Wednesday, September 19, 2018

CHAPTER 3: COMPUTERS AND MOBILE DEVICES

INTRODUCTION:

COMPUTERS AND MOBILE DEVICES

DESKTOP AND MOBILE DEVICES

Personal computer
-a computer designed for use by one person at a time

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

Laptop
-a thin, lightweight mobile computer with a screen on its lid and a keyboard in its base.

SERVERS
Server
-a computer dedicated to providing one or more services to other computers or devices on a network.

Example:
-Rack Server
-Blade server
-Tower server

SUPERCOMPUTERS

Supercomputer
-the fastest, most powerful, most expensive computer

TERMINALS


ATM
-a self-service banking terminal that connects to a host computer through a network

CLOUD COMPUTING


MOBILE DEVICES

Smartphone
-a mobile phone that performs many of the functions of a computer, typically having a touchscreen interface, Internet access, and an operating system capable of running downloaded apps.

Digital camera
-mobile device that allows users to take photos and store the photographed images digitally


GAME DEVICES

Game console
-a mobile computing device designed for a single-player or multiplayer video game
Examples: Gamepad, Joystick and Dance pad

EMBEDDED COMPUTERS

Embedded computers
-a special purpose computer that functions as a component in a larger product
-examples: consumer electronics, automobiles and home automation devices.

PORTS AND CONNECTIONS



PROTECTING HARDWARE

How to protect hardware?
-cables
-cables can lock computers and help prevent theft of equipment

Reasons hardware can fail
-aging hardware
-electrical power problems
-undervoltage

Surge protector
-provide a stable current flow

HEALTH CONCERNS USING TECHNOLOGY

Repetitive strain injury (RSI)
-injury or disorder of muscles,nerves, tendons, ligaments and joints.

Computer vision syndrome (CVS)
-technology related health condition that affects eyesight.

CONCLUSION:
It is important for us to know the characteristics of purchasing guidelines for desktops, laptops, tablets and digital cameras so that we can use it efficiently in future. We must also know ways to protect hardware and health concerns of using technology plus the preventive measures for a better use.

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