0% found this document useful (0 votes)
46 views

ICT Lecture 01

This document provides an overview of the CSC 101 course, including information about course assessments, major topics, learning outcomes, and policies. It discusses plagiarism, attendance, and contact information. It also outlines the first lecture, which defines information technology and computer technology. It describes models like the Turing model and Von Neumann model. It discusses input devices like keyboards, mice, and touch screens. It covers output devices and provides examples of how computers are used in various fields like education, healthcare, business, and the home.

Uploaded by

Uzair Ali Zahid
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
46 views

ICT Lecture 01

This document provides an overview of the CSC 101 course, including information about course assessments, major topics, learning outcomes, and policies. It discusses plagiarism, attendance, and contact information. It also outlines the first lecture, which defines information technology and computer technology. It describes models like the Turing model and Von Neumann model. It discusses input devices like keyboards, mice, and touch screens. It covers output devices and provides examples of how computers are used in various fields like education, healthcare, business, and the home.

Uploaded by

Uzair Ali Zahid
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 81

Lecture 01

CSC 101 – Introduction to


Computing
Course Information
Books
Assessment Plan for the Course:
Major Topics Covered in the Course
Course Learning Outcomes
Plagiarism Policy

 Any assignment found 20% or more copied


from the internet will be marked 0 (ZERO).
 Any assignment copied from the class mate
will also be marked 0 (ZERO).
 Both for the source and the copied one.
 No consideration will be made regarding
plagiarized assignments.
Attendance Policy

 Any student late in class by 15 min shall be


marked absent.
Contact

 Office
 G35, Ground Floor, CS Dept, Academic Block II

 Email
 hufsa.mohsin@comsats.edu.pk
Lecture 01
Outline
 Definition of IT
 Computer Technology
 Communication Technology
 Role of IT in Society
 Models:
 Turing Model,
 Von Neumann Model;
 Input Devices:
 Keyboard,
 Pointing & Touch Devices,
 Game Controllers,
 Optical Input Devices, Audio Visual Devices;
 Output Devices:
 Monitors,
 Audio Output,
 Printers & Plotters.
What is Information Technology

 Fusion of computer and communication technology


 Computer Technology
 programmable, multiuse machine that accepts data and

processes it into usable information


▪ summaries, totals, or reports

 used to speed up problem solving and increase

productivity.
What is Information Technology

 Communication Technology
 consists of electromagnetic/optical devices and systems for

communicating over long distances


 InfoTech or IT is any technology that helps to produce,
manipulate, store, communicate, and/or disseminate
information
 merges computing with high-speed communications links
carrying data, sound, and video
Exercise

 How have you been using communication

Technology in your life?


Some examples of IT

 Image Morphing
 changing (or morphing) one image into another through a seamless
transition

Image Courtesy: http://en.wikipedia.org/wiki/Morphing


Some examples of IT

 Video Conferencing
Some examples of IT

 GPS Tracking
 Track your vehicles, wherever they go, using GPS.
What is a Computer and What Does it
Do?
• Computer
– A programmable, electronic device that accepts data,
performs operations on that data, and stores the data
– Follows instructions, called programs, which determine the
tasks the computer will perform
• Basic Operations
– Input: Entering data into the computer
– Processing: Performing operations on the data
– Output: Presenting the results
– Storage: Saving data, programs, or output for future use
– Communications: Sending or receiving data
19
Communication Defined
 Communication: To transfer data/information from one point to another
▪ Using Wires
▪ Electrical Signals

▪ Optical Signals (Light)

▪ Wirelessly
▪ ElectroMagnetic Waves

▪ Acoustic Waves (Sound) ….?

