。  本文以传播学理论为核心,借助心理学研究成果,并结合网络新闻实践剖析“蝴蝶效应”现象在网络新闻传播过程中的成因,并初步探讨相应的措施以规避“蝴蝶效应”的负面影响,正确引导其发展方向,为维持良性的网络传播秩序提出几点建议。  本文意图在于使学者、媒体从业者及网络监管部门人员等 利益相关者充分重视“蝴蝶效应”的益处与危害,并为预防网络新闻传播过程中的“蝴蝶效应”的负面影响提供可靠的依据和制定对策的起点。希望本文能够在推动我国信息产业发展和促进交叉学科融合两方面做出一份贡献。  一、“蝴蝶效应”的存在  (一)风险社会的大环境  德国社会学家乌尔里希?贝克第一次在论著中使用了“风险社会”一词,并宣告了全球已进入“世界风险社会”。风险在此是一个中性词,意味着某种不确定性概率,它与收益相伴而生,是人们衡量是否采取某种行为的重要参考依据。社会风险日益全球化,某个地区或国家发生危机必然与整个世界相关联,并呈现不断扩散的趋势。风险具有扩散性和叠加性,“对风险信息的忽视有助于风险的增长和传播”。[1]网络传播时代,现实的地域观念被虚拟的时空所置换,既在某种程度上验证了麦克卢汉“全球村”的预言,又使不确定性可以从任意结点爆发并肆意蔓延,形成真正的“世界风险社会”。正是风险社会的大环境为“蝴蝶效应”的发生和迅速传播提供了结构可能性与理论依据。而在网络媒体中,任何有效元(笔者将介入网络新闻信息传播和意见表达过程的任一网络用户定义为有效元)译码、传输与编码的各个环节本身就潜伏着风险生成与扩大的可能。“正是文化的认识与定义形成了风险。” [2]每个网络用户成了迷失在“符号森林”[鲍德莱尔(Baudelaire)]中的孩子。风险的生成与扩大过程很好的诠释了“蝴蝶效应”的发生机制,而风险社会中,网络用户的迷失状态恰好对应了后文详细阐述的用户接收与转载信息的心理基础,兴趣的迷失给“蝴蝶效应”以可乘之机。所以,正是风险社会为“蝴蝶效应”现象提供了滋生的土壤。  (二)网络传播中的“蝴蝶效应”  上世纪六十年代,“气象学家洛仑兹(ENLorenz)在他的计算机上计算一个热力场中热对流问题的简化模型,” [3]结果发现,初始条件的微小变化使“系统自任意初始状态出发的相轨线成蝴蝶形态,既不重复也无规律。” [4]为了形象地说明这种现象,洛仑兹打了个比方:南美洲亚马逊河流域热带雨林中的一只蝴蝶,偶尔扇动几下翅膀,可能在两周后引起美国得克萨斯州的一场龙卷风。这就是广为人知的“蝴蝶效应”比喻。而后它作为混沌理论的一个核心概念被引入经济学,构成了行为金融学的重要分支。中国刚刚宣布发射导弹,港台就有100亿美元资金流向了美国;2004年年初大豆需求不旺价格一路下滑,由于2月初南美的旱情预报,短短数日内就引发了CBOT和连豆期货价格的大幅攀升,这都是军事和经济领域中的所谓“蝴蝶效应”。  近两年,“蝴蝶效应”进入传播学研究视野,却多被误用与滥用。使用者通常是套用此比喻做现象描述或初步解释,强调网络传播方式在社会生活中的巨大影响力和轰动效应。这却脱离了此概念的本意,成为流行的时髦词汇,“换汤不换药”的阐述固有观点,也或许只是吸引目光的故作惊人语罢了。然而“蝴蝶效应”的前提是复杂系统即非线性系统,并指出总体趋势不变的情况下初始条件的微小变动将导致未来前景的巨大差异。笔者借用钱学森先生的巨系统说法,将网络与用户的人机交流整体看作复杂巨系统。笔者认为传播学层面的“蝴蝶效应”也强调初始条件的敏感性,但它更强调影响的快捷性、多向性和逆变性。所谓“初始条件的敏感性”是指在网络新闻传播过程中,任一有效元对信息消化、吸收和释放过程中的微小改变都有可能引起网络新闻的“信息流”的扭曲和“意见流”的大幅波动甚至整体反转。其中,初始条件变化后“影响的快捷性”是指影响通过信息形式在较短时间内大面积扩散;“影响的多向性”是指不仅能影响到与初始条件同类性质的因素,还会影响到“信息流”的真实性、完整性、清晰性和“意见流”的公正性、严谨性、负责态度以及网络传播情境的情绪倾向等方方面面;“影响的逆变性”是指影响的效果在飞速扩大一段时间后受某一有效元的扰动回归原初状态或逐渐转移出有效元的注意领域,甚至有可能突然发生逆转,进一步向相反方向发展。在网络传播中的“蝴蝶效应”很可能就是一个帖子或网站上的一条小消息,引起众多有效元的卷入,进而使矛盾不断升级,事态爆炸性扩大或骤然倒向变更,导致事实信息的扭曲和舆论评价的压倒性倾向。  网络新闻传播过程中的“蝴蝶效应”现象例如2004年6月,针对台湾歌手张惠妹在大陆做宣传时流露出的“台独”思想的网络谣言,从网友捏造的“大陆政府指定的台湾绿色艺人”名单和网友杜撰的“张惠妹专访”,到网络论坛每天平均300多条公开反对张惠妹的帖子,再到张惠妹被迫取消宣传活动,台湾当局抨击大陆民主,扬言封杀大陆艺人,最后大陆国台办专门举行记者会澄清,终于形成了可怕的蝴蝶效应,使艺人风波上升到政治层面。[5] 再如2003年3月29日,《中国日报》网站发出“微软总裁比尔?盖茨在洛杉矶遭到暗杀身亡”的假新闻,一些大型网站和电视台迅速跟进播发此新闻,韩国股市由此下跌了5%。其后不久,2003年4月1日,一14岁少年将新闻组上流传的“香港将宣布成为疫埠”的谣言复制成《明报》即时新闻网页形态并上传至近似明报网站的网址引起香港社会恐慌和抢购风潮。“蝴蝶效应”也有良性的,例如2006年3月长春绝症盲女小欣月原本是一个患绝症的平凡少女,因其上天安门看升旗的小小愿望无法实现,在网络媒体中传播后并不起眼,而东北地区小范围网民共同在长春公共关系学校告知其是在北京天安门为其举行升旗仪式圆了孩子的梦,这一小小细节的转变引起了全国范围内的巨大轰动,小欣月一时间成为点击率最高的名字,甚至打算拍成电影《欣月童话》并请梁家辉出演。“蝴蝶效应”也有可能发生嬗变,令人触目惊心的虐猫事件本身是违背社会道德和人类情感的,然而仅基于此,有效元就将虐猫女子及拍摄者的相片做成“通缉令”广为传播,甚至有人“悬赏追凶”,进而使虐猫事件的矛盾激化达到顶点,虐猫女子成了十恶不赦的舆论征讨对象,无法保障自身的隐私权,道德谴责在某种程度上已经异化为诅咒谩骂的语言暴力。还有许多事件不胜枚举,都是网络新闻传播过程中“蝴蝶效应”的最好注脚。  二、网络传播过程中“蝴蝶效应”的成因分析   (一)信息全球化现状  随着信息产业的飞速发展,“全球化”日益成为日常生活中的高频词汇。