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111年 - 111 臺北市市立高級中等學校正式教師聯合甄選:應用英語科#107354
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2. 文章摘要與命題 (30 分)
(2) Based on the passage, design 3 reading comprehension check questions, one of which shall be the pattern of competency-based type. (15 分)
詳解 (共 2 筆)
Jeff Chen
詳解 #6348710
2025/03/26
Here’s how you coul...
(共 971 字,隱藏中)
前往觀看
Jeff Chen
詳解 #6348709
2025/03/26
Here’s how you coul...
(共 971 字,隱藏中)
前往觀看
相關申論題
3. 申論題 (20 分) Presentation skills have been one of the focal points in Applied English Department. If you are the mentor for the player, who is about to attend Business English of National High School Commercial Skills Competition, how are you going to assist this student in the training session? Please elaborate on your teaching plan in a semester or an academic year. Attached Article The Metaverse – Why It Is More Than Hype How business evolves in the virtual reality Since Mark Zuckerberg announced his Metaverse mission, it has become hype. If Zuckerberg has his way, large parts of our social life will soon take place in the Metaverse. Since this future is very likely in view of the rapidly evolving technological developments, especially in the fields of artificial intelligence and virtual reality, it is worth taking a look at what lies ahead of us. What exactly is the Metaverse? What exactly will be behind Zuckerberg’s “The Metaverse” in particular, we will certainly find out in the near future. There is no clear definition for the metaverse in general. It can be compared to the early days of the Internet, where there was also no clear idea of what we perceive as the Internet today. Generally speaking, the metaverse is understood as a virtual world, which on the one hand is technologically characterized by virtual reality and augmented reality and exists independently of individual users. Unlike a classic (virtual reality) game, which I start and finish, the existence of the virtual world is permanent and individuals enter and leave it to participate. Today, platforms such as Roblox and Fortnite, which have gaming at their origin, are counted as metaverses. Economy in the Metaverse In addition to the social aspects, the metaverse is characterized by a digital economy. This is precisely why it has become so interesting for brands like Adidas, Nike, Gucci and Balenciaga in recent months. This is about far more than opening up new advertising opportunities and sales channels for their own physical products. Completely new markets for native digital products are already emerging in the metaverse, which the big brands want to occupy. If they fail to do so, they will be threatened by digital-native brands that hardly anyone outside the bubble is aware of today. What may seem like a bad joke to many has the potential to become the new top brand. We are talking about NFTs like BoredApe and CloneX. First in the headlines in view of the seemingly horrendous sales sums of NFTs, they quickly developed into the status symbol of the crypto community and are now stepping up to become a brand themselves. May it be rational or irrational motives that lead to these developments. They are all based on human behavior that has been known for a long time. The only difference to the development of traditional brands is that the digitally native emergence of brands is significantly accelerated, even disruptive. To understand why the positioning of the brand in the metaverse makes a lasting contribution to the business model, I recommend my article “Crypto Assets – A social capital game“. The natively digital supply chain also offers the opportunity for the so-called Creator Economy. By removing hurdles on both the production and marketing sides, creators can for the first time interact and transact directly with consumers. Through NFT and tokenization, copyrights and ownership rights can be digitally fixed so that digital business models can be natively mapped onto them without the need for the mediator in the physical world that is required today. Relevance beyond art & gamingSo is the metaverse only relevant for companies in the gaming, art and consumer goods sectors? With the latest commitment of companies like Microsoft to the Metaverse, it should be clear: Not at all! Just as the Internet