有關(guān)科技的長篇英語文章
雖科技發(fā)達(dá),但人類在火星上居住的時代仍然遙遙無期,為了攻克技術(shù)難關(guān),科技人員日夜拼搏。下面小編整理了有關(guān)科技的長篇英語文章,希望大家喜歡!
有關(guān)科技的長篇英語文章摘抄
打開鏈接即被破解及入侵! iPhone出現(xiàn)嚴(yán)重安全漏洞!
Flaws in Apple's iOS operating system have been discovered that made it possible to install spyware on a target's device merely by getting them to click on a link.
日前,在蘋果iOS操作系統(tǒng)中,僅僅通過讓用戶點(diǎn)擊一個鏈接就可以在目標(biāo)設(shè)備上安裝間諜軟件的漏洞已被發(fā)現(xiàn)。
The discovery was made after a human rights lawyer alerted security researchers to unsolicited text messages he had received. They discovered three previously unknown flaws within Apple's code.
該漏洞發(fā)現(xiàn)的起因是一名人權(quán)律師向安全研究人員報(bào)告稱,他收到了來路不明的短信。安全研究人員在蘋果的代碼中發(fā)現(xiàn)了三個之前沒有查明的漏洞。
Apple has since released a software update that addresses the problem.
自該問題被爆出后,蘋果已經(jīng)發(fā)布了一版軟件更新來解決這個問題。
The two security firms involved, Citizen Lab and Lookout, said they had held back details of the discovery until the fix had been issued.
據(jù)發(fā)現(xiàn)漏洞的兩家安全公司“公民實(shí)驗(yàn)室”和“瞭望臺”表示,在蘋果發(fā)布修復(fù)補(bǔ)丁之前,他們一直保守著發(fā)現(xiàn)的細(xì)節(jié)沒有泄密。
The lawyer, Ahmed Mansoor, received the text messages on 10 and 11 August. The texts promised to reveal "secrets" about people allegedly being tortured in the United Arab Emirates (UAE)'s jails if he tapped the links.
涉事律師阿姆哈德·曼蘇爾分別在8月10日和11日收到了不明短信。這些短信保證說,如果曼蘇爾點(diǎn)擊鏈接,就可以知道關(guān)押在阿聯(lián)酋監(jiān)獄中的人被折磨的“秘密”。
Had he done so, Citizen Lab says, his iPhone 6 would have been "jailbroken", meaning unauthorised software could have been installed.
公民實(shí)驗(yàn)室方面表示,如果曼蘇爾這樣做了的話,他的iPhone 6就會被“越獄”,這就意味著未經(jīng)授權(quán)的軟件可以安裝在他的手機(jī)中。
"Once infected, Mansoor's phone would have become a digital spy in his pocket, capable of employing his iPhone's camera and microphone to snoop on activity in the vicinity of the device, recording his WhatsApp and Viber calls, logging messages sent in mobile chat apps, and tracking his movements," said Citizen Lab.
公民實(shí)驗(yàn)室表示:“一旦感染上病毒,曼蘇爾的手機(jī)就會變成一個裝在他口袋里的電子間諜,可以用iPhone的攝像頭和麥克風(fēng)來窺探發(fā)生在設(shè)備周圍的活動,記錄下他的WhatsApp和Viber calls,獲取手機(jī)聊天軟件發(fā)送的信息,并且跟蹤他的行動。”
The researchers say they believe the spyware involved was created by NSO Group, an Israeli "cyber-war" company.
研究人員們表示,他們認(rèn)為本案的間諜軟件是由以色列“網(wǎng)絡(luò)戰(zhàn)爭”公司NSO組織開發(fā)的。
"It is the most sophisticated spyware package we've seen," said Lookout. "It takes advantage of how integrated mobile devices are in our lives and the combination of features only available on mobile - always connected (wi-fi, 3G/4G), voice communications, camera, email, messaging, GPS, passwords, and contact lists."
