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物联网毕业论文翻译

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物联网毕业论文翻译

Internet of things was after the computer, the Internet is the third wave of world information industry development. Internet of things is something connected to the Internet, the Internet of things is a kind of expansion of the Internet, it is more convenient for people's life. It in some way the people, the people and things through a new way together, better realize the informationization, the remote control and intelligent network

毕业论文的英文翻译是thesis,音标是英[ˈθi:sɪs] 美[ˈθisɪs] 。thesisn.论文,毕业论文;论点,论题;命题扩展例句1、There is no empirical evidence to support his thesis. 他的论文缺乏实验证据的支持。2、How well does this thesis stand up to close examination? 这个命题经得起推敲吗?3、He has finished his thesis. 他的论文完成了。4、She's finished writing her thesis. 她那篇论文写出来了。5、Please write an abstract of this article 〔 thesis 〕. 请写一份这本书〔这篇论文〕的摘要。The article has a clear-cut thesis and arguments, but lacks reasoning.文章论点、论据鲜明,但缺乏论证。

初稿审核没有被退稿 说明你的文章还有机会 文章的构思 框架是值得再审核的 那就要看你文章修改后的内容是否达到要求 好好修改再审核 。北京译顶科技做的不错,可以联系他们一下知道更多可以加速去知道了解下。

“物联网”的英文正是 Internet of Things(IoT)。“物联网”是英文 Internet of Things 的中文翻译。这是一个将互联网、传统电信网等资讯集合在一起的网络平台,让所有能行使独立功能的普通物体实现互联互通的网络。物联网将现实世界数位化,应用范围十分广泛。物联网拉近分散的资讯,统整物与物的数位资讯,物联网的应用领域主要包括以下方面:运输和物流领域、健康医疗领域范围、智慧环境(家庭、办公、工厂)领域、个人和社会领域等,具有十分广阔的市场和应用前景。The Internet of Things 这个专业词组最早由英国人 Kevin Ashton 在1999 年提出。但物联网的概念则可追溯到1995年比尔·盖茨的《未来之路》(The Road Ahead) 一书。1998年,麻省理工学院提出了当时被称作EPC系统的物联网构想。

物联网物流毕业论文

物联网毕业论文如下:

1.定课题,可以上百度就本专业去查找一些论文题目。

2.找资料,到知网、万方等论文数据库找参考资料。

3.列大纲,先梳理出来大纲。

4.查重降重,毕业论文写完要查重,查准率过高一般打回修改,所以写完后自己要提前查重修改。

具体写作方法:

第一章:绪论部分

绪论部分就是论文的开头。任务就是交代[自己的选题背景]和[论文的主攻方向],总结成一句话就是前人这方面已经做了些什么,我要做什么,在哪些方面有所创新,使用的研究方法是,论文的大致结构是。

写好绪论的第一要务是做好文献搜索和整理

文献搜索和整理是个非常繁琐的过程,我用到的方法是这样的:[从读过的文献中选出十篇高相关的文献,仔细阅读对比它们的 Introduction 部分,找出共同点和差异].

筛选文献的原则:[高影响因子、近十年内、高相关度].

看完这十篇文献后,你会对该方向的[研究背景、研究意义、研究现状]这三个部分有大致思路,然后就是修修补补。

接下来就是正式的写作工作了。

第一节:[引言部分]引言部分怎么写?

其实每章都有引言部分,建议大家引言部分放到最后写,每次写完一个章节后再来写引言部分。

引言部分就是每一章的简单介绍,简单点说就是从每一小节里提炼出最精华的部分,然后再组合就成了引言部分了。

引言部分思路:从每一小节中提炼出一小段话,然后再组合就是引言不分了。

第二节:[研究背景]回答两个问题:研究背景怎么写?文献怎么去引用?

【研究背景相当于提出一个问题】

从上面读过的十篇英文文献中梳理研究背景,简单的方法是[直接将英文翻译成中文,然后再将每篇文章的背景部分做整理和融合],一般研究背景也就几百字,这样做完全够了。

参考文献怎么引用,上述十篇文献中的介绍部分也会引用大量文献,这些文献你也可以直接引用,但要去除掉那些[年代久远、相关度不高]的文献。

记住:千万不要在知网下载的文献中复制粘贴,因为查重用到的数据库就是知网,查重率肯定高。

第三节:[研究意义]研究意义怎么写?

【解决问题的意义】

这部分很简单,因为在写研究意义之前,你已经了解了研究背景和现状,对于该方向的研究意义你肯定也差不多知道了。结合参考文献的研究意义,用自己的话写个几百字的研究意义就可以啦。

第四节:[研究现状]前辈们在解决这个问题做了哪些研究?文献怎么引用?

【前辈们是如何解决这个问题的】

我认为这一部分是最难写的。通常情况下,前辈的研究只解决了问题的小部分,而且,其中涉及到方法、性能或效果等差异。

我推荐的方法是:首先,搜索该方向的【综述类文献两篇】这种文献大家一般都会有的,然后仔细阅读,里面涉及到众多前辈们该方向的研究成果,再结合自己的研究,筛选出需要的内容。

综述类文献对某个研究方向有着全面的认识,通常是该方向的大牛写的,里面基本涵盖了该方向研究的所有现状。

注意:一定要找近几年的综述类文献,每篇文献的描述用一句精简的话即可,要突出研究的方向和成果。

例1:某某在XXX领域的研究解决了XXX问题。

例2:某某采用XX方法,解决了XX领域的XX问题。

第五节:[我的研究]我要做的研究是什么?

前三节目的是让读者对该方向有个整体的认识,所有的一切都是为了引到我要做的研究。这部分的写作也没什么难度。

主要是两点:一是说明自己做这个研究的原因,原因通常是这个方面现在做的还不够好,某些方面还需要提升等。结合自己的情况写就可以啦,二是说明自己要研究的内容,创新性在哪里?也就是自己的优势在哪的问题。

第二章:实验方案或设计

这一部分还是比较好写的,主要是介绍自己的实验方案,用到了什么方法,方案设计流程,方案具体的步骤,方案研究的重点是什么等等。

第一节:[引言部分]引出这套实验方案的缘由?

