American children's literature in those days was mostly didactic, addressed to some imaginary reader—an ideal girl or boy, upon reading the story, would immediately adopt its heroes as role models.
因为那时的美国儿童文学大多还是说教式,目标受众为某个虚幻的读者——某个理想化的男孩或女孩,假定情境是他或她在看完故事后会立刻把里面的主角奉为榜样。
Some companies design software around an imaginary user archetype they invent during a role-playing exercise.
有些公司会在角色扮演练习中产生用户原型,并围绕着这个想象出来的用户原型设计软件。
OK, well, role playing is where you create your own characters and stories in a fantasy - or imaginary - world.
好吧,角色扮演游戏是你在一个虚幻,虚拟的世界中创立自己的角色,开始自己的故事。
Decker says. To show the importance of nonverbal cues, he has clients role-play on video the first few minutes of an imaginary conversation with a client — then watch themselves with the sound off.
为了展现非言语信号的重要性,戴克尔让培训学员在视频中进行角色扮演,假装正与客户展开头几分钟的谈话——然后关掉声音让他们观看自己在视频中的表现。
Decker says. To show the importance of nonverbal cues, he has clients role-play on video the first few minutes of an imaginary conversation with a client — then watch themselves with the sound off.
为了展现非言语信号的重要性,戴克尔让培训学员在视频中进行角色扮演,假装正与客户展开头几分钟的谈话——然后关掉声音让他们观看自己在视频中的表现。
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