瞭望臺表示:“這是我們見過的最精密的間諜軟件包。它利用了手機(jī)在我們生活中被密集使用這一特性、以及只有在手機(jī)上才有的特征組合--經(jīng)常連接(wifi,3G/4G網(wǎng)絡(luò))、語音通信、相機(jī)、電子郵件、短信、GPS、密碼和聯(lián)系人列表。
NSO has issued a statement acknowledging that it makes technology used to "combat terror and crime" but said it had no knowledge of any particular incidents and made no reference to the specific spyware involved.
NSO方面已經(jīng)發(fā)表了一份聲明,承認(rèn)他們用技術(shù)來“打擊恐怖和犯罪”,但是也表示他們不知曉任何特定事件,也沒有參與到任何特別的間諜軟件中來。
有關(guān)科技的長篇英語文章鑒賞
社交媒體是如何毒害我們下一代的
A New study by the British government has discovered the mental well-being of the country'steenage girls has deteriorated.
英國政府最近的一項(xiàng)研究發(fā)現(xiàn),英國青春期女孩的心理健康已經(jīng)嚴(yán)重惡化。
The survey, which included 30,000 14-year-old students in 2005 and 2014, showed 37 percentof girls with psychological stress, up from 34 percent in 2005. British boys' stress level wasactually seen to fall over the same time period, from 17 percent to 15 percent.
該調(diào)查分別調(diào)查了2005年和2014年的總計(jì)3萬名14歲學(xué)生,結(jié)果顯示,37%的女生存在心理壓力,比2005年的34%上升了3個點(diǎn)。英國男孩的壓力水平在同期實(shí)際上降低了,從17%降到15%。
The report’s authors pointed out the “advent of the social media age” could be a majorcontributing factor for increased stress among teenage British girls.
報(bào)告的作者指出“社交媒體時代的到來”可能是導(dǎo)致英國青春期女孩壓力水平劇增的主要因素。
“The adolescent years are a time of rapid physical, cognitive and emotional development,”Pam Ramsden, a lecturer in psychology at the University of Bradford in the United Kingdom,wrote in a recent blog post. “Teenagers interact with people in order to learn how to becomecompetent adults.
“青春期是一個充滿了身體、認(rèn)知和情緒發(fā)展的時期,”布拉德福德大學(xué)心理學(xué)講師帕姆·拉姆斯登在最近的博客中寫道。“青少年跟周圍的人產(chǎn)生互動,從學(xué)會如何成為合格的大人。
In the past, they would engage with parents, teachers and other adults in their community aswell as extended family members and friends. Now we can also add social media to that list ofsocial and emotional development.”
在過去,他們會跟父母,老師,社區(qū)里的其他大人以及親戚朋友交流?,F(xiàn)在,社會與情緒發(fā)展清單中又多了一項(xiàng)社交媒體。”
Throughout adolescence, girls and boys develop characteristics like confidence and self-control. Since teenage brains have not completely developed, teens don't have the cognitiveawareness and impulse control to keep from posting inappropriate content.
貫穿整個青春期,女孩和男孩會發(fā)展出自信和自律這樣的品質(zhì)。因?yàn)榍嗌倌甑拇竽X還沒有完全發(fā)育,他們尚不具備足夠的認(rèn)知覺知和沖動控制水平,從而很容易在網(wǎng)上發(fā)布不適當(dāng)?shù)膬?nèi)容。
Furthermore, this content can easily be circulated far and wide with disastrous implications.
更重要的是,這些內(nèi)容會很容易廣為傳播,并產(chǎn)生嚴(yán)重的影響。
Social media can also feed into girls’ insecurities about their appearance, Ramsden said. Thesesites are often filled with images of people with body type unattainable to the normal person.However, these images and the messages tied to them creep into societal standards.
社交媒體同樣會加劇女孩們對外表的不安全感,拉姆斯登說。網(wǎng)絡(luò)上充斥著各種完美身材的照片,而一般人很難擁有這樣的身材。然而,這些照片和其中傳遞的信息卻在不斷滲入到社會標(biāo)準(zhǔn)中。
有關(guān)科技的長篇英語文章賞析
手游崛起致韓國網(wǎng)游開發(fā)商受挫
South Korea’s computer gamesindustry is facing a crisis as online software makers struggle tocompete withfast-growing Chinese rivals in the rapid transition to mobile gaming.