按照这样的思路写:

一、前辈们的研究存在哪些不足?这需要结合第一章的研究背景和研究现状,基本都是一些套话;

二、写出自己的研究方案,对比出可以解决什么问题,也就是突出你设计这套方案的原因。

第二节:[方案具体步骤]要很详细的说明

思路:我设计了什么样的实验、做了什么调查、用了什么方法等,然后详细说明具体步骤是什么。如果可以最好画一个流程图,更加方便理解。

第三节:[实验材料和方法]

用一个表格罗列出用到的实验材料:包括名称、生产厂家、缩写等信息,如果是仪器:需要说明每种仪器的厂家和用途;对于方法一定要介绍这个方法是用来做什么的?

第四节:[总结部分]

对实验方案做大致总结,写个大致的概括就可以。

第三章:数据分析部分

读过大量文献的我们,写数据分析其实还是挺简单的,不过数据分析部分也要注意几点:

一、理清数据的先后顺序。

二、一张数据图配一到两个段落的数据分析文字总结。

三、分析按照这样的顺序写:先描述图或表,然后再分析数据找出规律,最后写得出的结论。

做课题研究的时候,每次一得到数据就要整理好,把数据做成图表的形式[用软件做好数据处理],然后用文字描述好,这样做好后在你写毕业论文时会发现省了很多时间,你只要复制粘贴,然后简单修改下就可以了,我毕业论文就是这样的,所以数据分析部分,我只用了一天就搞完了。

数据分析部分格式:描述现象+表明规律+得出结论

第四章:全文总结最后一章也挺好写的,首先对每一章分别做一个总结,然后对全文再做一个总结。其实也就是四个段落。

总结部分思路:首先[交代做了哪些工作],然后说明[获得的成果或结论有哪些],最后[交代研究的不足之处和对未来的展望].其实,写初稿半个月就够了,还有一部分工作是内容和格式的修改。这部分挺耗时间的,所以论文初稿要写好些。

可以大大减少后面修改的次数,如果按照上面这样的思路来写,可以大大降低修改次数的,最后一点就是,学术论文语言要尽量学术化少用口语化的语句写论文。

后面的工作:修改:把论文交给导师,导师会给你修改意见,针对修改意见来修改论文各章节,通常改两遍就可以啦,除非你写的太差劲。

最后就是排版和格式问题,通常每一页的开头部分不能是图片或者表格,每一章要重起一页,各级标题的字体大小要注意,标点符号尤其注意逗号、括号和其它符号是半角还是全脚,参考文献格式一定要统一。

物联网工程的毕业论文

1物联网技术

物联网是把所有物品通过信息传感设备,按约定的协议,进行信息交换和通信,以实现智能化识别、定位、跟踪、监控和管理的一种网络[3]。就目前科技发展水平来看,在建设工程管理中采用RFID这种物联网传感设备较为适合。RFID即无线射频识别,是一种无线信息传感设备,通俗地讲就是电子标签。目前最先进的RFID是采用热敏、光敏等材料,以智能化原件为核心,通过电子的方法存储信息,将物体与互联网连接,使物体主动感知并反馈信息,实现海量存储,达到智能化识别和管理的目的。据统计,通过采用RFID能够帮助把失窃和存货水平降低25%,因不再需要人工查看进货的条码而节省劳动力成本。

2物联网技术应用于建设工程管理的平台

物联网技术以感知层、传输层、应用层为平台实现建设工程管理智能化。建设工程管理涉及的信息量大、面广、琐碎,对建筑材料的全流程检测涉及大量时间与空间信息,对建筑物全寿命检测需要在建筑物每个主要承重构件上布置几个到十几个RFID。因此,在建设工程信息管理中需要大量的传感器和庞大的数据存储与处理系统。云计算的出现使得存储和处理数据的价格大大下降,传感器价格迅速下降,这使得在建设工程中大量使用传感器、实现建设工程管理智能化成为可能。

2.1感知层

感知层是指通过RFID采集信息,使物体携带自身信息并实现流动数据更新累加[4]。在建筑材料全流程监控管理中,感知层采集的信息主要包括:建筑材料的产品信息,运输中形成的物流信息链,经手人员信息等。在建筑物全生命周期检测中感知层主要采集的信息涉及主要承重构件的设计信息、验收情况、使用中检测信息等。

2.2传输层

传输层即网络传输技术,用于解决网络层的网络接入、传输、转化及定位等问题。由于无线局域网具有高移动性、抗干扰、安全性能强、扩展能力强、建网容易、管理方便等诸多优点,而建设工程信息量大、施工环境复杂,考虑到要实现对建筑物全生命周期检测,应尽量采用较为先进的技术手段作为传输层,方便日后系统更新换代。以目前的科技水平看来,可以采用无线局域网作为建设工程管理的传输层平台。

2.3应用层

应用层是展现物联网应用巨大价值的核心架构,它旨在实现信息的分析处理和控制决策以及完成特定的智能化应用和服务的业务,从而实现物与物、人与物之间的感知,发挥智能作用。建设工程中,要求应用层具有海量存储、数据管理与智能分析等功能。因此,应以云计算技术作为应用层集合分散在各地的高性能计算机上[5],为物联网在建设工程管理中的应用提供服务平台。物联网应用于建设工程管理的构成要素如图1所示。

3物联网在建设工程管理中的应用模式

3.1建筑材料全流程监控管理

建筑材料全流程监控管理指的是在建筑材料出厂时便在每个单元材料中埋入RFID,记录材料的产品信息。在运输中,以时间和空间信息形成物流信息链,直到建筑材料进场、投入使用。管理人员通过扫描RFID清楚地了解这批建材的全部信息。在进场时接收材料的管理人员要对产品质量进行初步评定,将检查结果录入RFID,进一步保证了进场材料的质量。当某单元建材出现问题时,通过扫描RFID可以明确责任人,减少责任推诿,提高管理人员的管理积极性。具体建筑材料全流程监控管理信息录入如图2所示。其中,使用部位指的是建筑材料具体用于建筑物的哪些部位,旨在方便日后管理。产品信息包括产品属性、质量等级、生产日期、生产厂家等内容。

