The sea lay like an unbroken mirror all around the pine-girt, lonely shores of Orr’s Island. Tall, kingly spruces wore their regal crowns of cones high in air, sparkling with diamonds of clear exuded gum; vast old hemlocks of primeval growth stood in their forest shadows, their branches hung with long hoary moss; while feathery larches, turned to brilliant gold by autumn frosts, lighted up the darker shadows of the evergreens. It was one of those hazy, calm, dissolving days of Indian summer, when everything is so quiet that the faintest kiss of the wave on the beach can be heard, and white clouds seem to faint into the blue of the sky, and soft swathing bands of violet vapour make all earth look dreamy, and give to the sharp, clear-cut outlines of the northern landscape all those mysteries of light and shade which impart such tenderness to Italian scenery. The funeral was over, --the tread of many feet, bearing the heavy burden of two broken lives, had been to the lonely graveyard, and had come back again, -- each footstep lighter and more unconstrained as each one went his way from the great old tragedy of Death to the common cheerful of Life. The solemn black clock stood swaying with its eternal "’tick-tock, tick-tock," in the kitchen of the brown house on Orr’s Island. There was there that sense of a stillness that can be felt, -- such as settles down on a dwelling when any of its inmates have passed through its doors for the last time, to go whence they shall not return. The best room was shut up and darkened, with only so much light as could fall through a little heart-shaped hole in the window-shutter, --for except on solemn visits, or prayer-meetings or weddings, or funerals, that room formed no part of the daily family scenery. The kitchen was clean and ample, with a great open fireplace and wide stone hearth, and oven on one side, and rows of old-fashioned splint-bottomed chairs against the wall. A table scoured to snowy whiteness, and a little work-stand whereon lay the Bible, the Missionary Herald, and the Weekly Christian Mirror, before named, formed the principal furniture. One feature, however, must not be forgotten, --a great sea chest, which had been the companion of Zephaniah through all the countries of the earth. Old, and battered, and unsightly it looked, yet report said that there was good store within of that which men for the most part respect more than anything else; and, indeed, it proved often when a deed of grace was to be done--when a woman was suddenly made a widow in a coast gale, or a fishing-smack was run down in the fogs off the banks, leaving in some neighboring cottage a family of orphans, --in all such cases, the opening of this sea-chest was an event of good omen to the bereaved; for Zephaniah had a large heart and a large hand, and was apt to take it out full of silver dollars when once it went in. So the ark of the covenant could not have been looked on with more reverence than the neighbours usually showed to Captain Pennel’s sea-chest. The author describes Orr’s Island in a(n) ______ manner.
A. emotionally appealing, imaginative
B. rational, logically precise
C. factually detailed, objective
D. vague, uncertain
Games originally are entertainment. Contemporary games are very realistic and for this reason they are a (31) of great experience for the player and develop the imagination. Games are entertainment and even more than that. In addition, the statistics of the New York University (32) by Green and Bavelier claim that the player (33) active games get an improvement of some types of brain activity, related to (34) of visual information. In particular, game players cope with problems of (35) tracking several moving objects at the average level of 30% better than people who do not play (36) computer video games. The "gaming" violent experience may not be the cause of violent (37) in reality. (38) of the playing experience will become the priority in making important decisions (39) problems in real life. A game is an abstraction. A player gets abstract tasks and acts according to abstract rules. Games are also the possibility to be (40) a person wants to be and to rest from the outside world for some time. But what if a person gets (41) much excited with the game scenes that he becomes violent in reality Then, it proves that the games cause people to become violent. Let us stop for a moment right at this point. Those who do not (42) in this type of activity usually make the conclusion of presence of violence in the game-world. Nobody will (43) hear this kind of statement from those who play, from those who know the rules of the game and understand that it is just a (44) world. A psychologically (45) person will never confuse or connect these two different worlds. A game is a virtual world with visual images very similar to human. These images (46) by themselves nothing but simple playing obstacles. A game may potentially give the (47) to "destroy the obstacles" that may not be destroyed according to the rules but it is more about personal choice (48) to do it or not. This leads us to the conclusion that violence is not a consequence but the cause. People who are originally (49) to violence may get irritated by games and perform violence in the "real world". But in this case violence in games is a simple (50) of the violent nature of the player.
A. stage
B. opportunity
C. priority
D. power
Games originally are entertainment. Contemporary games are very realistic and for this reason they are a (31) of great experience for the player and develop the imagination. Games are entertainment and even more than that. In addition, the statistics of the New York University (32) by Green and Bavelier claim that the player (33) active games get an improvement of some types of brain activity, related to (34) of visual information. In particular, game players cope with problems of (35) tracking several moving objects at the average level of 30% better than people who do not play (36) computer video games. The "gaming" violent experience may not be the cause of violent (37) in reality. (38) of the playing experience will become the priority in making important decisions (39) problems in real life. A game is an abstraction. A player gets abstract tasks and acts according to abstract rules. Games are also the possibility to be (40) a person wants to be and to rest from the outside world for some time. But what if a person gets (41) much excited with the game scenes that he becomes violent in reality Then, it proves that the games cause people to become violent. Let us stop for a moment right at this point. Those who do not (42) in this type of activity usually make the conclusion of presence of violence in the game-world. Nobody will (43) hear this kind of statement from those who play, from those who know the rules of the game and understand that it is just a (44) world. A psychologically (45) person will never confuse or connect these two different worlds. A game is a virtual world with visual images very similar to human. These images (46) by themselves nothing but simple playing obstacles. A game may potentially give the (47) to "destroy the obstacles" that may not be destroyed according to the rules but it is more about personal choice (48) to do it or not. This leads us to the conclusion that violence is not a consequence but the cause. People who are originally (49) to violence may get irritated by games and perform violence in the "real world". But in this case violence in games is a simple (50) of the violent nature of the player.
A. considering
B. concerning
C. relating
D. pertaining