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Chapter 3
Computers and
Mobile Devices
Discovering Computers
Technology in a World of Computers,
Mobile Devices, and the Internet
Objectives Overview
Describe the characteristics
and uses of desktops,
laptops, tablets, and
handheld computers
Describe the characteristics
and types of servers
Differentiate among POS
terminals, ATMs, and self-
service kiosks
Describe cloud computing
and identify its uses
Describe the characteristics
and uses of smartphones,
digital cameras, portable
media players, and e-book
readers
Copyright © Cengage Learning. All rights reserved.
See Page 104
for Detailed Objectives
Objectives Overview
Describe the characteristics
of and ways to interact with
game devices
Identify uses of embedded
computers
Differentiate a port from a
connector, identify various
ports and connectors, and
differentiate among
Bluetooth, Wi-Fi, and NFC
wireless device connections
Identify safeguards against
hardware theft and
vandalism and hardware
failure
Discuss ways to prevent
health-related injuries and
disorders caused from
technology use, and
describe ways to design a
workplace ergonomically
Copyright © Cengage Learning. All rights reserved.
See Page 104
for Detailed Objectives
Computers and Mobile Devices
• Types of computers include:
Page 104 Copyright © Cengage Learning. All rights reserved.
Desktop and mobile
computers
Servers and
terminals
Smartphones, digital
cameras, e-book
readers and portable
media players
Game devices
Embedded
computers
Desktops and Mobile Computers
• A personal computer (PC) is a computer 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
• A mobile computer is a portable personal
computer, designed so that a user easily can carry
it from place to place
Page 104 Copyright © Cengage Learning. All rights reserved.
Desktops and Mobile Computers
Page 105
Figure 3-1
Copyright © Cengage Learning. All rights reserved.
Desktops and Mobile Computers
• 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
Pages 106 – 107
Figure 3-3
Copyright © Cengage Learning. All rights reserved.
Desktops and Mobile Computers
• 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
Page 108
Figure 3-4
Copyright © Cengage Learning. All rights reserved.
Desktops and Mobile Computers
• A tablet is a thin, lightweight mobile computer
that has a touch screen
Page 109
Figure 3-5
Copyright © Cengage Learning. All rights reserved.
Desktops and Mobile Computers
• A handheld computer is a computer small enough
to fit in one hand
Page 111
Figure 3-7
Copyright © Cengage Learning. All rights reserved.
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
Pages 111 – 112
Figure 3-8
Copyright © Cengage Learning. All rights reserved.
Servers
Page 111
Table 3-1
Copyright © Cengage Learning. All rights reserved.
Servers
• A mainframe is a large, expensive, powerful server
that can handle hundreds or thousands of
connected users simultaneously
Pages 112 – 113
Figure 3-9
Copyright © Cengage Learning. All rights reserved.
Supercomputers
• A supercomputer is the fastest, most powerful
computer — and the most expensive
Page 113
Figure 3-10
Copyright © Cengage Learning. All rights reserved.
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
Page 113
Figure 3-11
Copyright © Cengage Learning. All rights reserved.
Terminals
• An ATM (automated teller machine) is a self-
service banking terminal that connects to a host
computer through a network
Page 114
Figure 3-12
Copyright © Cengage Learning. All rights reserved.
Terminals
• A self-service kiosk is a freestanding terminal that
usually has a touch screen for user interaction
Page 115
Table 3-2
Copyright © Cengage Learning. All rights reserved.
Cloud Computing
• Cloud computing refers to an environment of
servers that house and provide access to
resources users access through the Internet
Page 116
Figure 3-14
Copyright © Cengage Learning. All rights reserved.
Mobile Devices
• A smartphone is an Internet-capable phone that
usually also includes a calendar, an appointment
book, an address book, a calculator, a notepad,
games, browser, and numerous other apps
• Many smartphones have touch screens. Instead of
or in addition to a touch screen, 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
Page 117 Copyright © Cengage Learning. All rights reserved.
Mobile Devices
Page 118
Figure 3-15
Copyright © Cengage Learning. All rights reserved.
Mobile Devices
• A digital camera is a mobile device that allows
users to take photos and store the photographed
images digitally
Page 120
Figure 3-16
Copyright © Cengage Learning. All rights reserved.
Mobile Devices
Page 121
Figure 3-17
Copyright © Cengage Learning. All rights reserved.
Mobile Devices
• A portable media player, sometimes called a
personal media player, is a mobile device on
which you can store, organize, and play or view
digital media
Page 122
Figure 3-19
Copyright © Cengage Learning. All rights reserved.
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
Copyright © Cengage Learning. All rights reserved.
Page 124
Figure 3-20
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
Page 125 Copyright © Cengage Learning. All rights reserved.
Game Devices
Page 125
Figure 3-21
Copyright © Cengage Learning. All rights reserved.
Embedded Computers
• An embedded computer is a special-purpose
computer that functions as a component in a
larger product
Pages 126 - 127 Copyright © Cengage Learning. All rights reserved.
