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PowerPoint Presentation to Accompany Chapter 1 What Is a Computer? Copyright © 2016 Pearson Education, Inc.

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Presentation on theme: "PowerPoint Presentation to Accompany Chapter 1 What Is a Computer? Copyright © 2016 Pearson Education, Inc."— Presentation transcript:

1 PowerPoint Presentation to Accompany Chapter 1 What Is a Computer? Copyright © 2016 Pearson Education, Inc.

2 Objectives Copyright © 2016 Pearson Education, Inc. 1.Explain the Functions of a Computer 2.Describe the Evolution of Computer Hardware 3.Describe How Computers Represent Data Using Binary Code 4.List the Various Types and Characteristics of Personal Computers 5.Give Examples of Other Personal Computing Devices 6.List the Various Types and Characteristics of Multiuser Computers 7.Explain Ubiquitous Computing and Convergence

3 Objective 1: Overview Explain the Functions of a Computer Copyright © 2016 Pearson Education, Inc.

4 Objective 1: Key Terms Copyright © 2016 Pearson Education, Inc.  Analytical Engine  Artificial intelligence  Computer  Data  Information  Information processing cycle (IPC)  Punch card  Turing machine  Turing test

5 Information Processing Cycle Input Raw data, such as content entered in a form and submitted by a customer via a website, is input Process The raw data is processed, or manipulated, to create useful information Storage Information is stored for later retrieval Output The processed raw data – now information – is returned to the user Copyright © 2016 Pearson Education, Inc. Computers are programmable machines that convert raw data into useful information using the information processing cycle

6 Industrial Revolution Early Contributions to Computers  Original computers were people, not machines  Punch cards Developed by Joseph Marie Jacquard in 1801 These were stiff pieces of cardboard that conveyed information by the presence or absence of holes Copyright © 2016 Pearson Education, Inc. Punch cards were used to create complex textile patterns in a Jacquard Loom

7 Industrial Revolution Early Contributions to Computers  Analytical Engine designed by Charles Babbage A mechanical computer which could be programmed using punch cards Ada Lovelace Wrote a program for the Analytical Engine Is considered the first computer programmer Her program was never tested as the Analytical Engine was never completed Copyright © 2016 Pearson Education, Inc.

8 Industrial Revolution Early Contributions to Computers  In 1936, Alan Turing introduced the concept of machines that could perform mathematical calculations – Turing machines  In 1950, Alan Turing, developed the Turing test to assess a machine’s ability to display intelligent behavior Considered the father of computer science and artificial intelligence (the science of making machines behave like humans) In 2014, the first computer finally passed the 64- year-old Turing test of intelligence http://www.reading.ac.uk/news-and- events/releases/PR583836.aspx http://www.reading.ac.uk/news-and- events/releases/PR583836.aspx Copyright © 2016 Pearson Education, Inc.

9 Objective 2: Overview Copyright © 2016 Pearson Education, Inc. Describe the Evolution of Computer Hardware

10 Objective 2: Key Terms  Central processing unit (CPU)  ENIAC (Electronic Numerical Integrator and Computer)  Integrated circuit  Microprocessor  Moore’s Law  Transistor  Vacuum tubes Copyright © 2016 Pearson Education, Inc.

11 First-Generation Computers Important First-Generation Computers  1936-1941: Z1-Z3  1942: Atanasoff-Berry Computer (ABC)  1944: Colossus Used to decrypt German messages during WWII  1944: Harvard Mark 1  1946: ENIAC First working digital general- purpose computer  1951: UNIVAC Copyright © 2016 Pearson Education, Inc. ENIAC

12 First-Generation Computers Vacuum Tubes First-Generation Features:  Used vacuum tubes Resembled incandescent light bulbs Emitted a lot of heat Unreliable  Massive in size  Used manual switches to process data Copyright © 2016 Pearson Education, Inc. Vacuum Tubes

13 Second-Generation Computers Transistors Second-Generation Features:  Used transistors (replaced vacuum tubes in 1947) Revolutionized the electronics industry  More powerful  Smaller  More reliable  Reprogrammed in less time Copyright © 2016 Pearson Education, Inc. Transistors

14 Third-Generation Computers Integrated Circuit Third-Generation Features:  Used integrated circuits Developed in the 1960s Chips that contained large numbers of tiny transistors fabricated into a semiconducting material called silicon  Faster, smaller, and more reliable Copyright © 2016 Pearson Education, Inc.