韓國計(jì)算機(jī)游戲行業(yè)面臨危機(jī),原因是在向手游的快速轉(zhuǎn)型中,韓國網(wǎng)游軟件制造商很難與快速發(fā)展的中國競爭對手競爭。
The country’s online game makershave long dominated the global market for massivelymultiplayer onlinerole-playing games (MMORPG) but have lost their edge as gamershaveincreasingly embraced playing on their smartphones.
韓國網(wǎng)絡(luò)游戲制造商長期在全球大型多人在線角色扮演游戲(MMORPG)市場占據(jù)主導(dǎo)地位,但隨著玩家日益接受在智能手機(jī)上玩游戲,這些制造商失去了領(lǐng)先地位。
So far, Korean game makers have failed toproduce any big hits for mobile platforms, which is aproblem for an industrythat has long been a source of local pride as well as a favourite nationalpastime.
迄今為止,韓國游戲制造商未能開發(fā)出任何手機(jī)平臺上的火爆游戲產(chǎn)品,這對該國游戲產(chǎn)業(yè)是一個問題。長期以來,游戲產(chǎn)業(yè)一直讓韓國人引以為豪,同時游戲還是該國國民最喜愛的消遣方式。
South Korea is the world’ssecond-largest online games market after China.
韓國是僅次于中國的全球第二大網(wǎng)游市場。
Its PC-based online games account for afifth of revenue in the global market —but that isdownfrom 28.6 per cent in 2012, according to the Korea Creative Content Agency(Kocca).
韓國文化產(chǎn)業(yè)振興院(Korea Creative Content Agency)的數(shù)據(jù)顯示,韓國計(jì)算機(jī)網(wǎng)絡(luò)游戲收入占到全球市場的五分之一,但這一比例低于2012年的28.6%。
Kocca estimates that sales of Korean gamesabroad grew about 7 per cent to .2bn last year,slowing sharply from thedouble-digit pace between 2007-12 when South Koreancompaniesincluding NCSoft and Tokyo-listed Nexon developed the globalonline game market.
韓國文化產(chǎn)業(yè)振興院估計(jì),去年韓國游戲的海外銷售額增長約7%(至32億美元),大大慢于2007年至2012年期間的兩位數(shù)增速。當(dāng)時,包括NCSoft以及在東京上市的Nexon在內(nèi)的韓國公司促進(jìn)了全球網(wǎng)游市場的發(fā)展。
Much of their success came from pioneeringthe freemium business model —which is now beingsuccessfully utilised in mobile gaming —featuringgames that are free to play but charge forvirtual items that give playersadvantages.
這在很大程度上歸功于它們率先推出了免費(fèi)加增值(freemium)的商業(yè)模式——目前這一模式已經(jīng)被成功復(fù)制到手機(jī)游戲上。它的特點(diǎn)是,允許玩家免費(fèi)玩游戲,但出售付費(fèi)的虛擬道具,這些道具可以讓玩家獲得優(yōu)勢。
Local game companies have been outsmartedby western and Chinese rivals in the shift to fast-growing mobile games, whichare quicker and cheaper to develop.
在向快速發(fā)展的手游行業(yè)轉(zhuǎn)型的過程中,韓國企業(yè)沒有中國和西方競爭對手那樣機(jī)敏。手游開發(fā)起來更快,而且成本更低。
As Korean developers have slashedinvestment in online games to try to focus on mobile, theironline dominancehas been eroded by overseas-made games such as Riot Games’ LeagueofLegends and Blizzard Entertainment’s Overwatch.
隨著韓國游戲開發(fā)商削減網(wǎng)游投資,以嘗試專注于手游開發(fā),它們在網(wǎng)游市場上的主導(dǎo)地位受到Riot Games的《英雄聯(lián)盟》(League of Legends)和暴雪娛樂(Blizzard Entertainment)的《守望先鋒》(Overwatch)等海外游戲的沖擊。
Those two US-developed games now commandmore than half of the South Korean market.
