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有关互联网金融的英语文献论文

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有关互联网金融的英语文献论文

A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common: 1. Shared Space: the world allows many users to participate at once. 2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments. 3. Immediacy: interaction takes place in real time. 4. Interactivity: the world allows users to alter, develop, build, or submit customized content. 5. Persistence: the world's existence continues regardless of whether individual users are logged in. 6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc. --------------------------------------------------------------------------------Virtual worlds have been created for many different purposes. The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing Game." But virtual worlds have also been built for purposes other than gaming. The following section summarizes a few ways in which virtual worlds are currently used: Commercial 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 events. Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming worlds. Examples include Everquest, Lineage 2, and World of Warcraft. While Virtual Worlds Review includes several top-quality gaming worlds on the review list, we mostly feature worlds that fall outside the traditional gaming mold. Fortunately there are many other great sites that contain comprehensive lists of commercial gaming worlds. Here are a few: 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 gaming. These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat rooms. Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or apartment. Social worlds tend to use settings based on idealized versions of reality. Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of topics. EducationSome virtual worlds have been created for educational purposes. In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by corporations. Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university courses. Active Worlds Educational Universe is one of the oldest and largest networks of educational worlds. Adobe Atmosphere is also being used to build virtual worlds for educational purposes. A great example of a corporate-sponsored educational world is Mokitown. Political ExpressionVirtual worlds can serve as forums for political expression and debate. While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online communities. A great example of a virtual world with a political focus is AgoraXchange. Military TrainingVirtual world technologies are also being used in some interesting ways by the . military. America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training simulations. And this is just the beginning. As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in them. If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about them. For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of before. In either case, welcome and enjoy the site. -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based concept of virtual worlds predates computers and could be traced in some sense to Pliny.[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration.[6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7]. Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (, 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 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 specific. Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information).Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.[citation needed][edit] Virtual world 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 world.[citation needed] Although this is possible with smaller virtual worlds, especially those that are not actually online, no massively multiplayer game runs all day, every day. All the online games listed above[clarify] include downtime for maintenance that is not included as time passing in the virtual world. While the interaction with other participants is done in real-time, time consistency is not always maintained in online virtual worlds. For example, EverQuest time passes faster than real-time despite using the same calendar and time units to present game virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example). massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles. Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.[edit] 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 porous. Participants constantly arrive and depart from the world, carrying with them their unique set of behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual world.[8][clarify] For example, in virtual worlds which bring together players from multiple cultural backgrounds, a participant in a virtual world brings their own cultural preconceptions about those other cultures across the boundary into the world while playing. The term magic circle has been used to describe the imaginary barrier between the virtual world and the real world. The fantasy environment of the virtual world is protected from the intrusion of real life by this magic circle, but practices such as the sale of virtual items and virtual currency for real life currency challenges this separation while reinforcing the notion that objects in the virtual world have real life value. In a 2001 study by Edward Castronova, the value of the currency in the MMORPG Everquest was evaluated based on its exchange rate at USD , making this unit of virtual currency of higher value than the Yen or the though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities born. Places which have their own world, their own rules, topics, jokes, members, etc... Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new things. Some users develop a double personality depending on which world they are interacting with. Depending on whether that person is in the real or virtual world can impact on the way they think and act. It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each other. Best examples are instant messaging and visio-conferences which allow people to create their own virtual world. It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social behaviour. People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing it. Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for days. They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video games. The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly). People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and charisma. The example of Second Life is totally unique because players develop communities and businesses in this game. Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual world. The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double personality.

互联网金融的外文文献要求文章质量和原创。

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有关互联网金融论文

互联网金融风险的主要类型及其防范措施论文

在学习和工作中,许多人都写过论文吧,论文是对某些学术问题进行研究的手段。你写论文时总是无从下笔?以下是我帮大家整理的互联网金融风险的主要类型及其防范措施论文,供大家参考借鉴,希望可以帮助到有需要的朋友。

摘要:

互联网金融的快速发展得益于当前网络技术与传统金融的结合,利用互联网信息技术实现资金的融通、信息中介服务等新型业务模式。本文通过讨论互联网金融当前所面临的风险,进而讨论从若干体系入手针对互联网金融风险进行应对。

关键词:

互联网金融;风险管理;

引言:

近几年,得益于信息技术的快速发展以及互联网技术的日趋成熟,金融业与互联网慢慢开始融合,并造就了互联网金融这一新兴产物,并逐步发展起来。当前,国内互联网金融正处于快速发展时期,互联网金融生态体系也在逐渐形成。但是,需要关注的是,国内大多数机构对互联网金融风险没有清晰地认识,导致对其评估和监管没有应对措施,其对国家金融体系带来了严重的危害,导致诸多社会不和谐因素。于是,亟待增强对互联网金融风险的剖析,采取一系列措施对风险加以应对,对于国家金融体系的安全有重要意义,也能促使互联网金融健康发展。本文对互联网金融的表现形式以及面临的风险进行分析,进而为互联网金融风险提出管理意见。

1、互联网金融风险的主要表现形式

互联网金融在发展的同时,其所隐含的风险也在逐渐积累,若缺失对风险准确清晰地认知,风险一旦失去控制则会对互联网金融的未来发展带来严重打击,本文拟对互联网金融面临的风险进行分析,为其有效评估和预防提供理论支撑。

、操作风险

随着互联网的发展,消费者处于互联网的世界中,一般消费者的防范心理缺失,加之现在消费者对于流量需求较大,便促使大众网民在有免费热点的时候就会不假思索地连接,有些热点是由不法分子所建立,一旦连接成功,就会有后台监控已经连接的手机,使不法分子对消费者账户肆意妄为,所以,消费者在连接热点时务必当心。

、技术风险

金融业的数字化特征是明显的一个特征,加之互联网金融与现代通信技术相互融合,其所依托的信息技术也比较复杂。首先主要是与技术层面多出状况,开发难度较大,并且开发之后的维护成本较大,维护比较耗费时间,并且技术更新换代较快,若选择了不恰当的方案,则较容易引起开发风险,若互联网金融企业选择了相对陈旧的技术方案,可能会导致业务不通畅,业务成本增加,最终被淘汰;如果出现企业技术支持与客户选择终端无法兼容,便会影响业务的开展和推进。其次,安全对于互联网金融及其重要,互联网金融依靠加密手段确保数据完整和准确,如果技术遭到泄密,便会造成巨大损失。最后,互联网本身是在网络端运行,其自身复杂程度较高,如果遇到病毒侵入事件,可能会致使网络崩溃,严重者会造成体系崩溃;当数据流较大时,系统需要对多单密集的交易数据进行处理,可能会导致服务器过载,导致宕机,影响平台稳定性;在传输数据过程中,一旦数据被窥探,便会影响交易的安全。

