0% found this document useful (0 votes)
116 views

Chap 2 Computers Mobile

This chapter discusses different types of computers and mobile devices. It describes laptops, tablets, desktops, servers, terminals, smartphones, digital cameras, e-book readers, portable media players, wearable devices, game consoles, and embedded computers. It also covers topics like connecting devices, protecting hardware from theft and failure, and health concerns related to technology use.

Uploaded by

Windyee Tan
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
0% found this document useful (0 votes)
116 views

Chap 2 Computers Mobile

This chapter discusses different types of computers and mobile devices. It describes laptops, tablets, desktops, servers, terminals, smartphones, digital cameras, e-book readers, portable media players, wearable devices, game consoles, and embedded computers. It also covers topics like connecting devices, protecting hardware from theft and failure, and health concerns related to technology use.

Uploaded by

Windyee Tan
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

CHAPTER 2

Computers and Mobile Devices


SHELLY NOTES

For Academic Use Only


CHAPTER 2 Computers and Mobile Devices

Contents
1 Computers and Mobile Devices 4

2 Mobile Computers and Desktops 5


2.1 Laptop, Tables, and Other Mobile Computers . . . . . . . . . 5
2.1.1 Tablets . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2 Handheld Computers . . . . . . . . . . . . . . . . . . . . . . . 7
2.3 Desktops and All-in-Ones . . . . . . . . . . . . . . . . . . . . 7

3 Servers 9

4 Terminals 12
4.1 Point-of-Sale Terminals . . . . . . . . . . . . . . . . . . . . . 12
4.2 ATMs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.3 Self-Servcie Kiosks . . . . . . . . . . . . . . . . . . . . . . . . 14

5 Supercomputers 17

6 Cloud Computing 18

7 Mobile Devices 20
7.1 Smartphones . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
7.1.1 Messaging Services . . . . . . . . . . . . . . . . . . . . 22
7.2 Digital Cameras . . . . . . . . . . . . . . . . . . . . . . . . . 23
7.2.1 Photo Quality . . . . . . . . . . . . . . . . . . . . . . 24
7.3 Portable and Digital Media Players . . . . . . . . . . . . . . . 25
7.4 E-Book Readers . . . . . . . . . . . . . . . . . . . . . . . . . . 27
7.5 Wearable Devices . . . . . . . . . . . . . . . . . . . . . . . . . 28

8 Game Devices 31

9 Embeddded Computers 34

10 Putting It All Together 36


10.1 Ports and Connections . . . . . . . . . . . . . . . . . . . . . . 36

11 USB Ports 39
11.1 Port Replicators and Docking Stations . . . . . . . . . . . . . 39
11.2 Wireless Device Connections . . . . . . . . . . . . . . . . . . 40
11.2.1 Bluetooth . . . . . . . . . . . . . . . . . . . . . . . . . 40
11.2.2 Wi-Fi . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

2
CHAPTER 2 Computers and Mobile Devices

11.2.3 NFC . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

12 Protecting Hardware 42
12.1 Hardware Theft and Vandalism . . . . . . . . . . . . . . . . . 42
12.2 Hardware Failure . . . . . . . . . . . . . . . . . . . . . . . . . 43

13 Health Concerns of Using Technology 46


13.1 Repetitive Strain Injuris . . . . . . . . . . . . . . . . . . . . . 46
13.2 Other Physical Risks . . . . . . . . . . . . . . . . . . . . . . . 46
13.3 Behavioral Health Risks . . . . . . . . . . . . . . . . . . . . . 48

14 Summary 49

3
CHAPTER 2 Computers and Mobile Devices

1 Computers and Mobile Devices


A computer is an electronic device, operating under the control of instruc-
tions stored in its own memory, that can accept data (input), process the
data according to specified rules, produce information (output), and store
the information for future use. A mobile device is a computing device small
enough to hold in your hand. Types of computers and mobiles devices in-
clude laptops, tablets, and desktops; servers and terminals; smartphones,
digital cameras, e-book readers, portable and digital media players, and
wearable devices; game devices; and embedded computers.
Figure 1 shows a variety of computers and mobile devices. In addition to
discussing features, functions, and purchasing guidelines of computers and
mobile devices, this module also presents ways to connect peripheral devices,
protect computers and mobile devices from theft and failure, and minimize
your health risks while using computers and mobile devices.

Figure 1: Computers and mobile devices are available in a variety of shapes


and sizes.

