Augustus, born Gaius Octavius in 63 BCE, was a pivotal figure in the history of ancient Rome and Western civilization as a whole. As the first emperor of the Roman Empire, Augustus ushered in an era of relative peace, stability, and prosperity known as the Pax Romana, which lasted for approximately 200 years. His rise to power came in the aftermath of the assassination of his great-uncle, Julius Caesar, in 44 BCE, which plunged the Roman Republic into a series of civil wars and political upheavals.
Through a combination of strategic alliances, military prowess, and political acumen, Augustus emerged as the sole ruler of the Roman world by 31 BCE, after his decisive victory over Mark Antony and Cleopatra at the Battle of Actium. As emperor, Augustus implemented a wide-ranging series of reforms aimed at stabilizing and strengthening the Roman state, including overhauling the tax system, investing in infrastructure projects, and promoting traditional Roman values and religious practices.
One of the most significant aspects of Augustus' reign was the expansion of the Roman Empire to encompass vast swathes of territory across Europe, the Middle East, and North Africa. At its height, the Roman Empire under Augustus and his successors controlled an estimated 5 million square kilometers of land, with a population of roughly 70 million people. This expansion brought immense wealth and resources to Rome, as well as a diverse array of cultures, languages, and traditions that would shape the development of Western civilization for centuries to come.
However, Augustus' consolidation of power also marked a significant shift in the political structure of the Roman state, as the institutions of the Republic gave way to a new form of autocratic rule centered around the figure of the emperor. This centralization of authority would have far-reaching consequences for the future of the Roman Empire, as subsequent emperors wielded increasingly absolute power, often with disastrous results.
Despite these challenges, Augustus' reign is generally regarded as a high point in the history of ancient Rome. The Pax Romana brought a measure of stability and prosperity to the Roman world, with trade and commerce flourishing across the empire. The city of Rome itself underwent a major transformation during this period, with the construction of grand public works such as the Forum of Augustus and the Ara Pacis, a monumental altar dedicated to peace.
Augustus also played a key role in shaping the cultural and intellectual life of the Roman Empire. He was a patron of the arts and literature, supporting the work of poets such as Virgil and Horace, and he encouraged the development of a distinctively Roman style of art and architecture. The Augustan age is often seen as a golden age of Latin literature, with works such as Virgil's Aeneid and Ovid's Metamorphoses standing as enduring masterpieces of Western literature.
However, it is important to recognize that the peace and prosperity of the Pax Romana came at a significant cost, particularly for those who found themselves on the losing side of Rome's military conquests. The expansion of the Roman Empire was built on a foundation of slavery, exploitation, and violence, with millions of people subjected to forced labor, taxation, and cultural assimilation. The wealth and power of the Roman elite was largely derived from the subjugation of conquered peoples, and the social and economic inequalities of Roman society would ultimately prove to be a major factor in the empire's eventual decline and fall.
In conclusion, Augustus' legacy is a complex and multifaceted one, reflecting both the triumphs and the tragedies of ancient Rome. As a political leader, military strategist, and cultural patron, Augustus left an indelible mark on the course of Western history, laying the foundations for a civilization that would endure for centuries. At the same time, his reign also represents a turning point in the evolution of the Roman state, marking the end of the Republic and the beginning of a new era of imperial rule that would bring both great achievements and great challenges. By understanding the life and times of Augustus, we can gain a deeper appreciation for the forces that shaped the ancient world and continue to resonate in our own time.
1. Based on the information provided in the passage, which of the following best describes the political structure of the Roman Empire under Augustus?
(A) A democratic republic with elected officials
(B) A decentralized federation of semi-autonomous provinces
(C) A constitutional monarchy with a strong parliament
(D) An autocratic regime centered around the figure of the emperor
(E) A military dictatorship with power shared among generals
2. The passage suggests that the expansion of the Roman Empire under Augustus was primarily achieved through:
(A) Diplomatic negotiations and trade agreements
(B) Cultural assimilation and religious conversion
(C) Military conquest and the subjugation of conquered peoples
(D) The establishment of colonies and the resettlement of Roman citizens
(E) The formation of alliances with neighboring states and kingdoms
3. According to the passage, which of the following was NOT a major factor in the prosperity and stability of the Pax Romana?
