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ICT-CS101-Week1-Lecture01-part1-1

The document serves as an introduction to a course on Web Graphics and Mobile App Development at Sukkur IBA University, outlining the course structure, rules, and key topics such as computer history, types, and their applications in various fields. It emphasizes the importance of computer literacy and the societal impacts of technology. Additionally, it includes group activities to engage students in discussions about the use of computers in different contexts.

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mazhardin577
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0% found this document useful (0 votes)
0 views50 pages

ICT-CS101-Week1-Lecture01-part1-1

The document serves as an introduction to a course on Web Graphics and Mobile App Development at Sukkur IBA University, outlining the course structure, rules, and key topics such as computer history, types, and their applications in various fields. It emphasizes the importance of computer literacy and the societal impacts of technology. Additionally, it includes group activities to engage students in discussions about the use of computers in different contexts.

Uploaded by

mazhardin577
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 50

Welcome to

Sukkur IBA University


Web Graphics and Mobile app
Development
Introduction to ICT
Instructors:
 Sir Nisar Ahmed
Siddiqui
 Sir Azhar Durrani
 Sir Wajahat Ali Rajput
I don’t know about you!!!

• Name?
• Last School and City?
• Why Web Graphics?
• What are you expecting
from this course?

Now its time to introduce


yourself
About Course!

4
Rules

 Respect to other’s opinion in class


 No cross-talk during class
 Use of mobile phones in class is strictly
prohibited without permission.
 If you have any question raise your
hand first and then ask question
5
Chapter 1:
Introduction to the World of
Computers
Overview
 This chapter covers:
 What computers are, how they work, and how they are used

 Computer terminology

 An overview of the history of computers

 The basic types of computers in use today

 Describing ICT Systems*

 An overview of networks and the Internet

 Societal impacts of computers

8
Computers in Your Life
 Why learn about computers?
 Primarily by researchers and scientists
 Pervasive computing
 Also known as ubiquitous computing

 Embedding computational capability into everyday objects

 Computers have become an integral part of our lives

 Basic computer literacy


 Knowing about and understanding computers and their uses is an essential skill
today for everyone

9
Computers in Your Life
 Before 1980
 Computers were large, expensive
 Very few people had access to them
 Computers were mostly used for high-volume processing tasks
 Microcomputers in the early 80s
 Inxpensive personal computers
 Computer use increased dramatically
 Today
 More than 80% of US households include a computer, and most use computers at
work
 Electronic devices are converging into single units with multiple capabilities

10
Group Activity #1
 What variety of tasks computers used for?
 In the Homes? (Assigned to Group #1)
 In Education? (Assigned to Group #2)
 On the Jobs? (Assigned to Group #3)
 On the Go? (Assigned to Group #4)

11
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
 Telecommuting

12
Computers in the Home
 Convergence
 The computer has become the central part of home entertainment
 Dual-mode mobile phones
 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

13
Computers in the Home

14
Computers in Education
 Many students today have access to computers either in a classroom
or a computer lab

 Colleges and universities are even more integrated


 Wireless hotspots allow usage of personal laptops to connect to the college
network
 Some colleges require a computer for enrollment

 Distance learning
 Students participate from locations other than the traditional classroom
setting using computers and Internet access

15
Computers in Education

16
Computers on the Job
 Computers have become a universal on-the-job tool for decision-
making, productivity, and communication
 Used by all types of employees
 Used for access control and other security measures
 Use by service professionals is growing
 Used extensively by the military
 Employees in all lines of work need to continually refresh their computer
skills

17
Computers on the Job

18
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
 Portable computers or mobile devices
 M-commerce systems
 GPS systems

19
Computers on the Go

20
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 or results as
needed
 Computers follow 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

21
What Is a Computer and What Does It Do?

22
Data vs. Information
 Data
 Raw, unorganized facts
 Can be in the form of text, graphics, audio, or video

 Information
 Data that has been processed into a meaningful form

 Information processing
 Converting data into information

23
History of Computer Generations

24
Computers Then and Now
 The history of computers is often referred to in
terms of generations
 Each new generation is characterized by a
major technological development
 Precomputers and early computers (before
1946)
 Abacus, slide rule, mechanical calculator
 Punch Card Tabulating Machine and Sorter

25
Computers Then and Now
 First-generation computers (1946-1957)
 Enormous and powered by vacuum tubes
 Used a great deal of electricity, and generated a
lot of heat
 ENIAC and UNIVAC
 Second-generation computers (1958-1963)
 Used transistors
 Computers were smaller, more powerful,
cheaper, more energy-efficient, and more
reliable
 Punch cards and magnetic tape were used to
input and store data

26
Computers Then and Now
 Third-generation computers (1964-1970)
 Used integrated circuits (ICs)
 Keyboards and monitors introduced
 Fourth-generation computers (1971-present)
 Use microprocessors
 IBM PC, Apple Macintosh
 Use keyboards, mice, monitors, and printers
 Use magnetic disks, flash memory, and optical
disks for storage
 Computer networks, wireless technologies,
Internet introduced