4
CHAPTER 2 Computers and Mobile Devices

2 Mobile Computers and Desktops


A mobile computer is a portable personal computer, such as a laptop or
tablet, designed so that a user easily can carry it from place to place, whereas
a desktop is designed to be in a stationary location. 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. Personal computers often are differentiated
by the type of operating system they use, with Windows and Mac operating
systems leading the market share. Companies such as Acer, Dell, Lenovo,
HP (Hewlett-Packard), and Samsung sell personal computers that use the
Windows operating system, and Apple sells personal computers that use
the Mac operating system. Other operating systems for personal computers
include Linux and Chrome OS.

2.1 Laptop, Tables, and Other 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 (See Figure 2).
Designed to fit on your lap and for easy transport, most laptops weigh up
to 7 pounds (varying by manufacturer and specifications) and can be as
powerful as the average desktop.

Figure 2: Computers and mobile devices are available in a variety of shapes


and sizes.

Laptops have input devices, such as a keyboard, touchpad, and webcam;


output devices, such as a screen and speakers; a storage device(s), such as
a hard drive and maybe an optical disc drive; and usually built-in wireless
communications capability. Some laptops have touch screens. Most can
operate on batteries or a power supply or both.

5
CHAPTER 2 Computers and Mobile Devices

Ultrathin laptops weigh less than traditional laptops, usually have a


longer battery life, and generally run the Windows operating system. In
order to minimize their thickness, many ultrathin laptops have fewer ports
than traditional laptops, do not include an optical disc drive, and often
require the use of special dongles to attach cables that connect to external
displays or a network. (Recall that a dongle is a small device that connects
to a computer and enables additional functions when attached.)

2.1.1 Tablets
Usually smaller than a laptop but larger than a phone, a tablet is a thin,
lighterweight mobile computer that has a touch screen.
Two popular form factors (shapes and sizes) of tablets are the slate and
convertible (See Figure 3). Resembling a letter-sized pad, a slate tablet is
a type of tablet that does not contain a physical keyboard. A convertible
tablet is a tablet that has a screen it its lid and a keyboard in its base,
with the lid and base connected by a swivel-type hinge. You can use a
convertible tablet like a traditional laptop, or you can rotate the display
and fold it down over the keyboard so that it looks like a slate tablet. As
with laptops, tablets run on batteries or a power supply or both; however,
batteries in a tablet typically last longer than those in laptops.
Some tablets include a stylus, which looks like a small ink pen, that
you can use instead of a fingertip to enter data, make selections, or draw
on a touch screen. A stylus may include buttons you can press to simulate
clicking a mouse. As an alternative to interacting with the touch screen,
some users prefer to purchase a separate physical keyboard that attaches to
or wirelessly communicates with the tablet (shown with the slate tablet in
Figure 3).

Figure 3: Examples of slate and convertible tablets.

6
CHAPTER 2 Computers and Mobile Devices

Tablets are useful especially for taking notes in class, at meetings, at


conferences, and in other forums where the standard laptop is not practical.
Because slate tablets can have a more durable construction, they often are
used in the medical field and other areas where exposure to germs, heat,
humidity, dust, and other contaminants is greater.

2.2 Handheld Computers


A handheld computer is a computer small enough to fit in one hand. Many
handheld computers communicate wirelessly with other devices or comput-
ers. Some handheld computers have miniature or specialized keyboards.
Others have a touch screen and also include a stylus for input.
Many handheld computers are industry-specific and serve the needs of
mobile employees, such as parcel delivery people or warehouse employees
(See Figure 4), whose jobs require them to move from place to place. Hand-
held computers often send data wirelessly to central office computers.

Figure 4: This handheld computer is a lightweight computer that enables


warehouse employees to take inventory and check supplies.

2.3 Desktops and All-in-Ones


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
(See Figure 5). Components that typically occupy space outside of a desktop
include peripheral devices such as a keyboard, mouse, and webcam (input
devices); speakers and printer (output devices); external hard drive (storage
device); and possibly a router and/or modem (communications devices).
Depending on the form factor of the desktop, it may also require an external
monitor.