3.2建筑物全生命周期检测

建设工程全生命周期检测的具体做法是将具有应力感应功能的RFID在不影响构件结构功能的前提下放入主要承重构件中,如框架梁、框架柱等。根据构件的受力要求,RFID应布置在拉、压应力较大处,并且录入其对应的构件基本信息,如设计信息、建设单位信息、施工单位信息等。随着工程的进行,不断录入新信息:验收时录入每个构件的验收情况与验收人员信息,投入使用后实时检测每个构件,记录每个构件的受力情况,消除安全隐患,使建筑寿命合理化。

3.2.1录入基本信息

录入基本信息是为之后验收工作、安全测评工作及建筑物合理寿命鉴定服务的。基本信息主要包括项目建设单位信息、设计信息、施工单位信息。这个环节是实现建筑物全生命周期检测的前提,录入的信息越翔实、越条理,之后的工作就越省力。项目建设单位信息包括项目名称、建设场地地址、建设单位名称等,根据日后需要按需录入。设计信息包括每个主要承重构件的图纸编号、构件编号、混凝土级别、配筋信息、截面尺寸、设计单位、构件受力的设计限值等。施工单位信息主要包括施工单位名称、项目负责人、具体某片区域管理人员等。录入这些信息可以加快施工现场管理人员之间信息流通速度,明确责任人,提高工作效率与工程质量。

3.2.2提高验收效率

工程验收时,监理人员首先在RFID中录入验收日期、验收单位及监理人员个人资料。验收时扫描RFID,将构件设计信息与现场检查结果核对,记录自己对该构件的质量验收结果。这样可节省大量查阅图纸的时间,减少由于管理人员素质等原因造成的质量问题,现场验收结果有据可查,验收质量得到保证。

3.2.3减少使用中的安全隐患

当工程竣工投入使用后,具有应力感应功能的RFID可实现建筑物全生命周期的.监测。当构件应力超过允许值时发出警报,这样可以及时发现有问题的构件,尽早做好维护措施,实现基于预防性的、有针对性的维护,在建筑物出现安全问题之前进行加固等措施。而不是浪费大量时间进行常规检修,这就意味着零计划外故障时间,即如果没有突发性事件,建筑物不会出现安全问题。在日常运行中都可以通过监测预先处理掉可能的安全隐患,大大提高建筑安全性能,并且节省目前检测部门的检测时间。由于有些检测需要局部破坏建筑物,采用RFID避免了原本没有必要的破坏。由于可以及时解决安全隐患,所以采用RFID间接提高了建筑物使用寿命。

3.2.4建筑寿命合理化鉴定

当建筑物达到其设计使用寿命时,进行一次全方位的数据收集,即对建筑物体检,根据RFID收集的检测数据、汇总之前存入RFID的信息,分析该建筑物能否继续使用或者需要何种维修措施,从而合理延长建筑使用寿命。我国近年来出现越来越多的短命建筑,许多建筑在达到设计使用年限后仍可正常使用,有些稍加修缮即可继续使用。在资源日益紧张的今天,人为规定建筑物使用寿命的做法无疑是一种资源浪费,重复建设造成大量人力物力的浪费。采用RFID可以使建筑寿命合理化,实现建筑物经济效益最大化。

4结语

物联网的出现为人们的生活带来巨大变化,将物联网应用于建设工程管理很可能是改变建设工程管理方式的重要手段。本文初步设计了建筑材料全流程监控管理和建筑物全生命周期检测两种模式,希望能为物联网在建设工程管理智能化中的应用提供参考。

毕业论文翻译翻译书

在google在线翻译中找,里面没有就找北京译顶科技,人工翻译反而更好

毕业论文外文翻译是在网上找到一篇与你论文主旨相关的英文文章,然后自己翻译过来,篇幅必须长一点,因为一般毕业设计都要有字数限制。

本科毕业设计(论文)外文翻译基本规范:

一、要求

1、与毕业论文分开单独成文。

2、两篇文献。

二、基本格式

1、文献应以英、美等国家公开发表的文献为主(Journals from English speaking countries)。

2、毕业论文翻译是相对独立的,其中应该包括题目、作者(可以不翻译)、译文的出处(杂志的名称)(5号宋体、写在文稿左上角)、关键词、摘要、前言、正文、总结等几个部分。

3、文献翻译的字体、字号、序号等应与毕业论文格式要求完全一致。

4、文中所有的图表、致谢及参考文献均可以略去,但在文献翻译的末页标注:图表、致谢及参考文献已略去(见原文)。(空一行,字体同正文)

5、原文中出现的专用名词及人名、地名、参考文献可不翻译,并同原文一样在正文中标明出处。

三、毕业论文(设计)外文翻译的内容要求

外文翻译内容必须与所选课题相关,外文原文不少于6000个印刷符号。译文末尾要用外文注明外文原文出处。

原文出处:期刊类文献书写方法:[序号]作者(不超过3人,多者用等或et al表示).题(篇)名[J].刊名(版本),出版年,卷次(期次):起止页次。

原文出处:图书类文献书写方法:[序号]作者.书名[M].版本.出版地:出版者,出版年.起止页次。

原文出处:论文集类文献书写方法:[序号]作者.篇名[A].编著者.论文集名[C]. 出版地:出版者,出版年.起止页次。

要求有外文原文复印件。

扩展资料:

文献翻译要求

1、翻译要注重专业、准确

文献翻译涵盖许许多多的学科,每一学科都有自己的专业术语。比如,从事专利文献翻译的译者必须对相关专业术语有着深入的了解和清楚的把握,这样才能用专业、准确、规范的语言翻译出来。

2、翻译要注重知识更新

文献翻译涉及到各种学科,这些学科的发展是与时俱进的。因此,译员也要与时俱进,随时掌握最新的知识,这样才能更好地胜任翻译任务。

3、翻译要注重本地化

无论是将国外的文献翻译进来,还是将国内的文献介绍出去,翻译时都必须注意语言的本地化,符合目标语言的习惯。

4、翻译要注重语言严谨、流畅

文献翻译一方面讲究语言的严谨科学,逻辑的连贯严密,另一方面它也注重文字尽可能的优美流畅。因此,这类翻译对译者的目标语言使用能力是一种挑战。

参考资料:百度百科-文献翻译

在某宝上面输入“毕业论文翻译神器”一下子就找到了。我用过,速度很快。当然好东西,也就不是免费的。不过,也不贵。也就一两块钱一页。我翻译了上万字,才花了10块钱。你可以去试试。这总比自己一句句翻块多了

