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第一幅具有立体主义倾向的毕加索的作品是( )。

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  • 【名词&注释】

    科学安排(scientific arrangement)、主要内容(main contents)、校园文化建设(construction of campus culture)、国家中长期教育改革和发展规划纲要、主要特征(main features)、立体主义(cubism)、具体要求(concrete requirements)、不断创新(continuous innovation)、大力开展(energetically unfold)、里程碑意义(milestone meaning)

  • [单选题]第一幅具有立体主义倾向的毕加索的作品是( )。

  • A. 《格尔尼卡》
    B. 《亚维农少女》
    C. 《照镜子的姑娘》
    D. 《吉他与酒杯》

  • 查看答案&解析 查看所有试题
  • 学习资料:
  • [单选题]关于我国《国家中长期教育改革和发展规划纲要(2010-2020年)》针对义务教育提出开展"阳光体育"运动,保证每天锻炼( )。
  • A. 45分钟
    B. 30分钟
    C. 40分钟
    D. 60分钟

  • [单选题]小王、小李、小张在一起,一位是工人,一位是农民,一位是教师。现在只知道:小张比教师年龄大,小王和农民不同岁,农民比小李年龄小。因此我们可知( )。
  • A. 小李是工人,小张是农民,小王是教师
    B. 小李是农民,小张是工人,小王是教师
    C. 小李是教师,小张是工人,小王是农民
    D. 小李是工人,小张是教师,小王是农民

  • [单选题]在创建理想校园文化时,传统老校应采取( )。
  • A. 重点突破策略
    B. 个性塑造策略
    C. 传统拓展策略
    D. 主体统揽策略

  • [多选题]教育目标是社会对教育所要成就的社会个体的质量规格的总体要求。( )
  • A. 错

  • [单选题] Can you imagine the difficulty I had ______ language obstacles I first studied abroad?
  • A. to overcome
    B. overcoming
    C. overcome
    D. overcame

  • [单选题]请阅读 Passage 2,完成 1~5小题。   Passage 2   Old stereotypes die hard.Picture a video-game player and you will likely imagine a teenage boy,by himself,compulsively hammering away at a game involving rayguns and aliens that splatter when blasted.Ten years ago that might have bome some relation to reality.But today a gamer is as likely to be a middle-aged commuter playing "Angry Birds" on her smartphone.In AmericA.the biggest market,the average game-player is 37 years old.Two-fifths are female.   Over the past ten years the video-game industry has grown from a small business to a huge, mainstream one.With global sales of $56 billion in 2010,it is more than twice the size of the recorded-music industry.Despite the downturn,it is growing by almost 9% a year.   Is this success due to luck or skill? The answer matters,because the rest of the entertainment industry has tended to treat gaming as being a lucky beneficiary of broader technological changes. Video gaming,unlike musiC.film or television,had the luck to be born digital.In fact,there is plenty for old media to learn.   Video games have certainly been swept along by two forces: demography and technology.The first gaming generation-the children of the 1970s and early 1980s-is now over 30.Many still love gaming,and can afford to spend far more on it now.Meanwhile rapid improvements in computing power have allowed game designers to offer experiences that are now often more cinematic than the cinema.   But even granted this good fortune,the game-makers have been clever.They have reached out to new customers with new methods.They have branched out into education,corporate training and even warfare,and have embraced digital downloads and mobile devices with enthusiasm.Though big-budget games are still popular,much of the growth now comes from "casual" games that are simple,cheap and playable in short bursts on mobile phones or in web browsers.   The industry has excelled in a particular area-pricing.In an era when people are disinclined to pay for content on the weB.games publishers were quick to develop "freemium" models,where you rely on non-paying customers to build an audience and then extract cash only from a fanatical few.   As gaming comes to be seen as just another medium,its tech-savvy approach could provide a welcome shot in the arm for existing media groups.
  • All ofthe following methods are employed to attract new customers EXCEPT__________.

  • A. to expand business into other fields
    B. to embrace mobile devices
    C. to develop big-budget games
    D. to develop "casual" games

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