Impact of New and Emerging Technologies Flashcards
workforce skill set
increasing need for employees to update their skills following the introduction of new technologies
demographic movement
the way in which the population structure changes
science and technology parks
help the transfer of knowledge, support businesses and research centers
privately owned business
- owner makes decision
- small with limited sales, stock, workforce
- flexible: easily adapt to new technologies
- may not have enough funds
crowd funding
raising money from a large amount of people who contribute a small amount of money online
government funding
government provides financial support to businesses they believe will support the economy, making use of new and emerging technologies easier for them
not for profit
reinvest the money they make into their chosen cause
transportation costs
the enviornmental and financial cost of moving products between locations
* changing from diesel lorries to electric vehicles
* making fewer journies by establishing distribution centers with good links to end destination
* designing products that are lighter/more compact packaging, so more can fit into the carrier
pollution
release of substances that are likely to harm or contaminate the environment
* use new technologies to reuse/dispose of waste
* being energy efficient
waste generated
- 4 R’s
- Reduce: use computer controlled machines to minimise rejects, sending emails not letters
- Reuse
- Recycle: convert waste material into other usable products
- Recovery: recovering waste generated in factories, e.g. heat energy for electricity production
workforce
- tech enables people to choose how to work e.g. remotely
- blurs home and work boundaries
- negative effect on home life and leads to overworking
- companies need a wider skills base to adapt to changes in tech
consumer
- often aware of new tech, inc. demand and inc. use of scarce resources
- allows consumers to input design themselves, e.g. customising business cards online/3D printing
children
- offer education and entertainment
- e.g. Minecraft - creative opportunities
- children spend too much time using digital devices at the expense of social and physical activities
people with disabilities
- assistive technology
- years of trailing required first
wage levels
- companies need to pay more to attract staff with specialist technology skills
- previously high-paid jobs become automated, associated wages can fall