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【英語】高中英語閱讀理解(科普環(huán)保)解題技巧講解及練習題(含答案)-資料下載頁

2025-04-01 22:44本頁面
  

【正文】 在根據(jù)第二段中的“Now the silver haired 78year old has realized he would like his loved ones to have access to those stories, even when he is no longer alive to share them. Kaplan has agreed to bee “AndyBot” a virtual person who will be”現(xiàn)在這位花白頭發(fā)的78歲的老人想要他愛的人知道這些故事,甚至當他去世之后還可以分享這些故事。Kaplan同意變成數(shù)字人 ,可知,第一段的內容主要是引出下文中文章的話題數(shù)字人。故選B。 (2)考查細節(jié)理解。根據(jù)第二段中的“Now the silver haired 78year old has realized he would like his loved ones to have access to those stories, even when he is no longer alive to share them. Kaplan has agreed to bee ‘AndyBot’...a virtual person who will be”現(xiàn)在這位花白頭發(fā)的78歲的老人想要他愛的人知道這些故事,甚至當他去世之后還可以分享這些故事。Kaplan同意變成數(shù)字人,可知,卡普蘭同意變成數(shù)字人是為了能更長時間的分享自己的這些故事。故選A。 (3)考查細節(jié)理解。根據(jù)第三段中的“If all goes according to plan. future generations will be able to interact with him using voice puting platforms of mobile devices, asking him questions, letting him tell stories and drawing upon a lifetime39。s worth of advice long after his physical body is gone. ”如果一切按計劃進行,后代可以通過移動端的語音平臺和他交流,即使他的肉體不存在后,還可以問他問題,讓他講故事以及咨詢他一生經(jīng)驗的寶貴建議??芍ㄆ仗m成為“數(shù)字人”后,他的后代仍能得到他一生經(jīng)驗的寶貴建議。故選C。 (4)考查推理判斷。根據(jù)最后一段中的“If technology succeeds in creating emotionally intelligent digital humans, experts say, it may forever change the way living people cooperate with puters and experience loss.”可知,專家們說,如果科技成功地創(chuàng)造出高情商的數(shù)字人類,它可能會永遠改變人類與電腦交互的方式,以及處理失去親人創(chuàng)傷的方式,即目前的數(shù)字人類還無法擁有高情商,還是不夠完美的,因此數(shù)字人技術還有很長的路要走。故選D。 【點評】本題考點涉及細節(jié)理解和推理判斷兩個題型的考查,是一篇科技類閱讀,考生需要準確掌握細節(jié)信息,并根據(jù)上下文進行邏輯推理,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技以及它的發(fā)展。 (1)考查細節(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,電子競技是一種專業(yè)的多人視頻游戲競賽,任何具有強烈競爭元素的電子游戲都被認為是電子競技,也就是說電子競技具有很強的競爭性,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.等細節(jié)可知,本段以時間為順序介紹了電子競技的發(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,由于技術的進步和像Twitch這樣的流媒體服務的到來,電子競技正在快速發(fā)展,由于Twitch的覆蓋面廣,它已經(jīng)將電子游戲競賽展示給了新的觀眾,特別是growing at a rapid pace表明了作者對電子競技的未來充滿希望,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,游戲分析機構Newzoo的數(shù)據(jù)顯示,從2014年到2016年,全球電子競技的觀眾數(shù)量增長了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。 【點評】本題考點涉及細節(jié)理解,推理判斷和段落大意三個題型的考查,是一篇科普類閱讀,要求考生在捕捉細節(jié)信息的基礎上,進一步根據(jù)上下文的邏輯關系,進行分析,推理,概括和歸納,從而選出正確答案。8.閱讀理解 On December 26, 2004, hundreds of tourists relaxed on Sri Lanka39。s Yala National Park39。s beaches. But at midmorning the park39。s elephants began crying wildly and running away from the ocean and up a nearby hill. The puzzled keepers could tell the animals were worried about something but what? What the keepers did not know was that a 30foot wall of water was headed straight toward them. T
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