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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The Chronicler's Genealogies:Towards an Understanding of 1 Chronicles 1-9

J.Sparks@murdoch.edu.au, James Thomas Sparks 2007 (has links)
The genealogies of 1 Chronicles 1-9 have typically been viewed as the work of a redactor or redactors with no internal consistency, purpose or plan, and little, if any, relation to the narrative portions of Chronicles. In contrast to these opinions, this study shows that the genealogical section of the Chronicler's work is an ordered, well structured, unified whole. The Chronicler presents his genealogies chiastically, with the central focus of the chiasm upon the proper cultic officials, performing the proper cultic duties, in the proper cultic place. Each of the supporting levels of the chiasm build to this climax by declaring the inability of kings and armies to maintain the people within their land. The genealogies indicate that, in spite of the best efforts of leaders or people, society is sent into exile because of the unfaithfulness of the people and their leaders. The genealogies also declare the way out of exile. Humility and prayer are shown to bring blessing, prosperity and land, while periods of mourning over unfaithful behaviour results in the blessings of children and the building of cities. In the centre of it all is the cult. The cult is the means by which atonement is made for past acts of unfaithfulness, and without the cult, atonement for unfaithfulness is impossible. The genealogies indicate that the cult must be at the centre of the lives of the people. It cannot be neglected, but must be fully maintained and supported. Each of the cultic guilds must be present for the cult to function properly. Each guild must perform its function, and must do so in the place authorised by Yahweh. Only then can atonement for the people be made, and only then can the people possess their land.
2

The abyss in Allen Tate's The Fathers: What can be seen in the darkness of American literature?

Wireman, Barry T 1 June 2008 (has links)
There is a thread of darkness that seems to run through much of the canon of U.S. authors. There are, at the heart of us all, the questions we ask ourselves about who we are and what we mean to ourselves and others and to the places where we have lived. I believe that most of the body of writings produced in this country attempt to answer these questions in some form. Allen Tate wrote The Fathers in 1932, nearly seventy years after the Civil War, or the War Between the States. Perhaps one of the most critical moments in the process of how we became modern Americans, this period of history still resonates within our understanding. Tate, who was a Virginian and a Southerner, sought to understand what the South was and what it meant to modern America. The South became Tate's literary construct, a construct that included the abyss he would have to search. My belief is that Tate's South is an abyss which contains the answers to our questions of identity. The Fathers deals with identity through family and social structures in a changing South. Many may not be familiar with the world of the Civil War South that Tate was examining. Tate shows that depths of blackness can be found in the institutions of humans as well as in the natural world.
3

Le voyage comme métaphore absolue de l’existence dans l’œuvre de Benjamin Fondane, Adonis et Roberto Mussapi Travel as absolute metaphor of existence in Benjamin Fondane’s, Adonis’s and Roberto Mussapi’s works.