不太建议直接抄袭,抄袭的文章查重的时候就过不了,不过你可以去试试找北京译顶科技,那边可以帮到你的

互联网时代论文文献外文翻译

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: MPOGD.com 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 U.S. military. America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training simulations. And this is just the beginning. As these technologies develop further over the next several years, virtual worlds will be used for all types of purposes as more people begin spending more time in them. If you're new to the "world of virtual worlds" we hope that Virtual Worlds Review will serve as a user-friendly, informative place to learn a bit about them. For those who are already familiar with virtual worlds, we hope the site will let you know about other types of worlds you may not have heard of before. In either case, welcome and enjoy the site. -------------------A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance senses.Massively multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarify]Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms.HistoryThe concept of virtual worlds predates computers and could be traced in some sense to Pliny.[5] The mechanical-based 1962 Sensorama machine used the senses of vision, sound, balance, smells and touch (via wind) to simulate its world. Among the earliest virtual worlds to be implemented by computers were not games but generic virtual reality simulators, such as Ivan Sutherland's 1968 virtual reality device. This form of virtual reality is characterized by bulky headsets and other types of sensory input simulation. Contemporary virtual worlds, multi-user online virtual environments, emerged mostly independently of this virtual reality technology research, fueled instead by the gaming industry but drawing on similar inspiration.[6] While classic sensory-imitating virtual reality relies on tricking the perceptual system into experiencing an imersive environment, virtual worlds typically rely on mentally and emotionally engaging content which gives rise to an immersive experience.The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. MUDs, short for “Multi User Dungeons,” are examples of virtual worlds that consist of virtual space inhabited by representations of data and other users [7]. Early virtual worlds were text-based, offering limited graphical representation, and often using a Command Line Interface.Maze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. Maze first brought us the concept of online players as eyeball "avatars" chasing each other around in a maze.” (http://www.digibarn.com/history/04-VCF7-MazeWar/index.html, 29th Feb). According to the website this was in 1974, it was played on Arpanet (the initial internet), however it could only be played on an Imlac, as it was specifically built for this type of computer.Then in 1978 MUD was released, it however was not 3D, it was text-based and used a TELNET program, by following the link you will be able to play the game, and understand just how far virtual worlds have come since http://www.british-legends.com/. You can understandably argue whether or not this is a “virtual world” and that Maze War was more sophisticated (being 3D), but you must understand that MUD could be played by anyone, Maze War was computer specific. Perhaps in today’s senses it is not a true virtual world, but the idea of a virtual world in those days were different (see Neuromancer link in bibliography for more information).Some early prototyptes were WorldsAway, a prototype interactive communities featuring a virtual world by CompuServe called Dreamscape, Cityspace, an educational networking and 3D computer graphics project for children, and The Palace, a 2-dimensional community driven virtual world. However, credit for the first online virtual world usually goes to Habitat, developed in 1987 by LucasFilm Games for the Commodore 64 computer, and running on the Quantum Link service (the precursor to America Online).[citation needed]In 1996, the city of Helsinki, Finland with Helsinki Telephone Company (since Elisa Group) launched what was called the first online virtual 3D depiction intended to map an entire city. The Virtual Helsinki project was eventually renamed Helsinki Arena 2000 project and parts of the city in modern and historical context were rendered in 3D.[citation needed][edit] Virtual world 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 time.As virtual world is a fairly vague and inclusive term, the above can generally be divided along a spectrum ranging from:massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game (World Of Warcraft for example). massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles. Some would argue that the MMO versions of RTS and FPS games are also virtual worlds if the world editors allow for open editing of the terrains if the "source file" for the terrain is shared. Emerging concepts include basing the terrain of such games on real satellite photos, such as those available through the Google Maps API or through a simple virtual geocaching of "easter eggs" on WikiMapia or similar mashups, where permitted.[edit] 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 0.0107, making this unit of virtual currency of higher value than the Yen or the Lira.Even though Virtual Worlds are most of the time seen as 3D Games, there are many different kinds of it: forums, blogs, wikis and chatrooms where communities born. Places which have their own world, their own rules, topics, jokes, members, etc... Each person who belongs to these kinds of communities can find like-minded people to talk to, whether this be a passion, the wish to share information about or just to meet new people and experience new things. Some users develop a double personality depending on which world they are interacting with. Depending on whether that person is in the real or virtual world can impact on the way they think and act. It is not all about video games and communities, virtual world also plays a part in the social as it can allow people to speak or share knowledge with each other. Best examples are instant messaging and visio-conferences which allow people to create their own virtual world. It can also be used to help hospitalized children (suffering from painful disease or autism for example) to create a comfortable and safe environment which can help them.Although Virtual Worlds can be seen as a new way for people to socialize, they are said to be at the heart of a lot of anti-social behaviour. People playing video games online and more precisely, MMORPG are sometimes so addicted to the game that they cannot live without playing it. Such people are called “No Life” or Otaku and spend most of their time in their house not leaving it for days. They are often wrongly treated like insane people and also represented as dangerous when criminal cases imply links with video games. The thing is that video games played online are most of the time designed to be played for a long period of time (and even in the case of World Of Warcraft indefinitely – programmers provide updates and new things to discover regularly). People who abuse this kind of video games end up living most of their live in their bedrooms, do not develop any social life or skills: they communicate with friends mostly via the game or the internet, they create their own life on the internet with a specific name, image and charisma. The example of Second Life is totally unique because players develop communities and businesses in this game. Second Life is a game where the player has to create his/her own character with a human aspect and live a second life in a virtual world. The thing is that some people are so involved in this game (and created their “own self” in this game) that they have a double personality.

