有关科技的长篇英语文章

发布时间:2017-03-03 09:18

虽科技发达,但人类在火星上居住的时代仍然遥遥无期,为了攻克技术难关,科技人员日夜拼搏。下面小编整理了有关科技的长篇英语文章,希望大家喜欢!

有关科技的长篇英语文章

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打开链接即被破解及入侵! iPhone出现严重安全漏洞!

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,在苹果iOS操作系统中,仅仅通过让用户点击一个链接就可以在目标设备上安装间谍软件的漏洞已被发现。

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.

该漏洞发现的起因是一名人权律师向安全研究人员报告称,他收到了来路不明的短信。安全研究人员在苹果的代码中发现了三个之前没有查明的漏洞。

Apple has since released a software update that addresses the problem.

自该问题被爆出后,苹果已经发布了一版软件更新来解决这个问题。

The two security firms involved, Citizen Lab and Lookout, said they had held back details of the discovery until the fix had been issued.

据发现漏洞的两家安全公司“公民实验室”和“瞭望台”表示,在苹果发布修复补丁之前,他们一直保守着发现的细节没有泄密。

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.

涉事律师阿姆哈德·曼苏尔分别在8月10日和11日收到了不明短信。这些短信保证说,如果曼苏尔点击链接,就可以知道关押在阿联酋监狱中的人被折磨的“秘密”。

Had he done so, Citizen Lab says, his iPhone 6 would have been "jailbroken", meaning unauthorised software could have been installed.

公民实验室方面表示,如果曼苏尔这样做了的话,他的iPhone 6就会被“越狱”,这就意味着未经授权的软件可以安装在他的手机中。

"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.

公民实验室表示:“一旦感染上病毒,曼苏尔的手机就会变成一个装在他口袋里的电子间谍,可以用iPhone的摄像头和麦克风来窥探发生在设备周围的活动,记录下他的WhatsApp和Viber calls,获取手机聊天软件发送的信息,并且跟踪他的行动。”

The researchers say they believe the spyware involved was created by NSO Group, an Israeli "cyber-war" company.

研究人员们表示,他们认为本案的间谍软件是由以色列“网络战争”公司NSO组织开发的。

"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."

瞭望台表示:“这是我们见过的最精密的间谍软件包。它利用了手机在我们生活中被密集使用这一特性、以及只有在手机上才有的特征组合--经常连接(wifi,3G/4G网络)、语音通信、相机、电子邮件、短信、GPS、密码和联系人列表。

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方面已经发表了一份声明,承认他们用技术来“打击恐怖和犯罪”,但是也表示他们不知晓任何特定事件,也没有参与到任何特别的间谍软件中来。

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社交媒体是如何毒害我们下一代的

A New study by the British government has discovered the mental well-being of the country'steenage girls has deteriorated.

英国政府最近的一项研究发现,英国青春期女孩的心理健康已经严重恶化。

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.

该调查分别调查了2005年和2014年的总计3万名14岁学生,结果显示,37%的女生存在心理压力,比2005年的34%上升了3个点。英国男孩的压力水平在同期实际上降低了,从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.

报告的作者指出“社交媒体时代的到来”可能是导致英国青春期女孩压力水平剧增的主要因素。

“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.

“青春期是一个充满了身体、认知和情绪发展的时期,”布拉德福德大学心理学讲师帕姆·拉姆斯登在最近的博客中写道。“青少年跟周围的人产生互动,从学会如何成为合格的大人。

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.”

在过去,他们会跟父母,老师,社区里的其他大人以及亲戚朋友交流。现在,社会与情绪发展清单中又多了一项社交媒体。”

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.

贯穿整个青春期,女孩和男孩会发展出自信和自律这样的品质。因为青少年的大脑还没有完全发育,他们尚不具备足够的认知觉知和冲动控制水平,从而很容易在网上发布不适当的内容。

Furthermore, this content can easily be circulated far and wide with disastrous implications.

