ฝึกพูดภาษาอังกฤษด้วยเทคนิค Shadowing จากวิดีโอ: The Problem With Adventure Movies Today

กำลังสร้างบทเรียน...
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There is a scene in Disney's Jungle Cruise where Emily Blunt's character picks up an old camera and,
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in one sentence, pretty much explains the beautiful potential of adventure movies.
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They're so much fun, and you can experience being anywhere in the world.
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And I thought this was just so ironic, given how the movie itself didn't really let me do this at all.
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From beginning to end, it felt fabricated, sterile, and simply unadventurous.
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This is not to say it was a bad movie, it was okay, but it is to say that I didn't really get that experience of being anywhere in the world.
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It didn't feel like a true adventure.
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You coming or what?
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And I'd say the same is true for other recent adventure movies, many of which seem to have been trying to recapture the classic tales
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and story elements that the genre has been known and loved for, sometimes even blatantly copying them.
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but in doing so they only seem to have revealed more clearly how they are not quite the same.
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If you're a fan of adventure movies, I'm sure you've had that experience too, where you feel like you should be enjoying a movie that,
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on paper, has all the right ingredients, and yet, something is missing.
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Somehow, the whole is less than the sum of its parts.
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And it's not just the over-reliance on, or bad quality of, special effects and CGI, That's not what this video is about.
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Well, kind of.
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But as we've seen with the recently released Jurassic World Dominion for example, which prided itself for using twice the amount of animatronics than the previous two movies,
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but which still didn't even come close to the original Jurassic Park, the issue is more complicated than that.
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It's about that more intangible spirit of adventure.
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Because to me, true adventure movies are not necessarily about certain tropes, They are not defined by dinosaurs or mummies or hidden treasures,
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but by the way they capture a mode of experience.
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You know, that sense of discovery, of going into the unknown, and making it feel tangible and stimulating to the audience.
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And this, it seems, is becoming a bit of a lost art.
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To elaborate on this in more detail, let's zoom in on a more specific example to explore what really makes a great adventure movie.
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The Last World Jurassic Park Actually, let's make this a bit more interesting.
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The Last World Jurassic Park Yup, I rewatched The Last World Jurassic Park not too long ago,
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and was surprised at how well it actually holds up.
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Is it as perfect as the first one?
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No. This is not a, the favorite movie from my childhood is actually a masterpiece kind of thing, although I do genuinely believe that The Last World,
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which tends to be lumped into the same category as the other sequels, deserves some degree of re-appreciation.
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Because as an adventure movie, I think it is still leagues ahead of the Jurassic World movies, and yes, that includes Dominion,
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which was so frustrating that I made another full-length video to serve as a companion piece to this one.
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In that video, I cover the entire Jurassic World saga, and explore in detail where and how it all went wrong.
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The video is available exclusively on our creator-owned streaming service Nebula, but I'll get back to that at the end.
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Furthermore, The Last World is a good example of how CGI, animatronics, and other cinematic trickery can be used, while still maintaining a sense of reality.
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And most importantly, it highlights precisely, and in some ways even more clearly than the original, what is missing from so many adventure movies today.
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Yeah, ooh, ah, that's how it always starts, but then later there's running and then screaming.
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Let's begin with the fundamentals, the more thematic foundation at the heart of the adventure movie, which of course is the adventure itself.
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Because this, I think, is already a point of misunderstanding in a lot of adventure movies.
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In his video essay, Patrick Willems argued
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that the reason the Jurassic Park sequels generally did not work is because we could no longer empathize with the main characters.
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In the first film, the characters had no idea what they were getting into, and we empathized with them because neither did we.
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But in the later films, we know what happened in the park, we know how everything went terribly wrong, And so, from this moment on,
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as Patrick explained, there was going to be a disconnect between us
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and any character who would want to return to the island.
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And while I agree that this is true for Jurassic Park 3, which used convoluted writing to get people back to the dinosaurs, and for the Jurassic World sequels,
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which used even more convoluted writing to get dinosaurs back to the people, when it comes to the Lost World, I respectfully disagree.
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I originally wrote a section here about how The Lost World demonstrates,
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like Jurassic Park, that it's not the factual but rather the subjective feeling of safety that motivates and progresses the story,
