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Impact of Information Technology on Manufacturing & Entertainment Michael. Buru School of Engineering & IT, Charles Darwin University. 4. Introduction. 1. 3. Major Issues. Project Summary. 3.1. Identifying and analysing useful resources was a bit of a challenge at first.
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Impact of Information Technology on Manufacturing & Entertainment Michael. Buru School of Engineering & IT, Charles Darwin University 4 • Introduction 1 3 Major Issues Project Summary 3.1 • Identifying and analysing useful resources was a bit of a challenge at first. • Getting carried away by an idea which in most cases ending up in research things which were out of scope. This issue was solved by constantly referring to project scope. • Language: most research materials available, uses technical language which took a bit of time to absorb and understand. • Some of the information available on library database is outdated. This is a major issue as it very hard to keep up with technological changes as everyday new technology is developed. • In today’s environment; I.T is a vital service needed to facilitate, manage and enable manufacturing and entertainment to thrive. • I.T have enabled these two sector to find and achieve appropriate balance among : • Products and services quality • Marketing time • Increase their Performance • Reduce production cost. • Fig 1.0 illustrates how various manufacturing activities are integrated using I.T (National Academic of science 1995) • The purpose of the project was to research the impacts of IT in both manufacturing and entertainment sectors. Manufacturing • Manufacturers use I.T to: • Reduce production processes and products design errors. • Automate production processes and business functions with computers and robots. • Integrate all products and support processes using communication network and computers • Manufacturing systems in manufacturing: • Some examples of CIM (Computer-integrated manufacturing) are SiView, Fab300 in electronic component production. • Fig 3.0 illustrates computer- integrated manufacturing goals (management of information system, 1990) • CAD (computer-Aided Design) allows manufacturers to make high quality specialised design rapidly which are tailored to meet individual customer needs. • Fig 4.0 illustrates computer- Aided design software being used to design a car prototype, (Matt Sinclair 2008) • FMSs (flexible manufacturing systems)brings flexibility and reliability to control and monitor manufacturing processes. • Fig 5.0 FMS which responds quickly to changing demands & opportunities in the market place(Edward L, Ioannis M, Dana s & William C, 1995). 5 Significant Achievements • Being able to apply knowledge learned from university to achieve project goals. • Conducting an in-depth research and being able to analyse content available many resources to come up with a final document. • Knowledge improvement and learning a whole new concept of how I.T has been utilised by both manufacturing and entertainment industry. 6 Lesson Learned • Research is not just about wide reading but being able to compare and analyse the findings. • Project diary is a vital tool for project success as it act as a guide and helps one to avoid diversions. • Well defined project plan with detailed milestones give a clear direction of where the project is headed and make sure it’s completed on time. 3.2 Entertainment • I.T is used in entertainment for/to: • Enhance effective and distribution of products • Promotion and marketing of products • Facilitate interaction with clients • Testing of the market for new products • Information tools used in entertainment: • Streaming allows users to execute applications as they are being delivered. • Fig 6.0 illustrates streaming process through internet (Frank. K,2002) • MP3 allows music to be stored as small files on a computer disc and still maintain very good quality. • Fig 7.0 Illustrates the process of encoding, transfer & decoding an audio file into an MP3 file,(Lecb) • Online Video games: Information Technology have enabled game developers to develop platforms which delivers online games on any TV and PCs . • . • Fig 8.0 illustrates the mechanism of delivering an online game (OnLive.com 2011) 7 Acknowledgement 2 Project Performance • The project achieved its purposes. • Research was done through internet and books available in library and supervisors feedback was of great help. Below is a chart detailing project. performance. • Fig 2.0 demonstrates project performance graph. 8 References • Nelson A. (2009), Olive allows gamers to play games instantly, Video games, Viewed on 10th Oct 2011, http://pixelatedgeek.com/tag/video-games/page/17/ • National Academy press (1995), The potential of I.T in manufacturing, I.T for manufacturing, Washington D.C, Viewed on 20th Sept 2011, http://www.nap.edu/openbook.php?record_id=4815&page=74 • Frank. K, (2002), Streaming over internet, European Broadcasting Union technical department, viewed on 15th Sept 2011, http://tech.ebu.ch/docs/techreview/trev_292-kozamernik.pdf • O’ Brien, James A. (1990), Manufacturing and human resource management, Management of information system, published by von Hoffmann press, Inc, page 436 • Matt S. (2008), Consumer Adoption of Rapid Manufacturing Technologies, We Don’t Do Retro, Viewed on 4th Sept 2011, http://no-retro.com/home/2008/04/08/consumer-adoption-of-rapid-manufacturing-technologies-part-3/ • Edward L, Ioannis M, Dana s & William C, (1995), A System for Computer-Aided Manufacturability Analysis, Contribution to Virtual Manufacturing Background Research, Phase II, Institute for System Research, Maryland University, Viewed on 3rd Oct 2011, http://www.cs.umd.edu/~nau/vm2/