▪ Using Analog Signals


▪ Using Digital Signals
Related IT terms

 What is a Network?

 communications system connecting two or more

computers with/without wires


 What does being online mean?

 using a computer or other information device, connected

through a voice or data network, to access information and


services from another computer or information device
Related IT terms
Cyberspace

encompasses the whole wired and wireless world of communications

The Internet
the “network of all networks”
Multimedia

technology that presents information in more than one medium, such


as text, still images, moving images, and sound
World Wide Web

“graphical side of the Internet”


global network of linked documents on the Internet
Related IT terms

The E-word ; E Stands for Electronic

E-mail

E-learning

E-business

E-commerce

E-government
Exercise

 Generate a list of ways the computer/IT has


impacted the world.
 Include both positive changes and negative
changes.
 think creatively.
Who Uses Computers?
Musicians
Military
Filmmakers
Doctors
Attorneys
Educators
Bankers
Engineers
Architects
Computers In Society

 Computers at home
▪ Business
▪ Entertainment
▪ Communication
▪ Education

1A-26
Computers In Society

 Computers in education
 Computer literacy required at all levels
 Computers in small business
 Makes businesses more profitable
 Allows owners to manage
 Computers in industry
 Computers are used to design products
 Assembly lines are automated

1A-27
Computers In Society

 Computers in government
 Necessary to track data for population
▪ Police officers
▪ Tax calculation and collection
 Governments were the first computer users

1A-28
Computers in the Home
• Computers used for a variety of tasks:
– Looking up information and news
– Exchanging e-mail
– Shopping and paying bills
– Watching TV and videos
– Downloading music and movies
– Organizing digital photographs
– Playing games
– Making vacation plans

29
Computers in the Home
• Used for reference, productivity, and entertainment
• Wireless networking
– Computers can be used in nearly any location
• Smart appliances
– Traditional appliances with built-in computer or
communication technology
• Smart homes
– Household tasks are monitored and controlled by a main
computer in the house

30
Computers in Education
• Youth today: the computing generation
• Computer labs and classrooms
– Most students today have access to computers at school
– Some schools integrate e-books into the curriculum
• Wireless hotspots
– Colleges and universities are even more integrated
– Some have computer requirements for enrollment
• Supplied or Bring Your Own Device (BYOD)
• Distance learning
– Students participate from locations other than the traditional
classroom setting using computers and Internet access

31
Computers in Education

32
Computers on the Job
• Computers have become a universal on-the-job tool for
decision-making, productivity, and communication
– By all types of employees
– For access control and other security measures
– For service professional use
– Extensively by the military
– Requires continually refreshing computer skills
– Common uses:
– Decision making, productivity, off-site communications,
and authentication

33
Computers on the Job

34
Computers on the Go
• Computers are encountered in nearly every aspect of daily life
– Consumer kiosks
– ATM transactions
– POS systems at retail stores
– Self-checkout systems
– Consumer authentication systems
– Portable computers or mobile devices
– GPS systems

35
Technology and You
Restaurant iPad Ordering Systems
– Used in conjunction with e-menus
– Customers can place and pay for orders
– Can provide more resources to customers

36
Computers In Health Care

 Computers in health care


 Revolutionized health care
 New treatments possible
 Scheduling of patients has improved
 Delivery of medicine is safer

1A-37
Allen Turing (1912-1954)

The Turing Machine Aka The Universal Machine (1936)


includes
A conceptual Tape that extends infinitely to both directions
 Holds the input to the turing machine
 Serves as memory
 The tape is divided in cells
A unit that reads one cell of the tape and writes a symbol in
that cell
John von Neumann
 A processing unit with both
an arithmetic logic
unit and processor registers
 A control unit that includes
an instruction register and
a program counter
 Memory that
stores data and instructions
 External mass storage
 Input and
output mechanisms
Input Devices
 Hardware used to enter data and instructions

40
Two Common Input Devices

 Keyboard

 Mouse

41
The Keyboard
 First peripheral to be used with computers
 The most common input device for
inputting text and numbers
 About 100 keys
 Must be proficient with keyboard
 Skill is called keyboarding

42
43
The Mouse
 All modern computers have a variant
 Allows users to select objects
 Pointer moved by the mouse
 Mechanical mouse
 Rubber ball determines direction and speed
 The ball often requires cleaning
 Optical mouse
 Light shown onto mouse pad
 Reflection determines speed and direction
 Requires little maintenance
44
The Mouse
mouse buttons
wheel
button

ball

45
Optical Mouse

46
Benefits of Using Mouse

 Pointer positioning is fast

 Menu interaction is easy

 Users can draw electronically

47
Touch Screens
 accept input by allowing
the user to place a
fingertip directly on the
computer screen
 Use sensors to detect
touch
 Well suited for simple
applications
 ATM
 Public information kiosk

