TataKelola dan KamSiber Kecerdasan Buatan v022.pdf
AIT Indoor Gaming Center.
1. AIT INDOOR GAMING
CENTER.
Presented by :
Roman Man Shrestha st120294
Sai Saing Hlaing st120567
Nischaya Sedai st120459
Dinesh Surnur st120425
Abhishek Sai kandra st120376
2. INTRODUCTION:
1)DIGITAL GAMING FACILITY
2)BOTH BENEFIT AND SERVICE ORIENTED.
3)RECREATIONAL CENTER FOR STUDENTS
FEATURES:
A) EXCELLENT LIGHTING SYSTEM THAT CHANGES COLOR WITH THE VIBRATION
OF THE PLAYING STICK FOR BETTER AMBIENCE
B) HIGH QUALITY SOUND SYSTEM FOR BETTER PLAYING EXPERIENCE.
C) LATEST VERSION OF PLAYSTATION
D) USER FRIENDLY PAYMENT SYSTEM
E) CAN GENERATE REVENUE.
3. I WANT
TO PLAY
MORE
I AM
HIDDEN
NICHE
MARKET
SPECIFIC
CUSTOMER
SPECIFIC
PRODUCT
Market Analysis:
4. PILOT STUDY:
• NO OF RESPONDENT: 15
• 86% SAID THEY PLAY DIGITAL GAMES.
• 90% OF THE RESPONDENT SUPPORT THE CONCEPT OF
INDOOR GAMING FACILITY INSIDE AIT.
7. SITE DETAILS:
• SITE LOCATION: NEXT TO BANGKOK BANK ATM
• ANY NEARBY STRUCTURES.
• SU-CAFETERIA
• SU- SNACK BAR
• BANGKOK BANK ATM
• SITE ACCESS: EASY ACCESS FOR CARS AND
BICYCLES. ROAD CONNECTION ON 3 SIDES.
• LAND REQUIREMENT: THE TOTAL LAND OF 870
SQ. FT(80 M2) IS REQUIRED
SITE
17. MAINTENANCE
• MAINTENANCE:
• PLAYSTATION COMPONENTS : REACTIVE OR CORRECTIVE – HARD TIME REPLACEMENT OF
COMPONENTS.
• HVAC SYSTEM : PROACTIVE OR PREVENTIVE- ROUTINE MAINTENANCE.
• CLEANING: ROUTINE WEEKLY.
• LIGHTING/ AUDIO SYSTEM: HARD TIME REPLACEMENT- CORRECTIVE MAINTENANCE.
• VENDING MACHINE: WEEKLY ROUTINE MAINTENANCE- PROACTIVE APPROACH.
• MAINTENANCE BUDGET PER YEAR : 34,400
19. MANAGEMENT AND STAFFING
• FINANCED BY OFAM AND OPERATED BY STUDENT UNION. (SU)
• MANAGED IN THE SAME WAY AS THE AIT GYM.
• PAYMENT DONE USING CARDS LIKE IN CAFETERIA.
• AN IN CHARGE AND VOLUNTEERS SELECTED FROM STUDENT UNION TO LOOK
AFTER THE FACILITY.
• OPENING TIME USUALLY FROM AFTERNOON TILL LATE EVENING
20. BENEFIT OF THE FACILITY
• EASY TO CHANGE THE FUNCTION OF THE FACILITY AS IT IS MADE OF RECYCLED
SHIPPING CONTAINER.
• COST OF DISPOSAL IS MINIMAL.
• CAN BE EASILY CHANGED TO A COFFEE SHOP OR A STORAGE CHAMBER.
• FINANCIALLY VIABLE.
• GENERATES REVENUE WHICH CAN BE USED FOR BUILDING OTHER SERVICE
ORIENTED FACILITIES LIKE INDOOR SPORTS COMPLEX, TENNIS COURT, ETC.
• IMPROVES THE LEVEL OF FACILITY INSIDE AIT.
• SOURCE OF RECREATION TO THE STUDENTS.
• MAINTENANCE AMOUNT IF NOT SPENT AT THE END OF THE SERVICE LIFE WILL
ACT AS BENEFIT.
21. FINANCIAL
VIABILITY:
• AT 100% CAPACITY
• PER HOUR CHARGE: 60(MINIMUM)(60-100)
• TOTAL WORKING HOUR PER DAY: 6(MIN)(6-8)
• TOTAL NUMBER OF UNITS: 5
• TOTAL EARNING PER DAY : 1800
• TOTAL EARNING PER YEAR: 613600
• TOTAL EXPENSES : 1375726
• PAYBACK PERIOD: TOTAL COST/ ANNUAL BENEFIT : 2.25 YEARS.
• IRR : 42.45% ( NET PRESENT VALUE = 0)
613,600
1,355,776
613,600
N=10
23. SWOT ANALYSIS OF INDOOR AIT GAMING CENTER
• Prime location
• Food and drinking facility
• Transparent Accountability
• Lack of Professional Staff
• Operational Problem
• Build Community
• Expansion Opportunities
Generate Revenue
•Cheaper pirated Games
• players choice of games.
• Android Games
THREATS (–)
STRENGTHS (+)
WEAKNESSES (–)
OPPORTUNITIES (+)
24. BUSINESS MODEL CANVAS OF INDOOR AIT GAMING CENTRE
Key Partners Key Activities Value
Proposition
Customer
Relationships
Customer Segments
Key Resources Channels
Cost Structure Revenue Streams
ELEMENTARYAIT
INTERNATIONAL
SCHOOL STUDENTS
AIT
STUDENTS
VALUED
CUSTOMERS
VALUE
PROPOSITION
VALUE
NETWORK
VIRTUAL
NETWORK
TOP RATED GAME
EAT, DRINK AND
PLAY
GAMING LIBRARY
PLAYING
ENVIRONMENT
FREE LEARNING
ENVIRONMENT
GAMING
EQUIPMENT
INFRASTRUCTURE
OFAM
AIT SCHOOL
SU
RECREATIONAL
INFRASTRUCTURE
COST
EQUIPEMENT COST GAMING
CHARGE
ZONE WISE
GAMING