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有關科技的長篇英語文章

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雖科技發達,但人類在火星上居住的時代仍然遙遙無期,爲了攻克技術難關,科技人員日夜拼搏。下面小編整理了有關科技的長篇英語文章,希望大家喜歡!

有關科技的長篇英語文章
  有關科技的長篇英語文章摘抄

打開鏈接即被破解及入侵! iPhone出現嚴重安全漏洞!

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操作系統中,僅僅通過讓用戶點擊一個鏈接就可以在目標設備上安裝間諜軟件的漏洞已被發現。

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.

該漏洞發現的起因是一名人權律師向安全研?a href="">咳嗽?a href="">報告稱,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現了三個之前沒有查明的漏洞。

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

自該問題被爆出後,蘋果已經發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.

據發現漏洞的兩家安全公司“公民實驗室”和“瞭望臺”表示,在蘋果發佈修復補丁之前,他們一直保守着發現的細節沒有泄密。

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,如果曼蘇爾點擊鏈接,就可以知道關押在阿聯酋監獄中的人被折磨的“祕密”。

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

公民實驗室方面表示,如果曼蘇爾這樣做了的話,他的iPhone 6就會被“越獄”,這就意味着未經授權的軟件可以安裝在他的手機中。

"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.

公民實驗室表示:“一旦感染上病毒,曼蘇爾的手機就會變成一個裝在他口袋裏的電子間諜,可以用iPhone的攝像頭和麥克風來窺探發生在設備周圍的活動,記錄下他的WhatsApp和Viber calls,獲取手機聊天軟件發送的信息,並且跟蹤他的行動。”

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,他們認爲本案的間諜軟件是由以色列“網絡戰爭”公司NSO組織開發的。

"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。它利用了手機在我們生活中被密集使用這一特性、以及只有在手機上纔有的特徵組合--經常連接(wifi,3G/4G網絡)、語音通信、相機、電子郵件、短信、GPS、密碼和聯繫人列表。

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方面已經發表了一份聲明,承認他們用技術來“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。

  有關科技的長篇英語文章鑑賞

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研究發現,英國青春期女孩的心理健康已經嚴重惡化。

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.

該調查分別調查了2005年和2014年的總計3萬名14歲學生,結果顯示,37%的女生存在心理壓力,比2005年的34%上升了3個點。英國男孩的壓力水平在同期實際上降低了,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.

報告的作者指出“社交媒體時代的到來”可能是導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、認知和情緒發展的時期,”布拉德福德大學心理學講師帕姆·拉姆斯登在最近的博客中寫道。“青少年跟周圍的人產生互動,從學會如何成爲合格的大人。

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,社區裏的其他大人以及親戚朋友交流。現在,社會與情緒發展清單中又多了一項社交媒體。”

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,女孩和男孩會發展出自信和自律這樣的品質。因爲青少年的大腦還沒有完全發育,他們尚不具備足夠的認知覺知和衝動控制水平,從而很容易在網上發佈不適當的內容。

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

更重要的是,這些內容會很容易廣爲傳播,併產生嚴重的影響。

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 ver, 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。網絡上充斥着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準中。

  有關科技的長篇英語文章賞析

手遊崛起致韓國網遊開發商受挫

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.

韓國計算機遊戲行業面臨危機,原因是在向手遊的快速轉型中,韓國網遊軟件製造商很難與快速發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.

韓國網絡遊戲製造商長期在全球大型多人在線角色扮演遊戲(MMORPG)市場佔據主導地位,但隨着玩家日益接受在智能手機上玩遊戲,這些製造商失去了領先地位。

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.

迄今爲止,韓國遊戲製造商未能開發出任何手機平臺上的火爆遊戲產品,這對該國遊戲產業是一個問題。長期以來,遊戲產業一直讓韓國人引以爲豪,同時遊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.

韓國是僅次於中國的全球第二大網遊市場。

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).

韓國文化產業振興院(Korea Creative Content Agency)的數據顯示,韓國計算機網絡遊戲收入佔到全球市場的五分之一,但這一比例低於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.