更重要的是,这些内容会很容易广为传播,并产生严重的影响。

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.

社交媒体同样会加剧女孩们对外表的不安全感,拉姆斯登说。网络上充斥着各种完美身材的照片,而一般人很难拥有这样的身材。然而,这些照片和其中传递的信息却在不断渗入到社会标准中。

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手游崛起致韩国网游开发商受挫

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.

韩国计算机游戏行业面临危机,原因是在向手游的快速转型中,韩国网游软件制造商很难与快速发展的中国竞争对手竞争。

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.

韩国网络游戏制造商长期在全球大型多人在线角色扮演游戏(MMORPG)市场占据主导地位,但随着玩家日益接受在智能手机上玩游戏,这些制造商失去了领先地位。

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.

迄今为止,韩国游戏制造商未能开发出任何手机平台上的火爆游戏产品,这对该国游戏产业是一个问题。长期以来,游戏产业一直让韩国人引以为豪,同时游戏还是该国国民最喜爱的消遣方式。

South Korea is the world’ssecond-largest online games market after China.

韩国是仅次于中国的全球第二大网游市场。

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).

韩国文化产业振兴院(Korea Creative Content Agency)的数据显示,韩国计算机网络游戏收入占到全球市场的五分之一,但这一比例低于2012年的28.6%。

Kocca estimates that sales of Korean gamesabroad grew about 7 per cent to $3.2bn last year,slowing sharply from thedouble-digit pace between 2007-12 when South Koreancompaniesincluding NCSoft and Tokyo-listed Nexon developed the globalonline game market.

韩国文化产业振兴院估计,去年韩国游戏的海外销售额增长约7%(至32亿美元),大大慢于2007年至2012年期间的两位数增速。当时,包括NCSoft以及在东京上市的Nexon在内的韩国公司促进了全球网游市场的发展。

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.

这在很大程度上归功于它们率先推出了免费加增值(freemium)的商业模式——目前这一模式已经被成功复制到手机游戏上。它的特点是,允许玩家免费玩游戏,但出售付费的虚拟道具,这些道具可以让玩家获得优势。

Local game companies have been outsmartedby western and Chinese rivals in the shift to fast-growing mobile games, whichare quicker and cheaper to develop.

在向快速发展的手游行业转型的过程中,韩国企业没有中国和西方竞争对手那样机敏。手游开发起来更快,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.

随着韩国游戏开发商削减网游投资,以尝试专注于手游开发,它们在网游市场上的主导地位受到Riot Games的《英雄联盟》(League of Legends)和暴雪娱乐(Blizzard Entertainment)的《守望先锋》(Overwatch)等海外游戏的冲击。

Those two US-developed games now commandmore than half of the South Korean market.

目前,这两款美国公司开发的游戏占据了韩国市场逾一半的份额。

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的游戏分析师Chenyu Cui表示:韩国游戏开发者……在手游上分散了太多的资源,因而匀不出钱来投资开发(新的流行网络游戏)。

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.

分析师们表示,韩国公司过于专注形象逼真的角色扮演类网络战斗游戏,而这些游戏对于玩家的吸引力正在下降。当前更能赢得玩家青睐的是更为简单、节奏更快的游戏,比如《守望先锋》是一款射击类游戏,而《英雄联盟》是一款策略游戏。

Park Young-ho, president of mobile gamemaker Four Thirty Three, says: We are no longer theleaders as we enter themobile era.

手游开发商Four Thirty Three的总裁Park Young-ho表示:随着移动时代的到来,我们不再是领导者。

Our strength in hardcore MMORPGs based onadvanced networks has actually become a barrieragainst our globalisation.