48
Touch Screens
 work well in environments where dirt or
weather would render keyboards and
pointing devices useless, and
 where a simple, intuitive interface is
important.
 Touch screens have become common in
 fast-food restaurants,
 department stores,
 drugstores, and supermarkets,
 where they are used for all kinds of purposes, from
creating personalized greeting cards to selling
lottery tickets.
49
Game Controllers

 Enhances gaming experience


 Provide custom input to the game
 Modern controllers offer feedback
 Two broad Categories
 Joystick
 Game pad

50
Joystick
 Around for long time
 Can be used other than games
 enable the user to “ fly” or “ drive”
through a game, directing a vehicle or
character
 popular in racing and flying games
 One variant is the racing game controller,
which includes an actual steering wheel
 some racing game controllers even
include foot pedals and gearshifts
51
Game Pad
 is a small, flat device that usually provides
two sets of controls— one for each hand.
 extremely flexible and are used to control
many kinds of games
 If you do not have a joystick, you can use a
game pad to control most racing and
flying games.
 Many computer games still provide
support for a mouse or keyboard, so a
dedicated game controller is not always
required 52
Optical Input Devices
 Allows the computer to see
input
 Bar code readers
 Converts bar codes to numbers
▪ UPC Universal Product Code
 Computer find number in a
database
 Works by reflecting light
▪ Amount of reflected light indicates
number

53
Bar Code Reading Process

 reader emits a beam of that is reflected by the


bar code image
 light-sensitive detector identifies the bar code
image by recognizing special bars at both ends
of the image
 special bars are different, so the reader can tell
whether the bar code has been read right-side
up or upside down
 After detector has identified the bar code, it
converts the individual bar patterns into numeric
digits code the computer can understand
 reader then feeds the data into the computer

54
Image Scanners

 Converts printed media into electronic


 Reflects light on the image
 Sensors read the intensity
 Filters determine color depths

55
How an Image is Scanned
 A light source is moved across a printed
page
 The light bounces off the page and is
passed through a lens
 And onto the light sensitive diodes
which converts light to electricity. There
are usually 300-600 diodes per inch.
 A circuit board converts the electricity
to numbers and send the information to
the computers
56
Audiovisual Input Devices

 Microphones
 Used to record speech
 Speech recognition
▪ “Understands” human speech
▪ Allows dictation or control of computer
▪ Matches spoken sound to known phonemes
▪ Enters best match into document

57
Speech Recognition
  demand for translating spoken words
into text
 Translating voice to text is a capability
known as speech recognition (or voice
recognition).
 With it, you can dictate to the computer
instead of typing, and you can control
the computer with simple commands
 translates Phonemes into text or
commands
58
Other type of Audio Input
 Computers can accept many kinds of
audio input
 Sound card with the appropriate plugs
 a compact disc
 a tape player
 a radio or
 even a record player
 If the audio source outputs sounds in the
form of analog, sound card must convert
the analog signals into digital code so the
computer can store and use it.
59
Video Input
 With growth of multimedia and the
Internet, computer users are adding
video input capabilities to their
systems in great numbers
 Applications such as video
conferencing enable people to use full-
motion video images
 Videos are commonly used in
presentations and on Web pages