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and that this is established well enough in both movies.
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That's why we're taking extreme precautions.
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The carnivals are isolated in the interior of the island, so the team can stay on the outer rim.
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I also wrote about how The Lost World presents enough characters like Sarah and Owen,
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characters who are not easily deterred by danger and who have their own reasons for wanting to go on this expedition.
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I've worked around Predator since I was 20 years old.
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I was in Rwanda, Chechnya, all over Bosnia.
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But I realized I was just dancing around the real point,
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the one simple and relatable reason for why people would willingly go to an island full of dinosaurs.
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And that is… because it is an island full of dinosaurs.
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In Arthur Conan Doyle's novel The Lost World, which was first adapted to cinema in 1925,
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and which was one of the most prominent inspirations for the Jurassic Park sequel, we follow a group of characters on an expedition to a plateau in South America where it is rumored
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that dinosaurs still exist.
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One of the characters is very excited to go, which prompts another to remark, you seem very anxious to lose your life, to which he simply responds,
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to justify my life sir.
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The point is that the appeal of any great adventure lies in the adventure itself, and the promise of danger does not necessarily detract from that.
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In fact, for some this is precisely what makes it so alluring.
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At one point in The Lost World, a character named Roland recounts the story of a man who climbed Mount Everest without oxygen,
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and when that man was asked why he went up there to die, he answered, I didn't, I went up there to live.
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Roland himself came to the island to hunt a Tyrannosaurus Rex, and is at one point referred to as Ahab, the main character from Herman Melville's Moby Dick,
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who was famously obsessed with chasing after a giant white whale, and who also captured that fiery drive towards adventure.
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A longing that was so beautifully articulated by Ishmael, a member of Ayub's crew and the narrator of the book,
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when he said, I am tormented with an everlasting itch for things remote.
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I love to sail forbidden seas, and land on barbarous coasts.
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The Last World, like the first Jurassic Park, and any great adventure story really, understood that this fascination with the unknown,
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this call to adventure, even when it seems to go against all reason and rational judgment, is completely human and empathetic.
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Actually, as Carl Sagan once argued, might not be as irrational and grandiose as we often assume, and could in fact be an essential element in our survival.
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Long summers, mild winters, rich harvests, plentiful game, none of them last forever, he said.
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Your own life, or your bands, or even your species might be owed to a restless view, drawn by a craving they can hardly articulate or understand,
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to undiscovered lands and new worlds.
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And so, to summarize the essence of adventures, are they dangerous?
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Yes.
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Does that stop us from passionately chasing after them and enjoying them?
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Absolutely not.
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Adventures are a part of who we are, there is an innate meaningfulness and excitement to them, and therefore, when we tell stories about them,
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we do not need dozens of excuses or justifications that work around
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that simple fact and which only tend to lead to overly convoluted plots.
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What we need are storytellers that embrace our natural curiosity towards the undiscovered and the awe-inspiring,
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that are able to capture that spirit of adventure, and then translate it to cinema.
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But now for the hard part.
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How to actually go about doing this?
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How to ignite that passion within the audience and make them feel like they are on an actual adventure?
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Because obviously all this is much easier said than done.
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Wait, wait, shh, shh, shh.
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Stay there, be quiet.
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Be right back.
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Sarah, no, no!
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A good starting point is to have adventurous characters for the audience to connect with,
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and who can serve as a gateway for us to channel our own enthusiasm for exploring a new world.
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I already talked about Roland, and briefly mentioned Sarah, the young enthusiastic scientist
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and studier of animal behavior whose passion for her work greatly energizes the feeling of adventure.
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But do you also remember this guy?
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Pachycephalosaurus!
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although he only seems to be present to give quick exposition on some of the dinosaurs, You see that distinctive dome skull?
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Nine inches of solid bone which, in any other type of story, could be considered as a breaking of the show don't tell rule.
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I think his dinosaur nerdiness actually works quite infectious, and gets the audience excited to learn more about these creatures too,