is a basic infrastructure for all businesses today, so will the Metaverse be in the future. Some examples of this: Before the pandemic, face-to-face meetings were commonplace. I, as well, sometimes traveled all day to attend a 1-hour meeting. Fortunately, that has changed radically. Today, remote digital collaboration is commonplace. Still, video conferencing collaboration is not yet completely comparable to a physical meeting. VR and AR technology will significantly improve the user experience of online meetings. But more than that, in the business metaverse we will be able to collaborate with colleagues globally as if we were sitting locally in an office. The physical company headquarters and “the office” will no longer play a major role. Working in global teams will become a matter of course in the metaverse, even for smaller companies. The traditional employee relationship will also change. What we are already seeing in the Creator Economy will continue. Traditional ties to one employer will gradually be replaced by competence networks in which professionals organize themselves to perform work in various projects. In recruiting, the digital business self, i.e., the employee’s track record, will play a leading role. Companies that can recruit in the virtual space and integrate employees into virtual teams will gain significant market advantages. Existing business models will also change. Let’s look at the automotive industry, for example. Here, work is being done on concepts for linking virtual worlds with mobility. Companies like Holoride are already addressing this market today. Metaverse – The next evolutionary stage of the Internet? Is the Metaverse simply a further development of the existing Internet? Unfortunately, this question must be answered with YES and NO. The Internet in its origin is planned as a network, which enables an open exchange of data and thus a decentralized growth through interoperability of the protocol level. The metaverse in the spirit of Zuckerberg is rather a continuation of the social networks, which are already today attacking the privacy and data autonomy of the users. The metaverse extends the idea of social networks to almost all areas of life. An individual’s participation in a permanently existing metaverse is associated with the emergence of a comprehensive digital self. If one leaves a digital footprint on the Internet through one’s behavior, one’s digital personality is created in the metaverse. Even though one can be anything in Zuckerberg’s metaverse vision, everything is controlled by a private company. The freedom to choose the skin color of one’s avatar does not mean sovereignty over his or her own data. Such an understanding of the Metaverse is therefore already no further development of the Internet idea, since here open protocols and interoperability are replaced by closed systems that control the digital self, i.e. the identity of the user. Openness is only created for commercial purposes. If the metaverse is understood and implemented in this way, then it can be seen as a threatening continuation of social media, which can lead to a dilemma for fundamental human rights. Efforts to create an open metaverse based on the fundamental principles of the Internet represent an alternative to this dystopian development. The basis for this is the Web3.0 movement with decentralized approaches to digital identities, transactions and the digitization of property. Source: https://morethandigital.info/en/the-metaverse-why-it-is-more-than-hype/
#459252
1. 請利用節圓半徑R,角速度W及鏈節半角θ,繪圖說明鏈條傳動時發生弦線作用∆R 為多少? (4分) 要如何減少弦線作用的方法? (2分)
#459253
2. 如下圖(六),所示之簡支樑,右方凸字型為樑之斷面,o-o軸為形心軸,試求 此樑所生成最大之正交應力為何? (4分) 在樑及斷面何處? (2分)
#459254
(1)可舉起重物W為多少kg?(3分)
#459255
(2)當輪旋轉40圈時,重物W上升多少m?(3分)
#459256
4. 如圖(八)所示,為一斜齒輪周轉輪系,斜齒輪2、3為不固定於S軸,而可繞S軸轉 之兩相等斜齒輪,軸環P用鏈銷固定在S軸上,短軸A又固定在P上,斜齒輪4套在 短軸上自由轉動,與斜齒輪2、3相嚙合,各齒輪之齒數如圖所示,當齒輪5轉速 +50 rpm時,則齒輪7之轉速與轉向為何?
#459257
5. 直徑為20 cm之傳動軸,轉速600 rpm時可傳達31.4 kW之功率,動力經由5 cm長之 方鍵傳動給輪轂,若鍵的容許剪應力為20 MPa,試求鍵的寬度需為多少mm?
#459258
6. 如圖(九)所示為一T型板,求此板對X軸之慣性矩為多少cm4 ?
#459259
7. 如圖(十)所示,一彈簧組承載W=180 N之重物,已知彈簧常數k1= 6 N/mm、k2 = 3 N/mm、k3 = 9 N/mm,則W物體位移量為多少mm?
#459260
8. 如圖(十一)所示,一塊狀制動機構,其中輪鼓直徑40cm順時鐘旋轉,輪鼓與制動塊間摩擦係數μ=0.4,a=25 cm、b=40 cm、c=60 cm,若煞車需17600 N-cm,則制動外力P為多少N?
#459261
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