(A) The expansion of trade and commerce across the empire
(B) The construction of grand public works and monuments in Rome
(C) The patronage of the arts and literature by Augustus and his successors
(D) The establishment of a system of representative government and civil rights
(E) The consolidation of power under a centralized imperial authority
4. The passage indicates that the social and economic inequalities of Roman society under Augustus were largely a result of:
(A) The concentration of wealth and power among a small elite class
(B) The exploitation and subjugation of conquered peoples and slaves
(C) The corruption and inefficiency of the Roman bureaucracy
(D) The decline of traditional Roman values and religious practices
(E) The failure to invest in education and social welfare programs
5. Based on the information provided in the passage, which of the following statements about the cultural and intellectual life of the Roman Empire under Augustus is most accurate?
(A) It was largely stagnant and uninspired, with little innovation or creativity
(B) It was heavily influenced by the cultures and traditions of conquered peoples
(C) It was dominated by Greek art and literature, with little distinctively Roman contribution
(D) It underwent a golden age, with the production of enduring masterpieces of Latin literature
(E) It was tightly controlled and censored by the imperial authorities, with little freedom of expression
6. The author's attitude towards Augustus and his legacy can best be described as:
(A) Unequivocally positive and admiring
(B) Highly critical and condemnatory
(C) Neutral and objective, presenting both strengths and weaknesses
(D) Nostalgic and romanticized, glossing over the negative aspects of his reign
(E) Uncertain and ambivalent, unable to reach a clear conclusion
7. The passage suggests that the decline and fall of the Roman Empire was ultimately a result of:
(A) The overextension of the empire's borders and the strain of maintaining control over vast territories
(B) The corruption and decadence of the imperial court and the ruling elite
(C) The invasion of barbaric tribes from beyond the empire's borders
(D) The spread of Christianity and the erosion of traditional Roman values and beliefs
(E) The inherent instability and unsustainability of an autocratic imperial system
8. According to the passage, the Pax Romana lasted for approximately:
(A) 50 years
(B) 100 years
(C) 200 years
(D) 300 years
(E) 500 years
9. The passage indicates that the population of the Roman Empire at its height under Augustus and his successors was roughly:
(A) 10 million
(B) 30 million
(C) 50 million
(D) 70 million
(E) 100 million
10. Based on the information provided in the passage, which of the following historical figures is most similar to Augustus in terms of their political and cultural impact?
(A) Alexander the Great
(B) Julius Caesar
(C) Charlemagne
(D) Napoleon Bonaparte
(E) Queen Elizabeth I
Three consultants need a full day to complete a project. If an assistant is added to the team, the project can be completed in half a day. However, the company insists on not hiring an assistant. Which of the following, if true, would best explain the company's decision?
(A) The consultants are highly experienced and can ensure the project's quality without additional help.
(B) The company believes that the consultants' time is more valuable than the potential time saved by hiring an assistant.
(C) The company would need to provide the assistant with a workspace, which is currently unavailable.
(D) Hiring an assistant would require the company to pay for their meals and transportation, offsetting the potential cost savings.
(E) The consultants would need to spend time supervising and training the assistant, which could negate the time saved by hiring one.
Some parents believe that keeping their homes excessively clean will prevent their children from contracting diseases. However, a recent study suggests that children living in overly sanitized environments are more likely to develop asthma. The researchers hypothesize that the use of cleaning products containing biocides eliminates both harmful and beneficial bacteria, which may weaken children's immune systems. The study concludes that maintaining a relatively less clean household could improve children's overall health. Which of the following, if true, would most weaken the study's conclusion?
