Around The World: Narrative Focus

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Questions and Answers

What did the narrator use to explore the world virtually?

  • A traditional map
  • A hot-air balloon
  • A computer simulation program
  • EyePatch VirtualSenso Helmet (correct)

Where did the narrator decide to start their virtual journey?

  • Geographic South Pole (correct)
  • Equator
  • Mount Everest
  • Geographic North Pole

Which character is referenced as a famous adventurer who traveled around the world?

  • Jules Verne
  • Marco Polo
  • Indiana Jones
  • Phileas Fogg (correct)

What sensation did the narrator experience when putting on the virtual reality helmet?

<p>A familiar sucking sensation in the ears (D)</p> Signup and view all the answers

How did the narrator's virtual experience of the South Pole affect their senses?

<p>The cold temperature was so realistic that they felt cold (A)</p> Signup and view all the answers

What does the term 'adventurer' imply about the character in the content?

<p>The character is willing to take risks for exploration. (B)</p> Signup and view all the answers

Which aspect of the setting is highlighted by the description of the pile of ice?

<p>It is quite massive and imposing. (B)</p> Signup and view all the answers

What does the character's realization of not wearing a VirtualSenso Helmet signify?

<p>The character has become trapped in a real scenario. (A)</p> Signup and view all the answers

What is the significance of the 'sickening roar' heard by the character?

<p>It indicates a sense of impending danger and fear. (C)</p> Signup and view all the answers

Why is dressing appropriately for the wilderness of Antarctica crucial for the character?

<p>It helps in maintaining body warmth and survival. (D)</p> Signup and view all the answers

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Study Notes

Around The World Overview

  • Phileas Fogg is a fictional character from Jules Verne’s novel, known for traveling around the world in eighty days.
  • The narrator, a twelve-year-old, is inspired by Fogg and aims to replicate the adventure using virtual reality technology instead of traditional travel methods.

Virtual Reality Journey

  • The narrator receives the EyePatch VirtualSenso Helmet for their birthday, used primarily for gaming.
  • Decides to undertake a virtual world tour starting from the geographic South Pole (coordinates: 90°00′S).
  • The experience feels incredibly realistic, simulating cold and snowflakes, enhancing immersion.

Adventure Begins

  • The protagonist envisions impressing their teacher with geography homework upon return.
  • The avatar is dressed in outdoor gear, indicating preparation for a harsh environment.
  • Encounters a towering ice structure, initially perceived as manageable, turns out to be much larger.

Unexpected Challenge

  • Inside an ice cave, the narrator confronts a yeti, leading to a fearsome attack.
  • A startling realization occurs that the narrator is not in a game; they are physically stuck in Antarctica.
  • The transformation of the experience evokes a sense of urgency and danger as they face the yeti.

Retrieval Focus Questions

  • Synonyms for determination reflected in character attributes.
  • Descriptive language regarding environmental conditions.
  • Insight into the narrator's enjoyment of breakfast indicated by the word "hearty."
  • Physical interaction captured through actions described.
  • Emotion conveyed by auditory effects in the narrative.

Vipers Questions

  • The character aims to emulate Phileas Fogg.
  • The initial clue revealing actual travel is the sudden feeling of physical pain from the yeti's attack.
  • Lucky avatar clothing preparation serves to protect from frigid virtual environments.
  • The coordinates entered were for the geographic South Pole (90°00′S).

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