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Module 1 - Unit 5 - Information Techonology and Emerging Trends
Module 1 - Unit 5 - Information Techonology and Emerging Trends
We are living in extraordinary times where extraordinary technologies are within reach from
anywhere, by anyone. We almost always take these technologies for granted because they have
become part of the everyday life of people.
To start with this module, see the presentation for IT Trends: Lesson04GITTechTrends
The rise of information and communication technologies (ICT) – that is, computers, software,
telecommunications and the internet – and the large impact that these new technologies are
having on the way that society functions, have prompted many to claim that we have entered a
new era.
Industrial Revolutions
A period of development in the latter half of the 18th century, where there is change from
one economy to another.
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Generally, the term refers to eras when rapid and significant technological changes
fundamentally alter the way that production is carried out in society, affecting not only how people
work but also how they live their lives.
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Machines Telephones Automobiles Television
Product innovations result in the production of a new product, such as the change from a
three-wheel car to a four-wheel car, or the change from LP (Long Play/Playing) records to CDs
(Compact Discs). Process innovations increase the efficiency of the methods of production of
existing products, for example the invention of the assembly-line technique.
Here are the different Industrial Revolutions with their products / services, transportation,
production system, and communication.
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FIRST INDUSTRIAL REVOLUTION - 1765
Started in England during the late 18th century, concentrated in Britain and initially focused on
textile manufacturing.
● Significant evolutions: Cort’s puddling; rolling process for making iron, Crompton’s mule
for spinning cotton, Watt steam engine
● Products / Services – Vegetables, Coal, Iron, Discovery of chemicals
● Transportation – Railroads, Basic farming
● Production System – Manual Labor to mechanical
● Communication - Printed materials
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THIRD INDUSTRIAL REVOLUTION - 1969
● Started with the development of transistors and the rise of electronics and digital
technology.
● Products / Services – Internet, rise of electronics, source of energy: nuclear power
● Production System - Automation
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IT and PRODUCTIVITY
Economists interested in the pervasive effects of technological change in different
industrial revolutions have devised the concept of a General Purpose Technology (GPT). It is a
technology of wide application used in various industries and whose impact is strong on their
functioning.
● It must have a wide scope for improvement and elaboration - this means that the
technology does not appear as a complete and final solution, but as a technology that can
be improved through the different opportunities for technological change that surround
it.
● It must be applicable across a broad range of uses - this means that its use is not restricted,
for example, to only one industry but open to many different types of industries and
consumers.
● It must have a potential use in a wide variety of products and processes - this means that
the new technology should not result in the creation of only one set of products (such as a
computer), but a wide set of products (such as complex new air-traffic control systems or
new inventory controls).
● It must have strong complementarities with existing or potential new technologies - this
means that the technology does not only replace existing methods but also works with
them, ensuring an even broader impact on the systems of production and distribution.
Productivity
Productivity is the quality of producing something. It is a measure of the efficiency of a person,
machine, factory, system, etc., in converting inputs into useful outputs. It is an indication of the
efficiency of production or distribution.
You want to know the percentage increase represented by the second year's output, 12,000,
over the first year's output, 10,000. Subtracting 10,000 from 12,000 gives us the increase.
Divide the answer by 10,000 to calculate the increase relative to the first year. Then multiply by
100 to turn the answer into a percentage.
2,000
12,000 − 10,000 = 2,000 ; ∗ 100 = 20%
10,000
So, output increased by 20 percent. As the number of workers stayed the same, this is also the
increase in productivity.
Question2: Calculate the percentage increase in productivity if the output expands from 12,000
in year 2 to 15,000 in year 3.
Answer:
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Productivity – Income
Increases in productivity can lead to higher incomes for an economy's citizens. All output
must be transformed, through the process of production and sale, into someone's income (e.g.
the boss's profits and the workers’ wages). Hence, increases in productivity, which allow more
output to be produced by a given amount of inputs, also lead to more income per head, that is,
greater wealth for society. For example, if more cars can be produced due to increases in the
productivity of car production, more cars are sold, which means that the car manufacturers’
revenues increase.
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Changes in Industry Structure
Industry structure refers mainly to the way in which power is distributed among firms. This
can be described by factors such as the number of firms in the industry and the distribution of
market shares.
Sustainability of Productivity
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).
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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.
● 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.
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● 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.
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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
While there are innumerable positives that can be drawn from these Game Changing
Technologies, it is imperative that we also take a look at the adverse effects that these
technologies cause.
Like many other things, there are always two sides of the story. On one end, productivity
numbers received a massive boost thanks to new technologies. On the other end, there
is a question of whether the same numbers are not telling the whole story.
While new technologies, even new applications being downloaded, have made an impact,
some of them have caused other people to rely too much on technology and not develop
their own skills anymore. Technology, in some ways, has become workers of our time
instead of serving as a tool to help us.
Quite possibly, the worst effect of it is the accessibility of such technologies. With only a
fraction of the people in the world having the chance to know how to take advantage of
these new technologies, what happens to those who are not as fortunate?
It matters that we look into all the effects of technology. It is only through looking at the
other side that we can actually discover how to improve what we currently have and
develop new technologies that would benefit everyone.
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The Platform Economy
Platforms don’t own the resources that create value, they can grow much faster than
pipeline businesses. These businesses make up a platform-based economy. Some key features of
a platform will include:
● Using sophisticated logistics software for matching and payment
● Providers on the platforms are independent contractors
● Very low barriers to entry for providers on most platforms
● Trust is achieved via crowdsourcing of ratings and reputational data.
Platform Model
● platform - controller of the channel or platform and arbiter of the participants in the
platform
● consumers/customers - buyers or users of the outputs offered through the platform
● producers/providers - supplier of the outputs sold through the platform
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References
● NEUFEIND, M., RANFT, F., AND O’REILLY, J. (2018) Work in the Digital Age: Challenges of
the Fourth Industrial Revolution. Rowman & Littlefield International Ltd
The Open University (2016). Information Technology: a new era. Walton Hall, Milton Keynes,
MK7 6AA. https://www.open.edu/openlearn/people-politics-law/politics-policy-people/
sociology/information-technology-new-era/content-section-1
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