、信用风险

信用是互联网金融发展必不可少的驱动因素,如果没有了信用,互联网金融的良性发展将受到极大制约,其信用风险包括违约还有欺诈风险,由于互联网金融属于金融模式的创新,不像传统金融有法律制度的约束和限制,当前缺乏的是互联网金融征信体系,由于缺乏制裁,出现了交底的违约成本,互联网金融违约风险加大,无论是对于互联网金融平台或是其客户,都暗含着较大的违约风险。违约风险在P2P业务中表现尤为明显,对整个行业造成了恶劣影响。金融在传统金融领域时有发生,当然,在互联网金融领域更是屡见不鲜,比如平台内部人员为一己私利采取的欺诈行为,如篡改数据。外部欺诈的行为也屡见不鲜,盗取账号、盗密码的.事情在互联网金融交易中时有发生,不管是内部或者是外部的这些欺诈,都会给互联网金融行业带来一定的冲击,将会产生失信事件和违法犯罪。

、运营风险

互联网金融运营较为复杂,所面临的风险繁多,涉及面广。常见如流动性风险、市场选择的风险、资金平衡的风险、利益协调机制缺失带来的风险。首先提及的是流动性风险,不管是传统金融或是互联网金融,保持适当的流动性都是必须的,但由于监管缺乏,互联网金融企业并不会准备充足的存款准备金,风险资产拨备制度,如果互联网金融企业突发现金流缺乏和短期负债增加,则很大可能会导致流动性风险,之前许多平台跑路的事情,诸多原因就是流动性风险导致的。其次,是由于互联网金融企业和客户在信息不对称的情况下相互作出的选择,由于信息不对称,平台运营方难以对客户资信程度作出判断,另外由于互联网金融平台信息披露机制不完善加上渠道不通畅,客户对于平台的信用缺乏了解,也会加大市场选择的风险。资金平衡风险也常发生于互联网金融企业中,对于互联网金融运营企业来说,和传统金融业一样,既要保证对汇集的资金进行高效产出,也要留存一定量的资金进行资金应急,进而保证资金合理周转变得复杂,由此引发的资金平衡风险则会给企业带来风险。互联网金融企业在业务开展中,为了吸纳投资者存款,互联网金融企业常以较低风险、较高收益承诺来打广告,但在实际操作中总是会有各种意外,导致承诺失效,投资者利益因此受损,与互联网金融企业有业务关联的第三方平台也会出现利益受损,当前尚未形成有效的利益协调机制,极易导致矛盾。

、法律监管风险

互联网金融随着时间的流逝和其自身发展,法律监管的缺乏是阻碍其良性发展的因素之一。法律法规缺失导致的风险,由于互联网金融发展的时间刚没多久,当前适用于传统金融的法律法规还不足以应对互联网金融这一新事物,互联网金融产业平台验证的制度和方法不够完善,导致监管乏力。主体资格合法性风险,当前我国出台的关于互联网金融的制度和法规还不够完善,导致出台的制度不能有效制约互联网金融的良性发展,以及如何定义互联网金融平台,是否要对其产业内部企业进行牌照制管理,都没有一定的结论,所以,互联网金融企业的合法性风险不可以忽视。由于监管缺乏,导致的洗钱等风险,类似淘宝实名认证却依然有假货横行一样,互联网金融平台实名制也依然不能杜绝洗钱等非法行为的出现。

2、加强互联网金融风险防范的对策

互联网金融在互联网高速发展的前提下发展很快,但是如何对互联网金融风险进行评估是当下必须关注的事情,现提出以下对策和建议,帮助促进互联网金融持续健康发展。

、创建互联网金融普识体系

互联网金融到今天这个程度,许多民众已经知道这个事物并已经亲身接触,但是由于缺乏专业知识,随意对互联网金融的本质缺乏必要的认识,进而导致其风险意识弱化,因此,应当加强宣传互联网金融相关知识。互联网金融虽是在互联网上进行,但是它的属性与功能并未改变,和传统金融的业务模式并无多大区别,支付、投资仍是其主体功能,并未跨越现有金融体系的范围,所以,应当最先普及互联网金融的知识给广大民众,让其对互联网金融有个清晰地认识。再者,对互联网金融风险的认识也有待提高,不管是平台还是平台客户,需谨慎行事,很多投资者一心只想高收益,把自己许多资产投向互联网金融相关平台,几乎没多少人能洞察背后的风险,不懂得投资切忌将鸡蛋放在一个篮子里的原则,盲目信任一个平台,一方面错失了其他的投资机会,另一方面也将自己的资产回收风险加大。最后,应当提升诚信度,提高平台与客户之间的诚信度,坚持诚信原则,方能促进互联网金融发展稳中向好。

、构建互联网金融网络安全体系

由于互联网金融是依托于互联网平台产生的事物,具备一定的网络属性,作为其准入门槛之一的技术风险较高,表现在技术选择、技术支持,及其系统的安全性,都有较高的风险,所以,有必要构建互联网金融网络安全体系。无论是设备如硬件、还是软件,或是通信技术等,都需要减少对外国产品的依赖,提高网络安全,再者,增强网络防护,加强网络环境净化,努力保障互联网金融的健康运行机制,优化用户身份认证体系,防止不法分子入侵,进行数字认证识别为交易的双方提供保障。

、建立互联网金融风险管理体系

信用风险也是所面临的风险之一,尤其是在征信体系不健全的情况下,构建信用风险管理体系迫在眉睫。互联网金融相关企业应增强内控,建立风控机制和团队,从源头上减少风险的发证;另外,提高个人信用,完善国内个人征信体系建设,利用大数据等技术将个人信用评级机制引入互联网金融相关企业,促使其发展稳中向好;同时互联网金融企业及平台应当与传统金融机构数据共享,传统金融机构的数据库中有个人征信记录,资源互通,以便更好服务互联网金融平台和客户自身。

、建立并健全互联网技能运营风险管理体系

互联网金融面临最大的风险就是业务运营的风险,当下需要建立健全运营风险管理体系,相关平台和企业应当搜集有效信息,建立机制保证信息相关可靠及时完整,为客户提供信息保障;加强对资金的监管,谨防互联网金融平台滥用客户资金,最后加强对互联网金融企业合作方的监管,防止风险波及互联网金融企业,进而给客户带来损失。

、完善互联网金融监管和法律体系

互联网金融发展快速,导致政策出台的节奏跟不上互联网金融发展的速度,当前法律法规不够健全,导致较多的互联网金融企业走在法律边缘,所以,互联网金融的监管和法律体系显得十分迫切。首先对互联网金融行业加强监管,进一步提高行业进入门槛,防止风险过度集中;其次,在现有传统金融法律法规基础上,充分考虑互联网金融发展实际,将互联网金融监管有效纳入其中;最后,切实保护消费者全意,有效维护互联网金融市场秩序,促进互联网金融企业健康发展。

3、结语

作为现代信息技术与传统金融业相互融合的产物,互联网金融在一定程度上成为驱动金融创新的力量。作为新生事物,互联网金融在发展过程中呈现出来的问题错综复杂,相关理论研究滞后于实践发展需要。有关互联网金融风险的研究是一项复杂的工程,任重道远,对互联网金融风险进行全面细致,更加合理的评估,才能使互联网金融发展更有保障、更有活力、更有前途。

参考文献

[1]高丽华.互联网金融下余额宝的风险防范[J].海南广播电视大学学报,2019,12(16).