Azouz, Amina 18 March 2017 (has links)
L’objectif de cette thèse est de penser le voyage en tant que métaphore absolue de l’existence dans les œuvres de Benjamin Fondane (1898-1944), Adonis (né en 1929) et Roberto Mussapi (né en 1952). Le thème du voyage, commun à ces trois auteurs, est ici étudié travers leur œuvre critique ou théorique, mais surtout poétique. Cette étude prend appui sur les théories du philosophe allemand Hans Blumenberg, et plus précisément sur la métaphorologie, discipline dont il a posé les bases. La thèse étudie le voyage sous ses différentes formes : la navigation maritime, l’envol, l’errance sur la terre, enfin le feu – qui correspondent aux quatre éléments et dessinent les grands axes d’une géographie mentale des auteurs. Il s’agit ainsi d’explorer les différentes potentialités du voyage, réel aussi bien que métaphorique. Le voyage par le feu, étudié dans la dernière partie, correspond à un dépassement des voyages placés sous le signe des trois autres éléments : métaphore de la mort, il pose la question du destin de l’individu dans l’au-delà. Il apparaît alors que l’élément liquide lui aussi peut intervenir pour poser la question des fins dernières : la figure du naufrage comme métaphore de la mort revêt une également une importance capitale pour nos poètes ; la métaphorologie de Blumenberg en fournit une interprétation particulièrement éclairante. Le voyage se révèle dès lors être aussi un thème propre à démontrer l’existence d’une « sagesse poétique », par opposition à l’approche conceptuelle des philosophes. Alors que le philosophe se tient sur la rive et observe de loin le naufrage, le poète est celui qui, par la poésie, fait l’expérience du naufrage et tente de la formuler. Notre thèse se présente donc aussi comme une réflexion sur l’emploi proprement poétique des mythes et des métaphores ; elle vise par là à rétablir le lien entre le logos philosophique et le mythos poétique, traditionnellement opposés. The set objective of this thesis is to present the travel as the ultimate metaphorical interpretation of life and existence in the works of Benjamin Fondane (1898-1944), Adonis (1929) and Roberto Mussapi (1952). Through their critical and theoretical essays and particularly through their poetic works, we decipher their own perception of travel. This analysis is based on concepts defined by the German philosopher Hans Blumenberg and particularly his theory of ‘metaphorology’. Navigating the elements of land, sea, air and fire – these four quintessential pillars of man’s ‘mental map’– we ultimately discover the different possibilities of the real travel as well of the metaphorical one, a travel which ultimately gets shipwrecked. This work is as much a reflection on the travel as it is a ‘reconstruction’ of the poetic journey. While exposing its most preferred constructs, the myths enriching them and its scope in relation to universal knowledge, the travel becomes not only a metaphor of our existence but also the looking-glass through which ‘poetic wisdom’ becomes revealed. This thesis suggests connecting links between the philosophical “logos” and poetical “mythos”, two traditionally opposing sides with the resulting conclusion that life is indeed a journey and man is its helpless and bound traveler.
4

Barriers to Innovation Diffusion for Social Robotics Start-ups : And Methods of Crossing the Chasm

Wood, Christopher 2017 (has links)
Social robots and artificial intelligence are radical innovations at the cutting edge of technology. Touted as the fourth industrial revolution, the future is looking bright for social robotics, and for the markets which can benefit from this technology. However, despite a wealth of research regarding technical functionality, there has been little research conducted into the future strategies required to ensure the successful diffusion of these innovations into society or effective methods of influencing rapid adoption rates in target markets.  The following research questions have been designed to identify potential solutions to existing and future problems facing the social robotics industry: What are the barriers to the early stages of the diffusion of innovation for social robotics start-ups? How can these innovative companies cross the chasm? In order to formulate the findings, primary research was conducted in the form of interviews within three categories: academics, practitioners and social robotics experts. Secondary research was undertaken to analyse and compare primary findings. The research is purely qualitative as quantitative data was purposefully disregarded due to limitations on time and scope.  In summary, social robotics start-ups face significant barriers to diffusion such as inherently expensive products and misaligned customer expectations. Attracting ‘pragmatists in pain’ is vital to be able to cross the chasm and a strong reference base is necessary for social robots to be adopted in the mainstream market. Start-ups need to meet the demands of the ‘expected product’ to attract the early majority (pragmatist) segment, providing a greater possibility of crossing the chasm and enabling rapid adoption. It is assumed that either a mass or niche strategy can be chosen, depending on the type of product in subject. An adaptation to the technology adoption life cycle has been made in the form of the ‘double-bell curve’ and the ‘V’ in the chasm has been identified within the process of successful diffusion. Methods of improving the rate of adoption have been applied in consideration of the ‘technology acceptance model’, with a heavy focus on increasing trialability and observability. There is a risk of potential ‘overadoption’ in the social robotics industry, however the changing shift in customer attitudes towards technology adoption lowers boundaries to diffusion.
5

金融創新產品之創新擴散研究-以連動式債券為例 Innovation diffusion of financial innovation products- a case study of structured note