(A) The study did not consider the potential long-term effects of exposure to biocides on children's health.
(B) The increased risk of contracting other illnesses in a less clean environment outweighs the potential reduction in asthma cases.
(C) The study did not account for genetic factors that may influence a child's susceptibility to asthma.
(D) The use of biocide-containing cleaning products has increased significantly in recent years.
(E) The study did not differentiate between various types of biocides and their specific effects on children's health.
EB
When designed correctly, gamification has proven to be very successful in engaging people and motivating them to change behaviours, develop skills or solve problems. Leveraging some of the features used in real games, gamification can turn many other types of activities into games.
Gamification is currently being applied to customer engagement, employee performance, training and education, innovation management, personal development, sustainability, health and wellness – and the list continues to grow. Nike built the Nike+ platform to engage fitness enthusiasts to take their workouts to the next level. Khan Academy uses gamification to enhance the learning experience for students. Quirky uses gamification to crowdsource ideas from inventors for product development. These bright spots in gamification are both inspirational and instructional. However, the current hype around gamification disguises the reality of early enterprise implementation.
Gamification is near the peak of Gartner Hype Cycles and like most new trends and technologies, the initial hype surrounding the trend creates unrealistic expectations for success and many poor implementations follow. Like any new trend, gamification will move through the hype cycle from the peak of inflated expectations into the trough of disillusionment.
While we are positive on the longer term impact of gamification, we are less positive in the short/immediate term. We predict that by 2014, 80 percent of current gamified applications will fail to meet business objectives, primarily due to poor design. This design includes defining business objectives as well as application definition, deployment and adoption. In the longer term, as design practices improve and organizations focus on defining clear business objectives, gamification will have a significant business impact and become an important means for organizations to engage audiences at a deeper level.
As organizations become more focused on business objectives, gamification can help make the workplace more engaging and productive because it changes the rules of engagement and inspires employees to change behaviors as a result. Accordingly, by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
To achieve the most success, early adopters of gamification must consider the following points before embarking on the journey:
Do Not Confuse Activity with Success – The hype that currently surrounds gamification is deafening and the press is full of stories of companies that are leveraging this trend. Careful examination shows that many of the leading edge companies leveraging gamification today are willing to describe the solutions they are implementing but are less willing to describe the business results they have achieved. Clearly there have been quantified successes, but there are far more narratives that simply describe what has been done. Seek out examples of companies that have achieved their business objectives.
Think of the Audience as Players not Puppets – Many companies have begun to believe that people will readily do their bidding by simply slapping some meaningless badges, points and leaderboards onto their websites. For example, in mid-2011 Google introduced Google News Badges which awarded badges to readers of Google News that showed what type of news they were reading in politics or sports, etc. But Google has recently withdrawn Google News Badges as part of its ‘spring cleaning’ efforts. The target audience must be engaged with meaningful incentives.
Clearly Identify the Business Objectives – Hype is driving many organizations to explore opportunities to leverage gamification. Many of our client conversations start with the question, “How can we leverage gamification in the organization?” While opportunity identification is not inherently wrong, companies must avoid turning gamification into a solution looking for a problem to solve. To guard against this, when an opportunity to leverage gamification is identified, what must follow is a statement of clearly defined business objectives and a critical analysis of the suitability of gamification to achieve those business objectives.
Design for Player-Centricity – Leaders in gamification such as Nike, Quirky and Khan Academy share some design characteristics, most notably player-centric design. In each of these cases, the key design point is to motivate the players to achieve their goals. The mistake many companies make is to identify the business objectives without clearly identifying the player objectives. The sweet spot for gamification objectives is where the business objectives and player objectives overlap. Gamified applications must be designed to motivate players to achieve their goals. To achieve success for companies starting in gamification, the first design point is to motivate players to achieve their goals – and those goals should overlap with the business goals.