[2]卓武扬,胡阿思,宫兴国,等.我国第三方支付信息安全风险研究[J].西部经济管理论坛,2019(06).

[3]周智祥.浅析互联网金融在企业资金管理中的应用[J].中国商论,2019(22).

[4]董昀,李鑫.中国金融科技思想的发展脉络与前沿动态:文献述评[J].金融经济学研究,2019(05).

[5]余雪扬,孙芳,王伟.后整治时期完善我国P2P网贷行业规范发展的长效机制研究——一个制度供给视角的分析[J].金融理论与实践,2019(12).

[6]罗艾筠,李慧敏.风险防范视域下对股权众筹的法律思考[J].金融理论与实践,2019(12).

以下可做参考:互联网金融是传统金融机构与互联网企业(以下统称从业机构)利用互联网技术和信息通信技术实现资金融通、支付、投资和信息中介服务的新型金融业务模式。互联网与金融深度融合是大势所趋,将对金融产品、业务、组织和服务等方面产生更加深刻的影响。互联网金融对促进小微企业发展和扩大就业发挥了现有金融机构难以替代的积极作用,为大众创业、万众创新打开了大门。促进互联网金融健康发展,有利于提升金融服务质量和效率,深化金融改革,促进金融创新发展,扩大金融业对内对外开放,构建多层次金融体系。作为新生事物,互联网金融既需要市场驱动,鼓励创新,也需要政策助力,促进发展。

有关互联网金融的论文答辩

互联网金融的,,要求是什么。。什么时候要。

互联网金融风险的主要类型及其防范措施论文

在学习和工作中,许多人都写过论文吧,论文是对某些学术问题进行研究的手段。你写论文时总是无从下笔?以下是我帮大家整理的互联网金融风险的主要类型及其防范措施论文,供大家参考借鉴,希望可以帮助到有需要的朋友。

摘要:

互联网金融的快速发展得益于当前网络技术与传统金融的结合,利用互联网信息技术实现资金的融通、信息中介服务等新型业务模式。本文通过讨论互联网金融当前所面临的风险,进而讨论从若干体系入手针对互联网金融风险进行应对。

关键词:

互联网金融;风险管理;

引言:

近几年,得益于信息技术的快速发展以及互联网技术的日趋成熟,金融业与互联网慢慢开始融合,并造就了互联网金融这一新兴产物,并逐步发展起来。当前,国内互联网金融正处于快速发展时期,互联网金融生态体系也在逐渐形成。但是,需要关注的是,国内大多数机构对互联网金融风险没有清晰地认识,导致对其评估和监管没有应对措施,其对国家金融体系带来了严重的危害,导致诸多社会不和谐因素。于是,亟待增强对互联网金融风险的剖析,采取一系列措施对风险加以应对,对于国家金融体系的安全有重要意义,也能促使互联网金融健康发展。本文对互联网金融的表现形式以及面临的风险进行分析,进而为互联网金融风险提出管理意见。

1、互联网金融风险的主要表现形式

互联网金融在发展的同时,其所隐含的风险也在逐渐积累,若缺失对风险准确清晰地认知,风险一旦失去控制则会对互联网金融的未来发展带来严重打击,本文拟对互联网金融面临的风险进行分析,为其有效评估和预防提供理论支撑。

、操作风险

随着互联网的发展,消费者处于互联网的世界中,一般消费者的防范心理缺失,加之现在消费者对于流量需求较大,便促使大众网民在有免费热点的时候就会不假思索地连接,有些热点是由不法分子所建立,一旦连接成功,就会有后台监控已经连接的手机,使不法分子对消费者账户肆意妄为,所以,消费者在连接热点时务必当心。

、技术风险

金融业的数字化特征是明显的一个特征,加之互联网金融与现代通信技术相互融合,其所依托的信息技术也比较复杂。首先主要是与技术层面多出状况,开发难度较大,并且开发之后的维护成本较大,维护比较耗费时间,并且技术更新换代较快,若选择了不恰当的方案,则较容易引起开发风险,若互联网金融企业选择了相对陈旧的技术方案,可能会导致业务不通畅,业务成本增加,最终被淘汰;如果出现企业技术支持与客户选择终端无法兼容,便会影响业务的开展和推进。其次,安全对于互联网金融及其重要,互联网金融依靠加密手段确保数据完整和准确,如果技术遭到泄密,便会造成巨大损失。最后,互联网本身是在网络端运行,其自身复杂程度较高,如果遇到病毒侵入事件,可能会致使网络崩溃,严重者会造成体系崩溃;当数据流较大时,系统需要对多单密集的交易数据进行处理,可能会导致服务器过载,导致宕机,影响平台稳定性;在传输数据过程中,一旦数据被窥探,便会影响交易的安全。

、信用风险

信用是互联网金融发展必不可少的驱动因素,如果没有了信用,互联网金融的良性发展将受到极大制约,其信用风险包括违约还有欺诈风险,由于互联网金融属于金融模式的创新,不像传统金融有法律制度的约束和限制,当前缺乏的是互联网金融征信体系,由于缺乏制裁,出现了交底的违约成本,互联网金融违约风险加大,无论是对于互联网金融平台或是其客户,都暗含着较大的违约风险。违约风险在P2P业务中表现尤为明显,对整个行业造成了恶劣影响。金融在传统金融领域时有发生,当然,在互联网金融领域更是屡见不鲜,比如平台内部人员为一己私利采取的欺诈行为,如篡改数据。外部欺诈的行为也屡见不鲜,盗取账号、盗密码的.事情在互联网金融交易中时有发生,不管是内部或者是外部的这些欺诈,都会给互联网金融行业带来一定的冲击,将会产生失信事件和违法犯罪。

、运营风险

互联网金融运营较为复杂,所面临的风险繁多,涉及面广。常见如流动性风险、市场选择的风险、资金平衡的风险、利益协调机制缺失带来的风险。首先提及的是流动性风险,不管是传统金融或是互联网金融,保持适当的流动性都是必须的,但由于监管缺乏,互联网金融企业并不会准备充足的存款准备金,风险资产拨备制度,如果互联网金融企业突发现金流缺乏和短期负债增加,则很大可能会导致流动性风险,之前许多平台跑路的事情,诸多原因就是流动性风险导致的。其次,是由于互联网金融企业和客户在信息不对称的情况下相互作出的选择,由于信息不对称,平台运营方难以对客户资信程度作出判断,另外由于互联网金融平台信息披露机制不完善加上渠道不通畅,客户对于平台的信用缺乏了解,也会加大市场选择的风险。资金平衡风险也常发生于互联网金融企业中,对于互联网金融运营企业来说,和传统金融业一样,既要保证对汇集的资金进行高效产出,也要留存一定量的资金进行资金应急,进而保证资金合理周转变得复杂,由此引发的资金平衡风险则会给企业带来风险。互联网金融企业在业务开展中,为了吸纳投资者存款,互联网金融企业常以较低风险、较高收益承诺来打广告,但在实际操作中总是会有各种意外,导致承诺失效,投资者利益因此受损,与互联网金融企业有业务关联的第三方平台也会出现利益受损,当前尚未形成有效的利益协调机制,极易导致矛盾。

