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Leto [7]
3 years ago
9

Both artists use a combination of simile and metaphor in their lines. The first line of “Stereo Hearts” is a metaphor. Find and

write down a simile from the lyrics. The first line of “A Red, Red Rose” is a simile. Find and write down a metaphor from the poem.
English
1 answer:
kifflom [539]3 years ago
3 0

Similes and metaphors are both figures of speech. Metaphors are words or phrases that are applied to actions/objects in a way that can't be literally applicable. Similes, on the other hand, are used to make emphatic descriptions by comparing two different things and usually use the words <em>as</em> or <em>like </em>to connect both words or phrases.

In <em>Stereo Heart</em>, "my heart's a stereo" is a phrase that may be used to express something, but cannot be interpreted as a realistic statement. A simile that can be found on this song is "keep it stuck in your head, like your favorite tune". In this case, a comparison is made to emphasize the first phrase.  

The first line of <em>A Red, Red Rose </em>is "O my Luve's like a red, red rose," and is a simile used to make a more vivid description of "my Luve". Metaphors can be found in the third stanza: "Till a' the seas gang dry, my dear, And the rocks melt wi' the sun." Both actions are not likely to happen, in an immediate future at least, but help express a strong feeling.  

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According to the article “how video games effect the Brain”Hanna nicholes maintains that:
aivan3 [116]

Answer:

At a glance, more than 150 million people in the United States play video games regularly, or for at least 3 hours per week. The average American gamer is a 35-year-old adult, with 72 percent of gamers aged 18 or older. For video game use by children, most parents – 71 percent – indicate that video games have a positive influence on their child’s life.

Video game sales continue to increase year on year. In 2016, the video game industry sold more than 24.5 billion games – up from 23.2 billion in 2015, and 21.4 billion in 2014.

The top three best-selling video games of 2016 were Call of Duty: Infinite Warfare, Battlefield 1, and Grand Theft Auto V. These games fall into the first-person shooter or action-adventure genres – the top two genres, accounting for 27.5 percent and 22.5 percent of sales, respectively. First-person shooter and action genres often stand accused of stirring aggression and causing violence and addiction.

Decades of research examining video gaming and violence have failed to reach a consensus among scientists. Scientists have been unable to find a causal link between playing video games and acts of violence in the real world.

A growing body of evidence, however, shows that video gaming can affect the brain and, furthermore, cause changes in many regions of the brain.

Scientists have recently collected and summarized results from 116 scientific studies to determine how video games can influence our brains and behaviors. The findings of their review were published in Frontiers in Human Neuroscience.

“Games have sometimes been praised or demonized, often without real data backing up those claims. Moreover, gaming is a popular activity, so everyone seems to have strong opinions on the topic,” says Marc Palaus, first author of the review.

By looking at all research to date, Palaus and the team aimed to observe whether any trends had emerged with regard to how video games impact the structure and activity of the brain. A total of 22 of the reviewed studies explored structural changes in the brain and 100 studies analyzed changes in brain functionality and behavior.

Results of the studies indicate that playing video games not only changes how our brains perform but also their structure.

For example, video game use is known to affect attention. The studies included in the review show that video game players display improvements in several types of attention, including sustained attention and selective attention. Furthermore, the regions of the brain that play a role in attention are more efficient in gamers compared with non-gamers, and they require less activation to stay focused on demanding tasks.

Evidence also demonstrates that playing video games increases the size and competence of parts of the brain responsible for visuospatial skills – a person’s ability to identify visual and spatial relationships among objects. In long-term gamers and individuals who had volunteered to follow a video game training plan, the right hippocampus was enlarged.

Researchers have discovered that video gaming can be addictive – a phenomenon known as “Internet gaming disorder.”

In gaming addicts, there are functional and structural alterations in the neural reward system – a group of structures associated with feeling pleasure, learning, and motivation. Exposing video game addicts to game-related cues that cause cravings, and monitoring their brain responses, highlighted these changes – changes that are also seen in other addictive disorders.

“We focused on how the brain reacts to video game exposure, but these effects do not always translate to real-life changes,” notes Palaus. The research into the effects of video gaming is still in its infancy and scientists are still scrutinizing what aspects of gaming impact what brain regions and how.

“It’s likely that video games have both positive (on attention, visual and motor skills) and negative aspects (risk of addiction), and it is essential we embrace this complexity,” Palaus continues.

Hope this helps, have a nice day/night! :D

6 0
2 years ago
Which sentence from the article best supports the author’s point of view about transportation?
MissTica

Answer:

433312

Explanation:

  • <em><u>para </u></em><em><u>makatulong </u></em><em><u>sayo </u></em>
  • <em><u>i </u></em><em><u>heart </u></em><em><u>mo </u></em><em><u>ko</u></em>
  • <em><u>at </u></em><em><u>vote </u></em><em><u>5 </u></em><em><u>present</u></em>
  • <em><u>and </u></em><em><u>comment </u></em>
  • <em><u>sasagitan </u></em><em><u>ko </u></em><em><u>yan </u></em>
  • <em><u>mo </u></em><em><u>add </u></em><em><u>wagkalimutan </u></em>
  • <em><u>end </u></em><em><u>i </u></em><em><u>heart </u></em><em><u>back </u></em><em><u>ren </u></em><em><u>kita</u></em>
  • <em><u>kapag </u></em><em><u>mo </u></em><em><u>repport </u></em><em><u>ka </u></em><em><u>at </u></em><em><u>i </u></em><em><u>teport </u></em><em><u>rin </u></em><em><u>kita </u></em>
  • <em><u>wala </u></em><em><u>akong </u></em><em><u>ginawa </u></em><em><u>na </u></em><em><u>mali </u></em>
  • <em><u>brainly </u></em><em><u>ako</u></em><em><u>. </u></em>
  • <em><u>now </u></em>
  • <em><u>at </u></em><em><u>bigyan </u></em><em><u>mo </u></em><em><u>ako </u></em><em><u>ng </u></em><em><u>100 </u></em><em><u>point</u></em>
  • <em><u>bibigyan </u></em><em><u>rin </u></em><em><u>kita</u></em>
  • <em><u> </u></em><em><u>at </u></em><em><u>done </u></em><em><u>lahat </u></em><em><u>ng </u></em><em><u>module </u></em><em><u>mo</u></em>
  • <em><u>answer </u></em><em><u>ko </u></em><em><u>lahat</u></em>
  • <em><u>dell </u></em><em><u>ba </u></em><em><u>tayo</u></em>
3 0
3 years ago
1. If the frequency of the sound is increased then the pitch will ___________________ Because______________________________.
Alik [6]
If the frequency of the sound is increased then the pitch will also increase. 
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Why does the theft of the Tai-me represent the decline of the Kiowa people?
Gemiola [76]
I would say the Tai-me symbolized the collective strength of the Kiowa indigenous people in the US and was used in their ceremonial dances and was a doll about 2 feet tall with feathers and mocassins so its theft would be an affront to their beliefs.
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Choose among the following situations the one that would least likely require critical thinking
Ilia_Sergeevich [38]

Answer:

a

Explanation:

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