标点符号问题或正文结果与图片结果不符合等笔误问题,这一种我们只需要在自己的文章中核实后进行改正即可;北京译顶科技做的不错,可以联系他们一下若是还有不明白可以统一去知道了解下

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 revolution.Licklider moved from the Psycho-Acoustic Laboratory at Harvard University to MIT in 1950, after becoming interested in information technology. At MIT, he served on a committee that established Lincoln Laboratory and worked on the SAGE project. In 1957 he became a Vice President at BBN, where he bought the first production PDP-1 computer and conducted the first public demonstration of time-sharing.At the IPTO, Licklider recruited Lawrence Roberts to head a project to implement a network, and Roberts based the technology on the work of Paul Baran,[citation needed] who had written an exhaustive study for the U.S. Air Force that recommended packet switching (as opposed to circuit switching) to make a network highly robust and survivable. After much work, the first two nodes of what would become the ARPANET were interconnected between UCLA and SRI International in Menlo Park, California, on October 29, 1969. The ARPANET was one of the "eve" networks of today's Internet. Following on from the demonstration that packet switching worked on the ARPANET, the British Post Office, Telenet, DATAPAC and TRANSPAC collaborated to create the first international packet-switched network service. In the UK, this was referred to as the International Packet Stream Service (IPSS), in 1978. The collection of X.25-based networks grew from Europe and the US to cover Canada, Hong Kong and Australia by 1981. The X.25 packet switching standard was developed in the CCITT (now called ITU-T) around 1976. X.25 was independent of the TCP/IP protocols that arose from the experimental work of DARPA on the ARPANET, Packet Radio Net and Packet Satellite Net during the same time period. Vinton Cerf and Robert Kahn developed the first description of the TCP protocols during 1973 and published a paper on the subject in May 1974. Use of the term "Internet" to describe a single global TCP/IP network originated in December 1974 with the publication of RFC 675, the first full specification of TCP that was written by Vinton Cerf, Yogen Dalal and Carl Sunshine, then at Stanford University. During the next nine years, work proceeded to refine the protocols and to implement them on a wide range of operating systems.The first TCP/IP-wide area network was made operational by January 1, 1983 when all hosts on the ARPANET were switched over from the older NCP protocols to TCP/IP. In 1985, the United States' National Science Foundation (NSF) commissioned the construction of a university 56 kilobit/second network backbone using computers called "fuzzballs" by their inventor, David L. Mills. The following year, NSF sponsored the development of a higher-speed 1.5 megabit/second backbone that became the NSFNet. A key decision to use the DARPA TCP/IP protocols was made by Dennis Jennings, then in charge of the Supercomputer program at NSF.The opening of the network to commercial interests began in 1988. The US Federal Networking Council approved the interconnection of the NSFNET to the commercial MCI Mail system in that year and the link was made in the summer of 1989. Other commercial electronic e-mail services were soon connected, including OnTyme, Telemail and Compuserve. In that same year, three commercial Internet Service Providers were created: UUNET, PSINET and CERFNET. Important, separate networks that offered gateways into, then later merged with, the Internet include Usenet and BITNET. Various other commercial and educational networks, such as Telenet, Tymnet, Compuserve and JANET were interconnected with the growing Internet. Telenet (later called Sprintnet) was a large privately funded national computer network with free dial-up access in cities throughout the U.S. that had been in operation since the 1970s. This network was eventually interconnected with the others in the 1980s as the TCP/IP protocol became increasingly popular. The ability of TCP/IP to work over virtually any pre-existing communication networks allowed for a great ease of growth, although the rapid growth of the Internet was due primarily to the availability of commercial routers from companies such as Cisco Systems, Proteon and Juniper, the availability of commercial Ethernet equipment for local-area networking and the widespread implementation of TCP/IP on the UNIX operating system.Common uses of the InternetE-mailFor more details on this topic, see E-mail.The concept of sending electronic text messages between parties in a way analogous to mailing letters or memos predates the creation of the Internet. Even today it can be important to distinguish between Internet and internal e-mail systems. Internet e-mail may travel and be stored unencrypted on many other networks and machines out of both the sender's and the recipient's control. During this time it is quite possible for the content to be read and even tampered with by third parties, if anyone considers it important enough. Purely internal or intranet mail systems, where the information never leaves the corporate or organization's network, are much more secure, although in any organization there will be IT and other personnel whose job may involve monitoring, and occasionally accessing, the e-mail of other employees not addressed to them.The World Wide WebMany people use the terms Internet and World Wide Web (or just the Web) interchangeably, but, as discussed above, the two terms are not synonymous.The World Wide Web is a huge set of interlinked documents, images and other resources, linked by hyperlinks and URLs. These hyperlinks and URLs allow the web servers and other machines that store originals, and cached copies, of these resources to deliver them as required using HTTP (Hypertext Transfer Protocol). HTTP is only one of the communication protocols used on the Internet.Web services also use HTTP to allow software systems to communicate in order to share and exchange business logic and data.Software products that can access the resources of the Web are correctly termed user agents. In normal use, web browsers, such as Internet Explorer and Firefox, access web pages and allow users to navigate from one to another via hyperlinks. Web documents may contain almost any combination of computer data including graphics, sounds, text, video, multimedia and interactive content including games, office applications and scientific demonstrations.Through keyword-driven Internet research using search engines like Yahoo! and Google, millions of people worldwide have easy, instant access to a vast and diverse amount of online information. Compared to encyclopedias and traditional libraries, the World Wide Web has enabled a sudden and extreme decentralization of information and data.Using the Web, it is also easier than ever before for individuals and organisations to publish ideas and information to an extremely large audience. Anyone can find ways to publish a web page or build a website for very little initial cost. Publishing and maintaining large, professional websites full of attractive, diverse and up-to-date information is still a difficult and expensive proposition, however.Many individuals and some companies and groups use "web logs" or blogs, which are largely used as easily updatable online diaries. Some commercial organisations encourage staff to fill them with advice on their areas of specialization in the hope that visitors will be impressed by the expert knowledge and free information, and be attracted to the corporation as a result. One example of this practice is Microsoft, whose product developers publish their personal blogs in order to pique the public's interest in their work.Collections of personal web pages published by large service providers remain popular, and have become increasingly sophisticated. Whereas operations such as Angelfire and GeoCities have existed since the early days of the Web, newer offerings from, for example, Facebook and MySpace currently have large followings. These operations often brand themselves as social network services rather than simply as web page hosts.Advertising on popular web pages can be lucrative, and e-commerce or the sale of products and services directly via the Web continues to grow.In the early days, web pages were usually created as sets of complete and isolated HTML text files stored on a web server. More recently, websites are more often created using content management system (CMS) or wiki software with, initially, very little content. Contributors to these systems, who may be paid staff, members of a club or other organisation or members of the public, fill underlying databases with content using editing pages designed for that purpose, while casual visitors view and read this content in its final HTML form. There may or may not be editorial, approval and security systems built into the process of taking newly entered content and making it available to the target visitors.Social impactThe Internet has made possible entirely new forms of social interaction, activities and organizing, thanks to its basic features such as widespread usability and access.Social networking websites such as Facebook and MySpace have created a new form of socialization and interaction. Users of these sites are able to add a wide variety of items to their personal pages, to indicate common interests, and to connect with others. It is also possible to find a large circle of existing acquaintances, especially if a site allows users to utilize their real names, and to allow communication among large existing groups of people.Sites like meetup.com exist to allow wider announcement of groups which may exist mainly for face-to-face meetings, but which may have a variety of minor interactions over their group's site at meetup.org, or other similar sites.Political organization and censorshipFor more details on this topic, see Internet censorship.In democratic societies, the Internet has achieved new relevance as a political tool. The presidential campaign of Howard Dean in 2004 in the United States became famous for its ability to generate donations via the Internet. Many political groups use the Internet to achieve a whole new method of organizing, in order to carry out Internet activism.Some governments, such as those of Cuba, Iran, North Korea, Myanmar, the People's Republic of China, and Saudi Arabia, restrict what people in their countries can access on the Internet, especially political and religious content. This is accomplished through software that filters domains and content so that they may not be easily accessed or obtained without elaborate circumvention.In Norway, Denmark, Finland and Sweden, major Internet service providers have voluntarily (possibly to avoid such an arrangement being turned into law) agreed to restrict access to sites listed by police. While this list of forbidden URLs is only supposed to contain addresses of known child pornography sites, the content of the list is secret.[citation needed]Many countries, including the United States, have enacted laws making the possession or distribution of certain material, such as child pornography, illegal, but do not use filtering software.There are many free and commercially available software programs with which a user can choose to block offensive websites on individual computers or networks, such as to limit a child's access to pornography or violence. See Content-control software.Leisure 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 ideas.The pornography and gambling industries have both taken full advantage of the World Wide Web, and often provide a significant source of advertising revenue for other websites. Although many governments have attempted to put restrictions on both industries' use of the Internet, this has generally failed to stop their widespread popularity.One main area of leisure on the Internet is multiplayer gaming. This form of leisure creates communities, bringing people of all ages and origins to enjoy the fast-paced world of multiplayer games. These range from MMORPG to first-person shooters, from role-playing games to online gambling. This has revolutionized the way many people interact and spend their free time on the Internet.While online gaming has been around since the 1970s, modern modes of online gaming began with services such as GameSpy and MPlayer, to which players of games would typically subscribe. Non-subscribers were limited to certain types of gameplay or certain games.Many use the Internet to access and download music, movies and other works for their enjoyment and relaxation. As discussed above, there are paid and unpaid sources for all of these, using centralized servers and distributed peer-to-peer technologies. Discretion is needed as some of these sources take more care over the original artists' rights and over copyright laws than others.Many use the World Wide Web to access news, weather and sports reports, to plan and book holidays and to find out more about their random ideas and casual interests.People use chat, messaging and e-mail to make and stay in touch with friends worldwide, sometimes in the same way as some previously had pen pals. Social networking websites like MySpace, Facebook and many others like them also put and keep people in contact for their enjoyment.The Internet has seen a growing number of Web desktops, where users can access their files, folders, and settings via the Internet.Cyberslacking has become a serious drain on corporate resources; the average UK employee spends 57 minutes a day surfing the Web at work, according to a study by Peninsula Business Services.[9]Complex 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 0.2 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 medium.Examples of personalized marketing include online communities such as MySpace, Friendster, Orkut, Facebook and others which thousands of Internet users join to advertise themselves and make friends online. Many of these users are young teens and adolescents ranging from 13 to 25 years old. In turn, when they advertise themselves they advertise interests and hobbies, which online marketing companies can use as information as to what those users will purchase online, and advertise their own companies' products to those users.