、法律监管风险

互联网金融随着时间的流逝和其自身发展,法律监管的缺乏是阻碍其良性发展的因素之一。法律法规缺失导致的风险,由于互联网金融发展的时间刚没多久,当前适用于传统金融的法律法规还不足以应对互联网金融这一新事物,互联网金融产业平台验证的制度和方法不够完善,导致监管乏力。主体资格合法性风险,当前我国出台的关于互联网金融的制度和法规还不够完善,导致出台的制度不能有效制约互联网金融的良性发展,以及如何定义互联网金融平台,是否要对其产业内部企业进行牌照制管理,都没有一定的结论,所以,互联网金融企业的合法性风险不可以忽视。由于监管缺乏,导致的洗钱等风险,类似淘宝实名认证却依然有假货横行一样,互联网金融平台实名制也依然不能杜绝洗钱等非法行为的出现。

2、加强互联网金融风险防范的对策

互联网金融在互联网高速发展的前提下发展很快,但是如何对互联网金融风险进行评估是当下必须关注的事情,现提出以下对策和建议,帮助促进互联网金融持续健康发展。

、创建互联网金融普识体系

互联网金融到今天这个程度,许多民众已经知道这个事物并已经亲身接触,但是由于缺乏专业知识,随意对互联网金融的本质缺乏必要的认识,进而导致其风险意识弱化,因此,应当加强宣传互联网金融相关知识。互联网金融虽是在互联网上进行,但是它的属性与功能并未改变,和传统金融的业务模式并无多大区别,支付、投资仍是其主体功能,并未跨越现有金融体系的范围,所以,应当最先普及互联网金融的知识给广大民众,让其对互联网金融有个清晰地认识。再者,对互联网金融风险的认识也有待提高,不管是平台还是平台客户,需谨慎行事,很多投资者一心只想高收益,把自己许多资产投向互联网金融相关平台,几乎没多少人能洞察背后的风险,不懂得投资切忌将鸡蛋放在一个篮子里的原则,盲目信任一个平台,一方面错失了其他的投资机会,另一方面也将自己的资产回收风险加大。最后,应当提升诚信度,提高平台与客户之间的诚信度,坚持诚信原则,方能促进互联网金融发展稳中向好。

、构建互联网金融网络安全体系

由于互联网金融是依托于互联网平台产生的事物,具备一定的网络属性,作为其准入门槛之一的技术风险较高,表现在技术选择、技术支持,及其系统的安全性,都有较高的风险,所以,有必要构建互联网金融网络安全体系。无论是设备如硬件、还是软件,或是通信技术等,都需要减少对外国产品的依赖,提高网络安全,再者,增强网络防护,加强网络环境净化,努力保障互联网金融的健康运行机制,优化用户身份认证体系,防止不法分子入侵,进行数字认证识别为交易的双方提供保障。

、建立互联网金融风险管理体系

信用风险也是所面临的风险之一,尤其是在征信体系不健全的情况下,构建信用风险管理体系迫在眉睫。互联网金融相关企业应增强内控,建立风控机制和团队,从源头上减少风险的发证;另外,提高个人信用,完善国内个人征信体系建设,利用大数据等技术将个人信用评级机制引入互联网金融相关企业,促使其发展稳中向好;同时互联网金融企业及平台应当与传统金融机构数据共享,传统金融机构的数据库中有个人征信记录,资源互通,以便更好服务互联网金融平台和客户自身。

、建立并健全互联网技能运营风险管理体系

互联网金融面临最大的风险就是业务运营的风险,当下需要建立健全运营风险管理体系,相关平台和企业应当搜集有效信息,建立机制保证信息相关可靠及时完整,为客户提供信息保障;加强对资金的监管,谨防互联网金融平台滥用客户资金,最后加强对互联网金融企业合作方的监管,防止风险波及互联网金融企业,进而给客户带来损失。

、完善互联网金融监管和法律体系

互联网金融发展快速,导致政策出台的节奏跟不上互联网金融发展的速度,当前法律法规不够健全,导致较多的互联网金融企业走在法律边缘,所以,互联网金融的监管和法律体系显得十分迫切。首先对互联网金融行业加强监管,进一步提高行业进入门槛,防止风险过度集中;其次,在现有传统金融法律法规基础上,充分考虑互联网金融发展实际,将互联网金融监管有效纳入其中;最后,切实保护消费者全意,有效维护互联网金融市场秩序,促进互联网金融企业健康发展。

3、结语

作为现代信息技术与传统金融业相互融合的产物,互联网金融在一定程度上成为驱动金融创新的力量。作为新生事物,互联网金融在发展过程中呈现出来的问题错综复杂,相关理论研究滞后于实践发展需要。有关互联网金融风险的研究是一项复杂的工程,任重道远,对互联网金融风险进行全面细致,更加合理的评估,才能使互联网金融发展更有保障、更有活力、更有前途。

参考文献

[1]高丽华.互联网金融下余额宝的风险防范[J].海南广播电视大学学报,2019,12(16).

[2]卓武扬,胡阿思,宫兴国,等.我国第三方支付信息安全风险研究[J].西部经济管理论坛,2019(06).

[3]周智祥.浅析互联网金融在企业资金管理中的应用[J].中国商论,2019(22).

[4]董昀,李鑫.中国金融科技思想的发展脉络与前沿动态:文献述评[J].金融经济学研究,2019(05).

[5]余雪扬,孙芳,王伟.后整治时期完善我国P2P网贷行业规范发展的长效机制研究——一个制度供给视角的分析[J].金融理论与实践,2019(12).

[6]罗艾筠,李慧敏.风险防范视域下对股权众筹的法律思考[J].金融理论与实践,2019(12).

论文答辩稿示范如下:

各位老师,下午好!

