1 . One of the curious things about social networks is the way that some messages, pictures, or ideas can spread like wildfire while others that seem just as catchy or interesting barely register at all.
Before you go deep into the puzzle, consider this: If you measure the height of your male friends, for example, the average is about 170 centimeters. You are 172 and your friends are all about the same height as you are. Indeed, the mathematical concept of “average” is a good way to capture the nature of this data set.
But imagine that one of your friends was much taller than you. This person would dramatically skew the average, which would make your friends taller than you, on average. In this case, the “average” is a poor way to capture this data set.
Exactly this situation occurs on social networks. On average, your coauthors will be cited more often than you, and the people you follow will post more frequently than you, and so on.
Now Lerman from University of Southern California has discovered a related paradox, which they call the majority illusion. They illustrate this illusion with an example. They take 14 nodes linked up to form a small network. They then color three of these nodes and count how many of the remaining nodes link to them in a single step.
In one situation, the uncolored nodes see more than half of their neighbors as colored. This is the majority illusion — the local impression that a specific feature is common when the global truth is entirely different.
So how popular is it in the real world? It’s found out that the majority illusion occurs in almost all network scenarios. “The effect is largest in the political blogs network, where 60% of nodes will have majority active neighbours, even when only 20% of the nodes are truly active,” says Lerman.
It immediately explains many interesting phenomena. For a start, it shows how some content can spread globally while other similar content does not — the key is to start with a small number of well-connected early adopters fooling the rest of the network into thinking it is common. The affected nodes then find it natural to follow the trend. A real spread finally comes into being.
But it is not yet a marketer’s charter. For that, marketers must first identify the popular nodes that can create the majority illusion for the target audience. These influencers must then be persuaded to adopt the desired behavior or product, which is essential to the prospect of the marketing plan.
1. The phrase skew the average in the passage most probably refers to the action of ________.A.hiding the real average to be unrecognizable to others |
B.producing an average against the general feature of data |
C.working out the common feature suggested by the average |
D.ignoring the average because of the frequency by which it is reviewed |
A.Majority illusion rarely has impacts except in political blogs field. |
B.The majority illusion on social networks relies on that people you follow post more than you. |
C.The essence of successful opinion spread is to initiate the trend with well-connected sharers. |
D.The spread scale of ideas on networks mainly depends on the quality of content. |
A.thoroughly understand the concept of majority illusion |
B.accurately figure out who is the powerful person to affect others |
C.definitely decide who are the target audience for the promotion |
D.successfully convince the influencers to practice certain action |
A.The social network vision that tricks your mind. |
B.Who is stealing your network identity? |
C.Minority network opinion spread, curse or blessing? |
D.Have you been misled during the last political voting? |
A.as | B.just as | C.as if | D.as have |
Japan’s robot revolution in senior care
Japan’s artificial intelligence expertise is transforming the elder care industry, with
The rapidly graying population
The long-standing shortage of professional care workers has encouraged the Japanese government
4 . In a letter he wrote in 1884, Mark Twain complained that “Telephones, telegraphs and words are too slow for this age; we must get something that is faster.” “We should communicate by thought only, and say in a couple of minutes what should have ballooned into
Despite the progress the previous century brought for our understanding of both language and the brain, we are no closer to telepathy(心灵感应), communication from one mind to another by
“Good old-fashioned telepathy” (GOFT) involves a direct transfer of
Besides, GOFT promises genuine communication. However,
These weaknesses have driven people to look for alternatives and finally inspired inventions of artificial languages trying to remove misunderstanding. Of course, one day when technology allows, a direct thought-to-thought transfer seems the
Many of us have the confidence that we can think faster than we can speak or write. Having to rely
A.words | B.gestures | C.actions | D.costs |
A.extra-genetic | B.extra-familial | C.extra-sensory | D.extra-legal |
A.sacrificed | B.popularized | C.enclosed | D.balanced |
A.strength | B.intelligence | C.thoughts | D.structures |
A.limitations | B.expenses | C.command | D.evolution |
A.replace | B.update | C.decode | D.imitate |
A.avoidance | B.discrimination | C.employment | D.expansion |
A.reluctance | B.privacy | C.fear | D.misinterpretation |
A.contradict | B.indicate | C.delay | D.justify |
A.multiple | B.invisible | C.ultimate | D.equivalent |
A.roughly | B.casually | C.entirely | D.willingly |
A.distraction | B.prospect | C.origin | D.regulation |
A.fed up | B.set up | C.cut off | D.let loose |
A.profitable | B.meaningful | C.steady | D.typical |
A.charm | B.recognition | C.efficiency | D.endurance |
A.when | B.why | C.where | D.which |
A.his being not able | B.him not to be able |
C.his not being able | D.him to be not able |
A.helping | B.to help | C.help | D.helped |
8 . The cultivation of plants by ants is more widespread than previously realized, and has evolved on at least 15 separate occasions.