CS方向sci三区的一个小刊,之前也是major revision,大四毕业了才中了。。所以在我心目中MV几乎约等于AC,虽然这辈子只投过一篇文章。北京译顶科技做的不错,可以联系他们一下 统一查下。

物联网的毕业论文

物联网毕业论文如下:

1.定课题,可以上百度就本专业去查找一些论文题目。

2.找资料,到知网、万方等论文数据库找参考资料。

3.列大纲,先梳理出来大纲。

4.查重降重,毕业论文写完要查重,查准率过高一般打回修改,所以写完后自己要提前查重修改。

具体写作方法:

第一章:绪论部分

绪论部分就是论文的开头。任务就是交代[自己的选题背景]和[论文的主攻方向],总结成一句话就是前人这方面已经做了些什么,我要做什么,在哪些方面有所创新,使用的研究方法是,论文的大致结构是。

写好绪论的第一要务是做好文献搜索和整理

文献搜索和整理是个非常繁琐的过程,我用到的方法是这样的:[从读过的文献中选出十篇高相关的文献,仔细阅读对比它们的 Introduction 部分,找出共同点和差异].

筛选文献的原则:[高影响因子、近十年内、高相关度].

看完这十篇文献后,你会对该方向的[研究背景、研究意义、研究现状]这三个部分有大致思路,然后就是修修补补。

接下来就是正式的写作工作了。

第一节:[引言部分]引言部分怎么写?