我叫XXX,是XX级XX班的学生,我的论文题目是《网络时代个人数据与隐私保护的调查分析》。

论文是在XX导师的悉心指点下完成的,在这里我向我的导师表示深深的谢意,向各位老师不辞辛苦参加我的论文答辩表示衷心的感谢,并对三年来我有机会聆听教诲的各位老师表示由衷的敬意。下面我将本论文设计的目的和主要内容向各位老师作一汇报,恳请各位老师批评指导。

首先,我想谈谈这个毕业论文设计的目的及意义。

在计算机网路日益渗透人们日常生活和工作中的今天,人们自身的数据隐私能够得到有效保护已然成为了各方越来越关注的重点问题,对个人数据隐私的有效保护也是现今需要解决的重要课题。

本文主要结合当今社会在网络平台个人数据信息以及隐私保护的实际现状,剖析个人数据信息和隐私泄露的原因和途径,从个人数据信息及隐私保护的角度提出自己的看法和建议。

互联网技术的快速发展使人们可以在网络平台当中进行交流学习、娱乐和购物,网络已经成为了人们日常生活工作当中的重要组成。

但是,互联网的这种便利使人们处于一个自由开放和透明的空间当中,使人们的个人隐私遭到了一定的威胁,甚至对人们人身财产安全产生巨大的危害,对个人数据隐私的有效保护也是现今需要解决的重要问题。

在本文的研究当中,不仅能够梳理国内外在个人数据与隐私方面的研究理论和研究成果,还能够结合本文的相关研究健全和完善国内外的相关研究体系,为今后的研究提供一定的理论指导和经验支持。

其次,我想谈谈这篇论文主要内容。

通过明确在网络时代下对于个人数据及隐私的定义,研究当前社会网络环境下个人数据及隐私所面临的问题,探索和研究在当前网络时代中,如何提高人们保护个人数据和隐私的意识,合理解决网络中个人数据及隐私的泄露问题,以及如何保护个人数据及隐私的方法。

最后,我想谈谈这篇论文存在的不足

由于本人在个人数据与隐私保护方面的理论基础较为薄弱,对全文的把握和掌控可能存在一定的不足,对于个人数据与隐私的保护分析也缺乏全面性,不能很好的实现个人数据与隐私保护的完善分析。

另一方面,本文地从调查问卷的设计和实施和分析也存在一定的不足,实际的问卷分析可能会存在一些漏洞。而且,本文在对网络是到新的发展环境方面的把握也略显不足。

谢谢!