There are more than 200 species of ant in the Americas that farm fungi (真菌) for food, but this trait evolved just once sometime between 45 million and 65 million years ago. Biologists regard the cultivation of fungi by ants as true agriculture appearing earlier than human agriculture because it meets four criteria: the ants plant the fungus, care for it, harvest it and depend on it for food.
By contrast, while thousands of ant species are known to have a wide variety of interdependent relationships with plants, none were regarded as true agriculture. But in 2016, Guillaume Chomicki and Susanne Renner at the University of Munich, Germany, discovered that an ant in Fungi cultivates several plants in a way that meets the four criteria for true agriculture.
The ants collect the seeds of the plants and place them in cracks in the bark of trees. As the plants grow, they form hollow structures called domain that the ants nest in. The ants defecate (排便) at designated absorptive places in these domain, providing nutrients for the plant. In return, as well as shelter, the plant provides food in the form of fruit juice.
This discovery prompted Chomicki and others to review the literature on ant-plant relationships to see if there are other examples of plant cultivation that have been overlooked. “They have never really been looked at in the framework of agriculture,” says Chomicki, who is now at the University of Sheffield in the UK. “It’s definitely widespread.”
The team identified 37 examples of tree-living ants that cultivate plants that grow on trees, known as epiphytes (附生植物). By looking at the family trees of the ant species, the team was able to determine on how many occasions plant cultivation evolved and roughly when. Fifteen is a conservative estimate, says Campbell. All the systems evolved relatively recently, around 1million to 3 million years ago, she says.
Whether the 37 examples of plant cultivation identified by the team count as true agriculture depends on the definitions used. Not all of the species get food from the plants, but they do rely on them for shelter, which is crucial for ants living in trees, says Campbell. So the team thinks the definition of true agriculture should include shelter as well as food.
1. According to biologists, why is ant-fungus cultivation considered as a form of true agriculture?A.Because it occurred earlier than human agriculture. |
B.Because it fulfills the standards typical of agricultural practices. |
C.Because it redefines the four criteria for true human agriculture. |
D.Because it is less common than previously thought. |
A.They determined on new family trees of the ant species. |
B.They overlooked some tree-living ants that provided nutrients for the plants. |
C.They never studied the ant-plant relationships within the context of agriculture. |
D.They never identified any an t species that engaged in cultivation of fungi. |
A.Ants’ cultivation of plants is limited to a few specific species. |
B.The cultivation of fungi by ants is considered the earliest form of agriculture. |
C.True agriculture in ants involves only food-related interactions with plants. |
D.Ants have independently cultivated plants on at least 15 distinct occasions. |
A.The evolution of ants in the plant kingdom. |
B.The widespread occurrence of ant-plant cultivation. |
C.The discovery of a new ant species engaging in agriculture. |
D.The contrast between ant agriculture and human agriculture. |
9 . Investors probably expect that following the suggestions of stock analysts would make them better off than doing the exact opposite.