7
CHAPTER 2 Computers and Mobile Devices

Some people use the term, system unit, to refer to the case that con-
tains and protects the motherboard, internal hard drive, memory, and other
electronic components of the computer from damage. A desktop may have
a system unit tower that is a separate device from a monitor. A tower,
which is made of metal or plastic, is a frame that houses the system unit
on a desktop. Towers are available in a variety of form factors. Although
they can range in height from 12 inches to 30 inches or more, the trend is
toward smaller desktop tower form factors. An all-in-one (AIO) or all-in-one
desktop, by contrast, does not have a tower and instead houses the display,
system unit, and possibly an optical drive, in the same case.

Figure 5: The desktop with a tower shown in this figure is a Windows


computer, and the all-in-one is a Mac computer.

8
CHAPTER 2 Computers and Mobile Devices

3 Servers
A server is a computer dedicated to providing one or more services to other
computers or devices on a network. Services provided by servers include
storing content and controlling access to hardware, software, and other re-
sources on a network. In many cases, a server accesses data, information,
and programs on another server. In other cases, personal computers, de-
vices, or terminals (discussed in the next section) access data, information,
and programs on a server. Servers can support from two to several thousand
connected computers or devices at the same time.
Some servers, called dedicated servers, perform a specific service and
can be placed with other dedicated servers to perform multiple services (See
Figure 6). Each type of dedicated server uses software designed specifically
to manage its service. Dedicated servers typically require a faster processor,
more memory, and additional storage.

Figure 6: Types of dedicated servers.

Servers typically include a processor, memory, storage, and network con-


nections. Depending on its function, a server may or may not require a mon-

9
CHAPTER 2 Computers and Mobile Devices

itor or an input device. Some servers are controlled from remote computers.
Form factors for servers include rack server, blade server, and tower server,
which are shown in Figure 7 and briefly described below.

Figure 7: Types of dedicated servers.

Some organizations use virtualization to improve utilization of technol-


ogy. 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 capabili-
ties of one or more servers, known as virtual servers. Users can use software

10
CHAPTER 2 Computers and Mobile Devices

to configure the storage, processing power, memory, operating system, and


other characteristics of virtual servers. From the end user’s point of view, a
virtual server behaves just like a physical server. The advantages are that a
virtual server can be created and configured quickly, does not require a new
physical server, and is easier to manage. Cloud computing, discussed later
in this module, uses server virtualization.
Major corporations use server farms, mainframes, or other types of
servers for business activities to process everyday transactions (See Fig-
ure 8). A server farm is a network of several servers together in a single
location. Server farms make it possible to combine the power of multiple
servers.
A mainframe is a large, expensive, powerful server that can handle hun-
dreds or thousands of connected users simultaneously. Enterprises use server
farms, mainframes, or other large servers to bill millions of customers, pre-
pare payroll for thousands of employees, and manage millions of items in
inventory.

Figure 8: Server farms and mainframes can handle thousands of connected


computers and process millions of instructions per second.

11
CHAPTER 2 Computers and Mobile Devices

4 Terminals
A terminal is a computer, usually with limited processing power, that en-
ables users to send data to and/or receive information from a server, or host
computer. The host computer processes the data and then, if necessary,
sends information (output) back to the terminal. Terminals may include a
monitor and/or touch screen, keyboard, and memory.
A thin client is a terminal that looks like a desktop but has limited
capabilities and components. Because thin clients typically do not contain a
hard drive, they run programs and access data on a network or the Internet.
Public locations, such as libraries and schools, and enterprises sometimes
use thin clients because they cost less, are easier to maintain, last longer,
use less power, and are less susceptible to malware attacks than desktops.
Special-purpose terminals perform specific tasks and contain features
uniquely designed for use in a particular industry. Three widely used special-
purpose terminals are point-of-sale (POS) terminals, ATMs, and self-service
kiosks.

4.1 Point-of-Sale Terminals


The location in a retail or grocery store where a consumer pays for goods
or services is the point of sale (POS). Most retail stores use a POS terminal
to record purchases, process credit or debit cards, and update inventory.
In a grocery store, the POS terminal is a combination of an electronic
cash register, bar code reader, and printer (See Figure 9). A bar code reader
is an input device that uses laser beams to read bar codes on products.
When the checkout clerk or customer scans the bar code on the grocery
item, the computer uses the manufacturer name and item numbers to look
up the price of the item and the complete product name. Then, the price
of the item shows on the display device, the name of the item and its price
print on a receipt, and the item being sold is recorded so that the inventory
can be updated. Thus, the output from a POS terminal serves as input to
other computers to maintain sales records, update inventory, verify credit,
and perform other activities associated with the sales transactions that are
critical to running the business. Some POS terminals are Internet capable,
which allows updates to inventory at geographically separate locations.