有关互联网英语的论文文献

华文版本 Internet is a worldwide, publicly accessible series of interconnected computer networks that transmit data by packet switching using the standard Internet Protocol (IP). It is a "network of networks" that consists of millions of smaller domestic, academic, business, and government networks, which together carry various information and services, such as electronic mail, online chat, file transfer, and the interlinked web pages and other resources of the World Wide Web (WWW).HistoryCreationThe USSR's launch of Sputnik spurred the United States to create the Advanced Research Projects Agency, known as ARPA, in February 1958 to regain a technological lead.[1][2] ARPA created the Information Processing Technology Office (IPTO) to further the research of the Semi Automatic Ground Environment (SAGE) program, which had networked country-wide radar systems together for the first time. J. C. R. Licklider was selected to head the IPTO, and saw universal networking as a potential unifying human moved from the Psycho-Acoustic Laboratory at Harvard University to MIT in 1950, after becoming interested in information technology. At MIT, he served on a committee that established Lincoln Laboratory and worked on the SAGE project. In 1957 he became a Vice President at BBN, where he bought the first production PDP-1 computer and conducted the first public demonstration of the IPTO, Licklider recruited Lawrence Roberts to head a project to implement a network, and Roberts based the technology on the work of Paul Baran,[citation needed] who had written an exhaustive study for the . Air Force that recommended packet switching (as opposed to circuit switching) to make a network highly robust and survivable. After much work, the first two nodes of what would become the ARPANET were interconnected between UCLA and SRI International in Menlo Park, California, on October 29, 1969. The ARPANET was one of the "eve" networks of today's Internet. Following on from the demonstration that packet switching worked on the ARPANET, the British Post Office, Telenet, DATAPAC and TRANSPAC collaborated to create the first international packet-switched network service. In the UK, this was referred to as the International Packet Stream Service (IPSS), in 1978. The collection of networks grew from Europe and the US to cover Canada, Hong Kong and Australia by 1981. The packet switching standard was developed in the CCITT (now called ITU-T) around 1976. was independent of the TCP/IP protocols that arose from the experimental work of DARPA on the ARPANET, Packet Radio Net and Packet Satellite Net during the same time period. Vinton Cerf and Robert Kahn developed the first description of the TCP protocols during 1973 and published a paper on the subject in May 1974. Use of the term "Internet" to describe a single global TCP/IP network originated in December 1974 with the publication of RFC 675, the first full specification of TCP that was written by Vinton Cerf, Yogen Dalal and Carl Sunshine, then at Stanford University. During the next nine years, work proceeded to refine the protocols and to implement them on a wide range of operating first TCP/IP-wide area network was made operational by January 1, 1983 when all hosts on the ARPANET were switched over from the older NCP protocols to TCP/IP. In 1985, the United States' National Science Foundation (NSF) commissioned the construction of a university 56 kilobit/second network backbone using computers called "fuzzballs" by their inventor, David L. Mills. The following year, NSF sponsored the development of a higher-speed megabit/second backbone that became the NSFNet. A key decision to use the DARPA TCP/IP protocols was made by Dennis Jennings, then in charge of the Supercomputer program at opening of the network to commercial interests began in 1988. The US Federal Networking Council approved the interconnection of the NSFNET to the commercial MCI Mail system in that year and the link was made in the summer of 1989. Other commercial electronic e-mail services were soon connected, including OnTyme, Telemail and Compuserve. In that same year, three commercial Internet Service Providers were created: UUNET, PSINET and CERFNET. Important, separate networks that offered gateways into, then later merged with, the Internet include Usenet and BITNET. Various other commercial and educational networks, such as Telenet, Tymnet, Compuserve and JANET were interconnected with the growing Internet. Telenet (later called Sprintnet) was a large privately funded national computer network with free dial-up access in cities throughout the . that had been in operation since the 1970s. This network was eventually interconnected with the others in the 1980s as the TCP/IP protocol became increasingly popular. The ability of TCP/IP to work over virtually any pre-existing communication networks allowed for a great ease of growth, although the rapid growth of the Internet was due primarily to the availability of commercial routers from companies such as Cisco Systems, Proteon and Juniper, the availability of commercial Ethernet equipment for local-area networking and the widespread implementation of TCP/IP on the UNIX operating uses of the InternetE-mailFor more details on this topic, see concept of sending electronic text messages between parties in a way analogous to mailing letters or memos predates the creation of the Internet. Even today it can be important to distinguish between Internet and internal e-mail systems. Internet e-mail may travel and be stored unencrypted on many other networks and machines out of both the sender's and the recipient's control. During this time it is quite possible for the content to be read and even tampered with by third parties, if anyone considers it important enough. Purely internal or intranet mail systems, where the information never leaves the corporate or organization's network, are much more secure, although in any organization there will be IT and other personnel whose job may involve monitoring, and occasionally accessing, the e-mail of other employees not addressed to World Wide WebMany people use the terms Internet and World Wide Web (or just the Web) interchangeably, but, as discussed above, the two terms are not World Wide Web is a huge set of interlinked documents, images and other resources, linked by hyperlinks and URLs. These hyperlinks and URLs allow the web servers and other machines that store originals, and cached copies, of these resources to deliver them as required using HTTP (Hypertext Transfer Protocol). HTTP is only one of the communication protocols used on the services also use HTTP to allow software systems to communicate in order to share and exchange business logic and products that can access the resources of the Web are correctly termed user agents. In normal use, web browsers, such as Internet Explorer and Firefox, access web pages and allow users to navigate from one to another via hyperlinks. Web documents may contain almost any combination of computer data including graphics, sounds, text, video, multimedia and interactive content including games, office applications and scientific keyword-driven Internet research using search engines like Yahoo! and Google, millions of people worldwide have easy, instant access to a vast and diverse amount of online information. Compared to encyclopedias and traditional libraries, the World Wide Web has enabled a sudden and extreme decentralization of information and the Web, it is also easier than ever before for individuals and organisations to publish ideas and information to an extremely large audience. Anyone can find ways to publish a web page or build a website for very little initial cost. Publishing and maintaining large, professional websites full of attractive, diverse and up-to-date information is still a difficult and expensive proposition, individuals and some companies and groups use "web logs" or blogs, which are largely used as easily updatable online diaries. Some commercial organisations encourage staff to fill them with advice on their areas of specialization in the hope that visitors will be impressed by the expert knowledge and free information, and be attracted to the corporation as a result. One example of this practice is Microsoft, whose product developers publish their personal blogs in order to pique the public's interest in their of personal web pages published by large service providers remain popular, and have become increasingly sophisticated. Whereas operations such as Angelfire and GeoCities have existed since the early days of the Web, newer offerings from, for example, Facebook and MySpace currently have large followings. These operations often brand themselves as social network services rather than simply as web page on popular web pages can be lucrative, and e-commerce or the sale of products and services directly via the Web continues to the early days, web pages were usually created as sets of complete and isolated HTML text files stored on a web server. More recently, websites are more often created using content management system (CMS) or wiki software with, initially, very little content. Contributors to these systems, who may be paid staff, members of a club or other organisation or members of the public, fill underlying databases with content using editing pages designed for that purpose, while casual visitors view and read this content in its final HTML form. There may or may not be editorial, approval and security systems built into the process of taking newly entered content and making it available to the target impactThe Internet has made possible entirely new forms of social interaction, activities and organizing, thanks to its basic features such as widespread usability and networking websites such as Facebook and MySpace have created a new form of socialization and interaction. Users of these sites are able to add a wide variety of items to their personal pages, to indicate common interests, and to connect with others. It is also possible to find a large circle of existing acquaintances, especially if a site allows users to utilize their real names, and to allow communication among large existing groups of like exist to allow wider announcement of groups which may exist mainly for face-to-face meetings, but which may have a variety of minor interactions over their group's site at , or other similar organization and censorshipFor more details on this topic, see Internet democratic societies, the Internet has achieved new relevance as a political tool. The presidential campaign of Howard Dean in 2004 in the United States became famous for its ability to generate donations via the Internet. Many political groups use the Internet to achieve a whole new method of organizing, in order to carry out Internet governments, such as those of Cuba, Iran, North Korea, Myanmar, the People's Republic of China, and Saudi Arabia, restrict what people in their countries can access on the Internet, especially political and religious content. This is accomplished through software that filters domains and content so that they may not be easily accessed or obtained without elaborate Norway, Denmark, Finland and Sweden, major Internet service providers have voluntarily (possibly to avoid such an arrangement being turned into law) agreed to restrict access to sites listed by police. While this list of forbidden URLs is only supposed to contain addresses of known child pornography sites, the content of the list is secret.[citation needed]Many countries, including the United States, have enacted laws making the possession or distribution of certain material, such as child pornography, illegal, but do not use filtering are many free and commercially available software programs with which a user can choose to block offensive websites on individual computers or networks, such as to limit a child's access to pornography or violence. See Content-control activitiesThe Internet has been a major source of leisure since before the World Wide Web, with entertaining social experiments such as MUDs and MOOs being conducted on university servers, and humor-related Usenet groups receiving much of the main traffic. Today, many Internet forums have sections devoted to games and funny videos; short cartoons in the form of Flash movies are also popular. Over 6 million people use blogs or message boards as a means of communication and for the sharing of pornography and gambling industries have both taken full advantage of the World Wide Web, and often provide a significant source of advertising revenue for other websites. Although many governments have attempted to put restrictions on both industries' use of the Internet, this has generally failed to stop their widespread main area of leisure on the Internet is multiplayer gaming. This form of leisure creates communities, bringing people of all ages and origins to enjoy the fast-paced world of multiplayer games. These range from MMORPG to first-person shooters, from role-playing games to online gambling. This has revolutionized the way many people interact and spend their free time on the online gaming has been around since the 1970s, modern modes of online gaming began with services such as GameSpy and MPlayer, to which players of games would typically subscribe. Non-subscribers were limited to certain types of gameplay or certain use the Internet to access and download music, movies and other works for their enjoyment and relaxation. As discussed above, there are paid and unpaid sources for all of these, using centralized servers and distributed peer-to-peer technologies. Discretion is needed as some of these sources take more care over the original artists' rights and over copyright laws than use the World Wide Web to access news, weather and sports reports, to plan and book holidays and to find out more about their random ideas and casual use chat, messaging and e-mail to make and stay in touch with friends worldwide, sometimes in the same way as some previously had pen pals. Social networking websites like MySpace, Facebook and many others like them also put and keep people in contact for their Internet has seen a growing number of Web desktops, where users can access their files, folders, and settings via the has become a serious drain on corporate resources; the average UK employee spends 57 minutes a day surfing the Web at work, according to a study by Peninsula Business Services.[9]Complex architectureMany computer scientists see the Internet as a "prime example of a large-scale, highly engineered, yet highly complex system".[10] The Internet is extremely heterogeneous. (For instance, data transfer rates and physical characteristics of connections vary widely.) The Internet exhibits "emergent phenomena" that depend on its large-scale organization. For example, data transfer rates exhibit temporal self-similarity. Further adding to the complexity of the Internet is the ability of more than one computer to use the Internet through only one node, thus creating the possibility for a very deep and hierarchal sub-network that can theoretically be extended infinitely (disregarding the programmatic limitations of the IPv4 protocol). However, since principles of this architecture date back to the 1960s, it might not be a solution best suited to modern needs, and thus the possibility of developing alternative structures is currently being looked into.[11]According to a June 2007 article in Discover magazine, the combined weight of all the electrons moved within the Internet in a day is millionths of an ounce.[12] Others have estimated this at nearer 2 ounces (50 grams).[13]MarketingThe Internet has also become a large market for companies; some of the biggest companies today have grown by taking advantage of the efficient nature of low-cost advertising and commerce through the Internet, also known as e-commerce. It is the fastest way to spread information to a vast number of people simultaneously. The Internet has also subsequently revolutionized shopping—for example; a person can order a CD online and receive it in the mail within a couple of days, or download it directly in some cases. The Internet has also greatly facilitated personalized marketing which allows a company to market a product to a specific person or a specific group of people more so than any other advertising of personalized marketing include online communities such as MySpace, Friendster, Orkut, Facebook and others which thousands of Internet users join to advertise themselves and make friends online. Many of these users are young teens and adolescents ranging from 13 to 25 years old. In turn, when they advertise themselves they advertise interests and hobbies, which online marketing companies can use as information as to what those users will purchase online, and advertise their own companies' products to those users.

