freepeople性欧美熟妇, 色戒完整版无删减158分钟hd, 无码精品国产vα在线观看DVD, 丰满少妇伦精品无码专区在线观看,艾栗栗与纹身男宾馆3p50分钟,国产AV片在线观看,黑人与美女高潮,18岁女RAPPERDISSSUBS,国产手机在机看影片

正文內(nèi)容

(英語)高三英語閱讀理解(科普環(huán)保)答題技巧及練習(xí)題(含答案)及解析-資料下載頁

2025-03-30 07:52本頁面
  

【正文】 locate people and do any task.D.It can cook for owners on its own.(3)What39。s Minor39。s attitude toward the future of RAS? A.Doubtful.B.Negative.C.Optimistic.D.Uncertain.(4)What can be a suitable title for the text? A.Elderly people leave the nursing home.B.Smart Home Tests first elderCare robot.C.RAS, the first robot to make home smart.D.Older adults have benefited from RAS.【答案】 (1)A(2)B(3)C(4)B 【解析】【分析】本文是一篇說明文,介紹了一款由美國(guó)華盛頓州立大學(xué)的科學(xué)家們研發(fā)的機(jī)器人,可以幫助那些癡呆或有身體缺陷的老年人在家里過上自立的生活。 (1)考查細(xì)節(jié)理解。根據(jù)章第二段中的“ The Robot Activity Support System, or RAS, uses sensors (傳感器)equipped in a WSU smart home to determine where its residents are, what they are doing and when they need assistance with daily activities”可知機(jī)器人活動(dòng)支持系統(tǒng)(RAS)使用WSU智能家居中配備的傳感器(傳感器)來確定其居民在哪里,他們?cè)谧鍪裁匆约昂螘r(shí)需要日常活動(dòng)的幫助,說明傳感器起到了重大的作用,故選A。 (2)考查推理判斷。根據(jù)最后一段中的“The next step in the research will be to test RAS39。 performance…”可知,這臺(tái)機(jī)器人的表現(xiàn)還要經(jīng)過進(jìn)一步的測(cè),說明正在測(cè)試階段,故選B。 (3)考查推理判斷。根據(jù)最后一段中的“ While we are still in an early stage of development, our initial results with RAS have been promising”可知,Minor對(duì)這款機(jī)器人的未來發(fā)展充滿信心、非常樂觀,故選C。 (4)考查主旨大意??v觀全文可知,本文介紹了一款由美國(guó)華盛頓州立大學(xué)的科學(xué)家們研發(fā)的機(jī)器人。再根據(jù)最后一段中的“The next step in the research will be to test RAS39。 performance ”可知,機(jī)器人目前還在華盛頓州立大學(xué)的智能屋里進(jìn)行測(cè)試,故選B。 【點(diǎn)評(píng)】本題考點(diǎn)涉及細(xì)節(jié)理解,推理判斷和主旨大意三個(gè)題型的考查,是一篇科技類閱讀,考生需要準(zhǔn)確捕捉細(xì)節(jié)信息,同時(shí)根據(jù)上下文進(jìn)行邏輯推理,概括歸納,從而選出正確答案。7.閱讀理解 ESports, short for electronic sports, is one of the growing industries in the world, with prizes totaling around $25 million up for grabs in some tournaments. ESports are professional multiplayer video game petitions. Any video game with a strong petitive element is considered eSports. The petition models itself after traditional professional sports in several ways: it uses corresponding tournament formats, involves player contracts, and is governed by regulations. The athletes who pete in eSports petitions are gamers. The history of eSports dates back to 1972 when some Stanford University students peted in the Intergalactic Space War Olympics for the opportunity to win a oneyear subscription to the Rolling Stone Magazine. ESports pretty much continued on the rather quiet path until the 80s when petitions like the Space Invaders Championship shot them to the spotlight. 