目前,這兩款美國公司開發(fā)的游戲占據(jù)了韓國市場逾一半的份額。
Korean developers . . . have diverted toomuch resources to mobile games to spare investmentin the development of [newtrendy online games], says Chenyu Cui, games analyst at IHS Markit.
IHS Markit的游戲分析師Chenyu Cui表示:韓國游戲開發(fā)者……在手游上分散了太多的資源,因而勻不出錢來投資開發(fā)(新的流行網(wǎng)絡(luò)游戲)。
Analysts say South Korean companies havefocused too much on graphics-heavy role-playingonline battle games that arenow losing their appeal among gamers, overshadowed by simpler,more speedilypaced offerings: Overwatch is a shooter title, and League of Legendsis a strategygame.
分析師們表示,韓國公司過于專注形象逼真的角色扮演類網(wǎng)絡(luò)戰(zhàn)斗游戲,而這些游戲?qū)τ谕婕业奈φ谙陆?。?dāng)前更能贏得玩家青睞的是更為簡單、節(jié)奏更快的游戲,比如《守望先鋒》是一款射擊類游戲,而《英雄聯(lián)盟》是一款策略游戲。
Park Young-ho, president of mobile gamemaker Four Thirty Three, says: We are no longer theleaders as we enter themobile era.
手游開發(fā)商Four Thirty Three的總裁Park Young-ho表示:隨著移動時代的到來,我們不再是領(lǐng)導(dǎo)者。
Our strength in hardcore MMORPGs based onadvanced networks has actually become a barrieragainst our globalisation.
我們在基于先進(jìn)網(wǎng)絡(luò)的MMORPG核心游戲上的優(yōu)勢,實(shí)際上已經(jīng)成為阻礙我們?nèi)蚧恼系K。
NCSoft, the country’s biggest online gamemaker, has not produced a big new online title sinceBlade & Soul inJune 2012, while new games such as MapleStory 2 and Sudden Attack2from Nexon, Korea’s biggest game company, have failed to gain popularity.
NCSoft是韓國最大的網(wǎng)絡(luò)游戲開發(fā)商。該公司自2012年6月推出《劍靈》(Blade & Soul)以來再沒有開發(fā)出新的大型網(wǎng)絡(luò)游戲。韓國最大游戲公司Nexon雖然推出了《冒險(xiǎn)島2》(MapleStory 2)和《突擊風(fēng)暴2》(Sudden Attack 2)等新游戲,但這些游戲并未流行起來。
Piers Harding-Rolls, head of games researchat IHS Markit: The heyday of South Korean gamesexports due to development andmonetisation expertise is now over — China has a maturedomestic industry andwestern games companies now produce very popular freemium PCgames.
IHS Markit游戲研究主管皮爾斯•哈丁-羅爾斯(PiersHarding-Rolls)表示:在研發(fā)和變現(xiàn)能力方面的專長一度讓韓國游戲出口蓬勃發(fā)展,但如今它的黃金時期已經(jīng)結(jié)束。中國國內(nèi)的游戲行業(yè)已經(jīng)成熟,而西方游戲公司則能開發(fā)出非常受歡迎的‘免費(fèi)加增值’計(jì)算機(jī)游戲。
While Korean mobile game makers have yet tocrack the Chinese market, many of their Chineserivals are doing well in Korea.
韓國手游開發(fā)商尚未打開中國市場,它們的許多中國競爭對手卻已經(jīng)在韓國表現(xiàn)不俗。
Mu Origin, a Chinese-developed version of aKorean online game, is one of the top five mobilegames in Korea.
中國根據(jù)一款韓國網(wǎng)絡(luò)游戲開發(fā)的《奇跡:起源》(Mu Origin)進(jìn)入韓國手游排名前五名。
Eric Cha, analyst at Credit Suisse, says:Just five years ago, things like this were unimaginable.