60
Video Camera and Webcam
 video cameras used with computers
digitize images by breaking them into
individual pixels
 pixel is one or more dots that express a
portion of an image
 Each pixel’s color and other
characteristics are stored as digital code
 With Webcam the user can “capture”
images of himself or herself while
working at the computer
61
Digital Cameras
 portable, handheld devices that
capture still images
 digitizes the image
 compresses it, and
 stores it on a special memory card.
 user can then copy the information to
a PC, where the image can be edited,
copied, printed, embedded in a
document, or transmitted to another
user
62
Digital Cameras
 Digital cameras have become standard equipment
for designers of all kinds.
 In Web page design, digital cameras enable
designers to shoot a subject and quickly load the
images onto their computers.
 This process saves the step of acquiring existing
photographs or developing and printing film-based
photos—which must be scanned into the computer.
 Designers can update a Web site’s illustrations
quickly and regularly using digital cameras.
 Graphic designers can edit and enhance digital
photographs in innumerable ways, using photo-
editing software
63
Monitors
 Most common output device
 Connects to the video card or controller
 Two types
 Cathode Ray Tube (CRT)
 Flat-panel
 Categorized by color output
 Monochrome
▪ One color with black background
 Grayscale
▪ Varying degrees of gray
 Color
▪ Display 4 to 16 million colors
64
Cathode Ray Tube (CRT)

 Most common type of monitor

65
Liquid Crystal Display (LCD)
 Commonly found on laptops
 Desktop versions exist
 Solve the problems of CRT
 Fluorescent lights provide illumination

66
Plasma Display Panel (PDP)
 Utilizes small cells containing
electrically charged ionized gases called
fluorescent lamps
 Advantages
 Better picture quality
 Wider viewing angles
 Less visible motion blur
 Disadvantages
 Screen burn-in
 Uses more electricity than LCDs
67
Light Emitting Diodes (LED)
 uses light-emitting diodes as a video
display
 produce images with greater dynamic
contrast;
 can be extremely slim, some screens less
than half an inch (0.92 cm) thick;[6]
 produce less environmental pollution on
disposal;
 are more expensive;
 have typically 20 to 30% lower power
consumption 68
Sound Systems

 Integral part of the computer experience


 Capable of recording and playback

69
Sound Cards
 Device between the CPU and speakers
 Converts digital sounds to analog
 Can be connected to several devices
 Modern cards support Dolby Surround
Sound

70
Headphones and Headsets
 Replacement for speakers and microphones
 Offer privacy
 Does not annoy other people
 Outside noise is not a factor
 Headsets have speakers and a microphone

71
Commonly Used Printers
 Impact printers
 Generate output by striking the paper
 Uses an inked ribbon
 Most common
▪ Dot Matrix
▪ Line Printer and Band Printers
 Non-impact printers
 Use methods other than force
 Tend to be quiet and fast
 Most Common
▪ Ink jet and Laser
72
Dot Matrix Printer

 Can produce sheets of plain text very quickly


 Used to print to multi-sheet pages
 Printing on wide-sheet paper
 Print head strikes inked ribbon
 Speed measured in characters per second
(CPS)

73
Dot Matrix Printer Parts

74
Dot Matrix Printhead Mechanism

 Print head Mechanism


 which contains a cluster (or matrix) of short pins
arranged in one or more columns.
 Printer can push any of the pins out in any
combination.
 By pushing out pins in various combinations, the
print head can create alphanumeric characters
 Forms a character by creating a series of dots.

75
How Image is created?
 When pushed out from the duster, the
protruding pins’ ends strike a ribbon
 which is held in place between the print head
and the paper.
 When the pins strike the ribbon, they press
ink from the ribbon onto the paper.
 More pins that a print head contains, the
higher the printer’s resolution
 Slowest dot matrix printers create 50 to 70
cps
 Fastest more than 500 cps
76
Laser Printer

 Non-impact printer
 Works on a similar process as photocopier
 Laser is at the heart of these printers.
 Produces high quality documents
 Color or black and white
 Speed measured in pages per minute
 Quality expressed as dots per inch

77
How Laser Creates an Image

78
Laser Printer Technology

79
Plotters

 Large high quality blueprints


 Older models draw with pens
 Operational costs are low
 Output is very slow

80
Summary
 Definition of IT
 Computer Technology
 Communication Technology
 Role of IT in Society
 Models:
 Turing Model,
 Von Neumann Model;
 Input Devices:
 Keyboard,
 Pointing & Touch Devices,
 Game Controllers,
 Optical Input Devices, Audio Visual Devices;
 Output Devices:
 Monitors,
 Audio Output,
 Printers & Plotters.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy