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[阅读小分队] 【Native Speaker每日综合训练—36系列】【36-19】科技

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楼主
发表于 2014-5-20 22:32:00 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
内容:ZXPPX 编辑:ZXPPX

Stay tuned to our latest post! Follow us here ---> http://weibo.com/u/3476904471
大家好,胖胖翔来了!今天的内容主题比较简单,但是非常新颖,速度部分的字数有点多,大家主要看文章结构,这样就很好理解了。游戏的鼻祖D&D在40年之后仍然独霸天下;疾病K真的来自中国东北吗;美国士兵在越南战场上的伙伴,落得怎样的下场?enjoy~

Part I: Speaker

The Internet Gets Amnesia, in Europe at Least
A European Union court ruling endorses the right to be forgotten online. The U.S. is less forgiving. Larry Greenemeier reports

Remember Friendster and MySpace? Those social media sites ushered in the age of oversharing more than a decade ago. And stuff you may have posted on those sites could still be there. These zombie web pages can haunt people who’d rather have reputation-crushing online photos, video and documents forgotten.

Here in the U.S., most past cyber transgressions still roam freely across the Web. Only California allows minors, crime victims and other special cases to request the takedown of content damaging or dangerous to them.

But a European Union court recently ruled that people do have the right to have sensitive information about themselves deleted from Google search results. It was a reversal of the court’s earlier stance. And it means certain sites may be forced to delete what they called “irrelevant or no longer relevant” data from its results when someone requests it.

Google is understandably unhappy. The company fears that requests for search result deletions from E.U. dwellers will translate into lost ad revenue.

None of these efforts can ever fully erase a person’s online past given how much sharing goes on. So think twice before posting your next bong hit selfie. Unless maybe you’re Seth Rogen.

—Larry Greenemeier

Source: Scientific American
http://www.scientificamerican.com/podcast/episode/the-internet-gets-amnesia-in-europe-at-least1/

[Rephrase 1, 1:34]

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沙发
 楼主| 发表于 2014-5-20 22:32:01 | 只看该作者
Part II: Speed



Kawasaki disease origin traced to northeast China
Scientists suspect a fast-acting wind-borne toxin underlies the childhood disease.
BY Jennifer Frazer | 19 May 2014

[Time 2]
Kawasaki disease, a mysterious and sometimes fatal childhood illness first identified in Japan, has been traced to the croplands of northeastern China, scientists report today in Proceedings of the National Academy of Sciences.

The disease, an inflammation of the blood vessels that primarily affects children aged 5 or under, produces a variety of dramatic symptoms, including fever, rash and what is aptly described as 'strawberry tongue'. Roughly a quarter of untreated children also develop aneurysms in the blood vessels of their hearts that kill 1% outright and can cause heart attack years later in survivors.

The condition’s cause is unknown despite almost half a century of research, although a previous study suggested that this might be a disease-inducing agent that is carried by the wind to Japan, and then across the Pacific Ocean to the western United States, from a source somewhere in Asia.

Now researchers believe that they have narrowed down the disease’s origins further, to the vast farmlands of northeastern China where maize (corn), rice and wheat are grown.

The team analysed infection records for Japan's 47 prefectures to determine the start and peak of Kawasaki epidemics in 1979, 1982, and 1986, and seasonal outbreaks between 1987-2010. They then examined wind patterns before and during the epidemics in 3-hour chunks, seeking to identify the last place at which winds had ebbed appreciably before they reached Japan. The team suspected that this would pinpoint Kawasaki’s source because wind masses tend to drop particles of dirt or biological matter — and pick up new ones — as they slow.

The researchers also calculated the likely incubation time for the disease — 6 hours to 2.5 days, but probably less than 24 hours — by comparing the arrival time of winds from the source region in China with the timing of the first diagnosed cases during various epidemics.
[303 words]

[Time 3]
Toxic origins
Kawasaki’s relatively quick onset rules out a viral cause, the researchers say, because incubation time for most viral infections is several hours longer. “The incubation time suggests we should be looking in a very different direction,” says study co-author Jane Burns, a paediatrics researcher at the University of California, San Diego

Instead, Burns and colleagues suspect a wind-borne toxin made by a plant, fungus or bacterium. If a wind-borne toxin is indeed responsible, it would be the first disease known to operate in this way, Burns says.

