0% found this document useful (0 votes)
30 views74 pages

ICT Lecture 01 New

CSC 101 is an introductory course on Information and Communication Technologies, covering topics such as computing models, software, databases, and security, along with problem-solving concepts and an introduction to Python. The course includes a plagiarism policy and requires students to use specified textbooks and reference materials. Students will learn about the role of computers in various sectors, including education, business, and healthcare, as well as the impact of technology on society.

Uploaded by

sadiswati5610504
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
0% found this document useful (0 votes)
30 views74 pages

ICT Lecture 01 New

CSC 101 is an introductory course on Information and Communication Technologies, covering topics such as computing models, software, databases, and security, along with problem-solving concepts and an introduction to Python. The course includes a plagiarism policy and requires students to use specified textbooks and reference materials. Students will learn about the role of computers in various sectors, including education, business, and healthcare, as well as the impact of technology on society.

Uploaded by

sadiswati5610504
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/ 74

CSC 101 – Applications of

Information and
Communication
Technologies
Prof. Dr. Majid Iqbal Khan
[email protected]
Course Information
 This course covers the basics of Information and Communications
Technologies. Topics include - Overview of ICT; Computing Models;
Computer Systems & Components; Number Systems & Computer Codes;
System & Application Software; Introduction to Databases & Information
Systems; Computer Networks & Internet; Security; Future Trends in ICT;

 Problem Solving Concepts; Program Development Lifecycle; Introduction


to Python.
Major Topics Covered in the
Course
Course Learning
Outcomes
Books
 Textbooks:
 Understanding Computers: Today and Tomorrow, Comprehensive,
Deborah Morley, Charles S. Parker, Cengage Learning, 2017.
 Python Basics: A Practical Introduction to Python 3, David Amos, Dan
Bader, Joanna Jablonski, and Fletcher Heisler, Real Python, 2021

 Reference Books:
 Foundations of Computer Science, Forouzan, B., McGraw-Hill, 2017.
 Starting Out with Python, Gaddis, T., Addison-Wesley, 2016.
 Problem Solving & Programming, Sprankle, M., Hubbard, J., Prentice
Hall, 2012.
Assessment plan for the course
Plagiarism Policy

 Any assignment found 20% or more copied from the


internet will be marked 0 (ZERO).
 Any assignment copied from the classmate will also
be marked 0 (ZERO).
 Both for the source and the copied one.
 No consideration will be made regarding plagiarized
assignments.
Contact

 Office
 G46, Ground Floor, CS Dept, Academic
Block II

 Email
[email protected]
Lecture 01
Outline
 Definition of IT
 Computer Technology
 Communication Technology
 Role of IT in Society

 Input Devices:
 Keyboard, Pointing & Touch Devices, Game Controllers,
Optical Input Devices, Audio Visual Devices
 Output Devices:
Monitors, Audio Output, Printers & Plotters
 Models:
 Turing Model,
 Von Neumann Model;
What is Information
Technology

 Fusion of computer and communication technology


 Computer Technology
 Programmable, multiuse machine that accepts data and

processes it into usable information, such as summaries,


reports
 Used to speed up problem solving and increase productivity.

 Communication Technology
 Consists of electromagnetic/optical devices and systems for

communicating over long distances


What is Information
Technology

 InfoTech or IT is any technology that helps to


produce, manipulate, store, communicate, and/or
disseminate information
 Merges computing with high-speed
communications links carrying data, sound, and
video
Question

 How have you been using


communication Technology in
your life?
Some examples of IT

 Video Conferencing
Some examples of IT

 GPS Tracking
 Track your vehicles, wherever they go,
using GPS.
Some examples of IT
 Image Morphing
 changing (or morphing) one image into another through
a seamless transition

Image Courtesy: http://en.wikipedia.org/wiki/Morphing


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
– Follows instructions, called programs, which determine the tasks a
computer should 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

18
Communication Defined
 Communication: To transfer data/information from one

point to another
▪ Using Wires
▪ Electrical Signals

▪ Optical Signals (Light) - fiber

▪ Wireless
▪ Electromagnetic Waves

▪ Acoustic Waves (Sound) ….?

▪ Signals
▪ Digital

▪ Analog
Related IT terms

 What is a Network?
 Communications system connecting two or more

computers with/without wires


 What does being online mean?
 Using a computer or any other device, connected

through a voice or data network, to access information


and services from another computer or device
Related IT terms
Cyberspace
 Encompasses the whole wired and wireless world of
communications

The Internet
“Network of Networks”

Multimedia
Technology that presents information in more than one medium,
such as text, images, video, and sound

World Wide Web


“graphical side of the Internet”
global network of linked documents on the Internet
Related IT terms

The E-word ; E Stands for Electronic


E-mail

E-learning

E-business

E-commerce

E-government
Question

 Generatea list of ways the


computer/IT has impacted the world.
 Include both positive changes and
negative changes. (think creatively)
Who Uses Computers?