尹鸿曾经论断:“如果没有一个全球性的商业传媒系统来推进全球市场并鼓励消费价值,经济和文化全球化大概就不可能发生。” [6]由此可见,网络新闻传播对于全球化趋势起了相当大的推动作用。  然而,网络切断了人与人之间的情感联系和信赖关系,造成了人理性判断的疲劳。而且网络中新闻传播者具有隐蔽性,传播者和受传者相互作用、界限模糊,在某种意义上说,传统意义上的传播者和受众都已经不存在了,因此,笔者将介入网络新闻信息传播和意见表达过程的任一网络用户定义为有效元,是借用医学神经系统中的“神经元”概念中的元字,“元”者,“源”也,流转之源头枢纽,暗示网络用户对信息的消化、吸收和处理过程,是有其意义和价值的。“把关人”的作用被淡化,许多国家政府都难以作为,互联网管制仍处于失控或半失控状态。  信息在大量传播中消除了原有的不确定性,但也以更快的速度创造出新的不确定性。所以说风险在社会中扩散,不仅由于风险本身,更由于我们对风险的纷陈解释――社会及媒体建构。“词语的意义具有一个不稳定的特征,它有赖于其在话语结构里的表达。语言提供给我们的仅仅是对现实的描述,而不是现实本身。” [7]从某种意义上说,这就是现代人生活中的真实,是媒体构造的“拟态环境”的现实。信息泛滥乃至信息爆炸是这一时代显著的特征,在许多情况下,每个人都不得不被纷杂的信息骚扰,无聊的传言、糟糕的音乐、乏味的广告成了生活的一部分。互联网不仅影响政治决策,影响经济运行,而且潜移默化地改变着所有人的行为方式和价值观念。信息虽多,有用的却难找,人成了漂浮在信息海洋上的小小浮萍,其主体意识逐渐被信息的巨浪吞没而丧失。这也就是约翰?塔洛克给出等式“危险社会=传播/知识/信息社会”的原因所在。  网络传播时代如此高的信息依赖性和如此快的信息扩散率,注定了在当今风险社会中,网络新闻传播的蝴蝶效应将掀起狂暴的龙卷风。  (二)网络媒体特性  麦克卢汉在《理解媒介――论人的延伸》中指出,电子媒介的属性是非线性的、重复性的、非连续的、直觉性的,它是中枢神经系统的延伸。他有句名言:“我们塑造了工具,此后工具又塑造了我们。”(We shape our tools, and thereafter our tools shape )网络以其独特的媒体性质使网络新闻在传播过程中的“蝴蝶效应”在最大限度上得到了响应与增强:  1、高效的互动  网络媒体由于提供了公共意见和信息交流的平台,从而打破了传统媒体的话语垄断,改变了受众反馈的弱势地位,将精英阶层与草根阶层的天然强弱势地位解构为有效元之间的充分交流,从而形成了新的交往秩序。网络传播时代,人际互动在时间和成本上都能降到最低,几乎是零摩擦的互动环境,麦奎尔认为网络强化了受众介入、反馈、选择、接近和使用媒介的能力,咨询型、对话型受众出现,因此使“互联网具备去大量化、去集中化、去国家化、去专门化、去中介化、去集体化等特性”。 [8]正如美国学者马克?波斯特(Mark Poster)认为的,网络引入游戏身份的新的可能性,重新建立交往等级,分散主体在时间和空间上脱离原位。网络经典传播学中传播模式的划分是依据信宿的多寡和组织形式,而在网络新闻传播过程中,此标准无法适用,因此可以说,网络媒体自身具有多重媒介属性,集人际传播、群体传播、组织传播、大众传播甚至人内传播(有效元利用各种符号表达思想的同时也是在理顺个人想法)于一体,表达渠道畅通。  网络媒体高效的互动特性,同时构成了它的风险:多重媒介的传播模式交织,带来了有效元个体的多样化背景,随之而来的就是管理的复杂性和“把关人”作用的削弱。与传统媒体的事前审查事后追惩的严格把关不同,在网络新闻传播过程的起点,几乎没有任何等级森严的审查程序,多以事后追惩为主,而商业网站和个人网站总是想方设法绕过人为壁垒,将自己认为有新闻价值的信息辐射式的扩散出去,而几乎无须任何关卡损耗。原先存在于新闻传播源头的强大“把关人”群体――记者、编辑等的控制作用十分微弱。很多情况下,新闻网站只是新闻的初级生产者,新闻发布后就脱离网站轨道,很大程度上由其它有效元控制。有效元有意无意地提供新闻线索,转发与自己趣味相投或利益相关的新闻,或者通过广泛讨论和对新闻事件的意见反响左右网络新闻的传播过程中“信息流”的客观真实和“意见流”的主观倾向。  总之,网络媒体高效的互动特性使弱势反馈演变为多向交流,提高了受众地位;与此同时,也造成了“把关人”作用薄弱,议程设置混乱。  2、强力的分众  网络媒体由于其自身具有跨越时空的特性,而使网络用户能够跨越地域的区域界线,突破基于血缘、业缘和地缘的社会团体的组织约束,成为几乎没有任何社会背景且面向所有人开放的匿名个体,在共同的兴趣、爱好、观点和希望的基础上达成认同,结成“以议题(issue)、共识与认同感的所建构的虚拟社会空间”即“网络世代(Net Generation)” [9]分众后的小众群体有效地集中了个人需求和价值偏好,更加便于同性质信息的快速扩散和行动诱发,有利于信息和广告等的针对性达到最大的影响效果。  然而在网络环境下,网络用户以浏览代替阅读、以兴趣决定内容,不断漂移的情绪使绝对的注意时间减少,而相对的注意时间延长,注意力过分集中,极易产生非权威意见的意见领袖。而意见领袖靠其独具特色的个人魅力随意篡改新闻信息或发表意见言论,对其它网络用户产生信念影响和行为诱发。而且在网络新闻传播的过程中,细节被有效元忽略或任意填充,事实被简化,信息被放大,而伴随信息的意见影响也会在特定群体迅速散播,引发群体行为。总之,网络媒体强力的分众趋势有效地集中了用户需求,然而这种相对的过度注意会导致对意见领袖的盲目崇拜。  3、海量的低成本信息  信息具有共享性即使用不灭性,这是信息区别于物质的显著特点。所以新闻传播必然否定在任何传播范围上的限定,也就是说,在理论上,新闻传播不应该有来自任何方面的排除性,否则就和其寻求最大传播面相背离了。而网上个人出版方式――博客实现了“零进入门槛”:零编辑、零技术、零成本、零体制、零形式。这种低成本的信息生产和交换方式改变了传统的媒介使用形式和效率,促使更多人接近媒介,形成了有效元的多样化状态。最大范围的信息源头,大量信息备选,赋予网络用户庞大的信息选择自由。  然而信息高速的更新换代,在尚未形成较完整的知识体系时即已成为明日黄花,《大趋势》的作者奈斯比特曾说:“我们被信息淹没,但却渴求着知识。”在虚拟网络中的人的信仰易产生也易消失,流行周期逐渐缩短。信息过载消耗着现代人的时间精力和耐心热情,加重了社会整体的浮躁情绪。