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Text3 In the past several years,as the n
Text3 In the past several years,as the n
练习题库
2022-08-02
42
问题
Text3 In the past several years,as the nascent medium of virtual reality has come into its own,scientists and creators have begun to explore its potential effects on the human mind.Some are undoubtedly positive-as,for instance,when the technology is used to help war veterans overcome posttraumatic stress disorder,or as a means to expand a person's capacity for compassion.But the immediacy of virtual reality has a dark side,too.Several months ago,Michael Madary and Thomas K.Metzinger,researchers from the Johannes Gutenberg University of Mainz,in Germany,published a series of recommendations on the ethical design and implementation of virtual reality.Their appraisal of the medium's psychological force is both studious and foreboding."The power of virtual reality to induce particular kinds of emotions could be used deliberately to cause suffering,"they write."Conceivably,the suffering could be so extreme as to be considered torture."In filmmaking,the director must perform a kind of seduction of dread,leading viewers through an escalating series of psychological states.In the immersive world of virtual reality,no such dance is required.Part of the power of virtual reality-based horror comes from the fact that the director knows exactly where the viewer is looking."With that knowledge,we can play mind tricks or trigger events based on the gaze,"Jon Hibbins,the director of Psytec Games,a London-based virtual reality studio,said.For instance,he said,in Psytec's most recent fantasy-horror title,Crystal RiR,"a monster can appear in a vent only when the player looks at the vent."Hibbins claims that,as viewers'brains are tricked into believing that they are physically present in a reality,the memories they form are much stronger than those made when watching so-called flat-screen media.To soften these memories,Hibbins and his team have introduced a slider into their game that allows players to control the intensity of the horror."'Normal'will be an average scare experience,"he said."You'Il hear voices in the distance,ghosts in the corridors,sound from the voids,and snakes in the corridors.'Extreme'introduces jump scares,such as ghost figures that run through your body.It really does offer everyone an option."Stephan said,"Long-term,perhaps it's a case of building literacy in players and viewers so they understand when the scares are coming.For now,I think that means taking it slow."33.It can be inferred from Paragraphs 2 and 3 thatA.virtual reality is an alternative to film making.B.a monster can be created through player's imagination.C.people's horror can be controlled by game designers.D.viewers know how to slow down the coming ofscares.
选项
A.virtual reality is an alternative to film making.
B.a monster can be created through player's imagination.
C.people's horror can be controlled by game designers.
D.viewers know how to slow down the coming ofscares.
答案
C
解析
事实细节题。第三段解释虚拟现实如何使人产生恐惧,并列举了游戏设计者对场景控制的例子,由此可推测C项“人们的恐惧可以由游戏设计者控制”是正确选项。【干扰排除】虚拟现实可以替代电影制作的过程,但不能替代电影制作,所以A项错误;文中提到的怪物是游戏设计者创造出来的,而不是玩家通过想象创造的,所以B项错误;第四段第一句只提到“让他们明白何时恐惧感会来临”,并没有说观众知道如何延缓恐惧的到来,所以D项也错误。
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本试题收录于:
英语一研究生题库研究生入学分类
英语一研究生
研究生入学
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