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thereby drawing them deeper into the adventure.
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You cannot land on this island!
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For contrast, compare this to Jurassic Park 3, which has some of these elements, but which, for me at least,
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invokes an overwhelming vibe that no one wants to be there
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and that the only goal from the very beginning is to go home as fast as possible.
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And that just takes the fun out of it.
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It's a bad idea!
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What's a bad idea?
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In Jurassic World Dominion 2, which throws more dinosaurs at you than ever before, No one seems to be all that interested in them,
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and we as the audience also don't get to learn much about them,
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thereby turning these creatures that should capture our imagination into mere obstacles for a mostly unrelated plot.
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In short, an adventure story needs some guiding characters.
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We need those archetypal magicians not only to enlighten us about what exactly it is that we are witnessing,
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but also to invoke within us that passion that is needed to care about it.
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You can still have skeptical characters like Malcolm,
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in fact, they absolutely have their place as the voices of reason and prudence that define the line between adventure and hubris,
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but that's not the same as erasing our enthusiasm altogether.
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Look, she has to touch it.
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She can't not touch.
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The next step then is to present us with the undiscovered land, to give shape to the new world,
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And the major challenge here is offering one that feels real and tangible, that makes us feel like we really are somewhere.
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The easy answer here would be to do everything for real.
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The filmmaker Werner Herzog for example was so convinced that an audience can immediately tell when something is real or not, that when he made his movie Fitzgerald,
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the story about a man obsessed with transporting a giant riverboat through the jungle,
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he ventured deep into the Amazon to haul an actual riverboat over an actual mountain.
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And you can tell the difference, that this is not a plastic boat and that this, that this slope here is no joke at all.
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But of course, not all movies can do everything completely for real, and nor should they.
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This is, in part, why I wanted to zoom in on Jurassic Park, because it is a story that inherently demands fabrication
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and cinematic trickery to make us believe in its reality to make us feel like these dinosaurs are actually there.
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And that, in the end, is the only thing that matters.
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It doesn't have to be real, it just has to feel real.
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So, how do we do this?
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Well, for me the key word here is texture.
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Because sure, grand landscapes and beautiful vistas are absolutely part of a fun adventure.
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But personally, and this might just be me, but when I'm on an adventure, I don't just want to look at things, I want to touch them,
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I want to feel the surfaces of rocks, I want to put my hand in the water to feel how cold it is, I want that tactile experience.
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And though you cannot directly experience that through a screen,
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a movie can communicate what it would be like and utilize our capacity to imagine certain sensations to enhance its own reality.
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The Last World Just take a look at how The Last World presents most of its dinosaurs.
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Besides alternating between CGI and real animatronics, which in itself already helps to suspend disbelief,
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the dinosaurs are always grounded within the environment.
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Sometimes this simply means that they are contrasted with human characters to give them a sense of scale and presence,
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but in most cases this means that they are in some way or another interacting with something real, be it humans or environmental elements.
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The next time you watch The Last World, just focus on how often the dinosaurs are in direct contact with humans, how they are bumping into vehicles,
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jumping around, destroying stuff, pushing things over, or just generally making some impact in the world around them.
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To be fair, the newer movies do this too to some extent, but they've also clearly grown much more self-confident about the quality of their CGI,
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and let it stand on its own far more often.
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Back in the 90s the CGI was good, but contrary to popular opinion, it wasn't so good, definitely not better than what we can do today,
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that they didn't have to make the effort to hide it somewhat, which possibly makes that grounded feeling of its dinosaurs a mere side effect from a lack of resources.
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But whether intentional or not, the effectiveness is undeniable, And this also demonstrates why the dinosaurs in the newer movies,
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despite looking more real, still don't always feel as real.
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It's because they lack that tactile quality, they don't feel as grounded in their environment.
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There are some other issues at play here though, the first being a lack of attention to detail.
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Now, this might be for the dinosaur nerds only, but seeing the stegosauruses again in the Lost World,