瑞信(Credit Suisse)分析師Eric Cha表示:就在五年前,這樣的事情還是無法想象的。
The Chinese market used to be dominated byKorean online games, but many of their mobilegames are nowadays actuallybetter than Korean games.
中國市場一度被韓國網(wǎng)游主導(dǎo),而到了今天,中國的許多手游已經(jīng)比韓國游戲還要好。
Speed is important with trendy mobilegames.
就打造流行手游來說,速度很重要。
China is better than Korea in terms of timeto market.
中國企業(yè)在市場時機(jī)把握上比韓國企業(yè)做得更好。
The decline of the local gaming industryhas led to sharp downsizing.
韓國國內(nèi)游戲產(chǎn)業(yè)走下坡路,導(dǎo)致從業(yè)人數(shù)銳減。
The number of local game developers fell 30per cent to 14,000 between 2009 and 2014,according to Korea Economic ResearchInstitute, while midsized lossmaking companies haveslashed their workforces.
韓國經(jīng)濟(jì)研究所(Korea Economic Research Institute)數(shù)據(jù)顯示,從2009年到2014年,韓國國內(nèi)游戲開發(fā)者人數(shù)下降30%,至1.4萬人,同時不斷虧損的中型企業(yè)被迫進(jìn)行裁員。
Profits are shrinking at many of the largergroups while some, including NHN Entertainment andNeowiz Games, fell into aloss last year.
韓國許多規(guī)模較大的游戲公司的利潤也在縮水,NHN Entertainment和Neowiz Games等一些公司去年出現(xiàn)了虧損。
In the first half of this year, Nexon’s net profitdropped 37.5 per cent.
今年上半年,Nexon的凈利潤同比下降了37.5%。
Share prices have also come under pressure,spooking some companies that had beenconsidering public listings.
游戲公司的股價(jià)也表現(xiàn)不佳,這讓一些原本考慮上市的企業(yè)止步不前。
Netmarble Games, the country’s biggestmobile game company, gave up the idea of a Nasdaqfloat and now aims to raiseabout Won2tn ( class="main">
有關(guān)科技的長篇英語文章
Netmarble Games是韓國最大的手游公司,它放棄了之前在納斯達(dá)克上市的計(jì)劃,并打算今年晚些時候或明年初在韓國上市,計(jì)劃融資約2萬億韓元(約合17億美元)——該公司在韓國本土的知名度更高一些。
To broaden their customer base abroad,South Korean game makers need to diversify, saysNamgoong Hoon, head of KakaoGames.
Kakao Games主管Namgoong Hoon表示,韓國游戲開發(fā)商如果想擴(kuò)大海外客戶群就必須多元化。
They should develop games that anyone canplay on any platform if they are serious aboutoverseas expansion.
這名主管說:如果他們在認(rèn)真考慮向海外擴(kuò)張,他們就應(yīng)該開發(fā)任何人在任何平臺上都可以玩的游戲。
Yet differentiation is also vital, says MrCha at Credit Suisse, referring to the huge popularity ofPokémon Go andnoting that South Korean game makers have yet to roll out any major gamesusingaugmented or virtual reality.
瑞信分析師Eric Cha在談到Pokémon Go大受歡迎時表示,然而實(shí)現(xiàn)差異化也非常重要,他指出,韓國游戲開發(fā)商迄今尚未推出任何使用增強(qiáng)現(xiàn)實(shí)或虛擬現(xiàn)實(shí)技術(shù)的大型游戲。
It is not that difficult technology-wise.
Eric Cha說:技術(shù)層面不是問題。
The thing is how to integrate suchtechnology with globally well-known content, he says.
問題的關(guān)鍵在于如何將此類技術(shù)與全球知名的內(nèi)容整合在一起。
They need something fresh and differentthat sets their games apart from their competitors’inorder tocrack the global market.
要征服全球市場,韓國游戲開發(fā)商需要一些與眾不同的新鮮元素,從而讓它們的產(chǎn)品與競爭對手的產(chǎn)生差異。