15 Fourth-Generation Computers Microprocessor  Used a microprocessor Emerged in 1970s A microprocessor is a complex integrated circuit that contains the central processing unit (CPU), the brain of a computer The first microprocessor was as powerful as the ENIAC Copyright © 2016 Pearson Education, Inc. Fourth-Generation Features:

16 Moore’s Law  In 1965, Gordon Moore, Intel cofounder, observed that the number of transistors on an integrated circuit doubled every two years  Moore’s Law is a prediction of continued exponential growth  Current trend is closer to doubling every 18 months  Such increases in capabilities affects processing speeds and storage capacity of modern electronic devices Copyright © 2016 Pearson Education, Inc.

17 Objective 3: Overview Copyright © 2016 Pearson Education, Inc. Describe How Computers Represent Data Using Binary Code

18 Objective 3: Key Terms  ASCII (American Standard Code for Information Interchange)  Binary code  Binary (base 2) number system  Bit  Byte  Unicode Copyright © 2016 Pearson Education, Inc.

19 Binary Code Binary Number System: 1s & 0s  Binary code has two possible states: on/off, 1/0, yes/no  Bit – the smallest unit of digital information 8 bits = 1 byte  With 2 bits there are four combinations of states (10, 01, 11, 00 ) Copyright © 2016 Pearson Education, Inc. With 8 bits there are 256 different possible combinations (2 8 ) ASCII – uses 7 bits and represents 128 characters Unicode – is extended ACSII and represents over 100,000 characters

20 Measuring Data Bits measure data transfer rates Bytes measure file size and storage capacity Decimal PrefixSymbolDecimal Value kiloK or k1,000 megaM1,000,000 gigaG1,000,000,000 teraT1,000,000,000,000 petaP1,000,000,000,000,000 exaE1,000,000,000,000,000,000 zettaA1,000,000,000,000,000,000,000 yottaY1,000,000,000,000,000,000,000,000 Copyright © 2016 Pearson Education, Inc.

21 Objective 4: Overview Copyright © 2016 Pearson Education, Inc. List the Various Types and Characteristics of Personal Computers MAC PC ADVANTAGES Easy to set up and use Great multimedia capabilities Secure and stable Productivity and Entertainment software included ADVANTAGES Less expensive for similar configuration Can run many versions of Windows and Linux More configuration choices Preferred platform in most businesses Most computer games are only available for Windows PC

22 Objective 4: Key Terms Copyright © 2016 Pearson Education, Inc.  All-in-one computer  Convertible notebook  Desktop computer  Ergonomics  Laptop  Mac  Mobile application (mobile app)  Netbook  Notebook  Personal computer (PC)  Stylus  Subnotebook  Tablet  Workstation

23 Types of Computers Copyright © 2016 Pearson Education, Inc. Desktop Workstation All-in-one Notebook or laptop Convertible notebook Tablet Netbook Subnotebook May use a stylus (a digital pen) and have preinstalled mobile apps

24 Mac or PC? PlatformAdvantagesDisadvantages PC Less expensive Preferred platform in most business Many manufacturers: More often affected by viruses Operating system instability Mac Easy to set up and use Great multimedia High-end productivity and entertainment software More expensive than PC Built only by Apple More limited business software options Copyright © 2016 Pearson Education, Inc.

25 Ergonomics Relationship Between Users and Their Workspace Ergonomic ( proper ) workspace:  Proper posture  Use a footrest  Elbows on armrest bent at 90°  Monitor below eye level  Frequent breaks Improper workspace:  Can affect your health, comfort, and productivity  Leads to discomfort and can result in musculoskeletal disorders Copyright © 2016 Pearson Education, Inc.