网络新闻传播过程从经济学角度分析,犹如“公地悲剧”它发生的根源在于,“个人在决策时只考虑个人的边际收益大于等于个人的边际成本,而不考虑他们行动所造成的社会成本,最终造成了一个给与他们无限放牧权的经济系统失败和崩溃” [10]网络中的低成本也有造成人们远离网络的可能性。而且在海量信息背景下,有效元为了使自己的信息或言论引起更多网络用户的主意,往往采用极夸张或煽情的语汇及表现形式,有可能成为引发“蝴蝶效应”的初值微小偏差。总之,网络媒体海量的低成本信息为网络用户提供了庞大的信息选择自由,然而信息过载会对网络用户的思维方式和心理状态产生消极影响。  (三)用户接收与转载信息的心理基础  1、有效元对自身认知的过度自信使“蝴蝶效应”迅速覆盖  在网络中,有效元对声音、影像的操纵造成一种自恋情绪,信息接受者反而自己是“拟态环境”制造者。“信息加工心理学强调认知中的结构优势效应,即原有的认知结构对当前认知活动的影响。” [11]也就是说,有效元依据自己的社会背景和知识储备,去判断、审视和转载他所接触到并自认为有用的信息或一致的意见,而他自身对网络新闻的介入和解释又使其创造的“拟态环境”产生了光环效应,强化了自身固有观念。这种过度自信的自恋情绪的出现在心理学中的解释就是:“面对同一个投射刺激不同人所看到的东西是不同的,而每个人所能知觉到的东西恰好反映其人格的内部情况”。 [12]针对有效元,由于信息的不断选择性接触、选择性接受与选择性内强化,信息看起来也似乎向着有利于自己的结论方向发展。这也是弗洛伊德发现的“投射”是将思想、印象与欲望加诸外部环境的一种过程,否认对自己的不快指责,而将这种指责投射到他人身上。而有效元自身工作性质的轻体力性和名誉取得的迅速性令其自身产生了光环效应,这种光环效应更使其加强了对自身的过度自信,强调有利信息,忽略有害信息,使自己处于成功永恒的美妙幻象的悬崖边处。  2、网络互动环境的“剧场效应”使“蝴蝶效应”迅速扩散  无论麦克卢汉和技术决定论者如何夸大媒介作用,媒介都只是信息内容的附着品,是合作产生信息的要素。没有传受双方意义的共通空间,媒介形式并不产生意义。而在共通空间意义互换基础上,形式才赋予内容新的信息和价值。在网络新闻传播过程中,开放的互动环境使有效元之间的情绪相互感染,形成了某种程度上的“剧场效应”。最明显的是在BBS多对多的传播形式,有效元发表意见往往不是在孤立环境下深思熟虑的结果,而是在互动情境中完成,易于言语极端,甚至脱离事实;互动辩论中与个体表白,使言论偏离个人思想的表达,而仅限于口舌之争甚至人身攻击。极易发生经典传播学理论中的“沉默的螺旋”现象。压抑非主流声音,形成接近一致的较主流意见。  3、有效元的标新立异使“蝴蝶效应”有了逆变的可能性  在前文网络的海量低成本信息特点中已经论述,由于有效元的数量众多且众说纷纭,并且处于匿名环境下全无社会背景的标榜,使其具有表面同一性,任一有效元若想在“鸡群”中“鹤立”就必然寻求独家的信息、独到的见解、犀利的言词和夸张的表现,而在这种寻求过程中,很可能偏离了新闻真实和意见公正。虚拟环境下的匿名心理在社会心理学中指的是在一种没有社会约束力的匿名状态下人可能失去社会责任感和自我控制能力,做出单纯为吸引注意的特异举动。这种标新立异无疑显示着有效元的个体存在,但片面强调某信息因素而忽略其他因素难免引发和助长“蝴蝶效应”。  三、规避“蝴蝶效应”的负面影响,正确引导网络新闻良性传播  (一)加强传统媒体网站品牌建设,规范自身行为以营造网络舆论强势空间  “风险传播是在个人、团体、机构间交换信息和意见的互动过程。它不只与风险相关,还包括风险性质的多重信息和其他信息,这些信息表达了对风险信息或风险管理合法的、机构的安排的关注、意见和反映”。 [13]在共时性与历时性的风险传播过程中,媒体发挥了关乎风险的告知、倾听、言说和影响功能。“人类进入‘风险社会’后,风险的‘不确定性’挑战了‘全能政府’以及专家知识的权威性”。 [14]尽管挑战存在,根据美国Jupiter媒体调查研究公司(Jupiter Media Metrix)的调查显示,网络用户的注意力越来越集中在少数的知名网站,呈现出“马太效应”。尼尔森网络评估公司电子商务部副总裁肖恩?卡得尔(Sean Kaldor)称:“搜索引擎网站、门户网站和社区网站已经成为每一个在线冲浪的网民必然要访问的站点,这已经成为了他们的习惯。”而在我国,传统媒体网站是其习惯的落脚点。  在网络新闻传播过程中,从网络用户角度看,他们需要媒体对海量信息进行“过滤”和“把关”,这是由人类大致固定的信息接收量的生理条件制约的,而且网络信息的真实性难以辨识。而只有传统媒体的品牌效应承接到网络中,他们身份公开,便于接受监督;而且具有专业经验、职业道德和时间、能力。根据经典传播学理论的“沉默的螺旋”现象,一旦若干主流媒体网站加强了其自身的品牌建设,而且共同营造出强势的舆论区,削弱非主流声音,整合网络用户观念,达到“正音”效果。  而现在我国的传统媒体网站的问题在于:其主媒体的品牌建设本身存在问题;它对信息的编制方式与人们的真正需要存在偏差;“舆论一律”和同质化现象明显,没有合理的对立意见呈现等等。因此应当恪守新闻真实和意见公正,加强自身建设,树立品牌效应,正确引导“蝴蝶效应”的发展方向,规避其负面影响,强化其良性因素,从而保证网络新闻的良性传播。  (二)加强网络监管,完善网络传播的法律体系,部分网络区域实行有限的实名制,有效元承担相应的责任限定  应当在网络技术层面加强网络监管,在网络技术人员中选取设立“网络警察”队伍,实时监控网络变化,解除恶意攻击,对于恶性“蝴蝶效应”的原初的微小变化引起重视和化解。但网络监管要以不侵犯、不利用公民隐私为基础维持和谐的网络环境。积极建立和完善适用于网络新闻传播的法律体系,例如法学界争论最多的网络知识产权问题,网络媒体是知识产权问题变得异常复杂,引起具有隐蔽性和罪证难以收集等特点。为了使有效元承担相应的责任限定,可以在网络部分区域实行有限的实名制,比如可以在某些校园论坛实行实名制,或者后台实名而前台匿名等形式。而建立实名制之前要首先重建网络用户间的诚信,否则实名制只会带来不良后果。  (三)对全体公民进行普遍的媒介素质培养,端正其看待媒介的态度、增强其使用媒介的能力和自我道德规范  网络传播方式本身倡导的就是一种平等和对霸权的蔑视,要求互助合作、追求公平公正,而“知识沟”现象在网络传播时代仍是十分明显。