其实每章都有引言部分,建议大家引言部分放到最后写,每次写完一个章节后再来写引言部分。

引言部分就是每一章的简单介绍,简单点说就是从每一小节里提炼出最精华的部分,然后再组合就成了引言部分了。

引言部分思路:从每一小节中提炼出一小段话,然后再组合就是引言不分了。

第二节:[研究背景]回答两个问题:研究背景怎么写?文献怎么去引用?

【研究背景相当于提出一个问题】

从上面读过的十篇英文文献中梳理研究背景,简单的方法是[直接将英文翻译成中文,然后再将每篇文章的背景部分做整理和融合],一般研究背景也就几百字,这样做完全够了。

参考文献怎么引用,上述十篇文献中的介绍部分也会引用大量文献,这些文献你也可以直接引用,但要去除掉那些[年代久远、相关度不高]的文献。

记住:千万不要在知网下载的文献中复制粘贴,因为查重用到的数据库就是知网,查重率肯定高。

第三节:[研究意义]研究意义怎么写?

【解决问题的意义】

这部分很简单,因为在写研究意义之前,你已经了解了研究背景和现状,对于该方向的研究意义你肯定也差不多知道了。结合参考文献的研究意义,用自己的话写个几百字的研究意义就可以啦。

第四节:[研究现状]前辈们在解决这个问题做了哪些研究?文献怎么引用?

【前辈们是如何解决这个问题的】

我认为这一部分是最难写的。通常情况下,前辈的研究只解决了问题的小部分,而且,其中涉及到方法、性能或效果等差异。

我推荐的方法是:首先,搜索该方向的【综述类文献两篇】这种文献大家一般都会有的,然后仔细阅读,里面涉及到众多前辈们该方向的研究成果,再结合自己的研究,筛选出需要的内容。

综述类文献对某个研究方向有着全面的认识,通常是该方向的大牛写的,里面基本涵盖了该方向研究的所有现状。

注意:一定要找近几年的综述类文献,每篇文献的描述用一句精简的话即可,要突出研究的方向和成果。

例1:某某在XXX领域的研究解决了XXX问题。

例2:某某采用XX方法,解决了XX领域的XX问题。

第五节:[我的研究]我要做的研究是什么?

前三节目的是让读者对该方向有个整体的认识,所有的一切都是为了引到我要做的研究。这部分的写作也没什么难度。

主要是两点:一是说明自己做这个研究的原因,原因通常是这个方面现在做的还不够好,某些方面还需要提升等。结合自己的情况写就可以啦,二是说明自己要研究的内容,创新性在哪里?也就是自己的优势在哪的问题。

第二章:实验方案或设计

这一部分还是比较好写的,主要是介绍自己的实验方案,用到了什么方法,方案设计流程,方案具体的步骤,方案研究的重点是什么等等。

第一节:[引言部分]引出这套实验方案的缘由?

按照这样的思路写:

一、前辈们的研究存在哪些不足?这需要结合第一章的研究背景和研究现状,基本都是一些套话;

二、写出自己的研究方案,对比出可以解决什么问题,也就是突出你设计这套方案的原因。

第二节:[方案具体步骤]要很详细的说明

思路:我设计了什么样的实验、做了什么调查、用了什么方法等,然后详细说明具体步骤是什么。如果可以最好画一个流程图,更加方便理解。

第三节:[实验材料和方法]

用一个表格罗列出用到的实验材料:包括名称、生产厂家、缩写等信息,如果是仪器:需要说明每种仪器的厂家和用途;对于方法一定要介绍这个方法是用来做什么的?

第四节:[总结部分]

对实验方案做大致总结,写个大致的概括就可以。

第三章:数据分析部分

读过大量文献的我们,写数据分析其实还是挺简单的,不过数据分析部分也要注意几点:

一、理清数据的先后顺序。

二、一张数据图配一到两个段落的数据分析文字总结。

三、分析按照这样的顺序写:先描述图或表,然后再分析数据找出规律,最后写得出的结论。

做课题研究的时候,每次一得到数据就要整理好,把数据做成图表的形式[用软件做好数据处理],然后用文字描述好,这样做好后在你写毕业论文时会发现省了很多时间,你只要复制粘贴,然后简单修改下就可以了,我毕业论文就是这样的,所以数据分析部分,我只用了一天就搞完了。

数据分析部分格式:描述现象+表明规律+得出结论

第四章:全文总结最后一章也挺好写的,首先对每一章分别做一个总结,然后对全文再做一个总结。其实也就是四个段落。

总结部分思路:首先[交代做了哪些工作],然后说明[获得的成果或结论有哪些],最后[交代研究的不足之处和对未来的展望].其实,写初稿半个月就够了,还有一部分工作是内容和格式的修改。这部分挺耗时间的,所以论文初稿要写好些。

可以大大减少后面修改的次数,如果按照上面这样的思路来写,可以大大降低修改次数的,最后一点就是,学术论文语言要尽量学术化少用口语化的语句写论文。

后面的工作:修改:把论文交给导师,导师会给你修改意见,针对修改意见来修改论文各章节,通常改两遍就可以啦,除非你写的太差劲。

最后就是排版和格式问题,通常每一页的开头部分不能是图片或者表格,每一章要重起一页,各级标题的字体大小要注意,标点符号尤其注意逗号、括号和其它符号是半角还是全脚,参考文献格式一定要统一。

物联网工程的毕业论文

1物联网技术

物联网是把所有物品通过信息传感设备,按约定的协议,进行信息交换和通信,以实现智能化识别、定位、跟踪、监控和管理的一种网络[3]。就目前科技发展水平来看,在建设工程管理中采用RFID这种物联网传感设备较为适合。RFID即无线射频识别,是一种无线信息传感设备,通俗地讲就是电子标签。目前最先进的RFID是采用热敏、光敏等材料,以智能化原件为核心,通过电子的方法存储信息,将物体与互联网连接,使物体主动感知并反馈信息,实现海量存储,达到智能化识别和管理的目的。据统计,通过采用RFID能够帮助把失窃和存货水平降低25%,因不再需要人工查看进货的条码而节省劳动力成本。