Intriguingly, air samples that the researchers collected from winds blowing from northeastern China to Japan contained an unexpectedly high quantity of the fungus Candida.

“I think there is evidence that [Kawasaki disease] looks like other bacterial toxin diseases,” says Samuel Dominguez, a paediatric infectious-disease specialist at the University of Colorado School of Medicine in Aurora.

But David Battisti, an atmospheric scientist at the University of Washington in Seattle, questions whether northeastern China is the region of origin of Kawasaki's causative agent. He notes that outbreaks of the disease tend to occur in Japan during winter and early spring, when cropland in northeastern China is frozen solid, and winds would not stir up many particles.

“it's an open question still whether the source region is northeast China, or maybe even further west,” he says.
[224 words]

Source: Nature
http://www.nature.com/news/kawasaki-disease-origin-traced-to-northeast-china-1.15252



40 years later, 'Dungeons & Dragons' still inspiring gamers
BY Larry Frum | 19 MAY, 2014

[Time 4]
(CNN) -- Four decades before anyone took an arrow to the knee in "Skyrim," adventurers were sitting down with paper and pencil to battle fantasy monsters and explore rich, new worlds in a different kind of role-playing game.
"Dungeons & Dragons," commonly known simply as D&D, burst onto the scene in 1974, long before the word "gaming" came with the implied word "video" in front of it.
In D&D, the brainchild of creators Gary Gygax and Dave Arneson, players could become fighters, magic-users, and clerics, and run through adventures created by a "Dungeon Master" or "DM" -- the person responsible for controlling nearly every aspect of the game.
Players sat around a table rolling multi-sided dice and visualizing the adventure using just their imaginations -- a far cry from today's vast, richly rendered video-game worlds.
But four decades later, and with all its high-tech competition, "Dungeons & Dragons" continues to grow and evolve. And many of today's computer games, animated television shows, feature films, novels, and even pop and rock songs owe much to D&D lore.
"In today's culture, D&D has found its place as a leader and influencer over storytellers across so many different mediums," said Nathan Stewart, brand director for D&D at Wizards of the Coast, the company publishing the game. "From game designers and musicians, to scores of screenwriters and film directors, D&D has had a profound effect on those who have brought fantasy and geek culture to the foreground."

Demon worship?
Indeed, many creators of fantasy games and stories today probably cut their teeth on D&D as kids, or teens. The game allowed players to tap into their own creativity while socializing with friends.
Or, for some, with their family.
Jerry Holkins, co-founder for the webcomic, "Penny Arcade," said he started playing D&D with his young aunts and uncles, much to the chagrin of his mother.
"My mom flipped out, of course. The belief that 'Dungeons & Dragons' constituted some kind of 'satanic ritual' was a common refrain at my house," Holkins said. "When I got older, I hid the fact that I played it. Where she might have found another young person's pornography or drugs, she found my DM's guide. Honestly, I think she would have preferred the drugs."
By the early '80s, as the game grew in popularity with wargamers, then college and high school students, it drew the attention of some religious groups that claimed -- as they would with "Harry Potter" decades later -- that the game encouraged witchcraft and demon worship.
For others, D&D opened the door to expanding their circle of friends at a time in their formative years when shyness may have otherwise taken over. Video game creator Ken Levine didn't have friends to play D&D with when he discovered the game in 1978. But a trip to summer camp and a chance meeting with others who played introduced him to many new people.
"So I went from having no friends and no social circle to an immediate social circle through 'Dungeons & Dragons,' " said Levine, who is best known as creator of the "Bioshock" series. "We were playing a module out of the 'Dragon' magazine called 'The Mansion of Mad Professor Ludlow.' The Dungeon Master that night is still my best friend to this day."
"Without Dungeons & Dragons, there is a very different person in this chair right now. I just don't know if I would have made the connection -- the social network with the people I met."
By 1981, the game had more than 3 million players worldwide. By 2007, that number grew to 6 million, and the numbers keep rising.
[607 words]





[Time 5]
Influence on video games
Universally considered the first modern role-playing game, D&D set the benchmark for many future RPG games -- either the table-top or computer variety. Beyond simple game mechanics, the game allowed players to understand how to tell a story or craft an adventure that kept people engaged and entertained.
"Often times when people think of D&D, they think of the dice, maps and groups of friends sitting around the kitchen table," Stewart said. "But D&D has also been in the video game space as far back as 1982 and has served as the inspiration for a lot of today's digital games."
The influence of "Dungeons & Dragons" on video games has been clear from the beginning.
"D&D was about creativity -- both in terms of the player experience and the Dungeon Master experience," Levine said. "Once I started getting exposed to Gygax's world -- sitting there and thumbing through the pages of the 'Monster Manual' over and over again and the other manuals of Advanced D&D, I saw his whole vision. It exposed me to creatively minded people who thought about fantasy and genre things the way I did. It really got the ball rolling for me."
In 1988, the first officially-licensed video game based on D&D was released by Strategic Simulations, Inc. "Pool of Radiance" was an adaptation of the Advanced Dungeons & Dragons rule set, and was generally well received by fans and critics.
More successful video games would follow including the "Baldur's Gate" series and the "Neverwinter Nights" collection. Holkins played many of the games and felt the games leveraged the vast settings of the D&D's campaigns without tying themselves to its specific rules -- thereby leaning more on storytelling rather than combat.
"As far as it being an influence on videogames, that's not even a conversation," Holkins said. "In the Western CRPG (computer role-playing games) tradition, the lineage is so direct as to be a straight line."
And many who play games like "Diablo," "Dark Souls" and "World of Warcraft," often connected to teammates and opponents through headsets and computer chat channels, also gather together for the social experience that is an old-fashioned "D&D" session.
"Dungeons & Dragons" sessions are social, Levine said. "You are surrounded by your friends and not (someone) yelling and cursing at you over their Xbox headset. "You get to have this really nice experience playing with friends."
Holkins agrees.
"Different groups are all playing the same game, theoretically, but in practice there's a lot of culture that isn't really portable from table to table and people approach it with their own style," he said. "It would have to be like that, when you think about it. At root, the game is about a group of people who are all agreeing to imagine the same thing. Is 'intimate' the right word? I think I could make a case."
[479 words]




[Time 6]
New D&D rules
The game itself has evolved over many official and unofficial rule changes in its 40 years. From the original rules in 1974 to "Advanced Dungeons & Dragons" in 1981 up to "D&D 4th Edition" released in 2008, the idea has always been to give players a framework to create adventures the way they want to experience and enjoy them.
"There are certain things about the D&D game that transcend generations -- the storytelling aspect, the desire to become something greater than yourself or just something different from yourself," said Chris Perkins, senior design manager for story and world building for Dungeons & Dragons. "I think those experiences have given the D&D game its longevity because they are timeless."
Two years and 170,000 playtesters later, those timeless ideals are implanted in the fifth and latest generation of rules which were announced by Wizards of the Coast on Monday. A brand new "Player's Handbook," "Monster Manual," and "Dungeon Master's Guide" will be released this summer, setting the foundations for the game's future.
In addition to new rules, the creative team at Wizards of the Coast announced an original storyline that will extend beyond the tabletop and into digital gaming. Tiamat, a powerful goddess that takes the form of a multi-colored, five-headed dragon, is at the core of the new "Tyranny of Dragons" tale.
A new module for the D&D online game, "Neverwinter," will launch on August 14 and be "the premier digital 'Dungeons & Dragons' experience for players," according to a press release.
Two new tabletop adventures will also be released, one on August 19 and the other on October 21. A new line of miniatures (figures that represent player characters and others they encounter) is also planned to be used in conjunction with the fifth edition of core rules.
"We're aiming to tell the story not only in the role-playing game, but in other venues so that people can experience it at a number of different levels to a number of different depths," Perkins said. "We haven't really dealt with dragons much in the (Forgotten Realms) over the past 40 years. It's been a long time since we've had an iconic villain on the order of Tiamat."
He said the experience will be different depending on what platform you access the story. Players will have a shared story, but what actually happens during a tabletop game will be different than in the digital games.
While rule changes have usually resulted in the gnashing of teeth and wailing of voices from some players, Perkins said there is flexibility built in to the new edition so players can play and enjoy whatever type of game they want, using as much or as little of the new system as they want.
Perkins acts as the Dungeon Master for the Acquisitions, Inc., adventures at PAX conventions and plans to show everyone how the new rules can work.
"When I run the game at PAX Prime this summer, I'm going to do it even differently," he said. "I'm going to have 'Theater of the Mind' elements, but I'm also going to have very strong visuals and there will be miniatures because I'm going to try to demonstrate without actually calling attention to it that you can present and play the D&D game in any one of a number of different ways and it is still Dungeons & Dragons."
Stewart and Perkins believe the future of stories in games will be best told through a transmedia experience and they hope players will usher in a familiar future for D&D. It is a sentiment shared by Levine and Holkins.
"Let's get a group of friends together and have an adventure," Levine said. "In reality, that's what the future of video gaming wants to be. It wants to be a place where the player has the ability to be more expressive."
[645 words]

Source: CNN
http://edition.cnn.com/2014/05/19/tech/gaming-gadgets/dungeons-and-dragons-5th-edition/index.html

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板凳
 楼主| 发表于 2014-5-20 22:32:02 | 只看该作者
Part III: Obstacle

Dogs at War: Left Behind in Vietnam
For centuries military dogs have played important roles on the battlefield.
BY Rebecca Frankel | 19 MAY, 2014





[Paraphrase 7]
It was a beautiful day. Twenty-two-year-old Marine Sergeant Steve Reichenbach was working his way up a hill, his scout dog Major moving along beside him.

In fact, he wasn't supposed to go out on another mission. It was supposed to be his last day in Vietnam, his last day with Major. The replacement handlers were already in country, ready to pick up the leashes as soon as Reichenbach and his fellow handlers left Vietnam to make their way back home. But when the request came in for a dog team to go out with a group of Marines on a patrol mission, Reichenbach said he'd go—to work once more with Major.

At 90 pounds, Major—a Great Dane-Shepherd mix with a creamy off-white coat—had an intimidating presence. After they first started running missions together, Reichenbach began to notice that once the enemy saw his dog coming, they would start tripping their ambushes early. Major's size alone was enough to scare them off.

Unlike most of the other Marine dog handlers who had been sent to Vietnam in 1966, Reichenbach hadn't trained with Major before deploying. Instead he had been paired up with the dog once he arrived in country. The handler Major had come with to Vietnam had been killed a few weeks before Reichenbach arrived. But despite the fact they were paired out of convenience, Reichenbach and Major meshed from their first meeting.

The young man and this dog had similar temperaments: They were both mellow, relaxed, even-keeled types who didn't waste much energy getting excited about much of anything. A quiet dog, Major never barked, never growled. He was never ruffled by the noise of the fighting around him. Reichenbach never saw Major out of sorts, except for the time they came across a cat—a kitten that weighed no more than three pounds. But as soon as Major caught wind of this little creature, he went crazy, moving so fast to chase the cat he nearly jerked his handler to the ground.

On their last day together, they marched along up the hill, which was mostly bare, offering no brush or trees for cover. After a while, one of the Marines in the company stepped into a booby trap—a deep pit lined with sharp spears—and one of the spears went through his boot and into his foot. While the medic was attending to the wounded man, Reichenbach turned around to walk away with Major and was hit with a bad feeling—suddenly he just knew that something wasn't right.