27
Computers Then and Now
 Fifth-generation (now and the future)
 Infancy stage
 No precise classification
 May be based on artificial intelligence (AI)
 Likely use voice and touch input
 May be based on optical computers and utilize
nanotechnology

28
Hardware
 Hardware: The physical parts of a computer
 Internal hardware
 Located inside the main box (system unit) of the
computer
 External hardware
 Located outside the system unit
 Connect to the computer via a wired or wireless
connection
 There is hardware associated with all five
computer operations

29
Hardware

30
Hardware
 Input devices
 Used to input data into the computer
 Keyboards, mice, scanners, cameras,
microphones, joysticks, touch pads, touch
screens, fingerprint readers, etc.
 Processing devices
 Perform calculations and control computer’s
operation
 Central processing unit (CPU) and memory
 Output devices
 Present results to the user
 Monitors, printers, speakers, projectors, etc.

31
Hardware
 Storage devices
 Used to store data on or access data from
storage media
 Hard drives, CD/DVD discs and drives, USB flash
drives, etc.
 Communications devices
 Allow users to communicate with others and to
electronically access remote information
 Modems, network adapters, etc.

32
Hardware

33
Software
 Software: The programs or instructions used to
tell the computer hardware what to do
 System software: Operating system starts up the
computer and controls its operation
 Without OS computer cannot function
 Boots the computer and launches programs at the
user’s direction
 Most use a GUI to interact with the user via
windows, icons, menus, buttons, etc.
 Windows, Mac OS, Linux, etc.

34
Software

35
Application Software
 Application software: Performs specific tasks or
applications
 Creating letters, budgets, etc.
 Managing inventory and customer databases
 Editing photographs
 Scheduling appointments
 Viewing Web pages
 Sending and receiving e-mail
 Recording / playing CDs/DVDs
 Designing homes
 Playing games

36
Computer Users and
Professionals
 Computer users (end users): People who use a
computer to obtain information
 Computer professionals include:
 Programmers
 Systems analysts
 Computer operations personnel
 Security specialists

37
Computers to Fit Every Need
 Six basic categories of computers:
 Embedded computers
 Mobile devices
 Personal computers
 Midrange servers
 Mainframe computers
 Supercomputers

38
Embedded Computers
 Embedded computer: Embedded into a
product and designed to perform specific tasks
or functions for that product
 Cannot be used as general-purpose
computers
 Often embedded into:
 Household appliances
 Thermostats
 Sewing machines
 A/V equipment
 Cars

39
Mobile Devices
 Mobile device: A very small device
with some type of built-in
computing or Internet capability
 Typically based on mobile phones
 Typically have small screens and
keyboards
 Examples:
 Smartphones
 Handheld gaming devices
 Portable digital media players

40
Personal Computers (PCs)
 Personal computer: A small computer designed
to be used by one person at a time
 Also called a microcomputer
 Range in size from desktop computers to UMPC’s
 Desktop computers: Fit on or next to a desk
 Can use tower case, desktop case, or all-in-one
 Can be PC-
compatible or
Macintosh
 Not designed to be
portable

41
Portable Computers
 Notebook (laptop) computers: Typically use
clamshell design
 Tablet computers: Can
be slate tablets or
convertible tablets
 Netbooks: Small
notebooks; rapidly
growing type of PC
 Ultra-mobile PCs (UMPCs):
Handheld computers

42
Thin Clients and Internet
Appliances
 Thin client or network computer (NC): Device
designed to access a network for processing
and data storage
 Lower cost, increased security and easier
maintenance
 Limited or no local storage
 Not able to function as a computer if network is
down
 Internet appliance: Specialized network
computer designed for Internet access and/or
e-mail exchange
 Often set-top boxes
 Can include Internet-enabled gaming consoles

43
Thin Clients and Internet
Appliances

44
Midrange Servers
 Midrange server: A medium-sized computer
used to host programs and data for a small
network
 Users connect via a network with a
computer, thin client, or dumb terminal
 May consist of a collection
of individual circuit boards
called blades
 Virtualization: Creating
virtual environments (often
used to share a server for
increased efficiency)

45
Mainframe Computers
 Mainframe computer: Powerful computer used
by several large organizations to manage large
amounts of centralized data
 Standard choice for large organizations,
hospitals, universities, large businesses, banks,
government offices
 Located in climate-controlled data centers and
connected to the rest of the company computers
via a network
 Larger, more expensive, and more powerful than
midrange servers
 Usually operate 24 hours a day
 Also called high-end servers or enterprise-class
servers

46
Mainframe Computers

47
Supercomputers
 Supercomputer: Fastest, most expensive, most
powerful type of computer
 Generally run one program at a time, as fast as
possible
 Commonly built by connecting hundreds of
smaller computers, supercomputing cluster
 Used for space exploration, missile guidance,
satellites, weather forecast, oil exploration,
scientific research, complex Web sites, decision
support systems, 3D applications, etc.

48
Supercomputers

49
Group Activity #3
 List down the followings?
 Computer Hardware (Assigned to Group #1)
 Computer Software (Assigned to Group #2)
 Computer Users and Professionals (Assigned to Group #3)

50

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