馬濟生, Ma, Chi Shen Unknown Date (has links)
近年來,隨著企業籌資需求上升、金融機構避險需求增加、以及一般民眾投資理財意識抬頭,各式金融創新產品因應而生。這些金融創新產品可以滿足不同客戶之需求,提升企業競爭力,或是協助一般民眾達到投資理財之目標…等目的,而以上都是傳統金融商品所無法提供的功能,因此金融創新之重要性不言而喻。然而,在目前相關文獻中,鮮少研究探討金融創新與其創新擴散相關議題。 基於上述動機,本研究旨在利用以往用於科技技術創新之「創新擴散」與「行銷鴻溝」模型,探討「金融創新」當中最具代表性之創新產品「連動式債券」,是否也擁有類似科技技術創新之創新擴散與行銷鴻溝現象。 本研究以台灣地區2002 年以後主管機關核准連動式債券銷售業務開始,到2008 年雷曼兄弟倒閉事件爆發為止,做為研究期間範圍。首先,根據創新擴散與行銷鴻溝理論建構出研究架構,提出探索性假設。接著,透過先導個案之方式針對銀行與壽險業者進行訪談,得出對應探索性假設的初步答案,形成研究假設。最後,再將研究假設設計成問卷,針對所有連動式債券第一線銷售人員進行發放與回收,以進行假設檢定量化分析。 經由本研究結果發現:(一) 金融創新產品存在與科技技術創新相同之創新擴散模式; (二) 金融創新產品擴散過程中,先後採用之不同族群存在不同特性,包括風險承受度、投資預備金額、投資連動債之專業知識程度皆隨時間遞減;(三)金融創新產品擴散過程中,也存在科技技術創新所面臨難以跨越的鴻溝,其中產品單位金額大小是最關鍵之成因。然而,由於金融創新技術相較於科技創新技術較不需要時間與金錢成本去進步改良,因此金融業者僅須透過調整產品單位金額大小,便可輕易跨越鴻溝。也由於金融創新產品此種技術特性,業者其實是有能力同時向不同族群區隔進行銷售,但是礙於主流市場消費者一定要在看到可參考之成功經驗後才敢購買,因此業者仍然會先從早期市場開始銷售,形成與科技技術創新擴散模型相同之模式;(四) 有別於科技技術創新擴散模式當中,早期市場消費者之接受行為擁有降低創新不確定之象徵意義,在金融創新產品擴散過程當中,早期市場消費者之採用行為,並不能代表產品風險已經縮小至一定程度,因為金融市場之風險並不會隨技術進步而消失。然而,主流市場消費者卻存有科技技術創新擴散模型之習性,誤以為早期市場消費者之接受行為代表著金融創新產品之風險已縮小而積極跟進購買,因而承擔了超過原本所能容忍之風險程度,導致最後往往面臨虧損。 In recent years, many kinds of financial innovation products have been invented in response to the rising demands of corporate financing, financial institutions’ hedging, and personal financial management of general public. These financial innovation products can meet different needs of different customers, bring competitiveness to enterprises, or even help the general public to manage their money more efficiently, while these are which the traditional financial products cannot achieve. As a result, the importance of financial innovation goes without saying. However, in the existing literatures, there are only a few studies concentrated on this issue. This study took 2002 to 2008 as the research period, which was from the Taiwan government first approved the business of selling structured notes to the outbreak of bankruptcy of Lehman Brother. This study first constructed the research framework and exploratory hypotheses based on the innovation diffusion theory, then explored the corresponding answers to the initial exploratory hypotheses through interviewing workers in banks and insurance companies and formed the research hypotheses, and finally conducted a questionnaire survey among those first-line sales of structured notes to test the research hypotheses statistically. This study found that: (a) financial innovation had the same pattern with the technological innovation diffusion process, but it was because general customers needed to see a successful example to pursue themselves to accept that financial innovation; (b) different groups in the innovation diffusion process had different features, including the level of risk tolerance, the amount of money used to invest, and the knowledge of investing structured notes, and the level of these features will gradually decrease as the time point of their acceptance; (c) there also existed a chasm in the financial innovation diffusion process as the technological innovation diffusion, and the key to cross the chasm was the price of each product; (d) the acceptance of earlier customers in the process of financial innovation diffusion did not mean that the risk of the products had reduced, which was quite different from the technological innovation diffusion process, and later customers usually perceive lower risk than it actually was and borne more risk than they actually can afford without knowing the above difference.
6