因此要进行全民的媒介素质培养,这是一项艰巨然而受益深远的任务。我们要端正全体公民看待媒介的态度、增强其使用媒介的能力和自我道德规范。亚当?斯密曾经指出道德是“出自一种对光荣而又崇高的东西的爱,一种对伟大和尊严的爱,一种对自己品质中优点的爱。” [15]道德是法制社会最微妙却极其有效的必要补充,虚拟环境中也不例外。美国哲学家曼纽尔?卡斯特在回答“每个人应当怎样去适应这个网络社会时”指出:“首先要培养‘自我编程能力’,人是世界上最好的计算机。” [16]也就是说,每个网络用户都要正确选择、分析、处理信息,使其为我所用,要作电脑的主宰者,而不是被其迷惑或为其所累。  (四)恶性“蝴蝶效应”发生时的紧急避险措施  以上是“蝴蝶效应”爆发前的长期防范措施,而一旦网络中恶性“蝴蝶效应”爆发,应急措施并非我国惯用的政府出面行政干预,而最好是如James(2000)提出的在相同环境中解决,即“以网路对付网路危机”。具体措施例如立刻利用媒体网站或组织专题网页阐明事实真相和政府态度;实时更新网页资料和联系方式;利用网络如论坛、电子邮件等形式双向沟通;建立重要的背景链接,介绍相关知识,讲解处理办法;注意相对立的攻击者所传递的新闻信息或相关评论,及时做出回应或澄清;组织技术人员及时检修,随时解决网路硬件问题。  四、结语  综上所述,“蝴蝶效应”在风险社会的理论基础上发生作用,其巨大影响力在网络传播过程中确实存在。信息全球化现状和网络媒体的特性是“蝴蝶效应”存在的客观原因,而网络用户接收与转载信息的心理基础是其存在的主观原因。只有加强传统媒体网站的品牌建设,加强网络监管,并对全体公民进行媒介素质培养才能规避“蝴蝶效应”的负面影响,正确引导网络新闻的良性传播。对于“蝴蝶效应”在网络传播过程中的成因与防范问题还有待进一步地发现与探讨,在学术界下一步的研究中,将有可能形成完整的论述体系,甚至开创一项新的传播学理论。我是新闻专业的,这些仅仅是提示,最终论文还是得好好自己写,加油满意请采纳

Nowadays, the Internet has become very common in our daily life, in that we can surf the Internet everywhere anywhere by computer or However, the debate on the pros and cons of the network has never Some people say that the network is a platform for information Due to it, we have a convenient channel for the dissemination of information and access to But some others argue that some people commit a crime by the Internet, so we should stay away from the I From my point of view, I prefer to agree to the former 现在,网络在我们的生活中已经很普通了,我们可以随时随地地利用电脑和手机上网。但是,关于网络的利弊的争论从来没有停止过。有的人说网络是分享信息的平台,有了网络,我们就有了传播信息和获取信息的渠道。但是,另外一部分人却说有的人会通过网络犯罪,我们应该远离网络。至于我个人的意见,我同意前者的观点。There are some reasons accounting for my Firstly, with network, we can exchange information frequently and In the information area, information is In many cases, whether we can succeed in something, it depends on how much information we In addition, except for its serious functions, network is a good tool to Preciously, we only have TV or game machines to have fun, but now we have a functional platform for On the Internet, we can watch TV programs and movies, or we can play online games as well as chat with friends freely, which is a good way to 以下的原因可以支撑我的观点。首先,有了网络,人们可以频繁、便利地交换信息。在信息时代,信息就是财富。在很多时候,我们是否能做成一件事,很大程度上取决于我们获取的信息的多少。此外,除了这样稍显严肃的功能之外,网络也是娱乐的好方式。以前,我们只有电视或游戏机可以娱乐,但有了网络,就有了一个多功能的娱乐平台。我们可以再网上看电视节目、电影,或者玩网络游戏,也可以自由地和朋友聊天,这是一种很好的放松的方式。In short, there is no denying that the Internet has its own disadvantage, but I think its advantages far overweight its disadvantages that we can make good use of those good but avoid those 简单来说,无可否认地,网络有它的缺点,但我认为网络的优点远远大于其缺点,我们应该利用好网络好的方面而避免其带来的负面影响。