26 Objective 5: Overview Give Examples of Other Personal Computing Devices Copyright © 2016 Pearson Education, Inc.

27 Objective 5: Key Terms  Game controller  Geocaching  GPS (global positioning system)  Mobile device  Video game system  Wearable Copyright © 2016 Pearson Education, Inc.

28 Mobile Devices Portable computers used for business and entertainment Features:  Internet access  Email access  Digital cameras  GPS  Mapping tools  Document editing  Mobile apps Copyright © 2016 Pearson Education, Inc.

29 GPS and Wearables GPS ( global positioning system ) Satellite-based navigation system  Used for: Location and Navigation Tracking Mapping Timing Geocaching (electronic scavenger hunt) Wearables  Devices worn on the body  Used for: Health monitoring Communication Military operations Entertainment Copyright © 2016 Pearson Education, Inc.

30 Video Game Systems Computers designed primarily to play games Game consoles : (Microsoft Xbox One, Sony PlayStation 4, Nintendo Wii U)  High-end processors  High-end graphics capabilities  Play movies and music  Online game play  Browse the Internet  Use a game controller Copyright © 2016 Pearson Education, Inc. Handheld games : (Nintendo 3DS, Nintendo DSi, PlayStation Portable (PSP) Vita)  Portable  Listen to music and view photos and movies  Chat and access the Internet over 3G or wireless network  3D photo and graphic capability

31 Objective 6: Overview List the Various Types and Characteristics of Multiuser Computers Copyright © 2016 Pearson Education, Inc.

32 Objective 6: Key Terms  Client  Distributed computing  Enterprise server  Grid computing  Mainframe  Midrange server  Minicomputer  Multiuser computer  Server  Supercomputer  Volunteer computing Copyright © 2016 Pearson Education, Inc.

33 Multiuser Computers Copyright © 2016 Pearson Education, Inc. Systems that allow multiple, simultaneous users to connect to them Servers Computers that provide services such as Internet access and email to a client system (a computer that requests services from a server) Minicomputers Support fewer than 200 users, users connect via dumb terminals Midrange servers Replace minicomputers; users connect via personal computers Mainframes/ Enterprise servers Large computers that process millions of transactions a day, usually found in businesses such as banks and insurance companies Supercomputers Very expensive systems that perform complex mathematical calculations such as those in weather forecasting and medical research

34 Additional Types of Computing Copyright © 2016 Pearson Education, Inc.  Distributed computing Spreading of processing tasks across multiple computers  Grid computing Distributed computing that uses computers in one location  Volunteer computing A large-scale form of distributed computing Harnesses the processing power of hundreds or thousands of personal computers to accomplish a task An example of volunteer computing is folding@home

35 Objective 7: Overview Explain Ubiquitous Computing and Convergence Copyright © 2016 Pearson Education, Inc.

36 Objective 7: Key Terms  Bioinformatics  Convergence  Embedded computer  Green computing  Internet of Things (IoT)  Smart appliance  Smart grid  Smart home  Ubiquitous computing (ubicomp) Copyright © 2016 Pearson Education, Inc.

37 Ubiquitous Computing Technology Fades into the Background  Embedded computer Paying for gas with the wave of a credit card  Smart Appliances Automatic light and temperature control  Convergence Integration of technology on multifunction devices  Internet of Things The connection of the physical world to the Internet Copyright © 2016 Pearson Education, Inc. New Career: bioinformatics – the application of information technology to the field of biology

38  Smart homes and smart appliances Save energy by turning components on and off to maximize energy efficiency  Home automation controls Lighting Heating and cooling Security Entertainment Smart appliances within the home Smart appliances plug into the smart grid – a network for delivering electricity to consumers that includes communication technology to manage electricity distribution efficiently Green Computing The efficient and eco-friendly use of computers and other electronics Copyright © 2016 Pearson Education, Inc.

39 Questions Copyright © 2016 Pearson Education, Inc.

40 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. Printed in the United States of America. Copyright © 2016 Pearson Education, Inc.


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