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Lesson 3 - Computer and Mobile Devices Presentation

This document provides an overview of various types of computers and mobile devices, including laptops, tablets, smartphones, and servers, along with their characteristics and uses. It also discusses cloud computing, ports and connections, and health concerns related to technology use. Additionally, it outlines ways to protect hardware from theft and failure.
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0% found this document useful (0 votes)
41 views49 pages

Lesson 3 - Computer and Mobile Devices Presentation

This document provides an overview of various types of computers and mobile devices, including laptops, tablets, smartphones, and servers, along with their characteristics and uses. It also discusses cloud computing, ports and connections, and health concerns related to technology use. Additionally, it outlines ways to protect hardware from theft and failure.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 49

Lesson 3

Computers and Mobile Devices: Evaluating Options for Home and Work

1
Objectives Overview

Describe the characteristics Differentiate among POS


Describe the characteristics
and uses of laptops, tablets, terminals, ATMs, and self-
and types of servers
desktops, and all-in-ones service kiosks

Describe the characteristics


and uses of smartphones,
Describe cloud computing digital cameras, portable
and identify its uses and digital media players,
e-book readers, and
wearable devices

2
Objectives Overview

Differentiate a port from a


connector, identify various
Describe the characteristics
Identify uses of embedded ports and connectors, and
of and ways to interact with
computers differentiate among
game devices
Bluetooth, Wi-Fi, and NFC
wireless device connections

Discuss ways to prevent


Identify safeguards against health-related injuries and
hardware theft and disorders caused from
vandalism and hardware technology use, and
failure describe ways to design a
workplace ergonomically

3
Computers and Mobile Devices

• Types of computers and mobile devices include:


Smartphones, digital
cameras, e-book
Laptops, tablets, and
Servers and terminals readers, portable and
desktops
digital media players
and wearable devices

Game devices Embedded computers

4
Mobile Computers and Desktops

• A mobile computer is a portable personal


computer, designed so that a user easily can carry
it from place to place
• A personal computer (PC) is a mobile computer or
desktop that can perform all of its input,
processing, output, and storage activities by itself
and is intended to be used by one person at a
time

5
Mobile Computers and Desktops

6
Mobile Computers and Desktops

• A laptop, also called a notebook computer, is a


thin, lightweight mobile computer with a screen
in its lid and a keyboard in its base

7
Mobile Computers and Desktops

• A tablet is a thin, lighter-weight mobile computer


that has a touch screen

8
Mobile Computers and Desktops

• A handheld computer is a computer small enough


to fit in one hand

9
Mobile Computers and Desktops

• A desktop, or desktop computer, is a personal


computer designed to be in a stationary location,
where all of its components fit on or under a desk
or table

10
Servers

• A server is a computer dedicated to providing one


or more services to other computers or devices on
a network
– Rack server
– Blade server
– Tower server

11
Servers

12
Servers

• Virtualization is the practice of sharing or pooling


computing resources, such as servers and storage
devices
– Server virtualization uses software to enable a physical
server to emulate the hardware and computing
capabilities of one or more servers, known as virtual
servers
• A server farm is a network of several servers
together in a single location
13
Servers

• A mainframe is a large, expensive, powerful server


that can handle hundreds or thousands of
connected users simultaneously

14
Terminals

• A terminal is a computer, usually with limited processing


power, that enables users to send data to and/or receive
information from a server, or host computer
• A thin client is a terminal that looks like a desktop but has
limited capabilities and components
• Most retail stores use a POS terminal to record purchases,
process credit or debit cards, and update inventory

15
Terminals

• An ATM (automated teller machine) is a self-


service banking terminal that connects to a host
computer through a network

16
Terminals

• A self-service kiosk is a freestanding terminal that


usually has a touch screen for user interaction

17
Supercomputers

• A supercomputer is the fastest, most powerful


computer – and the most expensive
– Capable of processing many trillions of instructions in
a single second

18
Cloud Computing

• Cloud computing refers to an environment that


provides resources and services accessed via the
Internet

19
Mobile Devices

• A smartphone is an Internet-capable phone that


usually also includes a calendar, an address book,
a calculator, a notepad, games, browser, and
numerous other apps
• Many smartphones have touch screens. Instead of
or in addition to an on-screen keyboard, some
have a built-in mini keyboard on the front of the
phone or a keyboard that slides in and out from
behind the phone
20
Mobile Devices

Page 123 21
Figure 3-15
Mobile Devices

Short Message Multimedia Message


Service (SMS) Service (MMS)
• Mobile to mobile • Mobile to mobile
• Mobile to email • Mobile to email
• Mobile to provider
• Web to mobile

22
Mobile Devices

• A digital camera is a mobile device that allows users to


take photos and store the photographed images digitally
– Smart digital camera
– Point-and-shoot camera
– SLR camera

23
Mobile Devices

24
Mobile Devices

• Resolution is the number of horizontal and


vertical pixels in a display

25
Mobile Devices

• A portable media player is a mobile device on


which you can store, organize, and play or view
digital media

26
Mobile Devices

• A digital media player or streaming media player


is a device, typically used in a home, that streams
digital media from a computer or network to a
television, projector, or some other entertainment
device

27
Mobile Devices

• An e-book reader (short


for electronic book
reader), or e-reader, is a
mobile device that is
used primarily for
reading e-books and
other digital
publications

28
Mobile Devices

• A wearable device or wearable is a small, mobile


computing device designed to be worn by a
consumer

29
Game Devices

• A game console is a mobile computing device


designed for single-player or multiplayer video
games
• A handheld game device is a small mobile device
that contains a screen, speakers, controls, and
game console all in one unit
• Game controllers include gamepads, joysticks and
wheels, dance pads, and a variety of motion-
sensing controllers

30
Game Devices

31
Embedded Computers

• An embedded computer is a special-purpose


computer that functions as a component in a
larger product
Home
Consumer
automation Automobiles
electronics
devices

Process Computer
controllers and devices and
robotics office machines

32
Embedded Computers

Page 133 33
Figure 3-24
Putting It All Together

34
Ports and Connections

• A port is the point at which a peripheral device attaches


to or communicates with a computer or mobile device so
that the peripheral device can send data to or receive
information from the computer or mobile device

35
Ports and Connections

• A connector joins a cable to a port. A connector at


one end of a cable attaches to a port on the
computer or mobile device, and a connector at
the other end of the cable attaches to a port on
the peripheral device

36
Ports and Connections

37
Ports and Connections

• A USB port, short for universal serial bus port, can


connect up to 127 different peripheral devices
together with a single connector
• Instead of connecting peripheral devices directly
to ports on a mobile computer, some mobile users
prefer the flexibility of port replicators and
docking stations

38
Ports and Connections

39
Ports and Connections

• Instead of connecting computers and mobile


devices to peripheral devices with a cable, some
peripheral devices use wireless communications
technologies

Bluetooth Wi-Fi NFC

40
Protecting Hardware

• To help reduce the chances of theft, companies


and schools use a variety of security measures
– Physical access controls
– Alarm system
– Physical security devices
– Security or device-tracking app
– Require identification

41
Protecting Hardware

• Hardware can fail for a variety of reasons: aging


hardware; random events such as electrical power
problems; and even errors in programs or apps
– Undervoltage
– Overvoltage or power surge

42
Protecting Hardware

• A surge protector, also


called a surge
suppressor, uses
electrical components
to provide a stable
current flow and
minimize the chances of
an overvoltage reaching
the computer and other
electronic equipment

43
Protecting Hardware

• An uninterruptible
power supply (UPS) is a
device that contains
surge protection circuits
and one or more
batteries that can
provide power during a
temporary or
permanent loss of
power

44
Health Concerns of Using Technology

• A repetitive strain injury (RSI) is an injury or disorder


of the muscles, nerves, tendons, ligaments, and joints
• Computer vision syndrome (CVS) is a technology-
related health condition that affects eyesight
• Ergonomics is an applied science devoted to
incorporating comfort, efficiency, and safety into the
design of items in the workplace
• Technology addiction occurs when the technology
consumes someone’s entire social life
45
Health Concerns of Using Technology

46
Summary

Characteristics of and Servers, supercomputers, point-


purchasing guidelines for of-sale terminals, ATMs, self-
laptops, tablets, desktops, service kiosks, e-book readers,
Ports and connections
smartphones, digital cameras, wearable devices, game
and portable and digital media devices, embedded computers,
players and cloud computing

Health concerns of using


Ways to protect hardware technology and preventative
measures

47
References

a. 2017, Discovering Computers: Enhanced Edition, Tools, Apps,


Devices and the Impact of Technology, Misty E. Vermaat, Susan L.
Sebok, Steven M. Freund, Jennifer T. Campbell and Mark
Frydenberg, Cengage Learning.

b. 2018, Discovering Computers: Digital Technology, Data and


Devices, Misty E. Vermaat, Susan L. Sebok, Steven M. Freund,
Jennifer T. Campbell and Mark Frydenberg, Cengage Learning.

c. https://www.careertoolbelt.com/wp-
content/uploads/2019/06/iStock-914622716-1140x500.jpg

48
End of Lesson 3

49

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