There is no large-scale popularization of the computer before, it will lock important documents to a file cabinet or safe Custody. With the computer, as well as the rapid development of the Internet tended to use computers and information networks Data management. A variety of important information (such as trade secrets, patents, etc.) if not stored in the computer security measures, which just do not have access to locked file cabinet to store confidential documents. Due to the openness of the computer, such as structural characteristics and standardized so that a high degree of computer information-sharing and the spread of the characteristics of easy, resulting in the computer information (such as an important password) in the processing, storage, transmission and application of the process can easily be leaked, stolen, tampered with and destruction, or infection by computer viruses, backdoors, exploits and network hackers to bring substantial business risk. At this time, the security of your computer on to highlight the importance of it. Each computer users are more or lessviruses or Trojan horses, hackers, harassment. Brought by individuals against the loss may also not large, but for enterprises, may be drowned. 没有大型电脑的普及之前,它将锁到一个文件中重要的文件或安全内阁保管。用电脑,以及互联网的迅速发展倾向于使用计算机信息网络数据的管理。各种各样的重要信息(例如商业秘密、专利等),如果没有存储在计算机安全措施,只是没有接触到锁文件柜里储存机密文件。由于开放的计算机,如结构特点和标准化的这样一个高度的计算机共享信息和传播的特性,从而导致了简单的计算机信息(如重要的密码)的处理、存储、传输和应用该工艺能轻易被泄漏,偷、干扰和破坏,或感染的电脑病毒,黑客后门,开拓和网络带来实质性的经营风险。此时,你的电脑上的安全,突出的重要性。每台计算机用户都或多或lessviruses或特洛伊木马、黑客侵扰。带个人对损失也不大,但对企业可能会被淹死了。

Chinese Internet Language: A Sociolinguistic Analysis of Adaptations of the Chinese Writing System the internet is changing language英文文献去google搜索比较好,不想百度,无论怎么搜,搜到的大多是中文。

有关于互联网的论文题目金融

学术堂整理了十个经济金融类的论文题目,供大家进行选择:1、我国开放式证券投资基金业绩评价实证研究2、基于行为金融理论下的市场有效性研究与证券价值分析3、我国证券市场股权结构的制度安排与改革4、汽车金融中的信贷资产证券化研究5、金融中介理论和我国全能银行的发展6、重构我国农村金融体系研究7、关于建立我国中小企业政策性金融体系的思考8、金融衍生工具监管制度研究9、我国商业银行房地产金融风险及其防范10、世界金融监管模式的发展及我国之借鉴

金融工程侧重于衍生金融产品的定价和实际运用,它最关心的是如何利用创新金融工具,来更有效地分配和再分配个体所面临的形形色色的经济风险,以优化它们的风险--收益特征。下面学术堂为大家整理了一些金融工程研究生毕业论文题目,希望对你论文选题有所帮助。1、商科院校金融工程专业人才培养目标与模式研究2、金融工程与金融市场效率的关系分析3、浅析企业风险管理与金融工程4、商科院校金融工程专业人才培养方案研究5、地方高校金融专业工程人才培养模式及其实践6、金融工程实验教学探讨7、金融工程专业实践教学体系构建8、金融工程专业人才培养模式探讨9、金融工程在企业风险管理中的应用发展实践10、地方财经院校金融工程实验室建设、管理与实践研究11、金融工程在互联网金融风险管控中的应用12、金融工程在企业财务管理中的应用13、宏观金融工程论纲14、工科院校“金融工程”专业研究生课程体系研究15、关于金融工程若干问题的探讨