Advantages and Disadvantages of the InternetNowadays, the Internet is playing a more and more important role in people’s daily However, people’s opinions are still divided on this Those who are in favor of the Internet claim that it has a lot of Firstly, information searching is no longer a tough job with the help of all kinds of search Secondly, we can contact friends or business partners via e-mails or software such as Internet Meeting and Yahoo M Last but not least, we can take part in groups or mailing lists to talk with friends of the same Those who are opposed to the Internet hold that disadvantages are In the first place, the Internet costs considerable time, money and energy especially for those with less self- In the second place, surfing on the Internet for a long time harms the eyes a Finally, more and more young people are indulged in online games, Internet chat and even pornography, which are extremely harmful to their future All in all, we can safely come to the conclusion that the pros outweigh the The past twenty years witnessed the fast development of the Internet along with national A brighter future is awaiting us if we make good use of the I网络的利与弊 如今,在人们的生活中网络已经成为越来越不可或缺的东西了。然而在网络的利与弊这一问题上,人们出现了分歧。 那些支持网络出现的人们认为网络拥有许多益处。首先,通过网络搜索引擎,信息搜索已经不再是一份棘手的工作了。其次,我们可以通过电子邮件或者一些软件联系我们的朋友或者是商业伙伴。最后,我们可以参加一些群组或者讨论组之中,和那些有着共同兴趣爱好的朋友们进行讨论。 那些反对网络的人同样也认为网络有许多弊端。首先,网络花费了人们大量的时间、金钱以及精力,尤其是对于那些缺乏自制力的人来说。其次,长时间的网上冲浪有害眼睛。最后,越来越多的年轻人沉迷于网络游戏,网上聊天,甚至一些色情的东西,这对他们将来的发展非常有害。 总之,我们可以得出结论,网络的益处大于弊端。过去的二十年见证了网络随着国家经济的发展而快速进步。如果我们更好地利用网络,会有一个更好的未来正在前方等着我们。这可真是自己手动给你一字一句翻译的啊,多少应该再追加点分吧!~~

网络新闻传播研究论文范文初中英语版

Nowadays, the Internet has become very common in our daily life, in that we can surf the Internet everywhere anywhere by computer or However, the debate on the pros and cons of the network has never Some people say that the network is a platform for information Due to it, we have a convenient channel for the dissemination of information and access to But some others argue that some people commit a crime by the Internet, so we should stay away from the I From my point of view, I prefer to agree to the former 现在,网络在我们的生活中已经很普通了,我们可以随时随地地利用电脑和手机上网。但是,关于网络的利弊的争论从来没有停止过。有的人说网络是分享信息的平台,有了网络,我们就有了传播信息和获取信息的渠道。但是,另外一部分人却说有的人会通过网络犯罪,我们应该远离网络。至于我个人的意见,我同意前者的观点。There are some reasons accounting for my Firstly, with network, we can exchange information frequently and In the information area, information is In many cases, whether we can succeed in something, it depends on how much information we In addition, except for its serious functions, network is a good tool to Preciously, we only have TV or game machines to have fun, but now we have a functional platform for On the Internet, we can watch TV programs and movies, or we can play online games as well as chat with friends freely, which is a good way to 以下的原因可以支撑我的观点。首先,有了网络,人们可以频繁、便利地交换信息。在信息时代,信息就是财富。在很多时候,我们是否能做成一件事,很大程度上取决于我们获取的信息的多少。此外,除了这样稍显严肃的功能之外,网络也是娱乐的好方式。以前,我们只有电视或游戏机可以娱乐,但有了网络,就有了一个多功能的娱乐平台。我们可以再网上看电视节目、电影,或者玩网络游戏,也可以自由地和朋友聊天,这是一种很好的放松的方式。In short, there is no denying that the Internet has its own disadvantage, but I think its advantages far overweight its disadvantages that we can make good use of those good but avoid those 简单来说,无可否认地,网络有它的缺点,但我认为网络的优点远远大于其缺点,我们应该利用好网络好的方面而避免其带来的负面影响。