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I realized another thing that bothered me about the dinosaurs in the later films.
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They are not moving correctly.
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When I was a kid I was a huge fan of the show Walking with Dinosaurs, and in the making of, they showed how much care and effort went into bringing the dinosaurs to life.
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Like Jurassic Park they used a combination of animatronics and CGI, but more importantly, they also paid a lot of attention to how these creatures would have moved.
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They took into account their weight and joint structures,
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and came to the conclusion that the bigger herbivores must have moved similarly to how larger mammals like rhinos and elephants do.
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And this we see in the Lost World 2, where the stegosauruses move like they have actual weight.
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Now, compare this with the later films.
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Here, all these giant herbivores seem to be galloping like horses.
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There's a weightlessness to them that to me just makes them feel more divorced from the world around them.
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Secondly, there are some other more general technical issues that make it harder to suspend your disbelief.
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Admittedly, I'm not an expert on this and so I won't linger on it for too long, but sometimes with more modern movies there's this general lack of realness.
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You may have experienced this too, it's that feeling that, even when a movie was shot on real locations or some stunt was actually done for real,
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it still feels kind of fake.
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I think it has to do with the color grading, or some other form of digital alteration.
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You can see it when you compare the early Pirates of the Caribbean movies with the newer ones for example.
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In all of them, the actual CGI is really good, it's great even.
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But the newer ones have this general digital feeling to them that makes the whole environment around it feel less real,
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which to me also detracts from the realness of the CGI.
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Lastly, there is the issue of narrative framing, and the way dinosaurs are contextualized within the larger story.
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I initially liked Jurassic World's premise of a predator raised in
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isolation without any regard for what this would do to it psychologically, but as the story unfolded, they never reflected back on this,
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never again commented on the circumstances under which this creature was raised,
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instead it just became this seemingly bulletproof monster that made up abilities on the spot.
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Make your camera fly!
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and this apparently became the guiding principle moving forward.
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Dinosaurs weren't tangible realities they were not really to be understood or engaged with, they were just whatever the plot needed them to be at any given moment,
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which, especially in Dominion, was mostly a momentary obstacle for our main characters.
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In contrast, when revisiting The Lost World, I was surprised at how consistently the dinosaurs are treated like real animals, We get to know their habitats,
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their behaviors and motivations, which not only adds to their believability as a real presence, but also contributes to the tension and the logic of the plot.
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Because when you know, let's say, where the hunting grounds of the raptors are, you know what this is going to lead to.
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Or when you know what the instincts are that drive the Tyrannosaurus, you know that this means there's going to be trouble.
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Mommy's very angry.
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And this brings us to another important element that draws us deeper into an adventure movie, that makes their worlds feel more tangible and more touchable,
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and that is by having great action scenes.
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Action, especially in adventure movies, is almost inherently defined by some kind of interaction with the environment,
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and as such, it can serve really well to emphasize its more visceral qualities.
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But, as you already know, not all action scenes are equal, there are good ways and bad ways to go about them,
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and again, I think the key word here is texture, which to me is what makes me feel like I'm experiencing an actual sensation,
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instead of just looking at visual noise.
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Besides the issue of CGI versus practical effects, which also applies to action, but which I think we've covered enough for now.
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One significant difference I've noticed with the later Jurassic World movies is
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that even though they have a much greater quantity of action scenes, they also come and go much faster, and have far less individual beats within each one of them.
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As a consequence, they lack the time and breathing room for us to get truly invested in them, and to really experience these moments viscerally.
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What really happens in this scene for example?
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What choices are being made?
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Our characters encounter a dinosaur, they see an exit, grab the chair, climb up, fall down for a little bit, and then escape after a minor struggle.
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Aside from a brief moment of slight tension, what do you really feel during a scene like this?
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Now compare this to the T-Rex attack on the Cliffside trailer in The Last World, which is arguably one of the series' most iconic sequences.
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But why is that?