And then a mine exploded. A tail of shrapnel sprayed out behind it, catching six of the men and killing four of them. Reichenbach was hit in his upper right leg and left hip, his wounds bleeding freely.

And then, the dog that never growled, that was never put off by the sound of snapping gunfire or artillery shells, planted himself at Reichenbach's side and bared his teeth. Major would not let anyone come near his handler.

The other men, working fast to get Reichenbach medical attention, finally got a muzzle on the dog. The company commander, Captain Walter Boomer, hoisted the large dog up and put him on the chopper, right on top of Reichenbach. As the chopper descended back at the base, the first thing the waiting medics saw was a big white dog bearing down on them.



It was the last time Reichenbach would see Major. The handler spent the next three months recuperating in a series of different military hospitals before finally returning home to the United States. Meanwhile, Major was immediately paired up with the replacement handler. And, as one of Reichenbach's fellow Marines would tell him later, when this new handler went to meet his new dog, Major was still covered in Reichenbach's blood.

Reichenbach never had another dog. After the war ended, he didn't try to track down Major the way that some handlers did, sending inquiries after their dogs, hoping to adopt them (all unsuccessfully). Someone sent him an email once, saying they'd found a record noting that Major died of a jungle disease that had been killing off their dogs. But even if Major was still alive by the time the United States forces pulled out of Vietnam, he, like all but a few of the dogs still in country, would have been left behind.

And many of these military dogs met with an unhappy end—likely euthanized by the South Vietnamese Army, with whom they were left, or worse. Many of the handlers didn't find out for years that their canine partners never made it out of Vietnam alive.

This is one of the darkest parts of war dog history, especially considering how valuable they were to U.S. troops. Roughly 4,000 dogs served in the war, leading patrols with their handlers through dense jungle terrain. Overall, they are credited with saving upward of 10,000 lives.

After he got out of the Marine Corps, Reichenbach never had another dog, but he still thinks of Major. Whenever some website asks for the name of his first pet as a security question, Reichenbach always lists Major, even though he wasn't really his first dog or really a pet. He was something more.

"He was a good puppy," he says. "He deserved better than he got. But," he pauses, thinking for a moment, "it was a useful life."
[900 words]

Source: Nationalgeographic
http://news.nationalgeographic.com/news/2014/05/140519-dogs-war-canines-soldiers-troops-military-vietnam/#

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地板
发表于 2014-5-20 22:38:26 | 只看该作者
小二,来个沙发~~

没有玩过D&D,但久仰大名,有玩过的同学吗?

Time2: 1'49
Time3: 0'57
Time4: 3'26
Time5: 2'30
Time6: 3'12
Time7: 5'31

5#
发表于 2014-5-20 22:43:33 | 只看该作者
再来个板凳!!
掌管 6        00:08:04.51        00:23:52.34
掌管 5        00:04:11.09        00:15:47.82
掌管 4        00:03:18.66        00:11:36.73
掌管 3        00:04:20.62        00:08:18.07
掌管 2        00:01:45.87        00:03:57.45
掌管 1        00:02:11.57        00:02:11.57

time 2
K disease has been traced to northeast CHN

time 3
if K is a win-born toxin, it is the first to spread in that way
northeast CHN may not be the original place of K , because of the impossible way in way win-born pattern happen from CHN to JP

time 4
video Game, D&D, attracted many people in chilhood at past
now it is still popular
people began to play this game with friends or families
the game help some to make friend and become sociable

time 5
D&D had great influce in the furthe GRP games
it is creative and give players different experience
D&D's chatting style is also imitated by other games

time 6
rules of the game

Ostacle
after the war, knowing his dog M wil be left in Vetnam, R ramble with M the last time
after that, R was hit, and R protected him
then R never saw M again, since after his 3-month cure
R never has anther dog again
many dog was left in Vietnam, a dark part of the war
6#
发表于 2014-5-20 22:45:56 | 只看该作者
地板地板~~~么么哒~~(捂脸 首页督促填坑)...
谢谢zxppx~~~