12
CHAPTER 2 Computers and Mobile Devices

Figure 9: Many grocery stores offer self-service checkouts, where consumers


use POS terminals to scan purchases, scan their store or saver card and
coupons, and then pay for the goods.

Many POS terminals handle credit card or debit card payments. After
swiping your card through the reader, the POS terminal connects to a system
that authenticates the purchase. Once the transaction is approved, the
terminal prints a receipt for the customer.

4.2 ATMs
An ATM (automated teller machine) is a self-service banking terminal that
connects to a host computer through a network (See Figure 10). Banks place
ATMs in public locations, including grocery stores, convenience stores, retail
outlets, shopping malls, sports and concert venues, and gas stations, so that
customers can access their bank accounts conveniently.

13
CHAPTER 2 Computers and Mobile Devices

Figure 10: An ATM is a self-service banking terminal that allows customers


to access their bank accounts.

Using an ATM, people withdraw and deposit money, transfer funds,


or inquire about an account balance. Some ATMs have a touch screen;
others have special buttons or keypads for entering data. To access a bank
account, you insert a plastic bank card in the ATM’s card reader. The ATM
asks you to enter a numeric password, called a PIN (personal identification
number), which verifies that you are the holder of the bank card. When
your transaction is complete, the ATM prints a receipt for your records.

4.3 Self-Servcie Kiosks


A self-service kiosk is a freestanding terminal that usually has a touch screen
for user interaction. Figure 11 identifies several widely used self-service
kiosks. Because users interact with self-service kiosks independently, with-
out a salesperson nearby, it is important the kiosk is simple and easy to use.
In many cases, a web app or mobile app can extend or enhance the capa-
bility of the kiosk. For example, you can reserve an item via the app on a
computer or mobile device and then use the kiosk to finalize the transaction.

14
CHAPTER 2 Computers and Mobile Devices

Figure 11: Typical services provided by self-service kiosks.

A DVD kiosk, for example, is a self-service DVD rental machine that


connects to a host computer through a network (See Figure 12). DVD kiosks
are associated with a particular vendor. To rent a movie online, for example,
a customer establishes an account or connects to an existing account on the
vendor’s website, selects the desired movie, and then chooses a nearby DVD
kiosk where the movie will be picked up. Customers also usually can select
movies directly at the DVD kiosk via a touch screen or some other input
device on the kiosk. After presenting identifying information and swiping a
credit card through the reader, the DVD kiosk dispenses the rented movie
to the customer. The customer returns it to any of the vendor’s nationwide
DVD kiosks, at which time the customer’s account is charged a fee based
on the time elapsed.

15
CHAPTER 2 Computers and Mobile Devices

Figure 12: A DVD kiosk is a self-service DVD rental terminal.

16
CHAPTER 2 Computers and Mobile Devices

5 Supercomputers
A supercomputer is the fastest, most powerful computer — and the most
expensive (See Figure 13. Supercomputers are capable of processing many
trillions of instructions in a single second. With weights that exceed 100
tons, these computers can store more than 20,000 times the data and infor-
mation of an average desktop. Applications requiring complex, sophisticated
mathematical calculations use supercomputers. For example, large-scale
simulations and applications in medicine, aerospace, automotive design, on-
line banking, weather forecasting, nuclear energy research, and petroleum
exploration use a supercomputer.

Figure 13: Supercomputers can process more than one quadrillion instruc-
tions in a single second.

17
CHAPTER 2 Computers and Mobile Devices

6 Cloud Computing
Cloud computing refers to an environment that provides resources and ser-
vices accessed via the Internet (Figure 3-14). Resources include email mes-
sages, schedules, music, photos, videos, games, websites, programs, web
apps, servers, storage, and more. Services include accessing software, stor-
ing files online, and configuring an environment of servers for optimal per-
formance. That is, instead of accessing these resources and services locally,
you access them on the cloud. For example, you use cloud computing capa-
bilities when you store or access documents, photos, videos, and other media
online; use programs and apps online (i.e., email, productivity, games, etc.);
and share ideas, opinions, and content with others online (i.e., online social
networks).

Figure 14: Users access resources on the cloud through their Internet con-
nections.