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 New York Times ( required) has an article summarizing a new study on the impact of the Internet on our As past studies have found, TV is the big loser, with Internet users watching about 17% less That's probably not bad The article goes on to say that the Internet is also causing us to sleep less (by 5 minutes) and that it reduces contact with family members by 5 minutes per The researchers acknowledged that they cannot answer the question of whether or not it strengthens or weakens social That's been a burning question since the rise of the Internet, and many tons of paper was wasted in the mid and late nineties to print handwringing articles about how the Internet would probably turn us all into introverted, pale-faced geeks sitting in our basements in the dark night after night, hanging out in seedy chat None of that ever happened, but this study is likely to produce an echo effect of those hysterical articles, using the data that contact with family members is The problem with these studies is I have yet to see one that really tries to find out the other side of the I may talk slightly less to my wife face to face, but we are emailing each other all day So if you really studied the entire social interaction, you'd probably find we communicate more now than we did ten years The article estimates that 75% of the country has Internet access Unfortunately, we still have some elected leaders in our communities that don't think any of this is important, because they are viewing it through the lens of their own (somewhat limited) experience, rather than trying to look at the community as a When 75% of your constituents are using the Internet, it's not a fad or a luxury for the well off--it's a necessity of daily In rural communities, the Internet has broken the chains of rural isolation and dramatically improved the quality of life in areas like Living in a rural area no longer means long drives (or doing without) to obtain needed items--a couple of clicks online and the products are delivered to your door, or even via broadband, if you don't live near a well-stocked music store, as just one 1995 was the year the Internet really took Ten years later, we've gone from a tiny number of people who had Internet access back