韓國文化產業振興院估計,去年韓國遊戲的海外銷售額增長約7%(至32億美元),大大慢於2007年至2012年期間的兩位數增速。當時,包括NCSoft以及在東京上市的Nexon在內的韓國公司促進了全球網遊市場的發展。

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於它們率先推出了免費加增值(freemium)的商業模式——目前這一模式已經被成功複製到手機遊戲上。它的特點是,允許玩家免費玩遊戲,但出售付費的虛擬道具,這些道具可以讓玩家獲得優勢。

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

在向快速發展的手遊行業轉型的過程中,韓國企業沒有中國和西方競爭對手那樣機敏。手遊開發起來更快,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.

隨着韓國遊戲開發商削減網遊投資,以嘗試專注於手遊開發,它們在網遊市場上的主導地位受到Riot Games的《英雄聯盟》(League of Legends)和暴雪娛樂(Blizzard Entertainment)的《守望先鋒》(Overwatch)等海外遊戲的衝擊。

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的遊戲佔據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的遊戲分析師Chenyu Cui表示:韓國遊戲開發者……在手游上分散了太多的資源,因而勻不出錢來投資開發(新的流行網絡遊戲)。

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,韓國公司過於專注形象逼真的角色扮演類網絡戰鬥遊戲,而這些遊戲對於玩家的吸引力正在下降。當前更能贏得玩家青睞的是更爲簡單、節奏更快的遊戲,比如《守望先鋒》是一款射擊類遊戲,而《英雄聯盟》是一款策略遊戲。

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

手遊開發商Four Thirty Three的總裁Park Young-ho表示:隨着移動時代的到來,我們不再是領導者。

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

我們在基於先進網絡的MMORPG核心遊戲上的優勢,實際上已經成爲阻礙我們全球化的障礙。

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是韓國最大的網絡遊戲開發商。該公司自2012年6月推出《劍靈》(Blade & Soul)以來再沒有開發出新的大型網絡遊戲。韓國最大遊戲公司Nexon雖然推出了《冒險島2》(MapleStory 2)和《突擊風暴2》(Sudden Attack 2)等新遊戲,但這些遊戲並未流行起來。

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遊戲研究主管皮爾斯•哈丁-羅爾斯(PiersHarding-Rolls)表示:在研發和變現能力方面的專長一度讓韓國遊戲出口蓬勃發展,但如今它的黃金時期已經結束。中國國內的遊戲行業已經成熟,而西方遊戲公司則能開發出非常受歡迎的‘免費加增值’計算機遊戲。

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

韓國手遊開發商尚未打開中國市場,它們的許多中國競爭對手卻已經在韓國表現不俗。

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

中國根據一款韓國網絡遊戲開發的《奇蹟:起源》(Mu Origin)進入韓國手遊排名前五名。

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遊主導,而到了今天,中國的許多手遊已經比韓國遊戲還要好。

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.

中國企業在市場時機把握上比韓國企業做得更好。

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

韓國國內遊戲產業走下坡路,導致從業人數銳減。

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.

韓國經濟研究所(Korea Economic Research Institute)數據顯示,從2009年到2014年,韓國國內遊戲開發者人數下降30%,至1.4萬人,同時不斷虧損的中型企業被迫進行裁員。

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

韓國許多規模較大的遊戲公司的利潤也在縮水,NHN Entertainment和Neowiz Games等一些公司去年出現了虧損。

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

今年上半年,Nexon的淨利潤同比下降了37.5%。

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

遊戲公司的股價也表現不佳,這讓一些原本考慮上市的企業止步不前。

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是韓國最大的手遊公司,它放棄了之前在納斯達克上市的計劃,並打算今年晚些時候或明年初在韓國上市,計劃融資約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,韓國遊戲開發商如果想擴大海外客戶羣就必須多元化。

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

這名主管說:如果他們在認真考慮向海外擴張,他們就應該開發任何人在任何平臺上都可以玩的遊戲。

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,然而實現差異化也非常重要,他指出,韓國遊戲開發商迄今尚未推出任何使用增強現實或虛擬現實技術的大型遊戲。

It is not that difficult technology-wise.

Eric Cha說:技術層面不是問題。

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

問題的關鍵在於如何將此類技術與全球知名的內容整合在一起。

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,韓國遊戲開發商需要一些與衆不同的新鮮元素,從而讓它們的產品與競爭對手的產生差異。