1. The primary purpose of the passage is to
(A) introduce the concept of gamification and its potential impact on businesses
(B) compare and contrast different examples of successful gamification implementations
(C) warn about the challenges and pitfalls of implementing gamification in organizations
(D) provide a step-by-step guide on how to design effective gamification applications
(E) argue that gamification is a passing trend that will soon lose its appeal
2. According to the passage, which of the following is NOT mentioned as an area where gamification is currently being applied?
(A) Customer engagement
(B) Employee performance
(C) Training and education
(D) Personal development
(E) Financial investing
3. The author cites the examples of Nike, Khan Academy, and Quirky in order to
(A) highlight the diversity of industries that can benefit from gamification
(B) prove that gamification is only effective in certain types of organizations
(C) demonstrate best practices in designing successful gamification applications
(D) show that gamification is more effective in non-profit organizations
(E) suggest that gamification is only applicable to online platforms
4. The passage suggests that the current hype surrounding gamification
(A) is fully justified based on the early successes of enterprise implementations
(B) is likely to lead to many poorly designed implementations that fail to meet objectives
(C) will quickly fade as organizations realize the limitations of gamification
(D) has no impact on the actual effectiveness of gamification as a tool
(E) is necessary to drive adoption of gamification in Global 1000 organizations
5. The author predicts that by 2014
(A) the majority of gamified applications will succeed in meeting business objectives
(B) gamification will have moved past the peak of inflated expectations in the hype cycle
(C) most organizations will have abandoned their gamification efforts as a failed experiment(D) 80 percent of gamified applications will fail to meet business objectives due to poor design
(E) gamification will no longer be a relevant trend in business
6. As used in the passage, the term "player-centricity" most likely refers to
(A) the need to constantly introduce new features and rewards to maintain engagement
(B) designing applications that prioritize the goals and motivations of the end users
(C) involving players in the design process of the gamified application
(D) ensuring that the gamified application is easy to learn and use
(E) making the gamified application as similar to real games as possible
7. Which of the following can be inferred about Google News Badges based on the information in the passage?
(A) They were a successful implementation of gamification that increased reader engagement
(B) They failed to engage readers because they did not provide meaningful incentives
(C) They were withdrawn because they did not align with Google's business objectives
(D) They were part of Google's effort to transform its business operations through gamification
(E) They were designed with a player-centric approach that prioritized reader goals
8. The passage suggests that to be successful with gamification, companies must
(A) focus solely on defining clear business objectives for the gamified application
(B) design applications that motivate players to achieve goals that overlap with business objectives
(C) avoid using common game elements such as points, badges, and leaderboards
(D) wait until the hype cycle has passed before implementing gamification solutions
(E) prioritize activity metrics over business results when evaluating success
9. 答案: A
解释: 文章主要介绍了游戏化的概念以及它对企业的潜在影响,符合选项A的描述。
10. 答案: E
解释: 文章提到游戏化应用于客户参与、员工绩效、培训教育、个人发展等领域,但没有提到金融投资。
11. 答案: C
解释: 作者引用Nike、Khan Academy和Quirky的例子是为了展示设计成功游戏化应用的最佳实践。
12. 答案: B
解释: 文章表明,当前围绕游戏化的炒作可能导致许多设计不良的实现,无法达成目标。
13. 答案: D
解释: 作者预测,到2014年,由于设计不善,80%的游戏化应用将无法实现业务目标。
14. 答案: B
解释: 根据文章中的上下文,"以玩家为中心"最有可能指设计优先考虑终端用户目标和动机的应用程序。
15. 答案: B
解释: 文章表明,Google News Badges之所以失败,是因为它们没有为读者提供有意义的激励。
16. 答案: B
解释: 文章建议,要在游戏化方面取得成功,公司必须设计出激励玩家实现与业务目标重叠的目标的应用程序。
[/md]作者: dyiyi2023 时间: 2024-8-30 02:52
CR1
三人需要一整天来完成project。
如果一个助手被加进团队,那只需半天完成project。
但是,公司决定不加新助手了。
原因:E(重点在于时间)