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  • 1. (2023高一下·威远开学考) 阅读理解

    From video games and museums to medical training, virtual reality (VR) has been changing our lives for the better. However, this amazing new technology has a so-far unsolvable shortcoming: motion sickness. "With modern VR systems, the possibility of motion sickness after only 15 minutes is anywhere from 40 to 70 percent." Thomas Stoffregen, a researcher told ABC News. Indeed, some VR applications have a user-sickness rate of nearly 100 percent!

    When caused by VR, this sickness is called cybersickness. It's probably caused by sensory conflict, explains Stoffregen. When you are wearing a VR device, your body's motion sensors cannot match the information received by your eyes. For example, when we wear a VR headset and ride a virtual roller-coaster, we think we are going up and down, but our bodies stay still. It leads to confusion of balance and spatial orientation. Sickness is our bodies' natural response to this confusion. Adding to this problem, Stoffregen says, "Women are more likely to feel sick from the VR experience than men."

    According to a study by Bas Rokers, a scientist at the University of Wisconsin-Madison, US, one reason could be the headsets. To work properly, VR headsets must match up with your pupil distance. Since they are designed larger than the average PD, not everyone gets the best experience.

    Rokers found that when the headset PD is too large, users experience greater discomfort. Based on his studies, about 90 percent of women have a shorter PD than the headset is designed for. In comparison, only 5 percent of men had this problem. ABC News says that cybersickness presents a "serious barrier" to widespread use of VR technologies. However, people believe it will become comfortable and easy to use and that it can play a great role in our lives.

    1. (1) What do we know about cybersickness?
      A . It's a sickness caused by VR applications. B . It has a higher incidence among young people. C . It is caused by one's poor sense of direction. D . It immediately happens when VR device is used.
    2. (2) Why are women more likely to have a bad VR experience?
      A . They have a poor sense of balance. B . VR headsets are too large for their PDs. C . It's difficult for them to set the VR headset. D . They can feel discomfort more easily.
    3. (3) What do people think of the future of VR technologies?
      A . Doubtful. B . Uncertain. C . Hopeful. D . Worrying.
    4. (4) What's the best title for the passage?
      A . The Reality of Cybersickness B . New Treatments for Cybersickness C . Getting to Know Virtual Reality D . Saying No to Virtual Reality

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