Gennaioli and colleagues shed light on this
After observing strong earnings growth—the explanation goes—analysts think that the firm may be the next Google. “Googles” are in fact more frequent among firms experiencing strong growth, which makes them
In related work, the authors also show that the same model can
These works are part of a research project aimed at taking insights from cognitive sciences and at
Representativeness helps describe
A.Consequently | B.Furthermore | C.Nevertheless | D.Meanwhile |
A.curious | B.controversial | C.concerned | D.optimistic |
A.In brief | B.By contrast | C.In addition | D.Without doubt |
A.engagement | B.concentration | C.puzzle | D.definition |
A.memorize | B.prioritize | C.modernize | D.fertilize |
A.representative | B.argumentative | C.executive | D.sensitive |
A.harsh | B.adaptable | C.crucial | D.rare |
A.cheers | B.disappoints | C.stabilizes | D.improves |
A.account for | B.count on | C.suffer from | D.hold up |
A.pouring | B.admitting | C.integrating | D.tempting |
A.pretend | B.afford | C.offer | D.tend |
A.effects | B.delights | C.intervals | D.codes |
A.companions | B.scales | C.expectations | D.findings |
A.necessity | B.involvement | C.perseverance | D.reluctance |
A.equivalent | B.exceptional | C.mysterious | D.distressing |
10 . Flinging brightly coloured objects around a screen at high speed is not what computers’ central processing units were designed for. So manufacturers of arcade machines invented the graphics-processing unit (GPU), a set of circuits to handle video games’ visuals in parallel to the work done by the central processor. The GPU’s ability to speed up complex tasks has since found wider uses: video editing, cryptocurrency mining and most recently, the training of artificial intelligence.
AI is now disrupting the industry that helped bring it into being. Every part of entertainment stands to be affected by generative AI, which digests inputs of text, image, audio or video to create new outputs of the same. But the games business will change the most, argues Andreessen Horowitz, a venture-capital (VC) firm. Games interactivity requires them to be stuffed with laboriously designed content: consider the 30 square miles of landscape or 60 hours of music in “Red Dead Redemption 2”, a recent cowboy adventure. Enlisting AI assistants to churn it out could drastically shrink timescales and budgets.
AI represents an “explosion of opportunity” and could drastically change the landscape of game development. Making a game is already easier than it was: nearly 13,000 titles were published last year on Steam, a games platform, almost double the number in 2017. Gaming may soon resemble the music and video industries in which most new content on Spotify or YouTube is user-generated. One games executive predicts that small firms will be the quickest to work out what new genres are made possible by AI. Last month Raja Koduri, an executive at Intel, left the chip maker to found an AI-gaming startup.
Don’t count the big studios out, though. If they can release half a dozen high-quality titles a year instead of a couple, it might chip away at the hit-driven nature of their business, says Josh Chapman of Konvoy, a gaming focused VC firm. A world of more choices also favors those with big marketing budgets. And the giants may have better answers to the mounting copyright questions around AI. If generative models have to be trained on data to which the developer has the rights, those with big back-catalogues will be better placed than startups. Trent Kaniuga, an artist who has worked on games like “Fortnite”, said last month that several clients had updated their contracts to ban AI-generated art.
If the lawyers don’t intervene, unions might. Studios diplomatically refer to AI assistants as “co-pilots”, not replacements for humans.
1. The original purpose behind the invention of the graphics-processing unit (GPU) was to ________.A.speed up complex tasks in video editing and cryptocurrency mining |
B.assist in the developing and training of artificial intelligence |
C.disrupt the industry and create new outputs using generative AI |
D.offload game visual tasks from the central processor |
A.It contributes to the growth of user-generated content. |
B.It facilitates blockbuster dependency on big studios. |
C.It decreases collaboration between different stakeholders in the industry. |
D.It may help to consolidate the gaming market under major corporations. |
A.AI favors the businesses with small marketing budgets. |
B.AI is expected to simplify game development processes. |
C.AI allows startups to gain an edge over big firms with authorized data. |
D.AI assistants may serve as human substitutes for studios. |
A.The evolution of graphics-processing units (GPUs). |
B.The impact of generative AI on the gaming industry. |
C.The societal significance of graphics-processing units (GPUs). |
D.The challenges generative AI presents to gaming studios. |