 Musicians
Military
 Filmmakers
Doctors
 Attorneys
Educators
 Bankers
Engineers
 Architects
Computers In Society
 Computers in education
 Computer literacy required at all levels

 Computers in small business


 Makes businesses more profitable
 Allows owners to manage

 Computers in industry
 Computers are used to design products
 Assembly lines are automated

1A-25
Computers In Society
 Computers in government
 Necessary to track data for population
▪ Police officers
▪ Tax calculation and collection
 Governments were the first computer users

1A-26
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
– Making vacation plans

27
Computers in the Home
• Used for reference, productivity, and entertainment
• 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

28
Computers in Education
• Youth today: the computing generation
• Computer labs and classrooms
– Most students today have access to computers at school
– Some schools integrate e-books into the curriculum
• Wireless hotspots
– Colleges and universities are even more integrated
– Some have computer requirements for enrollment
• Supplied or Bring Your Own Device (BYOD)
• Distance learning
– Students participate from locations other than the traditional
classroom setting using computers and Internet access

29
Computers in Education

30
Computers on the Job
• Computers have become a universal on-the-job tool for
decision-making, productivity, and communication
– By all types of employees
– For access control and other security measures
– For service professional use
– Extensively by the military
– Requires continually refreshing computer skills
– Common uses:
– Decision making, productivity, off-site communications, and
authentication

31
Computers on the Job

32
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
– Consumer authentication systems
– Portable computers or mobile devices
– GPS systems

33
Technology and You
Restaurant iPad Ordering Systems
– Used in conjunction with e-menus
– Customers can place and pay for orders
– Can provide more resources to customers

34
Computers In Health
Care
 Computers in health care
 Revolutionized health care
 New treatments possible
 Scheduling of patients has improved
 Delivery of medicine is safer

1A-35
Input Devices
 Hardware used to enter data and
instructions

36
Two Common Input Devices

 Keyboard

 Mouse

37
The Keyboard
 First peripheral to be used with
computers
 The most common input device for
inputting text and numbers
 About 100 keys
 Must be proficient with keyboard
 Skill is called keyboarding

38
39
The Mouse
 All modern computers have a variant
 Allows users to select objects
 Pointer moved by the mouse
 Mechanical mouse
 Rubber ball determines direction and speed
 The ball often requires cleaning
 Optical mouse
 Light shown onto mouse pad
 Reflection determines speed and direction
 Requires little maintenance

40
The Mouse
mouse buttons
wheel
button

ball

41
Optical Mouse

42
Benefits of Using
Mouse
 Pointer positioning is fast

 Menu interaction is easy

 Users can draw electronically

43
Touch Screens
 Accept input by
allowing the user to
place a fingertip
directly on the
computer screen
 Use sensors to detect
touch
 Well suited for simple
applications
 ATM
 Public information kiosk

44
Touch Screens
 Work well in environments where dirt or
weather would render keyboards and
pointing devices useless, and
 Where a simple, intuitive interface is
important.
 Touch screens have become common in
 fast-food restaurants,
 department stores,
 drugstores, and supermarkets,
 where they are used for all kinds of purposes,
from creating personalized greeting cards to
selling lottery tickets.
45
Game Controllers
 Enhances gaming experience
 Provide custom input to the game
 Modern controllers offer feedback
 Two broad Categories
 Joystick
 Game pad

46
Joystick
 Around for long time
 Can be used other than games
 enable the user to “ fly” or “ drive”
through a game, directing a vehicle
or character
 popular in racing and flying games
 One variant is the racing game
controller, which includes an actual
steering wheel
 some racing game controllers even
include foot pedals and gearshifts
47
Game Pad
 Is a small, flat device that usually provides
two sets of controls— one for each hand.
 extremely flexible and are used to control
many kinds of games
 If you do not have a joystick, you can use a
game pad to control most racing and flying
games.
 Many computer games still provide support
for a mouse or keyboard, so a dedicated
game controller is not always required

48
Optical Input Devices
 Allows the computer to
see input
 Bar code readers
 Converts bar codes to
numbers
▪ UPC Universal Product Code
 Computer find number in
a database
 Works by reflecting light
▪ Amount of reflected light
indicates number

49
Bar Code Reading Process

 Reader emits a beam of that is reflected by the


bar code image
 Light-sensitive detector identifies the bar code
image by recognizing special bars at both ends of
the image
 Special bars are different, so the reader can tell
whether the bar code has been read right-side up
or upside down
 After detector has identified the bar code, it
converts the individual bar patterns into numeric
digits code the computer can understand
 Reader then feeds the data into the computer

50
Image Scanners

 Converts printed media into electronic


 Reflects light on the image
 Sensors read the intensity
 Filters determine color depths

