Thesis on technology adoption

Mary Rose Florence S. Cobar, Doctor of Philosophy in Education Thesis title: This research study suggests that education managers study diffusion theory for three reasons. Some blame teachers and a resistance to change while the others blamed bureaucracies and lack of funding.

Thesis on technology adoption

Thesis on technology adoption

Figure 12a shows the player-character, Claire, exploring a hallway in the opening sequences of the game. There are no enemies, so non-diegetic music is silent. The next scene initiates an encounter with zombies Figure 12band enacts the standard danger state accompaniment of rhythmically intense music in a diminished or minor key.

In other words, the silence has replaced the safe state music, and the danger music is more intense than similar music in, say, Ocarina of Time. As is the case with horror films, the silence of the first scene puts the player on edge rather than reassuring him that there is no danger in the immediate environment, increasing the expectation that danger will soon appear.

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The appearance of the danger is, therefore, heightened in intensity by way of its sudden intrusion into silence.

Silence versus "danger music" in Resident Evil: A Silent exploration B Dramatic zombie attack. These moments from the opening sequences of Resident Evil: Code Veronica are the first chance for the player to encounter and deal with forces of the undead, but Silent Hill 's opening sequences reveal a different approach to breaking the threshold of the supernatural that also reveals an allegiance to horror filmic uses of sound.

In Kubrick's The Shiningfor example, the music will often rise steadily to a cacophonous crescendo to parallel a character's escalating terror or psychosis, and in Silent Hill a similar effect is created by overlapping musical sequences that are cued as "event triggers" when the player enters progressively horrific spaces of the game.

The introductory full motion video FMV of Silent Hill provides the set-up for the story, which has to do with Harry Mason taking his daughter, Cheryl, on a vacation to the resort town of Silent Hill.

After a mysterious accident en route, Harry awakens to find himself alone in a mysteriously foggy and strangely abandoned Silent Hill with no sign of Cheryl.

The music is faint, atmospheric ambience barely above the clarity of white noise that matches the foggy streets with a "swooshing" sound or a low throb.

Harry hears footsteps, and, in one of the eeriest sequences in any game, the player must follow a shadowy figure — who may or may not be Cheryl — who always stays just at the edge of vision. The figure eventually leads Harry into an alley, which enacts the sequence of images and sound clips in Figures 13 to The fixed camera perspectives cause the point-of-view to careen wildly as Harry enters different rooms of the alley, and as the course way becomes suddenly darker, Harry's terror and the player's is respectively reflected and dictated by the soundtrack growing in volume and atonal chaos.

Further down the alley. Organ sound seems to trigger when Harry steps over puddle of blood. End of the alley. Final sound clip from alley sequence. The grunting or wheezing sounds in the clip are produced by the child-like zombie-creatures.

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Finally, after passing by a few ominous hospital implements and discovering what appears to be a flayed and crucified human corpse, Harry is trapped inside a room with a pair of child-like, knife-wielding zombies. The player has control over Harry, but since Harry has no weapons, he is powerless to fight back and can only run away from the creatures in a tight space.

In a horrifying moment, the creatures attack and appear to chew on Harry, and the player must watch helplessly. The anxiety of this moment is heightened by the gruesome visuals, the sound track and by the standard videogame trope of player-character death.

The consequence or punishment in an adventure game for allowing the player-character to die is being forced to repeat material that has already been explored, and since the overarching, eponymous goal of survival horror is to survive, actual character death may only occur a handful of times throughout playing Silent Hill as opposed to the thousands of deaths that Mario or Link must endure to conquer their respective kingdoms.

The music that drives the growing terror of this alley sequence leads to an apparent death i. That is, the musical underscore seems to happen "outside" of the world of the story as a device to charge the emotional response to the sequence, and the music is, therefore, acting symbolically from Harry's point of view in that he does not "hear" it.An adoption analysis approach (Farquhar and Surry, ) considers the process from the broader perspective of both user-perception and organization attributes, resulting in a plan for carrying out the adoption of technology that is rooted in an organizational context and addresses issues of concern to the intended user.

Science/Technology Documentaries "Science is but a perversion of itself unless it has as its ultimate goal the betterment of humanity." –Nikola Tesla. essays on farm technology adoption, technical efficiency and productivity in smallholder k96// a research thesis submitted to the school of economics in fulfilment of the requirements for the award of the degree of doctor of philosophy in economics of kenyatta university technology adoption: the decision to acquire and use a.

1. Introduction. The adoption of blended learning (BL), the combination of traditional face-to-face and technology-mediated instruction, is increasing in higher education around the world.

Interoperability is one of the most important concepts in technology. The Internet itself is essentially a stack of protocols that enable many different types of software to exchange and make use of information (i.e.

TCP/IP, SMTP, FTP, SSH, HTTP). the international journal of computer game research: volume 4, issue 1 November home: about: archive: Zach Whalen is a PhD student at the University of Florida. His current writing and research includes work on video game genre theory, comics studies, House of Leaves, and digital pedagogy.

In addition to his academic work, Zach is an author and webmaster for the weblog, Academic.

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