Text Senility refers to great losses of intellectual capacity that occurs in old age and is (26) with the wide- spread loss of nerve cells and the (27) of brain tissue. Senility is a great decline from a previous intellectual (28) in an aging person. Memory is the mental capacity most 6ften affected. The memory loss may first show itself clearly in simple absentmindedness or a (n) (29) to forget or (30) things and repeal oneself in conversation. (31) the senility progresses, the loss of memory (32) in scope until the patient can no longer remember basic social and (33) skills or (34) independently. There may also be declines in the person’s language skills, spatial or temporal orientation. (35) or other cognitive (36) and personality changes may also be (37) to see. Senility usually has a slow, gradual onset and is (38) common in persons over age 75. The most common (39) of the syndrome is Alzheimer’s disease, which (40) for about 50 percent of all elderly persons with (41) mind and is hard to restore a former state. The second most common cause is vascular senility which arise from hypertension (high blood pressure) or some other vascular condition. In this type, a series of small strokes (中风) progressively destroy small (42) of the brain, eventually leading to senility. There is no (43) for Alzheimer’s disease, but vascular senility can (44) be prevented or its (45) slowed by treatment of the underlying systemic vascular disorder. Among other significant causes of senility in the elderly are Huntington’s chorea, Parkinson’s disease, and multiple sclerosis.
A. judgement
B. efficiency
C. curiosity
D. expectations
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Directions: Write a short composition about the following topic. Early Rising
Part A You will hear 10 short dialogues. For each dialogue, there is one question and four possible answers. Choose the correct answer--A, B, C or D, and mark it in your test booklet. You will have 15 seconds to answer the question and you will hear each dialogue ONLY ONCE. Now look at question 1. What is the woman going to buy downtown
A newspaper.
B. A suit.
C. a coat.
D. A blouse.
Text 3 The video game poses a world a much simpler world than our own. wherein success is very clearly defined and, for a time. clearly attainable. Through practice, a player can control this world for a while. He can escape from the anxieties of real life into a place where his own actions always count, where he can be a hero. When the game is over. he hash’ t lost or been beaten. Is a surfer beaten when he files from a wave Most video games call for some semblance of hand-eye coordination, and some hospitals are now using them in rehabilitation programs for brain-damaged patients. It has been found that some patients who were otherwise thought to be unreachable have been "brought out" through their use. Moreover experimental re- search is now being conducted regarding the feasibility of video games as a test for drunken driving. Intoxicants act to slow reaction time and impair coordination -- and nowhere is this kind of impairment more measurable than on the video game play field. Some day a poor showing at "Six-Pack Man" may cost you your license. Video games for the microcomputer are net restricted to mere "twitch" games, however. Strategy games are at last as popular, and among these are the so-called "fantasy role-playing" adventures. These games allow the player to construct a whole new personality, choosing strengths and weaknesses from a list of possible character traits. Nowadays, more and more adolescents are crowded in electronic game houses for whole days to experience what they perceive to be excitement. In the due course, they train their abilities in confronting with new situations, and what’s more, they learn how to communicate with their targeted rivals, in a novel and friendly way. But there is such a large amount of criticism concerning the electronic games that they are generally seen as a vile ways of discovering hostility and belligerence. And the managers of such businesses are severely criticized by the schools and parents alike. On the other hand, this business seems never fading, but instead it becomes a success in many places, even it is strictly controlled by certain policies. One might choose, for instance, a character who is extremely dexterous and swift, but these positive traits must be traded off against others, such as strength and endurance. Players have a tendency to become extremely attached to their characters. My preference runs toward brawn as opposed to brain, which probably reflects some compromise between reality and my own desires. I’m also attached to extrasensory powers, which are likewise denied to me in the real world. The author’ s general attitude towards video games is that ______.
A. video games create a world which reflect our real life
B. most video games are helpful rather than harmful to people
C. more research should be done regarding the benefits of video games
D. video games mirror a balance between reality and our own wishes
Text 2 When we think of Hollywood, a term I use loosely to describe American movie production in general, not simply films made in Los Angeles. we think of films aimed at amusing audiences and making money for producers. During the early years of the new century, as workers won their demands for higher wages and a shorter working week, leisure assumed an increasingly important role in, everyday life. Amusement parks, professional baseball games, nickelodeons, and dance halls attracted a wide array of men and women anxious to spend their hard-earned dollars in the pursuit of fun and relaxation. Yet of all these new cultural endeavors, films were the most important and widely attended source of amusement. For mere five or ten cents, even the poorest worker could afford to take himself and his family to the local nickelodeon or storefront theatre. Taking root in urban working class and immigrant neighborhoods cinemas soon spread to middle-class districts of cities and into small communities throughout the nation. "Every little town that has never been able to afford and maintain an opera house", observed one journalist in 1908. "now boasts one or two Bijou Dream." By 1910 the appeal of films was so great that nearly one third of the nation flocked to the cinema each week; ten years later, weekly attendance equaled 50 percent of the nation’s population. Early films were primarily aimed at entertaining audiences, but entertainment did not always come in the form of escapist fantasies. Many of the issues that dominated Progressive era politics were also portrayed on the screen. "Between 1900 and 1917," observed Kevin Brownlow. "literally thousands of films dealt with the most pressing problems of the day — white slavery, political corruption, gangsterism, loan sharking, slum landlords, capital vs. labor, racial prejudice, etc." While most of these films were produced by studios and independent companies, a significant number were made by what we might call today "special interest groups". As films quickly emerged as the nation’s most popular form of mass entertainment, they attracted the attention of a wide range of organizations that recognized the medium’s enormous potential for disseminating propaganda to millions of viewers. The phrase "special interest groups" in the last paragraph probably means
A. organizations specially interested in films
B. organizations representing the interest of stone special groups of people
C. groups composed of people with special interest in films
D. groups closely related to the film industry.