研究生科技英语阅读课文翻译10

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1、1 Playing video games before bedtime may give people an unusual level of awareness and control in their dreams, LiveScience has learned.LiveScience网站获悉,在睡觉之前玩视频游戏可以让人们有一种不寻常的清醒做梦和控制梦的水平。2 That ability to shape the alternate reality of dream worlds might not match mind-bending Hollywood films such as

2、 The Matrix, but it could provide an edge when fighting nightmares or even mental trauma.尽管这种塑造现实品梦境的能力与让令人费神才能理解的好莱坞电影黑客帝国不同,但它还是能为与噩梦和心理创伤斗争的提供一点优势。3 Dreams and video games both represent alternate realities, according to Jayne Gackenbach, a psychologist at Grant MacEwan University in Canada. But

3、she pointed out that dreams arise biologically from the human mind, while video games are technologically driven by computers and gaming consoles.据加拿大Grant MacEwan大学的心理学家Jayne Gackenbach说,梦和视频游戏都代表另一种现实。但是,她指出从生物学上讲梦来自于人的思维,而视频游戏在技术角度上由电脑和游戏终端来驱动的。4 If youre spending hours a day in a virtual reality

4、, if nothing else its practice, said Jayne Gackenbach, a psychologist at Grant MacEwan University in Canada. Gamers are used to controlling their game environments, so that can translate into dreams.“如果你每天把数小时花在虚拟现实中,如果没有做别的事情,那么这种情况就发生”Jayne Gackenbach说,“游戏者一直在控制游戏环境,这样就会转移成梦”。5 Gackenbach first be

5、came interested in video games in the 1990s, when she watched her son repeatedly kiss a new Nintendo gaming console on the way home from a Toys R Us. She had previously focused on studying lucid dreams, in which people have awareness of being in a dream.1990年代Gackenbach第一次开始关心视频游戏,那时候她看着她的儿子从游戏店Toys

6、 R Us回家的路上不断的亲吻一台新的”任天堂“游戏机。她之前已经在清醒的梦方面有集中研究,在清醒的梦里,人们能认识得到他们在梦里。6 The last decade of game-related research has since yielded several surprises, although the findings represent suggestive associations rather than definitive proof, Gackenbach cautioned. She is scheduled to discuss her work as a feat

7、ured speaker at the Sixth Annual Games for Health Conference in Boston this week.过去十年和游戏相关的研究已经取得了一些惊喜,尽管这些发现只是暗示性的联系,而不是确定性的证据,Gackenbach警告说。这周他将于波士顿的“第六届健康游戏年度会议”上作为重要演讲者讨论她的成果。What dreams may come会做什么样的梦7 Several intriguing parallels between lucid dreams and video games first emerged when Gackenb

8、ach examined past research on games. Both lucid dreamers and gamers seemed to have better spatial skills and were less prone to motion sickness.当Gackenbach检查她先前研究后,第一次提出清醒睡梦和视频游戏之间几个关键的相似之处,清醒做梦的人和游戏玩家人似乎都有更好的空间技能且不容易晕车。8 The two groups have also demonstrated a high level of focus or concentration,

9、whether honed through lucidity-training activities, such as meditation, or through hours spent fighting virtual enemies to reach the next level in a game.无论是在如冥想这种清醒训练活动中还是在为升级而花几小时打游戏里的虚拟敌人时,这两组对象都表现出很高的关注和集中注意力的能力。9 That encouraged Gackenbach to survey the dreams of both non-gamers and hardcore ga

10、mers, beginning with two studies published in 2006. She had prepared by conducting larger surveys in-class and online to get a sense of where to focus questions.这极大的鼓舞了Gackenbach去调查非游戏玩家和专家玩家的梦,2006开始时就发表了两篇文章。通过在班级和网上更大的调查她已经准备好了,知道问题集中在什么地方。10 The first study suggested that people who frequently p

11、layed video games were more likely to report lucid dreams, observer dreams where they viewed themselves from outside their bodies, and dream control that allowed people to actively influence or change their dream worlds qualities suggestive of watching or controlling the action of a video-game chara

12、cter.第一个研究表明:经常玩视频游戏的人更可能报告说有清醒的梦境、可以脱离其身体看自己的观察者梦境,以及允许其主动影响或改变其梦境的梦境控制这也是观看和控制视频游戏中角色行动的能力。11 A second study tried to narrow down the uncertainties by examining dreams that participants experienced from the night before, and focused more on gamers. It found that lucid dreams were common, but that

13、the gamers never had dream control over anything beyond their dream selves.第二个研究试图通过检查参与者之前的梦来缩小前一结论的不确定性,同时更多的关注于游戏玩家。发现清醒梦境很普遍,但是游戏者从来没有控制其梦境本身以外东西的梦。12 The gamers also frequently flipped between a first person view from within the body and a third person view of themselves from outside, except ne

14、ver with the calm detachment of a distant witness.游戏者也经常在居于自己身体的第一人称视角与身体之外的第三人称之间转换,但从未与梦境中远处的见证者有平静的分离。13 The first time we simply asked people how often they had lucid dreams, looking back over their life and making judgment calls, Gackenbach told LiveScience. Thats open to all kinds of bias, suc

15、h as certain memory biases, self-reported biases.第一次我简单的问他们多久有一次清醒梦境,他们回顾过去做出一个判断”,Gackenbach向LiveScience说,“这意味着会有各种各样的偏见,像是特定记忆的偏见,自己报告的偏见”。14 Gackenbach eventually replicated her findings about lucid dreaming and video games several times with college students as subjects, and refined her methods

16、by controlling for factors such as frequency of recalling dreams.Gackenbach最终多次以大学学生为研究对象重复了关于清醒梦境和视频游戏的发现,通过控制诸如回忆梦的频率等因素的方法来进行改进。Mastering the nightmare world掌控噩梦15 Finding awareness and some level of control in gamer dreams was one thing. But Gackenbach also wondered if video games affected nightmares, based on the threat simulation theory proposed by Finnish

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