Crossing the chasm : Launching and re-launching in the Swedish mobile phone industry

Leistén, Justus, Nilsson, Magnus 2009 (has links)
The 1990s is commonly referred as the Golden Age for High Technology and during this time the industry grew with a rapid speed. As a result, the consumers were presented with a various number of innovative products such as the Internet, computers and mobile phones. Within the High Tech frame, one of the fastest growing industries is the mobile phone handset industry. In 2006, 800,2 million mobile phones were sold worldwide and the market value was $104,3 billion. Forecasts about the mobile phone market predicts that the market will grow to 1,8 billion units in 2011 and have a value of $211,9 billion.   However, during this time, the researcher, Geoffrey Moore, identified a problem for the High Tech companies, i.e. the chasm. The chasm is a gap between the early market and the mainstream market that has arisen due to the characteristics of the high tech industry and the differences between these two groups. Due to the fact, that the early market only represents 10-15% of the total market it is vital for companies to cross the chasm and reach the mainstream market, in order to cover the high initial R&D costs.   Therefore, the purpose of this thesis is to conduct a qualitative study within the Swedish mobile phone industry to understand how the manufacturers’ products are crossing the chasm.   The research has been carried out as a case study, and two of the largest mobile phone manufacturers were used as cases, Sony Ericsson and LG Electronics. The data collection was of qualitative nature and four respondents were chosen to be interviewed.   In the Swedish mobile phone industry, the researchers have identified two types of products; class products and innovation product, which have been identified, defined and named by the researchers themselves. Class products are defined as “mobile phones with no significant innovation value for the consumers”, whereas innovation products are defined as “mobile phones with high innovation value”. The main difference is that class products will never attract the interest of the early market and therefore they are usually launched directly to the mainstream market, ignoring the chasm. Factors such as incremental changes, development of IT, changes in how to market new technologies and overlapping groups in the life cycle has narrowed down the chasm in the industry for innovation products. The most important strategy in order to reach the mainstream market is partnerships and alliances and it is impossible for a manufacturer to survive on their own.  
7

Crossing the chasm : Launching and re-launching in the Swedish mobile phone industry

Leistén, Justus, Nilsson, Magnus 2009 (has links)

The 1990s is commonly referred as the Golden Age for High Technology and during this time the industry grew with a rapid speed. As a result, the consumers were presented with a various number of innovative products such as the Internet, computers and mobile phones. Within the High Tech frame, one of the fastest growing industries is the mobile phone handset industry. In 2006, 800,2 million mobile phones were sold worldwide and the market value was $104,3 billion. Forecasts about the mobile phone market predicts that the market will grow to 1,8 billion units in 2011 and have a value of $211,9 billion.

 

However, during this time, the researcher, Geoffrey Moore, identified a problem for the High Tech companies, i.e. the chasm. The chasm is a gap between the early market and the mainstream market that has arisen due to the characteristics of the high tech industry and the differences between these two groups. Due to the fact, that the early market only represents 10-15% of the total market it is vital for companies to cross the chasm and reach the mainstream market, in order to cover the high initial R&D costs.

 

Therefore, the purpose of this thesis is to conduct a qualitative study within the Swedish mobile phone industry to understand how the manufacturers’ products are crossing the chasm.

 

The research has been carried out as a case study, and two of the largest mobile phone manufacturers were used as cases, Sony Ericsson and LG Electronics. The data collection was of qualitative nature and four respondents were chosen to be interviewed.