给跪了,写到一半断网了!
用手机打着交作业…T。T
Speed:
Time2: 1'53
Time3:1'02
Time4:2'45
Time5:2'23
Time6:3'04
Obstacle:5'03








7#
发表于 2014-5-20 22:47:06 | 只看该作者
占~~~~~~~~~

Speaker:Now the EU court allowed people to delete their information from serch engine such as Google.And in the US,only California allowed this action.But this effort can not totally erase all your information online.Think carefully before you post next time.

01:20
Recently scientists reported that Kawasaki disease comes from farmland in northeastern China and is transported to Japan and USA by wind.

01:04
Scientists suspected that this disease is caused by a wind-borne toxin made by a plant.But some scientists argued that at the time when the diseased happened,the land in northeaster china is frozen.

02:33
Describe the original kind of D&D game.And now D&D becomes a leader and influencer in many field.Describe how D&D developed and accpeted by people.

02:18
D&D has a big influence on video games.Most RPG games are based on D&D rules.D&D is about creativity, storyteller and social connection.the game is about a group of people who are all agreeing to imagine the same thing.

02:34
The rule of D&D keeps changing.And the latest edition is the fifth.But sth still remains: D&D gives people a framwork to creat adventures and the stroytelling aspects allows players to experience someone else.The newest edition gives people different experience in diffent platforms.And many new games are released.

04:34
Main Idea: military dogs.
Telling a moving story about a military dog and its handler in Vietnam.These dogs play important roles in the battle,but they do not have good ends.Most of them can not come back to the USA alive.
8#
发表于 2014-5-20 22:54:07 | 只看该作者
coming…………

Speaker:
A European Union court recently ruled that people do have the right to have sensitive information about themselves deleted from Google search results. It means certain sites may be forced to delete what they called “irrelevant or no longer relevant” data from its results when someone requests it.

Time2: 2'03"
Time3: 1'19"
Kawasaki disease, a mysterious and sometimes fatal childhood illness first identified in Japan, has been traced to the croplands of northeastern China. But other scientist questions whether northeastern China is the region of origin of Kawasaki's causative agent. Outbreaks of the disease tend to occur in Japan during winter and early spring, when cropland in northeastern China is frozen solid, and winds would not stir up many particles.

Time4: 3'46"
Time5: 2'40"
Time6: 3'55"
In today's culture, D&D has found its place as a leader and influencer over storytellers across so many different mediums. From game designers and musicians, to scores of screenwriters and film directors, D&D has had a profound effect on those who have brought fantasy and geek culture to the foreground.
Different groups are all playing the same game, theoretically, but in practice there's a lot of culture that isn't really portable from table to table and people approach it with their own style.
In reality, that's what the future of video gaming wants to be. It wants to be a place where the player has the ability to be more expressive.



9#
发表于 2014-5-20 22:54:46 | 只看该作者
倒数第二个了!!
---------------------
谢谢楼主!~

speaker:
a European Union court ruled that people have the right to delete some information from Google search results, but this will undoubtedly make G unhappy
next time you want to post something, be careful

time2:
the outcome of the disease
the disease is used to believe carried by the wind to Japan
team want to analyzed accuracy so they find the wind record of the peak year of disease

time3:
some findings and further study about the virus

time4:
even many years past, the DD still have impacts on today’s game
the game can make two people become great friends, the number of people playing the game is still growing

time5:
DD set the benchmark for many future RPG games
the story of a person who played a lot of games and his comments on the DD

time6:
the game rules have changed a lot during its development
however, there is still something that is not changed
the release and the new generation of the game
the story can be different according to the platform

time7:
the last day of R working with Major
the young man and this dog had similar temperaments
in the last day, R got hit
R never tried some way to track down Major
many of these military dogs met with an unhappy end
R missed Major a lot
10#
发表于 2014-5-20 22:58:33 | 只看该作者
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