Consumer
electronics
Home
automation
devices
Automobiles
Process
controllers and
robotics
Computer
devices and
office machines
Embedded Computers
Page 127
Figure 3-22
Copyright © Cengage Learning. All rights reserved.
Putting It All Together
Page 128
Table 3-3
Copyright © Cengage Learning. All rights reserved.
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
Page 129
Figure 3-23
Copyright © Cengage Learning. All rights reserved.
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
Page 130 Copyright © Cengage Learning. All rights reserved.
Ports and Connections
Page 130
Table 3-4
Copyright © Cengage Learning. All rights reserved.
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
Page 131 Copyright © Cengage Learning. All rights reserved.
Ports and Connections
Page 132
Figure 3-24
Copyright © Cengage Learning. All rights reserved.
Ports and Connections
• Instead of connecting computers and mobile
devices to peripheral devices with a cable, some
peripheral devices use wireless communications
technologies
Pages 132 - 133 Copyright © Cengage Learning. All rights reserved.
Bluetooth Wi-Fi NFC
Protecting Hardware
• Some schools and businesses use cables to lock
computers and help prevent theft of equipment
Page 134
Figure 3-25
Copyright © Cengage Learning. All rights reserved.
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
Pages 134 - 135 Copyright © Cengage Learning. All rights reserved.
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
Copyright © Cengage Learning. All rights reserved.
Page 135
Figure 3-27
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
Copyright © Cengage Learning. All rights reserved.
Page 135
Figure 3-28
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
Pages 136- 138 Copyright © Cengage Learning. All rights reserved.
Health Concerns of Using Technology
Page 138
Figure 3-31
Copyright © Cengage Learning. All rights reserved.
Summary
Characteristics of and
purchasing guidelines for
desktops, laptops, tablets,
smartphone, digital cameras,
and portable media players
Handheld computers, servers,
supercomputers, point-of-sale
terminals, ATMs, self-service
kiosks, e-book readers, game
devices, embedded computers,
and cloud computing
Ports and connections
Ways to protect hardware
Health concerns of using
technology and preventative
measures
Copyright © Cengage Learning. All rights reserved.
Page 139
Chapter 3
Computers and
Mobile Devices
Discovering Computers
Technology in a World of Computers,
Mobile Devices, and the Internet
Chapter 3 Complete

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Chapter 3 Computers and Mobile Devices

  • 1. Chapter 3 Computers and Mobile Devices Discovering Computers Technology in a World of Computers, Mobile Devices, and the Internet
  • 2. Objectives Overview Describe the characteristics and uses of desktops, laptops, tablets, and handheld computers Describe the characteristics and types of servers Differentiate among POS terminals, ATMs, and self- service kiosks Describe cloud computing and identify its uses Describe the characteristics and uses of smartphones, digital cameras, portable media players, and e-book readers Copyright © Cengage Learning. All rights reserved. See Page 104 for Detailed Objectives
  • 3. Objectives Overview Describe the characteristics of and ways to interact with game devices Identify uses of embedded computers Differentiate a port from a connector, identify various ports and connectors, and differentiate among Bluetooth, Wi-Fi, and NFC wireless device connections Identify safeguards against hardware theft and vandalism and hardware failure Discuss ways to prevent health-related injuries and disorders caused from technology use, and describe ways to design a workplace ergonomically Copyright © Cengage Learning. All rights reserved. See Page 104 for Detailed Objectives
  • 4. Computers and Mobile Devices • Types of computers include: Page 104 Copyright © Cengage Learning. All rights reserved. Desktop and mobile computers Servers and terminals Smartphones, digital cameras, e-book readers and portable media players Game devices Embedded computers
  • 5. Desktops and Mobile Computers • A personal computer (PC) is a computer 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 • A mobile computer is a portable personal computer, designed so that a user easily can carry it from place to place Page 104 Copyright © Cengage Learning. All rights reserved.
  • 6. Desktops and Mobile Computers Page 105 Figure 3-1 Copyright © Cengage Learning. All rights reserved.
  • 7. Desktops and Mobile Computers • 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 Pages 106 – 107 Figure 3-3 Copyright © Cengage Learning. All rights reserved.
  • 8. Desktops and Mobile Computers • 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 Page 108 Figure 3-4 Copyright © Cengage Learning. All rights reserved.
  • 9. Desktops and Mobile Computers • A tablet is a thin, lightweight mobile computer that has a touch screen Page 109 Figure 3-5 Copyright © Cengage Learning. All rights reserved.
  • 10. Desktops and Mobile Computers • A handheld computer is a computer small enough to fit in one hand Page 111 Figure 3-7 Copyright © Cengage Learning. All rights reserved.
  • 11. 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 Pages 111 – 112 Figure 3-8 Copyright © Cengage Learning. All rights reserved.
  • 12. Servers Page 111 Table 3-1 Copyright © Cengage Learning. All rights reserved.
