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    中國(guó)翻譯協(xié)會(huì)是由全國(guó)與翻譯工作相關(guān)的機(jī)關(guān)、企事業(yè)單位、社會(huì)團(tuán)體及個(gè)人自愿結(jié)成的學(xué)術(shù)性、行業(yè)性非營(yíng)利組織,是翻譯領(lǐng)域唯一的全國(guó)性社會(huì)團(tuán)體,由分布在中國(guó)內(nèi)地各省、市、區(qū)的單位會(huì)員和個(gè)人會(huì)員組成下設(shè)社會(huì)科學(xué)、文學(xué)藝術(shù)、科學(xué)技術(shù)、軍事科學(xué)、民族語(yǔ)文、外事、對(duì)外傳播、翻譯理論與翻譯教學(xué)、翻譯服務(wù)、本地化服務(wù)等專(zhuān)業(yè)委員會(huì)。翻譯服務(wù)委員會(huì)接受?chē)?guó)家有關(guān)部門(mén)委托,先后編制了三部國(guó)家標(biāo)準(zhǔn)并均已獲得國(guó)家質(zhì)量監(jiān)督檢驗(yàn)檢疫總局和國(guó)家標(biāo)準(zhǔn)化管理委員會(huì)批準(zhǔn):《翻譯服務(wù)規(guī)范 第1部分: 筆譯》(GB/T19363.1-2003),《翻譯服務(wù)譯文質(zhì)量要求》(GB/T19682-2005),《翻譯服務(wù)規(guī)范 第2部分:口譯》(GB/T19363.2-2006),及上述三部國(guó)家標(biāo)準(zhǔn)的英文版。
    新華翻譯社接受中國(guó)翻譯協(xié)會(huì)的領(lǐng)導(dǎo)并協(xié)助規(guī)范翻譯行業(yè)。強(qiáng)調(diào)行業(yè)自律和協(xié)調(diào)、協(xié)作。按照自愿、自律、優(yōu)勢(shì)互補(bǔ)、資源共享的原則,聯(lián)合國(guó)內(nèi)的大中型翻譯公司和機(jī)構(gòu),共同推進(jìn)翻譯服務(wù)行業(yè)規(guī)范,有序健康發(fā)展。其中第五屆會(huì)議公布了《翻譯服務(wù)行業(yè)職業(yè)道德規(guī)范》,與會(huì)代表簽署了《翻譯服務(wù)行業(yè)誠(chéng)信公約》。
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安順?lè)g公司專(zhuān)業(yè)項(xiàng)目團(tuán)隊(duì)真誠(chéng)服務(wù)安順市、西秀區(qū)、平壩縣、普定縣、鎮(zhèn)寧布依族苗族自治縣、關(guān)嶺布依族苗族自治縣、紫云苗族布依族自治縣
安順?lè)g公司關(guān)鍵字:E-sports industry in China has great market potential and development prospects of a new sports industry for its development process in the face of social prejudice, the absence of government or dislocation management, the low degree of localization and the lack of professional athletes and other issues, this paper put forward ideas, increased government efforts to strengthen policy support, to speed up the localization process of software development and professional and other measures. [Keywords] electronic games; industry; problems; countermeasuresFirst, the development of e-sports industry backgroun1 E-sport concept. Electronic games produced in online games,State Sports General Administration of e-sports is defined as: E-sports is the use of information technology as the core hardware and software as a device for, and under the rules of the sport to achieve the oppositional movements between people. By definition, electronic games and other athletic programs are no Through this exercise, participants can exercise and improve thinking ability, responsiveness, eye-limb coordination and willpower, teamwork. E-sports and sports competition to information technology closely linked, is a welcome by the majority of people in emerging sports.2 E-sports industry, the background analysis. In other countries, the concept of e-sports as an extension of sports is in the stage of vigorous development. E-sports industry in Korea has become the country's pillar industries, and was listed as one of South Korea's three largest athletic (soccer, chess, electronic games), the annual output value of the equivalent of 40 billion yuan. According to the Entertainment Software Association of North America's largest organization IDSA Statistics :2001-2004, global electronic games industry annual growth rate has continued up to 15% in 2003, the output value of electronic games in North America $ 10 billion to Europe's GDP in 2004 reached $ 49 billion . We believe that not all of sport can become a competitive industry, as an industry, must be under the condition of the market has a huge supply and demand. Specifically from the following aspects of e-sports industry, the background for analysis:(1) China Internet users soar. According to CNNIC (China Internet Network Information Center, the same below) of the survey, as of June 30, 2004, the total number of Internet users in China $ 87 million in October 1997 with the first survey with 620,000 Internet users in ratio, an increase of 140.3 times. The rapid growth of the total number of Internet users in China has attracted the attention of the world. However, nearly 87 million Internet users in China's total population of 1.3 billion still accounted for only 6.7%, indicating that despite the large number of Internet users in China, rapid growth, development is still very large. Huge number of Internet users means huge consumer groups and consumer demand, business opportunities and market demand means, which is the birth of e-sports industry prerequisite.(2) E-sports with the new technology generation. With e-sports network, computer, mouse, keyboard and uniform rules for different organizations and systems to achieve low-cost transmission of information, the people of the confrontation. Cyber ??computer technology, communication technology, automatic control technology and the culmination of artificial
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