共用题干 The iPad1 The iPad is a tablet computer(平板电脑)designed and developed by Apple. It is par-ticularly marketed as a platform for audio and visual media such as books,periodicals(期刊),movies,music,and games,as well as web content. At about 1 .5 pounds(680

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共用题干
The iPad
1 The iPad is a tablet computer(平板电脑)designed and developed by Apple. It is par-ticularly marketed as a platform for audio and visual media such as books,periodicals(期刊),movies,music,and games,as well as web content. At about 1 .5 pounds(680 grams), its size and weight are between those of most contemporary smartphones and laptop comput-ers.Apple released the iPad in April 2010,and sold 3 million of the devices in 80 days.
2 The iPad runs the same operating system as iPod Touch and iPhone. It can run its own applications as well as ones developed for iPhone. Without modification,it will only run pro-grams approved by Apple and distributed via its online store.
3 Like iPhone and iPod Touch,the iPad is controlled by a multitouch display一a break from most previous tablet computers, which uses a pressure-triggered stylus(触控笔).The iPad uses a Wi-Fi data connection to browse(浏览)the Internet, load and stream media, and install software. Some models also have a 3G wireless data connection which can connect to GSM 3G data networks. The devices is managed and synchronized(同步)by iTunes on a per-sonal computer via USB cable.
4 An iPad has different features and applications one can use to execute different and in-teresting things. There are lots of iPad applications that the owner can use to enhance the way they communicate. Some of these are how to use social networking sites and other online options.One of the most common uses is for e-mail services. iPad applications like Markdown Mail allow the adoption of specific and particular options. They enable the owner to personal-ize their email accounts.
5 While the iPad is mostly used by consumers it also has been taken up by business us-ers. Some companies are adopting iPads in their business offices by distributing or making available iPads to employees.Examples of uses in the workplace include lawyers responding to clients,medical professionals accessing health records during patient exams,and manag-ers approving employee requests.A survey by Frost Sullivan shows that iPad usage in work-places is linked to the goals of increased employees productivity,reduced paperwork,and in-creased revenue.

Paragraph 3______
A: Online Stores
B: Differences from iPhone
C: Display and Data Connection
D: Business Usage
E: Features and Applications
F: Operating System
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相似问题和答案

第1题:

移动设备有()。

A、手机

B、笔记本电脑

C、平板电脑

D、IPAD


答案:ABCD

第2题:

A(66)computer is a personal computer whose hardware is capable of using any or all 0f the following media in a program:audio,text,graphics,video and animation.

A.database

B.multimedia

C.network

D.mainframes


正确答案:B
解析:多媒体计算机是一种个人计算机,其硬件能使程序可以利用下列各种媒体:音频、文本、图形、视频和动画。

第3题:

Why was David able to get the job in the company?

A.He had done well in all his exams.

B.He had written some computer programs.

C.He was good at playing computer games.

D.He had learnt to use computers at schoo1.


正确答案:B

第4题:

请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.
Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.

What does "unscathed" (Para. 1) probably mean?
查看材料

A.unsettled
B.unbeaten
C.unharmed
D.unhappy

答案:C
解析:
unscathed出现在文章第一段最后一句“In many ways this violence can be compared to violence within children’S cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.”即从很多方面来说,可以把电子游戏里的暴力和卡通片里的暴力比较:卡通片中的人物被击中脑袋。或者从悬崖上掉下去,也可以毫发无损地走开。unsettled“(问题、争论等)未解决的,动荡的”。unbeaten"战无不胜的,未被击败的”,unharmed“未受伤的,未受损害的”,unhappy“不快乐的。不幸福的”,只有C项与unscathed的意思相近。

第5题:

请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.
Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.

According to the second paragraph, how does violence relate to playing computer games?
查看材料

A.When losing computer games children tend to experience frustration and anger.
B.Beat-Them-Ups are more popular with children therefore more likely to produce violent behavior.
C.People who have good hand-eye-coordination tend to be more violent than others.
D.The violent content in the games gets children addicted to the games.

答案:A
解析:
文章第二段介绍了为什么沉迷于电子游戏会使孩子们产生暴力倾向。作者先将本段内容在开头进行综述,小孩打游戏总是过了头.游戏已经渗透到他们的生活中去。人们担心.孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。尤其是游戏即将失利的时候.玩家就会觉得沮丧.为自己曾经的失误气恼.总想再来一次。作者说,Platforms和Beat.Them.Ups同样会使孩子们感到失利后的沮丧,对应A项说法。B项“Beat—Them.Ups更受欢迎,因此更容易激发暴力行为”是错误的。C项“手眼协调的人更容易有暴力倾向”.文章并没有相关内容。D项“游戏中的暴力内容使得孩子们沉迷于游戏中”.文章也没有这样的说法。

第6题:

MP3是目前最流行的数字音乐压缩编码格式之一,其命名中“MP”是指(12),“3”是指(13)。

A.media player

B.multiple parts

C.music player

D.MPEG-1 Audio


正确答案:D
解析:本题考查MPEG声音信息压缩编码技术的相关知识。MP3是流行的数字音乐压缩编码格式,其命名是来源于MPEG-1音、视频压缩编码标准。MPEG-1的声音压缩编码技术定义了三个编码层(Layer):layer 1是基础的编码层,layer 2和layer 3的复杂度逐层提高,每个后继的layer都提供更高的压缩比,但需要更复杂的编码解码器。MP3就是使用MPEG-1 Audio Layer 3的声音编码。

第7题:

请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.
Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.