18
CHAPTER 2 Computers and Mobile Devices

Businesses use cloud computing to more efficiently manage resources,


such as servers and programs, by shifting usage and consumption of these
resources from a local environment to the Internet. For example, an em-
ployee working during the day in California could use computing resources
located in an office in Paris that is closed for the evening. When the com-
pany uses the computing resources, it pays a fee that is based on the amount
of computing time and other resources it consumes, much in the way that
consumers pay utility companies for the amount of electricity used.
Cloud computing allows a company to diversify its network and server
infrastructure. Some cloud computing services automatically add more net-
work and server capacity to a company’s website as demand for services of
the website increases. The network and server capacity may be duplicated
around the world so that, for example, an outage of a single server does not
affect the company’s operations.

19
CHAPTER 2 Computers and Mobile Devices

7 Mobile Devices
A mobile device is a computing device small enough to hold in your hand.
Because of their reduced size, the screens on mobile devices are small — often
between 3 and 5 inches. Popular types of mobile devices are smartphones,
digital cameras, portable and digital media players, e-book readers, and
wearable devices.

7.1 Smartphones
A smartphone is an Internet-capable phone that usually also includes a cal-
endar, an address book, a calculator, a notepad, games, browser, and numer-
ous other apps. In addition to basic phone capabilities, many smartphones
include these features:

• Send and receive email messages and access the web — via Wi-Fi or
a mobile data plan

• Communicate wirelessly with other devices or computers

• Function as a portable media player

• Include a built-in digital camera

• Talk directly into the smartphone’s microphone or into a Bluetooth


headset that wirelessly communicates with the phone

• Conduct live video calls, where the parties can see each other as they
speak

• Receive GPS signals to determine a user’s current location

• Synchronize data and information with a computer or another mobile


device

• Support voice control so that you can speak instructions to the phone
and it speaks responses back to you

• Connect to external devices wirelessly, such as via BlueTooth

• Serve as a wireless access point

20
CHAPTER 2 Computers and Mobile Devices

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. Others
have keypads that contain both numbers and letters. Some also include a
stylus.
A variety of options are available for typing on a smartphone (See Figure
15). Many can display an on-screen keyboard, where you press keys on
the screen using your fingertip or a stylus. Some phones support a swipe
keyboard app, on which users enter words by tracing a path on an on-
screen keyboard with their fingertip or stylus from one letter to the next in
a continuous motion. With other phones, you press letters on the phone’s
keyboard or keypad. Some phones use predictive text, where you press one
key on the keyboard or keypad for each letter in a word, and software on
the phone predicts the word you want. Swipe keyboard apps and predictive
text save users time when entering text on the phone.

Figure 15: A variety of options for typing on a smartphone.

Instead of typing on a phone’s keyboard or keypad, users can enter text


via a portable keyboard, which is a full-sized keyboard that communicates
with a smartphone via a dock, cables, or wirelessly. Some portable key-
boards physically attach to and remove from the device; others are wireless.
Another option is a virtual keyboard that projects an image of a keyboard
on a flat surface. Finally, some phones work with apps that convert your
spoken word to text.

21
CHAPTER 2 Computers and Mobile Devices

7.1.1 Messaging Services


With messaging services, users can send and receive messages to and from
smartphones, mobile phones, handheld game devices, other mobile devices,
and computers. The type of messages you send depends primarily on the
services offered by the mobile service provider that works with the phone or
other mobile device you select. Many users have unlimited wireless messag-
ing plans, while others pay a fee per message sent or received. Messaging
services include text and picture/video.
With text messaging service, or SMS (short message service), users can
send and receive short text messages, typically fewer than 300 characters,
on a phone or other mobile device or computer. Text message services typi-
cally provide users with several options for sending and receiving messages,
including:
• Mobile to mobile: Send a message from your mobile device to another
mobile device.
• Mobile to email: Send a message from your mobile device to any email
address.
• Mobile to provider: Send a message by entering a common short code
(CSC), which is a four- or five-digit number assigned to a specific
content or mobile service provider, sometimes followed by the message,
for example, to a vote for a television program contestant or donate
to a charity.
• Web to mobile: Send a message from a website to a mobile device
or notification from a website to a mobile device with messages of
breaking news and other updates, such as sports scores, stock prices,
weather forecasts, incoming email messages, game notifications, and
more.
With picture messaging service, users can send photos and audio files,
as well as short text messages, to a phone or other mobile device or com-
puter. With video messaging services, users can send short video clips,
usually about 30 seconds in length, in addition to all picture messaging ser-
vices. Smartphones and other mobile devices with picture/video messaging
services, also called MMS (multimedia message service), typically have a
digital camera built into the device. Users who expect to receive numerous
picture/video messages should verify the phone has sufficient memory. Pic-
ture/ video message services typically provide users these options for sending
and receiving messages:

22
CHAPTER 2 Computers and Mobile Devices

• Mobile to mobile: Send the picture/video from your mobile device to


another mobile device.

