This document discusses the impact of game changing technologies on work and employment. It begins by outlining the objectives of discussing how technologies have changed work and summarizing the concept of a platform economy. It then provides an overview of industry life cycles and how they progress from introductory to growth to mature phases. Game changing technologies that could impact work are then outlined, including advanced robotics, additive manufacturing, the industrial internet of things, electric vehicles, and industrial biotechnology. The effects of these technologies are said to include increasing the centrality of information, enabling mass customization, and shifting production to be more service-oriented while improving labor and resource efficiency. In terms of work impacts, the technologies may lead to upgrading occupations, requiring
This document discusses the impact of game changing technologies on work and employment. It begins by outlining the objectives of discussing how technologies have changed work and summarizing the concept of a platform economy. It then provides an overview of industry life cycles and how they progress from introductory to growth to mature phases. Game changing technologies that could impact work are then outlined, including advanced robotics, additive manufacturing, the industrial internet of things, electric vehicles, and industrial biotechnology. The effects of these technologies are said to include increasing the centrality of information, enabling mass customization, and shifting production to be more service-oriented while improving labor and resource efficiency. In terms of work impacts, the technologies may lead to upgrading occupations, requiring
This document discusses the impact of game changing technologies on work and employment. It begins by outlining the objectives of discussing how technologies have changed work and summarizing the concept of a platform economy. It then provides an overview of industry life cycles and how they progress from introductory to growth to mature phases. Game changing technologies that could impact work are then outlined, including advanced robotics, additive manufacturing, the industrial internet of things, electric vehicles, and industrial biotechnology. The effects of these technologies are said to include increasing the centrality of information, enabling mass customization, and shifting production to be more service-oriented while improving labor and resource efficiency. In terms of work impacts, the technologies may lead to upgrading occupations, requiring
Objectives: By the end of this lesson, the student will be able to
1. discuss the impact of game changing technologies on work and employment, 2. summarize the concept of platform economy. All economies fluctuate in a business cycle. For a few years, growth is quite rapid, output and incomes rise, and unemployment falls. This is the ‘boom’. Then the cycle turns. Growth slows, and in a true recession the total output of the economy falls. This is the down-turn of the cycle. The industry life cycle focuses on those economic mechanisms that cause firms to be born (to ‘enter’ an industry), to grow, and to die (to ‘exit’ an industry). Industry Life Cycle The industry structure refers to the characteristics of an industry, such as the number of firms operating in it, the distribution of power between them (whether some are very large and others very small, or whether they are all very large), and the degree to which new firms find it easy to enter the industry). Mechanisms affecting industry structure include the dynamics of entry/exit, technological change and falling prices. The industry life cycle is characterized by the following phases: (examples are set in the year 2018 for reference) 1. A pre-market or hobbyist phase, in which the product is produced more as a hobby or luxury than for commercial purposes. (e.g. self-driving electric cars)10 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. 2. An introductory phase, in which the product begins to be produced more for commercial purposes than for hobby reasons. (e.g. self-driving cars) 3. A growth phase, in which the industry grows rapidly due to the emergence of a standardized product. (e.g. electric cars - Tesla Model S) 4. A mature phase, in which demand slackens and fewer technological opportunities are available. (e.g. ford focus car) Game Changing Technologies See Work-in-the-Digital-Age-1.pdf pages 133-140 ● Advanced Industrial Robotics - Involves machines which are designed to perform industrial tasks automatically, with high programmability and the capacity to interact with their environment thanks to the use of digital sensors, usually seen in manufacturing or production lines. ● Additive Manufacturing - Involving digitally controlled devices to add layer on layer of material(s) to create objects from 3D digital models. This is usually done in the industrial sector such as architectural, medical, dental, aerospace, automotive, furniture and jewelry. ● Industrial Internet of Things - the use of connected sensors attached to different objects throughout the production process to feed live data to central computers, usually seen on the factory floor.11 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. ● Electric Vehicles - vehicles whose main system of propulsion depends on (externally generated) electricity rather than fuel. (e.g. Tesla) ● Industrial Biotech - the use of biological processes of living organisms for industrial purposes, drawing on recent scientific insights such as systems genomics and metabolomics. Uses enzymes and microorganisms to make bio-based products in sectors such as chemicals, food ingredients, detergents, paper, textiles and biofuels. Advanced Industrial Robotics, Additive Manufacturing and Industrial Internet of Things involve innovations in the manufacturing production process, and have a very wide applicability across most manufacturing sectors. Electric Vehicles and Industrial Biotech concern innovations of specific products (and related processes), and have a more narrow applicability to particular sectors Effects of Game Changing Technologies 1. Increasing centrality of (digital) information – information as a key source value 2. Mass Customization – flexible production process with interconnecting objects 3. Servitization – technologies involve the gradual replacement of manufacturing as traditionally understood by a type of economic activity that is closer to the traditional concept of services 4. Increased Labor/Resource Efficiency – more efficient use of materials and energy in production Effects of Game Changing Technologies on Work and Employment 1. Upgrading of occupations 2. Higher level of ICT competence 3. Decline of repetitive and routine industrial work brought about by digital factories
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