What is the topic of this article?
查看材料

A.How does playing computer games affect the level of violence in children.
B.There is no difference between Platform games and 'Beat-Them-Ups'.
C.How to control anger while playing computer games.
D.How to make children spend less time on computer games.

答案:A
解析:
作者开头就说“A big focus of the criticism of computer games has concerned the content of
the games being played.”即计算机游戏的内容遭到很多非议。第二段开头.作者又用这样的话引出下文.“Controversy has occurred in part because of the intensity of the game play,which is said to spill over into children’s everyday lives.There are WOrl3es that children are becoming more violent and aggressive after prolonged exposure to these games.”即计算机游戏引起争议.有部分原因是因为小孩打游戏总是过了头.游戏已经渗透到他们生活中去。人们担心,孩子们会因为打游戏时间过长而渐渐变得有暴力倾向。第三段开头.作者说“Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality”即对计算机游戏暴力的一些担心来自于孩子无法辨别虚拟世界和现实世界。可见.本文的主旨是讨论计算机游戏给孩子们带来暴力影响的问题.

第8题:

Poster, cue cards, or pictures that teachers prepare before the class are about___.

A.audio-cassettes

B.visual materials

C.supplementary materials

D.videodiscs


正确答案:B

第9题:

请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.
Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.

Which of the following games is supposed to contain violent content?
查看材料

A.Sonic.
B.Super Mario.
C.Platformer.
D.Beat-Them-Up.

答案:D
解析:
文章第一段介绍了两类主要的电子游戏:Platformers和Bea.Them.Ups。前者包括索尼克和超级玛丽游戏。后者是打游戏者作为游戏中的卡通人物的单人独斗类游戏.后者一般被认为有暴力内容。关键句为“Beat.them.ups are the games which have caused coneerll over their violent content.”

第10题:

请阅读Passage 2,完成题:
A big focus of the criticism of computer games has concerned the content of the games being played. When the narratives of the games are analyzed they can be seen to fall into some genres.
The two genres most popular with the children I interviewed were'Plafformers' and 'Beat-them-ups'. Platform games such as Sonic and Super Mario involve leaping from platform to platform,avoiding obstacles, moving on through the levels, and progressing through the different stages of the game. Beat-them-ups are the games which have caused concern over their violent content. These games involve fights between animated characters. In many ways this violence can be compared to violence within children's cartoons where a character is hit over the head or falls of a cliff but walks away unscathed.
Controversy has occurred in part because of the intensity of the game play, which is said to spill over into children's everyday lives. There are worries that children are becoming more violent and aggressive after prolonged exposure to these games. Playing computer games involves feelings of intense frustration and anger which often expresses itself in aggressive 'yells' at the screen. It is not only the'Beat-them-up' games which produce this aggression; platform games are just as frustrating when the characters lose all their'lives' and'die' just before the end of the level is reached. Computer gaming relies upon intense concentration on the moving images on the screen and demands great hand-to-eye coordination. When the player loses and the words'Game over' appear on the screen, there is annoyance and frustration at being beaten by the computer and at having made an error. This anger and aggression could perhaps be compared to the aggression felt when playing football and you take your eye off the ball and enable the opposition to score. The annoyance experienced when defeated at a computer game is what makes gaming'addictive': the player is determined not to make the same mistake again and to have'one last go' in the hope of doing better next time.
Some of the concern over the violence of computer games has been about children who are unable to tell the difference between fiction and reality and who act out the violent moves of the games in fight on the playground. The problem with video games is that they involve children more than television or films and this means there are more implications for their social behavior. Playing these games can lead to anti-social behavior, make children aggressive and affect their emotional stability.

According to the author, why do video games lead to violence more than TV or movies?
查看材料

A.Because children cannot tell fiction from reality.
B.Because children like to act out the scenes in the games on the playground.
C.Because computer games involve children more than TV or films.
D.Because computer games can produce more anti-social behavior.

答案:C
解析:
题干问的是为什么电子游戏比电视和电影更容易激发孩子们的暴力行为。根据文章第三段第二句“The problem with video games is that thev involve children more than television or films and this means there are more implications for their SOCial behavior.”即电子游戏比电视或电影都更容易让孩子们有身临其境的参与感,从而对他们的社会行为影响更大。可知C项正确。

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