• Mobile to email: Send the picture/video from your mobile device to


any email address.

If you send a picture message to a phone that does not have picture/video
messaging capability, the phone usually displays a text message directing
the user to a webpage that contains the picture/video message. Some online
social networks allow you to send a picture/video message directly to your
online profile.
Voice mail, which functions much like an answering machine, allows
someone to leave a voice message for one or more people. Unlike answering
machines, however, a computer in the voice mail system converts an analog
voice message into digital form. Once digitized, the message is stored in
a voice mailbox. A voice mailbox is a storage location on a hard drive in
the voice mail system. To help users manage voice mail messages, some
systems offer visual voice mail. With visual voice mail, users can view mes-
sage details, such as the length of calls and, in some cases, read message
contents instead of listening to them. Some voice mail systems can convert
a voice mail message to a text message for display on a computer or mobile
device, such as a smartphone, which you then can manage like any other
text message.
Messaging services and voice mail systems also may be able to send
messages to groups of phone numbers or email addresses.

7.2 Digital Cameras


A digital camera is a mobile device that allows users to take photos and
store the photographed images digitally. A smart digital camera also can
communicate wirelessly with other devices and can include apps similar to
those on a smartphone. Mobile computers and devices, such as smartphones
and tablets, often include at least one integrated digital camera.
In addition to cameras built into phones and other devices, types of dig-
ital cameras include point-and-shoot cameras and SLR cameras (See Figure
16). A point-and-shoot camera is an affordable and lightweight digital cam-
era with lenses built into it and a screen that displays an approximation of
the image to be photographed. Point-and-shoot cameras, which range in
size and features, provide acceptable quality photographic images for the
home or small office user. An SLR camera (single-lens reflex camera), by
contrast, is a high-end digital camera that has interchangeable lenses and

23
CHAPTER 2 Computers and Mobile Devices

uses a mirror to display on its screen an exact replica of the image to be


photographed. SLR cameras are much heavier and larger than point-and-
shoot cameras. They also can be quite expensive, with a variety of available
lens sizes and other attachments.

Figure 16: SLR digital cameras have lenses and other attachments, whereas
the lenses on point-and-shoot cameras are built into the device. Many smart-
phones also have built-in digital cameras.

Most point-and-shoot cameras include zoom and autofocus capability,


use a built-in flash, store images on memory cards, and enable you to view
and sometimes edit images directly on the camera. Many can take video
in addition to still photos. Some are equipped with GPS, giving them the
capability to record the exact location where a photo was taken and then
store these details with the photo.

7.2.1 Photo Quality


Resolution affects the quality of digital camera photos. Resolution is the
number of horizontal and vertical pixels in a display. A pixel (short for pic-
ture element) is the smallest element in an electronic image (See Figure 17).
Digital camera resolution typically is stated in megapixels (MP), or millions
of pixels. For example, a 16 MP resolution means 16 million pixels. The
greater the number of pixels the camera uses to capture a picture, the better
the quality of the picture but the larger the file size and the more expensive
the camera. Most digital cameras provide a means to adjust the resolution.
At a lower resolution, you can capture and store more images in the camera.
The actual photographed resolution is known as the optical resolution.

24
CHAPTER 2 Computers and Mobile Devices

Some manufacturers state enhanced resolution, instead of, or in addition


to, optical resolution. The enhanced resolution usually is higher because it
uses a special formula to add pixels between those generated by the optical
resolution. Be aware that some manufacturers compute a digital camera’s
megapixels from the enhanced resolution, instead of optical resolution.

Figure 17: A pixel is the smallest element in an electronic image.

7.3 Portable and Digital Media Players


A portable media player is a mobile device on which you can store, organize,
and play or view digital media (See Figure 18). Smartphones and other
mobile devices often can function as a portable media player. Portable media
players enable you to listen to music; view photos; watch videos, movies, and
television shows; and even record audio and video. Some include a digital
camera and also offer a calendar, address book, games, and other apps.
Others communicate wirelessly with other devices or computers and enable
you to synchronize your digital media with a computer, another mobile
device, or cloud storage.