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Besides the fact that, as previously discussed, the scene is well set up by giving us information on the T-Rexes,
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based on which we were already anticipating the coming danger and building tension for it, what makes this so much more visceral and memorable?
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Well, for one, from the moment the T-Rexes arrive and our main characters are rescued by the hunting party.
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It takes almost 15 minutes.
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This is a sequence that doesn't just bombard us with quick action, but that takes its time to set up the stakes,
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and that actually incorporates a lot of moments of silence and inaction.
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This may sound a bit paradoxical, but I think it's precisely in these moments
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that we really get to inhabit the characters and empathize with them as they try to figure out the best way forward.
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Who's hurt?
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What do you need?
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I particularly loved the part with Eddie, who up until this moment was kind of present in the background as a rather unremarkable supporting character.
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He certainly wasn't an overly emphasized heroic badass,
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he was just a regular guy who suddenly emerges as the great unsung hero of the franchise.
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Come in!
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And really look at his part in the action here, look at how many elements it has going on.
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There's the rope that is slipping, the trailer that's edging towards the cliff.
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He grabs a second cable but it's too short, then he fixes the rope but now the car starts to move, and he tries to get a grip but it's muddy
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and then the two T-Rexes return and his gun is stuck and it's just… And it's such a tactile scene too, you know, the rain, the water, the dirt.
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I've seen this scene countless times
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and it remains as effective as ever at invoking the discomfort of being utterly drenched
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and making me feel that sting of what must have been called wet hands handling those rough steel cables.
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This is what I would call a sequence with real texture, that absorbs me completely, and that makes me feel like I'm truly part of the adventure.
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And despite some of its shortcomings, The Last World is full of these.
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And so, to summarize, these are what I believe to be the necessary elements of any great adventure movie.
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They are stories that capture the spirit of adventure, that inspire our curiosity and passion for the unknown and the undiscovered,
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that understand that we want to be immersed in new worlds, that we actually want to learn about them, and that give us enthusiastic characters to help us do so,
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to make us care, make us feel giddy about the journey ahead, and then channel our excitement by offering tangible worlds that feel real and lived in.
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Worlds that, even if they are completely fantastical, convince us that we could reach out and touch them,
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that make us feel like we are going on a true adventure.
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Now, of course, there are plenty of other more general storytelling and filmmaking qualities that make a great adventure movie.
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One such quality for example, which is also another reason for why I believe The Lost World deserves some re-appreciation,
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is having three-dimensional characters that actually feel like human beings.
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This is something that is sorely missing from the Jurassic World movies.
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It's the kind of stuff
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that turns the trophy hunter antagonist from a villainous caricature into a compelling character with an actual personality
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and a solid transformation arc.
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On top of that, there's the obvious importance of having a sensible storyline, thematic coherence, good editing, music,
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that sort of stuff, basically all the things that I didn't get when I watched Jurassic World Dominion.
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But because I wanted this video to maintain its focus on the more specific qualities of the adventure movie, I made a second full-length video called Fallen Franchise,
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The Many Failures of Jurassic World Dominion, that offers a full breakdown of the concluding chapter of the Jurassic World saga,
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and also traces its problems back to its earlier entries.
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Among other things, I discuss how Jurassic World fundamentally misunderstands our fascination with dinosaurs, why this moment works and this one does not,
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how Dominion's weird moralizing undermines the most important themes of the original Jurassic Park, how it absolutely wastes its legacy characters,
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and how, despite finally arriving at its bold new premise of a dinosaur-infested world, It not only ends up in the exact same place,
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but somehow also manages to make the dinosaurs completely unnecessary to their own story.
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Fallen Franchise, the many failures of Jurassic World Dominion, is exclusively available on our creator-owned streaming platform Nebula.
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Besides watching ad-free and exclusive videos from your favorite creators, and supporting an amazing community,
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on Nebula you can also listen to monthly bonus episodes of my podcast Cinema of Meaning, which I host together with my fellow video essayist Thomas Flight.
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The best way to get access to Nebula is by signing up for CuriosityStream, who kindly agreed to sponsor this video.
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คำศัพท์และข้อสังเกตด้านการพูดสำหรับบทเรียนนี้