金融类毕业论文常用题目1. 金融不良资产价值影响因素的实证研究2. 我国农村经济增长中的农村金融抑制研究3. 发展中国家的金融自由化与中国金融开放4. 衍生金融工具会计问题研究5. 我国房地产金融风险及防范研究6. 房地产金融风险管理及对策研究7. 我国金融衍生市场创建若干法律问题初探8. 现代银行业金融机构市场退出法律问题刍议9. 论我国进出口政策性金融机构的立法完善10. 上海国际金融中心建设的制约因素分析11. 我国商业银行金融创新研究12. 我国商业银行金融衍生品的风险管理研究13. 金融危机后韩国银行业重组机制对中国的启示14. 金融自由化所必须的法律规则及其实施15. 我国金融发展对经济增长影响的理论分析与实证研究16. 制度、制度变迁与我国金融制度变迁研究17. 离岸金融法律监管问题研究18. 连接函数(Copula)理论及其在金融中的应用19. 我国金融控股公司的风险管理研究20. 构建中国金融条件指数21. 中国金融发展水平:比较与分析22. 论国际金融衍生交易中的法律问题23. 金融投资风险评价BP神经网络模型研究及应用24. 现代金融危机的理论与实践25. 欧元对国际金融市场的影响26. 试论金融债权资产的定价理论与实务27. 中国宏观金融风险的统计度量与分析28. 无线金融交易模型(WFTM)技术研究 29. 中国渐进改革中以租金为基础的政府金融支持行为30. 对我国金融控股公司发展问题的探讨31. 我国农村金融抑制问题研究32. 论金融控股公司的监管33. 金融监管有效性研究34. 区域金融中心与区域经济发展研究35. 非正规金融在我国金融生态中的地位和作用分析36. 商业银行金融服务创新及应用研究37. 西部地区县域金融发展问题38. 房地产金融风险的评价及防范对策研究39. 房地产市场泡沫及其金融风险研究40. 中国发展金融控股公司的研究与设想41. 金融开放条件下的货币政策传导机制42. 金融创新的扩散机理研究43. 关于我国金融资产管理公司商业化转型的研究44. 基于行为金融理论下的市场有效性研究与证券价值分析45. 亚洲金融危机以来我国外贸出口政策的协调性研究46. 我国农村金融生态问题研究47. 金融中介的发展与金融稳定问题研究48. 中外汽车金融比较研究49. 金融资源优化配置解析及对江苏的实际考察50. 金融衍生工具在利率风险管理中的应用51. 沪港金融中心发展的比较研究52. 养老保险制度基础与金融工具创新53. 区域金融发展与区域经济增长关系的实证研究54. 中国资本项目开放与金融深化关系的实证分析55. 金融反腐败与金融安全56. 我国金融中介作用于经济增长的路径分析57. 中国金融领域反洗钱制度分析58. 金融服务业消费者的安全保障问题研究59. 基于资本市场的国防工业整合中的金融支撑研究60. 汽车金融中的信贷资产证券化研究61. “新经济”后美国财政货币政策及对金融市场的影响研究62. 和谐金融生态体系的构建及区域金融生态的改善63. 金融控股公司风险与监管研究64. 中国金融资产管理公司发展策略研究65. 我国农村信用社金融风险研究66. 论我国农村金融市场的构建67. 论我国商业银行个人金融业务的发展68. 我国中小企业的金融机构融资之路研究69. 中国汽车金融风险管理70. 金融危机与民主化71. 构建金融网格的若干技术研究72. 金融深化、资本深化与地方财政分权73. 金融创新环境中的银行审慎监管机制研究74. 重庆近代金融建筑研究75. 网络金融风险及其监管探析76. 金融中介理论和我国全能银行的发展77. 重构我国农村金融体系研究78. 非洲货币联盟的发展79. 关于建立我国中小企业政策性金融体系的思考80. 金融衍生工具监管制度研究81. 我国金融制度变迁路径的不对称研究82. 我国的非正规金融83. 安徽县域经济发展中的金融支持研究84. 银行国际化与金融发展关系的实证分析85. 基于VaR技术的中国金融市场风险管理及实证研究86. 世界金融监管模式的发展及我国之借鉴87. 我国商业银行金融品牌理论与实践探讨88. 山东省金融资源的配置和经济分析89. 我国商业银行对中小企业金融支持的路径研究90. 农村金融资源的逆向配置与政策研究91. 中国金融资产管理公司的商业化转型问题研究92. 山东省农村金融发展对农村经济增长的作用机制:理论与实证研究93. 金融创新视角下的金融管制研究94. 中国金融业务综合经营收益和风险模拟分析95. 电子金融的风险发生机理与防范策略研究96. 金融集团监管的法律问题研究97. 衍生金融工具会计对我国银行业的影响研究98. 我国商业银行房地产金融风险及其防范99. FDI与经济发展:金融市场的作用100. 国内金融控股公司业务协同与创新研究101. 新光证券交易系统的设计与实现102. 论我国住房抵押贷款证券化的实践与完善103. 资产证券化的定价探讨和实证分析104. 资产证券化理论及我国的应用探索105. 从行为金融学的角度透析我国证券市场的效率106. 证券翻译理论与实践107. 我国住房抵押贷款证券化运作模式及定价方法研究108. 住房抵押贷款证券的定价方法及其在中国的应用分析109. 中国早期证券公司衰亡原因分析110. 股权分置改革的法律问题研究111. 证券服务机构虚假陈述民事责任问题研究112. 对我国资产证券化法制环境的分析和立法构想113. 我国证券投资者权益保护法律问题研究114. 互联网对我国证券经纪业的影响115. 我国证券投资基金投资风格的经验分析116. 中国开放式证券投资基金的风险管理117. 中国证券市场有效性研究118. 我国证券市场有效性研究119. 证券市场中的会计事务所变更研究120. 中国证券市场最小报价单位调整的效应分析121. 证券公司网络改造技术研究122. 数据挖掘技术在证券领域的应用123. 上市公司证券法监管研究124. 证券欺诈犯罪若干问题研究125. 中美证券市场比较分析126. 资产证券化127. 住房抵押贷款证券化模式研究128. 基于与证券投资基金比较的我国社会保障基金管理研究129. 我国证券公司竞争力研究130. 我国证券市场机构投资者价值投资行为研究131. 中国证券市场投资风险与收益研究132. 住房抵押贷款证券化产品在我国的应用研究133. 中国证券投资基金业绩与规模关系的实证研究134. 我国开放式证券投资基金业绩评价实证研究135. 基于行为金融理论下的市场有效性研究与证券价值分析136. 我国证券市场股权结构的制度安排与改革137. 我国证券经纪业务研究138. 我国证券经纪人发展问题研究139. 构建和提升证券公司核心竞争力探析140. 资产证券化相关会计问题研究141. 住房抵押贷款证券化过程的风险控制研究142. 汽车金融中的信贷资产证券化研究143. 佣金自由化下的证券公司盈利模式分析144. 我国证券投资基金系统性与非系统性风险研究145. 我国证券市场中小投资者权益保护机制研究146. 我国住房抵押贷款证券化研究与实证分析147. 我国证券投资基金和股票价格波动性的实证研究148. 证券投资中股票选择理论分析与案例研究149. 中国证券投资基金羊群行为及内部博弈研究150. 我国证券市场内幕交易管制的实证检验151. 我国证券信息内幕操纵与证券监管研究152. 中国证券投资基金业绩评价实证研究153. 证券公司风险的法律监管154. 证券投资基金监管法律制度研究155. 世界主要国家和地区与我国证券稽查执法模式比较156. 资产证券化—我国的立法模式选择157. 证券市场操纵行为法律规制研究158. 资产证券化中特殊目的载体法律问题研究159. 一类部分信息下证券投资最优化问题160. 我国工商企业资产证券化融资方式研究161. 信贷资产证券化法律问题研究162. 我国证券市场的风险研究163. 证券交易所上市费的经济分析164. 中国证券公司治理结构与发展环境分析165. 银行信贷资产证券化的信用风险分析166. 淄博市农村合作银行证券委托业务处理系统167. 我国住房抵押贷款证券化的障碍及对策研究168. 证券业网上交易系统设计与实现169. TT证券经纪业务营销策略研究170. 证券公司数据采集与数据可视化171. 证券投资基金风险管理研究172. 利率期限结构的混沌模型及其在利率衍生证券定价中的应用173. 资产证券化财务效应研究174. 证券市场政府监管的适度性分析175. 证券民事责任制度研究176. 证券管制的立法目标及其实现177. 中国证券市场审计失败问题研究178. 中国证券市场投资者有限理性行为研究179. 我国商业银行不良贷款证券化研究180. 我国证券市场国际化的风险问题研究181. 抵押权证券化法律问题研究182. 我国开放式证券投资基金市场营销分析183. 中国的A股上市公司是否成功地购买了审计意见184. 人寿保险证券化及其在化解我国寿险业利差损问题中的应用185. 证券市场委托理财合同纠纷案件处理的思考186. 中国证券公司盈利模式转变研究187. 人民币升值对中国银行业、证券业及外商直接投资的影响分析188. 中国证券市场信用问题研究189. 我国证券投资基金评价体系研究190. 保险风险证券化研究191. QDⅡ制度与我国证券市场的渐进开放192. 证券投资基金产品创新设计研究193. 我国证券监管法制现状及其完善194. 中国证券投资基金业绩绩效评价体系的研究195. 证券投资者保护基金法律问题研究196. 资产证券化SPV法律问题研究197. 我国住房抵押贷款证券化发展问题研究198. 中国证券投资基金治理结构研究199. 证券投资基金监管法律问题研究200. 我国证券公司融资模式研究

题目不统一,读者根据自身情况自行拟定。

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