Abraham uses the role of modern music and sound to understand the link between the modern-day interpretations. The example of Halo 2 s used in this analysis. The in-game sound effect of Halo 2 is embedded with the musicality of the situation. The people are connected through the tools of timbre, pitch and rhythmic impacts. These contribute to the overall soundscape. The musicality of the sound effects used is to bridge the gaps that exist between the music and sound effect. This is used to overcome the incompatibilities that exist between the music and the vision. This is done based on the ways to connect the sound effect that are synchronized with the onscreen actions. Martin O’Donnell explores the ways in which these relationships have changed (Cuddy, 2011). The achievement that had been reached in this process is the relationship that exists between the visual and music. These create a newer kind of audio-visual relationships that work well in these interactive videogames. The Halo 2 music sound effect is used to present a picture that enables the music to be absorbed by the people in an innovative manner. This is a newer development that is achieved
From retrospection of this reading, it can be alluded that the frameworks and the principles of communication have changed over a period of time. The factor that essentially works in the new medium of communication is allowance for the audience to have more control over the content that is presented to the people. The appeal of the newer media is that the interactive elements causes the people to feel more connected with the newer aspects of communication (Marsh, 2005). This is the primary reasons for the people to prefer the newer media tools. There is innate empowerment and more inclusion in this media communication process.
The aim of the newer mediums of communication is that there must be more inclusion in the societies. However, the differentially abled people are often overlooked in the societies from the mainstream communication. There are certain barriers that the disabled people need to address. These continue to be a barrier to the participation. These are found to be in terms of the physical and literacy access to the people. Further, there is restriction based on contextual and cultural restraints by the people.
In the article, there is focus on the participatory media from the perspective of the disabled people. There is analysis of the different case studies that the people use to connect with the different cultures. The article uses the examples of the case studies to explore the relationships. The examples of Google glass, My Gimpy life is analysed to understand and comprehend the innovative approaches to the disability and media that stems from the participatory culture. Each one of these efforts had to address the issues of financial funding, develop appropriate skills to address these changes, ensure or nurture the ways to connect with the audience (Ellis and Goggin, 2015). These efforts for directing digital media tools for the differentially abled were highly experimental. The labour, funding for the technology creation, and the redesign efforts were used to understand the responsibility of the tech titans. The current developments are limited and these continue to delineate the differentially disabled people from the population (Bawden, 2008). These are the important factors that need to be addressed in the future.
It is determined from this analysis that the people need to act more and design more elements to create an inclusive culture that promote the inclusiveness and progressive development in the societies. The current aims for digital inclusion of all the people in the societies need to be lauded. Nevertheless, the current technology for creating digital inclusive culture is limited. These are the factors that must be addressed. The need for more innovative streams of thought and the ways to bring in more technology into the system have been elucidated in this article. It is imperative to understand these factors and develop appropriate technology to create a more inclusive society in the societies (Marsh, 2005). These are the important allusions and retrospections that are collated from this article.
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