บทเรียนฝึกพูดระดับ B2 นี้ใช้วิดีโอ “The Problem With Adventure Movies Today” เป็นสื่อ คำที่ถูกพูดซ้ำบ่อยที่สุด: adventure, movie, Jurassic, dinosaur, character วิดีโอนี้มี 266 ประโยค และ 4377 คำ สำหรับฝึกพูดตาม ช่วงที่มีเสียงพูดยาว 26:55 ผู้พูดพูดด้วยความเร็วเป็นธรรมชาติ ประมาณ 163 คำต่อนาที ใกล้เคียงกับบทสนทนาในชีวิตประจำวัน มีเพียง 80% ของคำที่อยู่ใน 3,000 คำที่ใช้บ่อยที่สุดในภาษาอังกฤษ คำศัพท์จึงค่อนข้างยาก

คำศัพท์สำคัญในวิดีโอนี้

คำที่ยากที่สุด 15 คำในวิดีโอ พร้อมคำอ่านและความหมาย:

คำศัพท์คำอ่านความหมาย
dinosaur คำนาม/ˈdaɪnəsoɹ/ไดโนเสาร์
cinema คำนาม/ˈsɪn.ə.mə/โรงภาพยนตร์, โรงหนัง
herbivore คำนาม/ˈ(h)ɜːɹbɪvɔːɹ/สัตว์กินพืช
nonfiction คำนามสารคดี
predator คำนาม/ˈpɹɛd.ə.tɚ/นักล่า, ผู้ล่า
premise คำนาม/ˈpɹɛm.ɪs/ข้อตั้ง
enthusiastic คำคุณศัพท์/ɪnˌθjuːzɪˈæstɪk/กระตือรือร้น
curiosity คำนาม/ˌkjʊɹ.iˈɑ.sə.ti/ความอยากรู้อยากเห็น, ความอยากรู้
rope คำนาม/ɹoʊp/เชือก
jungle คำนาม/ˈd͡ʒʌŋ.ɡ(ə)l/ป่า, ดง
appreciation คำนาม/əˌpɹiː.ʃiˈeɪ.ʃən/การเห็นคุณค่า
excitement คำนาม/ɪkˈsaɪtmənt/ความตื่นเต้น
demonstrate คำกริยา/ˈdɛm.ənˌstɹeɪt/สาธิต
elaborate คำกริยา/ɪˈlæb.ə.ɹeɪt/ขยาย, ขยายความ
quantity คำนาม/ˈkwɑn(t)ɪti/ปริมาณ, จำนวน

กริยาวลีที่คุณจะได้ยิน

คำศัพท์ความหมาย
pick up คำกริยายก, หยิบ

ประโยคที่ควรฝึกพูดซ้ำ

ประโยคสั้น ๆ ที่สมบูรณ์จากวิดีโอ ซึ่งนำไปใช้ในบทสนทนาประจำวันได้:

  • You coming or what?
  • That's why we're taking extreme precautions.
  • Does that stop us from passionately chasing after them and enjoying them?
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ไวยากรณ์ในวิดีโอนี้

โครงสร้างที่ผู้พูดใช้บ่อยที่สุด พร้อมคำพูดจริงจากวิดีโอ:

โครงสร้างในวิดีโอ
Passive voice be + กริยาช่อง 3 — เน้นสิ่งที่เกิดขึ้น ไม่ใช่ผู้กระทำhas been known · are not defined · be lumped
Relative clauses who / which + อนุประโยค — ข้อมูลเพิ่มเติมเกี่ยวกับคนหรือสิ่งของWorld, which was · and which was · man who climbed
Present perfect have/has + กริยาช่อง 3 — เหตุการณ์ในอดีตที่ยังเกี่ยวข้องกับปัจจุบันhas been known · we've seen · I've worked

