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研究生科技英语阅读答案(14)

来源:网络收集 时间:2025-09-18
导读: (8) It would be appreciated if you could give us a prompt answer to solve the problem. (9) Only products manufactured with sophisticated skill and high in quality can win praise from numerous custome

(8) It would be appreciated if you could give us a prompt answer to solve the problem.

(9) Only products manufactured with sophisticated skill and high in quality can win praise from numerous customers. (10) Analysts estimate sales could reach $ 300 million a year once regulatory hurdles are cleared and full marketing gets under way. (11) So the company canceled its initial call for bids and issued a second one, to which other three companies eventually responded. (12) It can be nice to feel needed - but two men returning home from an evening out in Staffordshire were less than happy when a lemon-headed alien supposedly appeared beneath a hovering UFO and wanted to take them away. Dashing to their local police station, the terrified men filed a report which ended up with the Ministry of Defence. It can now be found among the many mysterious incidents featured in official UFO files released today.

IV. Cloze

1. land 2. but 3. identified 4. attributed 5. threat

6. concluded 7. program 8. accounted 9. evidence 10. however

Unit 10

Video Gamers Can Control Dreams, Study Suggests

I. comprehension and Appreciation

1. Do you often have dreams? What kind of dreams do you have? Do you think there is sort of association between what you have done in the daytime and what you dream at night?

2. What has Live Science learned about playing video games?

Live Science has learned that playing video games before bedtime may give people an unusual level of awareness and control in their dreams.

3. What is the difference between dreams and video games according to Jayne Gackenbach, the psychologist at Grant MacEwan University in Canada?

According to the psychologist, dreams arise biologically from the human mind, while video games are technologically driven by computers and gaming consoles.

4. Have you ever seen other expressions of the same type as ―virtural reality‖ in which a rhetorical figure - oxymoron is employed? How much do you know about this rhetorical device?

There are a lot of such expressions in our daily life, such as: an open secret, a necessary evil, a sweet sorrow, walking corpses, a disagreeable smile, democratic centralism, a fine mess, horribly good, to name just a few. Oxymoron is a rhetorical figure by which two or more seemingly contradictory or incongruous terms are conjoined so as to give point to the statement or expression. Expressions or statements of this type are usually witty remarks.

5. What made Gackenbach have interest in video games? What had she focused on previously?

Gackenbach first became interested in video games in the 1990s, when she watched her son repeatedly kiss a new Nintendo gaming console on the way home from a Toys \awareness of being in a dream.

6. What did Gackenbach find when she examined past research on games?

She found that both lucid dreamers and gamers seemed to have better spatial skills and were less prone to motion sickness. And the two groups have also demonstrated a high level of focus or concentration, whether honed through lucidity-training activities, such as meditation, or through hours spent fighting virtual enemies to reach the next level in a game.

7. Did Gackenbach get any new progress in her study after being encouraged to survey the dreams of both non-gamers and hardcore games?

Yes, she did. The first study suggested that people who frequently played video games were more likely to report lucid dreams, observer dreams where they viewed themselves from outside their bodies, and dream control that allowed people to actively influence or change their dream worlds – qualities suggestive of watching or controlling the action of a video-game character. A second study tried to narrow down the uncertainties by examining dreams that participants experienced from the night before, and focused more on gamers. It found that lucid dreams were common, but that the gamers never had dream control over anything beyond their dream selves. 8. Did Gackenbach use her findings in the class? How did she employ her findings to

let students know more?

Gackenbach eventually replicated her findings about lucid dreaming and video games several times with college students as subjects, and refined her methods by controlling for factors such as frequency of recalling dreams.

9. How have virtual reality simulators been used to help PTSD patients? If Gackenbach’s hunch is correct, what might video games do?

Virtual reality simulators have already been used to help PTSD patients gradually adjust to the threatening situations that plague their waking and sleeping thoughts. If Gackenbach's hunch is correct, perhaps video games could also help relieve the need for nightmares.

10. Gackenbach does so much in the research on video games and dream control, does she want to convey the message that games are all good?

No, she doesnot. She admits that some gamers get more aggressive, there are more problems with addiction and there are obesity issues. Well, she does also think as with everything else, there is a balance as to video games.

II. Vocabulary

1. lucidly 2. are prone to 3. hone 4. hardcore 5. flip

6. detachment 7. replicate 8. explicable 9. assess 10. adjust to 11. range from 12. obesity 13. verify 14. refine 15. simulate

III. Translation 1.

(1) 1. mind-bending Hollywood films 让令人费神才能理解的好莱坞电影

2. provide an edge 提供一点优势 3. a virtual reality 虚拟现实 4. have awareness of 认识到

5. game-related research 游戏相关的研究 6. suggestive associations 暗示性的联系 7. a featured speaker 重要演讲者 8. be less prone to motion …… 此处隐藏:7129字,全部文档内容请下载后查看。喜欢就下载吧 ……

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