then to 75% of the country--that's the fastest diffusion of a new technology We're on to something here, and I believe it's mostly for the We're more aware of world events, better informed on local, national, and internissues, have more control over our time, and have all kinds of new business and work opportunities available to Just one example: despite the sheer awfulness of the tsunami, we all know about it in a way that we never could have even five years ago, to say nothing of ten or twenty years Is the knowing a good thing? Well, charitable giving, propelled by hundreds and thousands of Web sites helping to organize aid, will likely break every fundraising record in the 。。。

Advantages and Disadvantages of the InternetNowadays, the Internet is playing a more and more important role in people’s daily However, people’s opinions are still divided on this Those who are in favor of the Internet claim that it has a lot of Firstly, information searching is no longer a tough job with the help of all kinds of search Secondly, we can contact friends or business partners via e-mails or software such as Internet Meeting and Yahoo M Last but not least, we can take part in groups or mailing lists to talk with friends of the same Those who are opposed to the Internet hold that disadvantages are In the first place, the Internet costs considerable time, money and energy especially for those with less self- In the second place, surfing on the Internet for a long time harms the eyes a Finally, more and more young people are indulged in online games, Internet chat and even pornography, which are extremely harmful to their future All in all, we can safely come to the conclusion that the pros outweigh the The past twenty years witnessed the fast development of the Internet along with national A brighter future is awaiting us if we make good use of the I网络的利与弊 如今,在人们的生活中网络已经成为越来越不可或缺的东西了。然而在网络的利与弊这一问题上,人们出现了分歧。 那些支持网络出现的人们认为网络拥有许多益处。首先,通过网络搜索引擎,信息搜索已经不再是一份棘手的工作了。其次,我们可以通过电子邮件或者一些软件联系我们的朋友或者是商业伙伴。最后,我们可以参加一些群组或者讨论组之中,和那些有着共同兴趣爱好的朋友们进行讨论。 那些反对网络的人同样也认为网络有许多弊端。首先,网络花费了人们大量的时间、金钱以及精力,尤其是对于那些缺乏自制力的人来说。其次,长时间的网上冲浪有害眼睛。最后,越来越多的年轻人沉迷于网络游戏,网上聊天,甚至一些色情的东西,这对他们将来的发展非常有害。 总之,我们可以得出结论,网络的益处大于弊端。过去的二十年见证了网络随着国家经济的发展而快速进步。如果我们更好地利用网络,会有一个更好的未来正在前方等着我们。这可真是自己手动给你一字一句翻译的啊,多少应该再追加点分吧!~~

网络新闻传播研究论文范文初中英语课件

网络新闻从诞生的那天起,就和新闻紧密地联系在一起,它被看作新闻传播的“第四媒体”。无论是搜狐、新浪等门户网站,新华网、千龙网等新闻网站,还是各行各业的专门网站,新闻都不容置疑地处于“排头兵”的位置。新闻质量的好坏,往往影响着一个网站的点击率和美誉度。 与传统媒体相比,网络新闻无疑具有许多不可比拟的优势: 首先,网络新闻不受出版、播出时间的限制,随时发布信息,提高了新闻的时效性。网络新闻的发布可省去平面媒体的印刷、出版,电子媒体的信号传输、采集声音图像等复杂的程序,可以随时地发布信息,跟踪事件的发展过程,逐步深入,真正实现了“NNN”(Now News Now:现在新闻现在报)。 其次,网络资源的海量,使新闻得以向纵深发展。网络新闻可以通过超链接的形式,对新闻背景进行解释,介绍新闻人物,增大新闻的信息量,也可以用评论等形式是新闻的深度增加。同时,网络集文字、音频、视频等多种手段于一身,极具县场馆和冲击力。 第三,网络新闻可以供受众主动自由地选择。它不受篇幅的限制,更突出“眼球经济”,受众可以自由地点击自己感兴趣的标题来获取新闻,或浏览或详读,也可以随时、重复地视听新闻的发生发展过程,弥补了电子媒体线性传播、一瞬即逝的缺陷,受众完全是主动自由的。 第四,网络新闻改变了单向传播的新闻传受关系。受众可以对新闻进行评论,发表看法,与新闻传播者进行双向互动。甚至受众自己也可以成为网络新闻的发布者。 但是,每当有事件发生时,人们还是习惯将目光投向报纸、电视等传统媒体,而网络新闻却经常遭到人们的质疑和冷落,这是为什么呢? 首先显而易见的是,网络新闻的硬件设备尚未普及,电脑售价相对昂贵,网络的安装、使用也受地域、费用等因素的影响,使得网络新闻还未能“飞入寻常百姓家”。 文秘杂烩网