การออกเสียงที่ควรระวัง

ผู้พูดใช้รูปย่อและรูปลดเสียง 37 ครั้ง เช่น didn't, don't, I'm ให้พูดแบบสั้นตามที่ได้ยิน

  • เสียง “th”: empathize /ˈɛmpəˌθaɪz/, thematic /θɪˈmætɪk/, enthusiastic /ɪnˌθjuːzɪˈæstɪk/, enthusiasm /ɪnˈθuziæzəm/, thereby /ðɛɹˈbaɪ/
  • เสียง “sh” และ “zh”: fascination /fæsɪˈneɪʃən/, expedition /ɛkspəˈdɪʃən/, appreciation /əˌpɹiː.ʃiˈeɪ.ʃən/, rational /ˈɹæʃ(ə)nəl/, anxious /ˈæŋkʃəs/
  • คำยาว — ลงเสียงหนักให้ถูกพยางค์: animatronics /ˌænɪməˈtɹɒnɪks/, convoluted /ˌkɑnvəˈlutəd/, fascination /fæsɪˈneɪʃən/, kinematic /kɪn.əˈmæt.ɪk/, stegosaurus /ˌstɛɡəˈsɔːɹəs/

เสียงที่คนไทยมักออกเสียงยาก:

  • เสียงท้ายคำ — ออกเสียงให้ครบ ไม่เปลี่ยนเป็นตัวสะกดแบบไทย: tangible /ˈtæn.d͡ʒə.bəl/, animatronics /ˌænɪməˈtɹɒnɪks/, tactile /ˈtæktaɪl/, sequel /ˈsiːkwəl/, disbelief /dɪsbɪˈliːf/
  • /v/ — ไม่ใช่ /w/ ให้ฟันบนแตะริมฝีปากล่าง: convoluted /ˌkɑnvəˈlutəd/, herbivore /ˈ(h)ɜːɹbɪvɔːɹ/, riverboat /ˈɹɪvɚˌboʊt/, visceral /ˈvɪsəɹəl/, overwhelm /ˌoʊ.vɚˈwɛlm/
  • /z/ — เสียงก้อง ไม่ใช่ /s/: empathize /ˈɛmpəˌθaɪz/, summarize /ˈsʌməˌɹaɪz/, zoom /zuːm/, enthusiastic /ɪnˌθjuːzɪˈæstɪk/, enthusiasm /ɪnˈθuziæzəm/

วิธีฝึกกับวิดีโอนี้

  1. ฟังวิดีโอให้จบหนึ่งรอบโดยยังไม่ต้องพูด แล้วจดคำที่ยังไม่รู้จัก
  2. เริ่มที่ความเร็ว 0.75× พูดตามทีละประโยค แล้วกลับไปใช้ความเร็วปกติเมื่อเริ่มคล่อง
  3. อัดเสียงตัวเองแล้วเทียบกับต้นฉบับ โดยสังเกตคำอย่าง dinosaur, cinema, herbivore เป็นพิเศษ

เทคนิค Shadowing คืออะไร?

Shadowing เป็นเทคนิคการเรียนรู้ภาษาที่ได้รับการรับรองทางวิทยาศาสตร์ พัฒนาขึ้นสำหรับการฝึกนักแปลมืออาชีพ วิธีการนี้เรียบง่ายแต่ทรงพลัง: คุณฟังเสียงภาษาอังกฤษจากเจ้าของภาษาและพูดตามทันที — เหมือนเงาที่ตามผู้พูดด้วยช่วงเวลาห่าง 1-2 วินาที การวิจัยแสดงว่าเทคนิคนี้ปรับปรุงความแม่นยำในการออกเสียง ทำนองเสียง จังหวะ การเชื่อมเสียง การฟังเข้าใจ และความคล่องแคล่วในการพูดได้อย่างมีนัยสำคัญ

เทคนิค shadowing: อ่านคู่มือฉบับเต็มทีละขั้นตอน →