我们在基于先进网络的MMORPG核心游戏上的优势,实际上已经成为阻碍我们全球化的障碍。

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是韩国最大的网络游戏开发商。该公司自2012年6月推出《剑灵》(Blade & Soul)以来再没有开发出新的大型网络游戏。韩国最大游戏公司Nexon虽然推出了《冒险岛2》(MapleStory 2)和《突击风暴2》(Sudden Attack 2)等新游戏,但这些游戏并未流行起来。

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游戏研究主管皮尔斯•哈丁-罗尔斯(PiersHarding-Rolls)表示:在研发和变现能力方面的专长一度让韩国游戏出口蓬勃发展,但如今它的黄金时期已经结束。中国国内的游戏行业已经成熟,而西方游戏公司则能开发出非常受欢迎的‘免费加增值’计算机游戏。

While Korean mobile game makers have yet tocrack the Chinese market, many of their Chineserivals are doing well in Korea.

韩国手游开发商尚未打开中国市场,它们的许多中国竞争对手却已经在韩国表现不俗。

Mu Origin, a Chinese-developed version of aKorean online game, is one of the top five mobilegames in Korea.

中国根据一款韩国网络游戏开发的《奇迹:起源》(Mu Origin)进入韩国手游排名前五名。

Eric Cha, analyst at Credit Suisse, says:Just five years ago, things like this were unimaginable.

瑞信(Credit Suisse)分析师Eric Cha表示:就在五年前,这样的事情还是无法想象的。

The Chinese market used to be dominated byKorean online games, but many of their mobilegames are nowadays actuallybetter than Korean games.

中国市场一度被韩国网游主导,而到了今天,中国的许多手游已经比韩国游戏还要好。

Speed is important with trendy mobilegames.

就打造流行手游来说,速度很重要。

China is better than Korea in terms of timeto market.

中国企业在市场时机把握上比韩国企业做得更好。

The decline of the local gaming industryhas led to sharp downsizing.

韩国国内游戏产业走下坡路,导致从业人数锐减。

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.

韩国经济研究所(Korea Economic Research Institute)数据显示,从2009年到2014年,韩国国内游戏开发者人数下降30%,至1.4万人,同时不断亏损的中型企业被迫进行裁员。

Profits are shrinking at many of the largergroups while some, including NHN Entertainment andNeowiz Games, fell into aloss last year.

韩国许多规模较大的游戏公司的利润也在缩水,NHN Entertainment和Neowiz Games等一些公司去年出现了亏损。

In the first half of this year, Nexon’s net profitdropped 37.5 per cent.

今年上半年,Nexon的净利润同比下降了37.5%。

Share prices have also come under pressure,spooking some companies that had beenconsidering public listings.

游戏公司的股价也表现不佳,这让一些原本考虑上市的企业止步不前。

Netmarble Games, the country’s biggestmobile game company, gave up the idea of a Nasdaqfloat and now aims to raiseabout Won2tn ($1.7bn) later this year or early next via an initialpublicoffering in Korea, where it is better known.

Netmarble Games是韩国最大的手游公司,它放弃了之前在纳斯达克上市的计划,并打算今年晚些时候或明年初在韩国上市,计划融资约2万亿韩元(约合17亿美元)——该公司在韩国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,韩国游戏开发商如果想扩大海外客户群就必须多元化。

They should develop games that anyone canplay on any platform if they are serious aboutoverseas expansion.

这名主管说:如果他们在认真考虑向海外扩张,他们就应该开发任何人在任何平台上都可以玩的游戏。

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.

瑞信分析师Eric Cha在谈到Pokémon Go大受欢迎时表示,然而实现差异化也非常重要,他指出,韩国游戏开发商迄今尚未推出任何使用增强现实或虚拟现实技术的大型游戏。

It is not that difficult technology-wise.

Eric Cha说:技术层面不是问题。

The thing is how to integrate suchtechnology with globally well-known content, he says.

问题的关键在于如何将此类技术与全球知名的内容整合在一起。

They need something fresh and differentthat sets their games apart from their competitors’inorder tocrack the global market.

要征服全球市场,韩国游戏开发商需要一些与众不同的新鲜元素,从而让它们的产品与竞争对手的产生差异。

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