 

In the Swedish mobile phone industry, the researchers have identified two types of products; class products and innovation product, which have been identified, defined and named by the researchers themselves. Class products are defined as “mobile phones with no significant innovation value for the consumers”, whereas innovation products are defined as “mobile phones with high innovation value”. The main difference is that class products will never attract the interest of the early market and therefore they are usually launched directly to the mainstream market, ignoring the chasm. Factors such as incremental changes, development of IT, changes in how to market new technologies and overlapping groups in the life cycle has narrowed down the chasm in the industry for innovation products. The most important strategy in order to reach the mainstream market is partnerships and alliances and it is impossible for a manufacturer to survive on their own.

 

8

台灣行動電子產品之市場擴散模式—由產業角度探討 The Diffusion model of Mobile Electronic Product in Taiwan -To Discuss on Industry

林義強, Lin, Yi-Chiang Unknown Date (has links)
本篇論文主要在探討台灣行動電子產品的市場擴散模式,以行動電話、筆記型電腦與PDA為例,來探討個別行動電子產品的產業發展概況。 ■ 行動電子產品的擴散模式,有以下的特性: 1. 在運用技術採用生命週期理論前,需要先注意本身產品的特性,如「易攜性與方便使用」、「具個人隨身資訊管理功能」、「具傳輸資料的通訊功能」、「具智慧型處理能力」,以瞭解會吸引何種潛在使用者。 2. 行動電子產品本身的可攜性、資料處理功能,皆吸引了第一區隔族群的早期使用者購買,因此行動電子產品的初期銷售皆呈現了一波看好。 3. 行動電子產品面臨的成長不連續,是由於產品本身的功能性已吸引第一區隔族群的早期使用者,因此可呈現一波成長。但因為產品的「可靠性」、「便利性」以及「價格」因素的問題,無法吸引早期大眾的青睞,讓產品本身的市場發展出現不連續的狀態。 4. 行動電話、筆記型電腦、PDA等,其在產品的功能性上皆可吸引早期使用者的購買,但在吸引早期大眾的購買上,還是以改良其操作介面、提高產品的穩定度來做著手。因此真正影響到潛在使用者購買產品的,決定性因素還是在於產品本身的特性,若產品的價格功能比達到潛在顧客的標準,以及其操作便利性容易,則會吸引潛在顧客的購買。外部環境的影響以及資訊擴散對於提升潛在使用者購買動機的影響較小,而是以將非潛在使用者進而轉變成為潛在使用者較有所幫助。而除了外部環境與資訊擴散外,產品本身功能的延伸也可以擴展潛在使用者的數量與族群。 5. 行動電子產品的主要兩個區隔族群:「商業人士」、「非商業人士」,早期使用者主要存在於商業人士中,而非商業人士則是以早期大眾、晚期大眾為主,因此要提升產品的銷售,可由鴻溝出現前的顧客需求與非商業人士的需求差異,作一比較,針對其中的產品特性差別作改善。 ■ 資料處理取向的筆記型電腦與通訊導向的行動電話在族群擴散時,不同點為: 1. 資料處理取向的筆記型電腦與PDA,由於其潛在顧客數量與族群本身就被資料處理、數位助理限制住,因此容易讓潛在顧客陷入成長的困境中。因此若要讓潛在顧客群的數量有大量的提升,則需要靠電腦教育的普及,以及網際網路的助益,才有辦法讓電腦使用人口提升,進而增加潛在使用者的數量。 2. 相較於通訊導向的行動電話,由於行動電話本身的通訊功能是大眾不可或缺的,因此其潛在顧客群規模本就比較大,發展的潛力也大了很多。 3. 除了潛在使用者的問題,筆記型電腦與行動電話本身的使用障礙也有很大的差異,筆記型電腦本身的視窗系統雖然越來越人性化,但其問題與安裝仍有進入障礙,不像行動電話的軟體系統上使用便利,因此其成長曲線呈現快速的成長。 4. 在資料處理與通訊功能結合下,將會產生無線數據傳輸的功能,而在這兩功能的族群交集下,由於於資料處理的族群數量有限,因此其潛在使用者可能不是無線通訊的使用者,而較可能為是同時使用兩種功能下的使用者,因此可考慮在此前提下進行族群的探討與發展。 Since 1997, the mobile electronic products became more and more popular, including mobile phone, notebook computer, and PDA. Because of the revising of communication law in 1997, the wartime of the mobile phone industry came. More and more people in Taiwan started to pay attention to mobile phone, and cheaper and cheaper the price of mobile phone is. In this way, the mobile market in Taiwan grows very fast. The rate of popularity of mobile grew to 80+% in 2000. Since the price of notebook computer down in 1997, the sales of notebook became better. Beside the price down, the popular of Internet and Win95 system are the main reason of the growth of notebook market. Another mobile electronic product: PDA, will be the next star of mobile electronic product. That is why this thesis trys to discuess these three mobile electronic products. This thesis trys to investigate the growth of the market of mobile electronic product, including mobile phone, notebook computer and PDA. This thesis will discuss the diffusion model of mobile electronic product in Taiwan, including the diffusion of distinguish of customers, the model of each different product the same or not. The furthermore, this thesis still try to establish the common diffusion model of mobile electronic product. The main object of this thesis is: 1. The characteristic of mobile electronic product. 2. The develop model of each mobile electronic product market before the growth of discontinuity. 3. The reason of the discontinuous growth of each mobile electronic product. 