25
CHAPTER 2 Computers and Mobile Devices

Figure 18: Some portable media players have touch screens; others have
touch-sensitive pads or buttons that enable you to access your media library.

Portable media players usually require a set of earbuds, which are small
speakers that rest inside each ear canal. Available in a variety of sizes and
colors, some portable media player models have a touch screen. Others
have a touch-sensitive pad, which is an input device that contains buttons
and/or wheels you operate with a thumb or finger. Using the touch-sensitive
pad, you can scroll through and play music; view pictures; watch videos or
movies; navigate through song, picture, or movie lists; display a menu; adjust
volume; customize settings; and perform other actions. Some portable media
players have only button controls.
Portable media players are a mobile type of digital media player. 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 (See Figure 19). Some can
stream from the Internet, enabling users to access video on websites. Some
users opt for a digital media player instead of subscribing to cable or satellite
subscription services to watch television programs.

26
CHAPTER 2 Computers and Mobile Devices

Figure 19: A digital media player streams media to a home entertainment


device.

Your collection of stored digital media is called a media library. Portable


media players and some digital media players house your media library on
a storage device in the player and/or on some type of memory card. With
most, you transfer the digital media from a computer or the Internet, if the
device is Internet capable, to the player’s media library.

7.4 E-Book Readers


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 publica-
tions (See Figure 20). An e-book, or digital book, is an electronic version
of a printed book, readable on computers and other mobile devices. Digital
publications include books, newspapers, and magazines. Mobile computers
and devices that display text also can function as e-book readers.

27
CHAPTER 2 Computers and Mobile Devices

Figure 20: E-book readers enable you to read e-books and other digital
publications such as newspapers and magazines.

E-book readers usually are smaller than tablets but larger than smart-
phones. Most e-book reader models can store thousands of books, have
a touch screen, and are Internet capable with built-in wireless technology.
You use an on-screen keyboard to navigate, search, make selections, take
notes, and highlight. Some have a text-to-speech feature, where the device
speaks the contents of the printed page. E-book readers are available with
an electronic paper black-and-white screen or for various lighting conditions,
such as bright sunlight or dim lighting. Batteries usually have a long life,
providing more than 75 hours of use before needing to be recharged.
Similar to how a portable media player stores digital media, e-book read-
ers store digital publications in a library on a storage device in the e-book
reader and/or on memory cards. You typically transfer the digital publica-
tion from a computer or the Internet, if the device is Internet capable, to
the e-book reader. with a color screen. Most have settings to adjust text
size and

7.5 Wearable Devices


A wearable device or wearable is a small, mobile computing device designed
to be worn by a consumer (See Figure 21). These devices often communicate

28
CHAPTER 2 Computers and Mobile Devices

with a mobile device or computer using Bluetooth. Three popular types of


wearable devices are activity trackers, smartwatches, and smartglasses.

Figure 21: Three popular wearable devices include activity trackers, smart-
watches, and smartglasses.

An activity tracker is a wearable device that monitors fitness-related


activities such as distance walked, heart rate, pulse, calories consumed, and
sleep patterns. These devices typically sync, usually wirelessly, with a web
or mobile app on your computer or mobile device to extend the capability
of the wearable device.
A smartwatch is a wearable device that, in addition to keeping time, can
communicate wirelessly with a smartphone to make and answer phone calls,
read and send messages, access the web, play music, work with apps such
as fitness trackers and GPS, and more. Most include a touch screen.
Smartglasses, also called smart eyewear, are wearable head-mounted eye-
glasstype devices that enable the user to view information or take photos and
videos that are projected to a miniature screen in the user’s field of vision.

29
CHAPTER 2 Computers and Mobile Devices

For example, the device wearer could run an app while wearing smartglasses
that display flight status information when he or she walks into an airport.
Users control the device through voice commands or by touching controls
on its frame. Some smartglasses also include mobile apps, such as fitness
trackers and GPS.