  • 13. Servers • A mainframe is a large, expensive, powerful server that can handle hundreds or thousands of connected users simultaneously Pages 112 – 113 Figure 3-9 Copyright © Cengage Learning. All rights reserved.
  • 14. Supercomputers • A supercomputer is the fastest, most powerful computer — and the most expensive Page 113 Figure 3-10 Copyright © Cengage Learning. All rights reserved.
  • 15. 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 Page 113 Figure 3-11 Copyright © Cengage Learning. All rights reserved.
  • 16. Terminals • An ATM (automated teller machine) is a self- service banking terminal that connects to a host computer through a network Page 114 Figure 3-12 Copyright © Cengage Learning. All rights reserved.
  • 17. Terminals • A self-service kiosk is a freestanding terminal that usually has a touch screen for user interaction Page 115 Table 3-2 Copyright © Cengage Learning. All rights reserved.
  • 18. Cloud Computing • Cloud computing refers to an environment of servers that house and provide access to resources users access through the Internet Page 116 Figure 3-14 Copyright © Cengage Learning. All rights reserved.
  • 19. Mobile Devices • A smartphone is an Internet-capable phone that usually also includes a calendar, an appointment book, an address book, a calculator, a notepad, games, browser, and numerous other apps • Many smartphones have touch screens. Instead of or in addition to a touch screen, 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 Page 117 Copyright © Cengage Learning. All rights reserved.
  • 20. Mobile Devices Page 118 Figure 3-15 Copyright © Cengage Learning. All rights reserved.
  • 21. Mobile Devices • A digital camera is a mobile device that allows users to take photos and store the photographed images digitally Page 120 Figure 3-16 Copyright © Cengage Learning. All rights reserved.
  • 22. Mobile Devices Page 121 Figure 3-17 Copyright © Cengage Learning. All rights reserved.
  • 23. Mobile Devices • A portable media player, sometimes called a personal media player, is a mobile device on which you can store, organize, and play or view digital media Page 122 Figure 3-19 Copyright © Cengage Learning. All rights reserved.
  • 24. 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 Copyright © Cengage Learning. All rights reserved. Page 124 Figure 3-20
  • 25. 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 Page 125 Copyright © Cengage Learning. All rights reserved.
  • 26. Game Devices Page 125 Figure 3-21 Copyright © Cengage Learning. All rights reserved.
  • 27. Embedded Computers • An embedded computer is a special-purpose computer that functions as a component in a larger product Pages 126 - 127 Copyright © Cengage Learning. All rights reserved. Consumer electronics Home automation devices Automobiles Process controllers and robotics Computer devices and office machines
  • 28. Embedded Computers Page 127 Figure 3-22 Copyright © Cengage Learning. All rights reserved.
  • 29. Putting It All Together Page 128 Table 3-3 Copyright © Cengage Learning. All rights reserved.
  • 30. 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 Page 129 Figure 3-23 Copyright © Cengage Learning. All rights reserved.
  • 31. 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 Page 130 Copyright © Cengage Learning. All rights reserved.
  • 32. Ports and Connections Page 130 Table 3-4 Copyright © Cengage Learning. All rights reserved.
  • 33. 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 Page 131 Copyright © Cengage Learning. All rights reserved.
  • 34. Ports and Connections Page 132 Figure 3-24 Copyright © Cengage Learning. All rights reserved.
  • 35. Ports and Connections • Instead of connecting computers and mobile devices to peripheral devices with a cable, some peripheral devices use wireless communications technologies Pages 132 - 133 Copyright © Cengage Learning. All rights reserved. Bluetooth Wi-Fi NFC
  • 36. Protecting Hardware • Some schools and businesses use cables to lock computers and help prevent theft of equipment Page 134 Figure 3-25 Copyright © Cengage Learning. All rights reserved.
  • 37. 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 Pages 134 - 135 Copyright © Cengage Learning. All rights reserved.
  • 38. 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 Copyright © Cengage Learning. All rights reserved. Page 135 Figure 3-27
  • 39. 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 Copyright © Cengage Learning. All rights reserved. Page 135 Figure 3-28
  • 40. 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 Pages 136- 138 Copyright © Cengage Learning. All rights reserved.
  • 41. Health Concerns of Using Technology Page 138 Figure 3-31 Copyright © Cengage Learning. All rights reserved.
  • 42. Summary Characteristics of and purchasing guidelines for desktops, laptops, tablets, smartphone, digital cameras, and portable media players Handheld computers, servers, supercomputers, point-of-sale terminals, ATMs, self-service kiosks, e-book readers, game devices, embedded computers, and cloud computing Ports and connections Ways to protect hardware Health concerns of using technology and preventative measures Copyright © Cengage Learning. All rights reserved. Page 139
  • 43. Chapter 3 Computers and Mobile Devices Discovering Computers Technology in a World of Computers, Mobile Devices, and the Internet Chapter 3 Complete