- 最后登录
- 2010-7-1
- 在线时间
- 2 小时
- 寄托币
- 189
- 声望
- 0
- 注册时间
- 2007-9-17
- 阅读权限
- 15
- 帖子
- 0
- 精华
- 0
- 积分
- 102
- UID
- 2400953

- 声望
- 0
- 寄托币
- 189
- 注册时间
- 2007-9-17
- 精华
- 0
- 帖子
- 0
|
affixion
issue 50
Agree.
1, expand the horizon and deepen insight, should go outside to learn sth.
Keep pace with the eventful world.
In addition, when professors work in professions relevant to the courses they teach, they are converting their knowledge to property of the society. In my view, most Chinese companies employed college professors as technocrats. Through this way, professors make contribution to society directly. I think this is another equally important responsibility of college and university, besides instructing students.
2, however, learning outside should be based on a principle that you are proficient in your current job that is impede your development, and are aware of the proximate trend in today’s education, which on a large scale influences the studying.
诸葛亮,a chinese militarist, research of current conditions across the country.
3, If not, the bureaucracy and the temptation of the society would rot the benefits.
First, it seems ill-conceived to relegate decision and choices about arts funding to a handful of bureaucrats, who are likely to decide based on their own quirky notions about some agenda, and whose decisions might be susceptible to influence-peddling. It is abnormal in the democratic society but normal when it comes to castes.
skeleton for 147The following appeared in an editorial in a business magazine.
"Although the sales of Whirlwind video games have declined over the past two years, a recent survey of video-game players suggests that this sales trend is about to be reversed. The survey asked video-game players what features they thought were most important in a video game. According to the survey, players prefer games that provide lifelike graphics, which require the most up-to-date computers. Whirlwind has just introduced several such games with an extensive advertising campaign directed at people 10 to 25 years old, the age-group most likely to play video games. It follows, then, that the sales of Whirlwind video games are likely to increase dramatically in the next few months."
1,it is entirely possible that game players will buy other companies' products which also have the features mentioned above.
2,it is hasty generation that the players only focus on the quality of graphics. It is obvious that price or gut in games preoccupy the gamers. Considering that high quality equals high price, it's unreasonable to ignore the element of price.
3,no evidence shows that the age group,10 to 25, is the most possible part in playing games.
4,maybe the author could not predict that optimistically.
it is because the sales have declined that in the circles the gamers might not accept the products of same brand so quickly. |
|