51
How an Image is
Scanned
 A light source is moved across a printed
page
 The light bounces off the page and is
passed through a lens
 And onto the light sensitive diodes which
converts light to electricity. There are
usually 300-600 diodes per inch.
 A circuit board converts the electricity to
numbers and send the information to the
computers

52
Audiovisual Input
Devices
 Microphones
 Used to record speech
 Speech recognition
▪ “Understands” human speech
▪ Allows dictation or control of computer
▪ Matches spoken sound to known phonemes
▪ Enters best match into document

53
Speech Recognition
 Demand for translating spoken words into
text
 Translating voice to text is a capability
known as speech recognition (or voice
recognition).
 With it, you can dictate to the computer
instead of typing, and you can control the
computer with simple commands
 Translates phonemes into text or
commands

54
Other type of Audio
Input
 Computers can accept many kinds of
audio input
 Sound card with the appropriate plugs
 a compact disc
 a tape player
 a radio
 even a record player
 Ifthe audio source outputs sounds in the
form of analog, sound card must convert
the analog signals into digital code so the
computer can store and use it.
55
Video Input

 With growth of multimedia and the


Internet, computer users are adding
video input capabilities to their systems
in great numbers
 Applications such as video conferencing
enable people to use full-motion video
images
 Videos are commonly used in
presentations and on Web pages

56
Video Camera and Webcam

 Video cameras used with computers


digitize images by breaking them into
individual pixels
 Pixel is one or more dots that express a
portion of an image
 Each pixel’s color and other
characteristics are stored as digital code
 With Webcam the user can “capture”
images of himself or herself while
working at the computer

57
Digital Cameras
 Portable, handheld devices that capture
still images
 Digitizes the image
 Compresses it, and
 Stores it on a special memory card.
 User can then copy the information to a
PC, where the image can be edited,
copied, printed, embedded in a
document, or transmitted to another user

58
Digital Cameras
 Digital cameras have become standard equipment
for designers of all kinds.
 In Web page design, digital cameras enable
designers to shoot a subject and quickly load the
images onto their computers.
 This process saves the step of acquiring existing
photographs or developing and printing film-based
photos—which must be scanned into the
computer.
 Designers can update a Web site’s illustrations
quickly and regularly using digital cameras.
 Graphic designers can edit and enhance digital
photographs in innumerable ways, using photo-
editing software
59
Monitors
 Most common output device
 Connects to the video card or controller
 Two types
 Cathode Ray Tube (CRT)
 Flat-panel
 Categorized by color output
 Monochrome
▪ One color with black background
 Grayscale
▪ Varying degrees of gray
 Color
▪ Display 4 to 16 million colors
60
Cathode Ray Tube
(CRT)
 Most common type of monitor

61
Liquid Crystal Display
(LCD)
 Commonly found on laptops
 Desktop versions exist
 Solve the problems of CRT
 Fluorescent lights provide illumination

62
Light Emitting Diodes
(LED)
 Uses light-emitting diodes as a video
display
 Produce images with greater dynamic
contrast;
 Can be extremely slim, some screens less
than half an inch (0.92 cm) thick;
 Produce less environmental pollution on
disposal;
 are more expensive;
 Have typically 20 to 30% lower power
consumption
64
Sound Systems

 Integral part of the computer experience


 Capable of recording and playback

65
Sound Cards
 Device between the CPU and speakers
 Converts digital sounds to analog
 Can be connected to several devices

66
Headphones and
Headsets
 Replacement for speakers and
microphones
 Offer privacy
 Does not annoy other people
 Outside noise is not a factor
 Headsets have speakers and a
microphone

67
Commonly Used
Printers
 Impact printers
 Generate output by striking the paper
 Uses an inked ribbon
 Most common
▪ Dot Matrix
▪ Line Printer and Band Printers
 Non-impact printers
 Use methods other than force
 Tend to be quiet and fast
 Most Common
▪ Ink jet and Laser

68
Dot Matrix Printer

 Can produce sheets of plain text very


quickly
 Used to print to multi-sheet pages
 Printing on wide-sheet paper
 Print head strikes inked ribbon
 Speed measured in characters per second
(CPS)

69
Dot Matrix Printer
Parts

70
Laser Printer
 Non-impact printer
 Works on a similar process as photocopier
 Laser is at the heart of these printers.
 Produces high quality documents
 Color or black and white
 Speed measured in pages per minute
 Quality expressed as dots per inch

73
How Laser Creates an Image

74
Laser Printer Technology

75
Plotters

 Large high quality blueprints


 Older models draw with pens
 Operational costs are low
 Output is very slow

76
Summary
 Definition of IT
 Computer Technology
 Communication Technology
 Role of IT in Society
 Input Devices:
 Keyboard,
 Pointing & Touch Devices,
 Game Controllers,
 Optical Input Devices, Audio Visual Devices;
 Output Devices:
 Monitors,
 Audio Output,
 Printers & Plotters.

You might also like