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Read Test2
Read Test2
You should spend about 20 minutes on Questions 1-15, which are based on Reading Passage 1.
F Guide dogs are typically trained by highly qualified instructors, who are assisted by a
number of apprentice instructors. Procedures vary from school to school, but in general,
trainers must spend two to three years as a supervised apprentice before they can move up
to a master instructor. Instructors and apprentice instructors are typically college graduates
with a good deal of prior experience dealing with both animals and people. Because most
guide dog schools are non-profit institutions, instructor pay is relatively low for the
education level required; even so, openings don't come up all that often, and attract many
hopeful applicants. Often, trainers work their way up to apprentice instructor by working
with the school on a lower level, such as raising guide dog puppies. The job is extremely
demanding intellectually, emotionally and physically. Instructors work very hard for long
hours, and they must constantly deal not only with difficult animals but also with difficult
people. It is definitely rewarding work, though. Instructors say they get a great deal of
satisfaction from helping a difficult dog master its job, and they're certainly very happy
putting together a functioning dog-and-handler team.
Questions 1 – 7
4 Guide dog training differs from that of other dogs in that treats are not given.
Questions 8 - 15
Complete each sentence with the correct ending A-H from the box below.
You should spend about 20 minutes on Questions 16 - 27 which are based on Reading
Passage 2.
B But at the same time, the best examples are very addictive and gamers are tempted to
play for increasing lengths of time. Excessive behaviour in any area of life rightly signals
alarm bells for parents. However, for an emerging technology like games, it can be hard to
differentiate between excess and enthusiasm. It's difficult for parents to judge what is a
healthy time commitment if they are not game-players themselves. One approach is to look
at the available statistics. A 2012 consumer study demonstrated that a surprisingly wide
range of ages play games: 40% of the UK population in fact, of which 24% play at least
weekly. This picture is brought into greater focus by last year’s government briefing. It
states that in England, video games were played for two hours or more a day by 55% of boys
and 20% of girls in 2010.
C On the more extreme end of the spectrum, the clinical physiologist Dr Jane Hucksteth
(2010) reported that 7% of teens in the UK play more than 30 hours of computer games a
week. However the impact on their school work and social life needed further study. “It is
agreed that excessive screen time – over four hours with no break – can be a bad thing."
said Dr Hucksteth, "There is a lot of research on this. However, we should also consider time
of day, weekends versus school days and the age of the child before we can assess the
overall impact on their welfare. ”Gaming is far from a diagnosable addiction but some of the
language of addiction can help parents identify when things are getting excessive”.
D Indications include playing every day, devoting long periods of time, sacrificing other
activities, neglecting homework and moodiness. The last two may describe many of our
children, but Hucksteth suggests that where four or more of these factors exist there may
be cause for concern and a need for parents to step in. "Games should be played as part of a
healthy and balanced lifestyle," agrees Dr Jo Twynum of UKIE, the UK games industry trade
body. “Players should take regular breaks – a good guide is five minutes rest every 45 – 60
minutes of game play.” In light of this, appropriate gaming time is more about its impact on
the child’s wider life than a hard and fast time limit. As children get older, they will naturally
integrate gaming among other activities (outside interests, friendship groups and even
homework) so the dividing line will become more blurred.
E Distinguishing gaming habits from time spent on other forms of screen time is also
important. While TV and video games appear similar on the surface, the interactive nature
of the latter results in an experience more like a physical toy. Dr Twynum highlights this
misunderstanding. “I’m not sure games provide any different parameters to other
immersive activities. Would we ask ‘How long should children play Lego for’?”. Video games
offer distinct advantages over television, particularly the recent trend in cross-over titles like
"Skylanders" and "Disney Infinity"; these come with plastic action figures which allow
children to play away from the screen – although, of course, parents may object to the costs
involved in buying multiple characters on top of the games themselves.
F If parents are concerned that their child is spending excess time on gaming, keeping game
technology in shared spaces rather than bedrooms is by far the most effective and informal
solution. This does require compromise on both the part of the child (losing their private
pursuit) and the parent (having to share the living room) but has the advantage of not only
keeping games under surveillance but encouraging families to play together – something
that children are often more enthusiastic about than parents anticipate. Using Parental
Controls to restrict access to particular games is a good driver for conversation and
agreement over appropriate gaming habits in a family. There are also specific hardware
features, for example a timer that pauses the action after a pre-determined amount of daily
screen time. A combination of these reference points, regular breaks, along with moving
technology back into family spaces, ensures parents and children maintain a healthy
relationship to video games and involvement in the family unit.
Questions 16-21
Reading passage 2 has six paragraphs labelled A – F.
Choose the correct heading for each paragraph, from the possible options i - ix.
Write the correct number, i -ix in boxes 16 - 21 on your answer sheet.
List of Headings
16 Paragraph A
17 Paragraph B
18 Paragraph C
19 Paragraph D
20 Paragraph E
21 Paragraph F
Questions 22-25
Complete the summary below using NO MORE THAN THREE WORDS from the text for each
answer.
To reduce the risk of addiction to video games, experts agree that it is good for players to
______________________ . In fact, some children's video games have characters who are
Questions 26-27
Do the following statements agree with the information given in Reading Passage 2? Write:
26 Seven percent of the UK population spend over 30 hours a week on video gaming.
27 Built-in controls which limit gaming time are very popular with parents.
READING PASSAGE 3
You should spend about 20 minutes on Questions 28-40, which are based on Reading
Passage 3.
Sensitive Technology
A Imagine if an application (app.) in your phone or tablet computer could take your pulse or
measure your blood sugar just when you touch the screen, without any added hardware.
New developments in the construction of screen glass might mean such technologies are on
the way. Scientists have released a study about building light-based sensors into the
physical structure of glass used for device screens. The sensors are placed in stackable layers
using finer detail than ever before.
B The technology means apps can get more accurate readings from far more sensors than
just those already placed under screens to detect a touch or swipe. It uses laser to inscribe
wave-guides into the glass, which then use light to describe the transmission of information.
Two prototype applications of this have already been built. The first is a temperature sensor
which reads body temperature from the touch of a finger. The other is a unique
authentication system that uses tiny dots to scatter infrared light that can be read by the
device's camera. "It's like a permanent and unique barcode on every smartphone that's
very difficult to counterfeit and also not easily seen, so doesn't intrude in the operation of
the phone," said Dr Hugh Evans of the Grant Materials Lab.
D "I see this advance being even more useful for wearables like glasses and watches," says
Jeremy Rodrigues, founder of Mexican app developers JR Design, which makes mobile apps
to help guide travellers in unfamiliar cities. "Putting transparent sensors on glasses and
watches will reduce the circuit box needed for these devices, which in turn will make them
more attractive and easier to wear." The basis for laser-inscribed wave-guides opens the
field to even more circuits based on light, and thus, more advanced wearable computing
devices. These will typically enable the wearer to take and view pictures or video, read text
messages and emails, respond to voice commands, browse the web and more.
E Wearable computing devices are small, portable and so new that nobody knows how
they'll fare with consumers or in the enterprise. Looking back at the fast rise of smartphones
and tablets, you might assume that wearables will repeat that performance. But
smartphones and tablets are "cool" devices that flipped the workplace upside down
because they help employees perform with more efficiency and productivity. These devices
-- and the apps and services that come with them -- are easy to set up and use. Further, they
can sidestep many of the limitations of more traditional IT-managed applications and
services.
F It is still unknown whether wearable computing devices will be able to deliver all that.
What we do know is that workers wearing smart devices will not need to reach into their
pockets as often. Instead, people will be able to gesture, speak or blink to retrieve the
information they need or to accomplish tasks. The question is: Are workers really
encumbered by having to reach for their devices? There are certainly a few ways the
enterprise could benefit from employees' use of wearable computing devices. The hands-
free and location-independent operations of wearables could have a number of potential
uses.
H But possibilities do not always translate into uptake, and while there are some exciting
potential uses for wearable computing devices in the modern enterprise or company, their
spread will depend on device developers and the needs of employees to connect to
company data storage and more conventional computing platforms. Developers and
organizations will need to build business programs and web services that integrate with
these devices, and can reliably push data to them and use data received from them.
Questions 28 – 33
Choose NO MORE THAN TWO WORDS from the passage for each answer.
Small computing devices may soon be revolutionised by the use of 28. _________________
in their screens. Their 29. __________________ will provide much greater detail than
previous technology, and 30. __________________ in medicine and security have been
found. Using this technology, any device with a 31. ________________ could become a
________________ is expected by users. Advanced wearables with the new glass may soon
Questions 34 – 38
Write the correct letter, A-H, in boxes 34-38 on your answer sheet.
34 a speculation about how the new technology will improve existing devices.
35 a description of applications which are in the trial phase before general production
36 a warning about some difficulties standing in the way of the adoption of the new
devices
37 a comparison between wearable devices and other relatively new types of devices
38 an explanation of how users will operate the new types of wearable devices
Questions 39– 40
Choose the correct letter A, B, C, or D, according to the information in Reading Passage 3.
Write your answer in boxes 39 - 40 on your answer sheet.