2物联网技术应用于建设工程管理的平台

物联网技术以感知层、传输层、应用层为平台实现建设工程管理智能化。建设工程管理涉及的信息量大、面广、琐碎,对建筑材料的全流程检测涉及大量时间与空间信息,对建筑物全寿命检测需要在建筑物每个主要承重构件上布置几个到十几个RFID。因此,在建设工程信息管理中需要大量的传感器和庞大的数据存储与处理系统。云计算的出现使得存储和处理数据的价格大大下降,传感器价格迅速下降,这使得在建设工程中大量使用传感器、实现建设工程管理智能化成为可能。

2.1感知层

感知层是指通过RFID采集信息,使物体携带自身信息并实现流动数据更新累加[4]。在建筑材料全流程监控管理中,感知层采集的信息主要包括:建筑材料的产品信息,运输中形成的物流信息链,经手人员信息等。在建筑物全生命周期检测中感知层主要采集的信息涉及主要承重构件的设计信息、验收情况、使用中检测信息等。

2.2传输层

传输层即网络传输技术,用于解决网络层的网络接入、传输、转化及定位等问题。由于无线局域网具有高移动性、抗干扰、安全性能强、扩展能力强、建网容易、管理方便等诸多优点,而建设工程信息量大、施工环境复杂,考虑到要实现对建筑物全生命周期检测,应尽量采用较为先进的技术手段作为传输层,方便日后系统更新换代。以目前的科技水平看来,可以采用无线局域网作为建设工程管理的传输层平台。

2.3应用层

应用层是展现物联网应用巨大价值的核心架构,它旨在实现信息的分析处理和控制决策以及完成特定的智能化应用和服务的业务,从而实现物与物、人与物之间的感知,发挥智能作用。建设工程中,要求应用层具有海量存储、数据管理与智能分析等功能。因此,应以云计算技术作为应用层集合分散在各地的高性能计算机上[5],为物联网在建设工程管理中的应用提供服务平台。物联网应用于建设工程管理的构成要素如图1所示。

3物联网在建设工程管理中的应用模式

3.1建筑材料全流程监控管理

建筑材料全流程监控管理指的是在建筑材料出厂时便在每个单元材料中埋入RFID,记录材料的产品信息。在运输中,以时间和空间信息形成物流信息链,直到建筑材料进场、投入使用。管理人员通过扫描RFID清楚地了解这批建材的全部信息。在进场时接收材料的管理人员要对产品质量进行初步评定,将检查结果录入RFID,进一步保证了进场材料的质量。当某单元建材出现问题时,通过扫描RFID可以明确责任人,减少责任推诿,提高管理人员的管理积极性。具体建筑材料全流程监控管理信息录入如图2所示。其中,使用部位指的是建筑材料具体用于建筑物的哪些部位,旨在方便日后管理。产品信息包括产品属性、质量等级、生产日期、生产厂家等内容。

3.2建筑物全生命周期检测

建设工程全生命周期检测的具体做法是将具有应力感应功能的RFID在不影响构件结构功能的前提下放入主要承重构件中,如框架梁、框架柱等。根据构件的受力要求,RFID应布置在拉、压应力较大处,并且录入其对应的构件基本信息,如设计信息、建设单位信息、施工单位信息等。随着工程的进行,不断录入新信息:验收时录入每个构件的验收情况与验收人员信息,投入使用后实时检测每个构件,记录每个构件的受力情况,消除安全隐患,使建筑寿命合理化。

3.2.1录入基本信息

录入基本信息是为之后验收工作、安全测评工作及建筑物合理寿命鉴定服务的。基本信息主要包括项目建设单位信息、设计信息、施工单位信息。这个环节是实现建筑物全生命周期检测的前提,录入的信息越翔实、越条理,之后的工作就越省力。项目建设单位信息包括项目名称、建设场地地址、建设单位名称等,根据日后需要按需录入。设计信息包括每个主要承重构件的图纸编号、构件编号、混凝土级别、配筋信息、截面尺寸、设计单位、构件受力的设计限值等。施工单位信息主要包括施工单位名称、项目负责人、具体某片区域管理人员等。录入这些信息可以加快施工现场管理人员之间信息流通速度,明确责任人,提高工作效率与工程质量。

3.2.2提高验收效率

工程验收时,监理人员首先在RFID中录入验收日期、验收单位及监理人员个人资料。验收时扫描RFID,将构件设计信息与现场检查结果核对,记录自己对该构件的质量验收结果。这样可节省大量查阅图纸的时间,减少由于管理人员素质等原因造成的质量问题,现场验收结果有据可查,验收质量得到保证。

3.2.3减少使用中的安全隐患

当工程竣工投入使用后,具有应力感应功能的RFID可实现建筑物全生命周期的.监测。当构件应力超过允许值时发出警报,这样可以及时发现有问题的构件,尽早做好维护措施,实现基于预防性的、有针对性的维护,在建筑物出现安全问题之前进行加固等措施。而不是浪费大量时间进行常规检修,这就意味着零计划外故障时间,即如果没有突发性事件,建筑物不会出现安全问题。在日常运行中都可以通过监测预先处理掉可能的安全隐患,大大提高建筑安全性能,并且节省目前检测部门的检测时间。由于有些检测需要局部破坏建筑物,采用RFID避免了原本没有必要的破坏。由于可以及时解决安全隐患,所以采用RFID间接提高了建筑物使用寿命。

3.2.4建筑寿命合理化鉴定

当建筑物达到其设计使用寿命时,进行一次全方位的数据收集,即对建筑物体检,根据RFID收集的检测数据、汇总之前存入RFID的信息,分析该建筑物能否继续使用或者需要何种维修措施,从而合理延长建筑使用寿命。我国近年来出现越来越多的短命建筑,许多建筑在达到设计使用年限后仍可正常使用,有些稍加修缮即可继续使用。在资源日益紧张的今天,人为规定建筑物使用寿命的做法无疑是一种资源浪费,重复建设造成大量人力物力的浪费。采用RFID可以使建筑寿命合理化,实现建筑物经济效益最大化。

4结语

物联网的出现为人们的生活带来巨大变化,将物联网应用于建设工程管理很可能是改变建设工程管理方式的重要手段。本文初步设计了建筑材料全流程监控管理和建筑物全生命周期检测两种模式,希望能为物联网在建设工程管理智能化中的应用提供参考。

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