这个题目太大了。作为学生,没必要写那么大。可以写小一点,比如说网络媒体对生活方式的改变。这种题材很多,而且写的人多,题材多,就很容易写出新意来。不过你的题目很实在,也是大家都很关心的一个问题。有可行性。我帮你考虑了一下(我学的不是你的专业)。 (1)隐私的重要性和尊重他人,以及社会道德都可以说。这样可写的就多了。(2)网络的流行对隐私新的挑战。网络侵犯隐私和传统的侵犯的相同和不同。 (3)大众媒体的优势以及它的不负责任。

你大几的?大一的话我有十一个关于新闻学概论的题目……

网络新闻传播研究论文范文初中生

网络媒体作为第四媒体逐渐在日趋激烈的媒介竞争中,无可争议地获得了自身的地位,其影响已全面而深刻地渗入到人们的政治、经济、文化生活等各个方面,成为新闻传播活动不可须臾离弃的手段和方式。据中国互联网络信息中心(CNNIC)7月20日在京发布的“第十四次中国互联网络发展状况统计报告”显示,我国上网用户总数为8700万,而上网用户中经常使用游览新闻这一网络服务功能的占1%。由于网络传播的自由性、交互性和开放性,使以往在传统新闻传媒上无法实现的个人表达自由和言论自由得到空前的展现,任何人只要进入网络便可无所不言,畅所欲言,形成了言论的“自由市潮。也正因有这种前所未有的相对自由、极度自如的表达平台和表达方式,因此如何因势利导,保证正确的舆论导向,是网络新闻媒体面临的一个严肃的课题和挑战。  不可忽视的舆论力量  在中国,网络舆论主要由网络中的媒体言论与论坛(BBS)及新闻跟帖共同反映与形成。由于网络传播的自由性、交互性和开放性,网络舆论的反映和形成呈现出与传统大众传媒不同的特点。  近几年来,国内外的每一重大事件,几乎都在网络媒体引起强烈的反响和激烈的辩论,形成了一个言论的“自由市潮。在人民网的“观点频道”和“强国论坛”、新华网的“新华言论”和“发展论坛”、国际在线的“管窥天下”、红网的“红辣椒评论”、千龙网的“千龙评论”、东方网的“东方评论”、中青在线的“青年话题”以及新浪、搜狐等各大网站的新闻跟帖中,网民们每天都会就当下的热点或重大问题展开激烈的讨论,且对问题的讨论比较深入,进而形成强大的舆论影响。这些来自各网站的媒体言论与论坛(BBS)及新闻跟帖中的具有建设性的看法和观点,甚至对有关部门的决策和施政产生了影响。  2003年8月16日,有关媒体报道了刘涌二审被改判死刑缓期二年执行、其团伙成员宋健飞被核准死刑并被押赴刑场执行死刑的消息,旋即在互联网上引起了众多网民的关注。网民纷纷撰文抨击司法黑暗,间接促使中国最高人民法院50年来第一次提审普通刑事案,并罕见地推翻沈阳高法的判决,改判死刑,立即执行。  此外,在美伊战争、反腐倡廉、为农民工“讨工钱”、三农问题、教育乱收费、学术腐败、处女卖淫、“宝马车撞人案”等事件与讨论活动中,网络舆论都显示出了不可忽视的力量,以至于有人把2003年称为“网络舆论年”。  正如中国社科院网络研究学者闵大洪所说,今天,网友言论之活跃已达到前所未有的程度,不论是国内重大事件,还是国际重大事件,都能马上形成网上舆论,甚至进而产生巨大的舆论压力,达到任何部门、机构甚至公众人物无法忽视的地步。以往只有权势阶层和知识精英拥有话语权,而网络则使普通公众包括弱势群体、边缘群体也拥有了某种话语权。  但是,尽管网络媒体的兴起使得网民有了自由发表意见的平台,可这类网络言论是由网友自由随意发言、目的性不强、主题分散、导向不明,而且难免泥沙俱下、鱼龙混杂,也带来了一系列负面影响。比如社会舆论分散、网络色情问题、隐私披露、谣言增多导致妖言惑众、偏激和非理性、谩骂与攻击、群体的盲从与冲动、国外文化入侵等问题相继出现。

网络新闻从诞生的那天起,就和新闻紧密地联系在一起,它被看作新闻传播的“第四媒体”。无论是搜狐、新浪等门户网站,新华网、千龙网等新闻网站,还是各行各业的专门网站,新闻都不容置疑地处于“排头兵”的位置。新闻质量的好坏,往往影响着一个网站的点击率和美誉度。 与传统媒体相比,网络新闻无疑具有许多不可比拟的优势: 首先,网络新闻不受出版、播出时间的限制,随时发布信息,提高了新闻的时效性。网络新闻的发布可省去平面媒体的印刷、出版,电子媒体的信号传输、采集声音图像等复杂的程序,可以随时地发布信息,跟踪事件的发展过程,逐步深入,真正实现了“NNN”(Now News Now:现在新闻现在报)。 其次,网络资源的海量,使新闻得以向纵深发展。网络新闻可以通过超链接的形式,对新闻背景进行解释,介绍新闻人物,增大新闻的信息量,也可以用评论等形式是新闻的深度增加。同时,网络集文字、音频、视频等多种手段于一身,极具县场馆和冲击力。 第三,网络新闻可以供受众主动自由地选择。它不受篇幅的限制,更突出“眼球经济”,受众可以自由地点击自己感兴趣的标题来获取新闻,或浏览或详读,也可以随时、重复地视听新闻的发生发展过程,弥补了电子媒体线性传播、一瞬即逝的缺陷,受众完全是主动自由的。 第四,网络新闻改变了单向传播的新闻传受关系。受众可以对新闻进行评论,发表看法,与新闻传播者进行双向互动。甚至受众自己也可以成为网络新闻的发布者。 但是,每当有事件发生时,人们还是习惯将目光投向报纸、电视等传统媒体,而网络新闻却经常遭到人们的质疑和冷落,这是为什么呢? 首先显而易见的是,网络新闻的硬件设备尚未普及,电脑售价相对昂贵,网络的安装、使用也受地域、费用等因素的影响,使得网络新闻还未能“飞入寻常百姓家”。 文秘杂烩网

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