2002 marked the beginning of a new era for the sport and laid the foundation for what eSports would bee thanks to the release of the Xbox live, which brought online play to consoles. Halo Ⅱ became the first game to be shown on national television for Major League Gaming in 2004, paving the way for eSports to bee a global phenomenon. Today, eSports are growing at a rapid pace thanks to advance in technology and the arrival of streaming services like Twitch which have exposed video game petitions to a new audience due to their extensive reach. To understand how much impact Twitch has made, data from gaming analyst group Newzoo show that eSports global audience increased 43 percent from 204 million to 292 million between 2014 and 2016. Interestingly, this coincides (一致) with Amazon39。s acquisition of Twitch in 2014 and its effort to make the petition a spectator sport.(1)What do we know about eSports? A.They are strongly petitive.B.They spread worldwide overnight.C.They totally differ from traditional ones.D.The athletes in the sports are programmers.(2)What is the main idea of Paragraph 2? A.The origin of eSports.B.The variety of eSports.C.The advantages of eSports.D.The development of eSports.(3)How does the author feel about eSport39。s future? A.Doubtful.B.Uncertain.C.Hopeful.D.Worried.(4)What is the purpose of quoting data in the last paragraph? A.To introduce Newzoo.B.To conduct a research.C.To show the influence of Twitch.D.To arouse the audience39。s interest.【答案】 (1)A(2)D(3)C(4)C 【解析】【分析】本文是一篇說明文,介紹了什么是電子競(jìng)技以及它的發(fā)展。 (1)考查細(xì)節(jié)理解。根據(jù)第一段中的ESports are professional multiplayer video game petitions. Any video game with a strong petitive element is considered eSports.可知,電子競(jìng)技是一種專業(yè)的多人視頻游戲競(jìng)賽,任何具有強(qiáng)烈競(jìng)爭(zhēng)元素的電子游戲都被認(rèn)為是電子競(jìng)技,也就是說電子競(jìng)技具有很強(qiáng)的競(jìng)爭(zhēng)性,故選A。 (2)考查段落大意。根據(jù)第二段中的The history of eSports dates back to 1972,ESports pretty much continued on the rather quiet path until the 80s,2002 marked the beginning of a new era for the sport及Halo Ⅱ became the first game to be shown on national television for Major League Gaming in 2004, paving the way for eSports to bee a global phenomenon.等細(xì)節(jié)可知,本段以時(shí)間為順序介紹了電子競(jìng)技的發(fā)展,故選D。 (3)考查推理判斷。根據(jù)倒數(shù)第二段可知,如今,由于技術(shù)的進(jìn)步和像Twitch這樣的流媒體服務(wù)的到來,電子競(jìng)技正在快速發(fā)展,由于Twitch的覆蓋面廣,它已經(jīng)將電子游戲競(jìng)賽展示給了新的觀眾,特別是growing at a rapid pace表明了作者對(duì)電子競(jìng)技的未來充滿希望,故選C。 (4)考查推理判斷。根據(jù)最后一段中的To understand how much impact Twitch has made, data from gaming analyst group Newzoo show that eSports global audience increased 43 percent from 204 million to 292 million between 2014 and 2016.可知,為了了解Twitch產(chǎn)生了多大的影響,游戲分析機(jī)構(gòu)Newzoo的數(shù)據(jù)顯示,從2014年到2016年,全球電子競(jìng)技的觀眾數(shù)量增長(zhǎng)了43%,由此可知最后一段引用的數(shù)據(jù)就是為了表明Twitch產(chǎn)生的影響,故選C。 【點(diǎn)評(píng)】本題考點(diǎn)涉及細(xì)節(jié)理解,推理判斷和段落大意三個(gè)題型的考查,是一篇科普類閱讀,要求考生在捕捉細(xì)節(jié)信息的基礎(chǔ)上,進(jìn)一步根據(jù)上下文的邏輯關(guān)系,進(jìn)行分析,推理,概括和歸納,從而選出正確答案。8.閱讀理解 What a Messy Desk Says About You For some time, psychologists have been
點(diǎn)擊復(fù)制文檔內(nèi)容
環(huán)評(píng)公示相關(guān)推薦
文庫吧 www.dybbs8.com
備案圖鄂ICP備17016276號(hào)-1