4. The influence of product reformation, diffusion channels and environment on the diffusion of divisive customers. 5. To develop the common diffusion model of mobile electronic product by the characteristic. This thesis is based on diffusion of innovation as the core and supported by the industry report. According the diffusion reports and book, a diffusion model should include four elements—environment, product characteristic, diffusion channel and divisive customers. The research structure is as follows: In this diffusion model, including four main elements—environment, product characteristic, diffusion channel and divisive customers, each one element effect on another one. The environment would affect the characteristic of product and diffusion channel and customer behavior. The characterisic of product will affect on the customer’s purchase desire. The diffusion channel will decide how many customers knowing the product, and the diffusion channel include two kinds of channel—production diffusion and information diffusion. This thesis choose three mobile electionic product: 1. mobile phone 2. notebook computer 3. PDA This theris adopts the case study using industry report and in-depth managers and customers interviews. Before interviewing, the author has collected related data and the under-practicing data of every industry. 1. Before using ‘Technology Adoption Life Cycle’, we have to understand the characteristic of the mobile electronic product, in order to understand what kind of customer will be attracted. 2. The property of carrying and data processing of mobile electronic product will attract the early adopters of first division customers. 3. The discontinuous growth of the product is because of the incomplete of reliability, convenience and price, so the early majority don’t want to purchase the product. 4. To make the customer to purchase the product, the critical factor is the characteristic of the product. If the product has complete capability, the customers will have willing to buy. 5. The main two divisive customers is ‘business people’ and ‘not business people’. The most of the early adopters is included in first division, and the second division is mainly formed of early majority and later majority. If we want to know the difference between the demand of early adopters and early majoritys, we can know it by comparing the demand of first division with second division.
9

The Cinematisation of Computer and Console Games : Aesthetic and Commercial Convergence in the Film and Game Industries

Majek, Dee 2011 (has links)
This thesis examines the growing trend of cinematisation in computer and console games, where both visual styles and industrial practices are concerned. The ever-increasing runtime of cinematic cutscenes in games, and the stylization of game graphics in accordance with established film genres are of primary focus regarding the gaming industry's absorption and interpretation of cinematic visuals. Comparisons of film-game convergence are based on the proliferation of non-gameplay promotional trailers and their role in hype-generation; as well as game producer strategies of franchising, cross-promotion, and initial-sales business model. Comparison is thus accomplished with regards to a number of fundamental similarities in both industries' business and commercial tactics, as stemming from the risk and reward-based investment financing system prevalent in both industries. Finally, a selection of user and industry professional video responses to the aforementioned trends are examined, both for their value in counter-balancing the assumptions of success which often follow staggeringly high initial sales figures; and for their value in layering the depth of film-game convergence even further, as they respond to the recent, filmic trends in games using the very language of film.

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