30
CHAPTER 2 Computers and Mobile Devices

8 Game Devices
A game console is a mobile computing device designed for single-player or
multiplayer video games. Gamers often connect the game console to a tele-
vision or a monitor so that they can view gameplay on the screen. Some
models also allow you to listen to music and watch movies or view photos.
Typically weighing between 3 and 11 pounds, many game console models
include storage for games and other media. Optical disc drives in the game
consoles provide access to games and movies on optical disc. Some use
memory cards and accept USB flash drives. Game consoles that are In-
ternet capable enable gamers to download games, stream games or movies,
and play with others online. Some gamers connect keyboards or webcams
so that they more easily can send text messages or conduct video chats with
other gamers.
A handheld game device is a small mobile device that contains a screen,
speakers, controls, and game console all in one unit. Some include a stylus.
Some handheld game device models have touch screens and builtin digi-
tal cameras. Some are Internet capable for downloading games and apps.
Most handheld game devices can communicate wirelessly with other similar
devices for multiplayer gaming.
With a game console or computer video game, players direct movements
and actions of on-screen objects via a controller, voice, or air gestures. Game
controllers include gamepads, joysticks and wheels, dance pads, and a variety
of motion-sensing controllers (See Figure 22).

31
CHAPTER 2 Computers and Mobile Devices

Figure 22: Game players have a variety of ways to direct movements and
actions of on-screen objects.

The following list describes each of these types of game controllers. Most
communicate via wired or wireless technology gaming.

• A gamepad, which is held with both hands, controls the movement


and actions of players or objects in video games or computer games.
On the gamepad, users press buttons with their thumbs or move sticks
in various directions to trigger events. Several gamepads can commu-
nicate with the game console simultaneously for multiplayer gaming.

• Users running flight and driving simulation software often use a joy-
stick or wheel. A joystick is a handheld vertical lever, mounted on a
base, that you move in different directions to control the actions of
the simulated vehicle or player. The lever usually includes buttons,
called triggers, that you press to initiate certain events. A wheel is a
steering-wheel-type input device that users turn to simulate driving a
car, truck, or other vehicle. Most wheels also include foot pedals for
acceleration and braking actions.

• A dance pad is a flat, electronic device divided into panels that users
press with their feet in response to instructions from a music video

32
CHAPTER 2 Computers and Mobile Devices

game. These games test the user’s ability to step on the correct panel
at the correct time, following a pattern that is synchronized with the
rhythm or beat of a song.

33
CHAPTER 2 Computers and Mobile Devices

9 Embeddded Computers
An embedded computer is a special-purpose computer that functions as a
component in a larger product. Embedded computers are everywhere — at
home, in your car, and at work. The following list identifies a variety of
everyday products that contain embedded computers.

• Consumer electronics: Mobile phones, digital phones, digital televi-


sions, cameras, video recorders, DVD players and recorders, answering
machines

• Home automation devices: Thermostats, sprinkling systems, security


systems, vacuum systems, appliances, lights

• Automobiles: Antilock brakes, engine control modules, electronic sta-


bility control, airbag control unit, cruise control, navigation systems
and GPS receivers

• Process controllers and robotics: Remote monitoring systems, power


monitors, machine controllers, medical devices

• Computer devices and office machines: Keyboards, printers, fax and


copy machines

Because embedded computers are components in larger products, they


usually are small and have limited hardware. These computers perform
various functions, depending on the requirements of the product in which
they reside. Embedded computers in printers, for example, monitor the
amount of paper in the tray, check the ink or toner level, signal if a paper
jam has occurred, and so on. Figure 23 shows some of the many embedded
computers in vehicles.

34
CHAPTER 2 Computers and Mobile Devices

Figure 23: Some of the embedded computers designed to improve your


safety, security, and performance in today’s vehicles.

35
CHAPTER 2 Computers and Mobile Devices

10 Putting It All Together


Industry experts typically classify computers and mobile devices in six cat-
egories: personal computers (desktop), mobile computers and mobile de-
vices, game consoles, servers, supercomputers, and embedded computers. A
computer’s size, speed, processing power, and price determine the category
it best fits. Due to rapidly changing technology, however, the distinction
among categories is not always clear-cut. Figure 24 summarizes the cate-
gories of computers discussed on the previous pages.

Figure 24: Categories of computers and mobile devices.

10.1 Ports and Connections


Computers and mobile devices connect to peripheral devices through ports
or by using wireless technologies. A port is the point at which a peripheral
device (i.e., keyboard, printer, monitor, etc.) 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. Most
computers and mobile devices have ports (See Figure 25). Some ports have
a micro or mini version for mobile devices because of the smaller sizes of
these devices.

36
CHAPTER 2 Computers and Mobile Devices

Figure 25: Most computers and mobile devices have ports so that you can
connect the computer or device to peripherals.

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. Figure 26
shows a variety of ports you may find on a computer or mobile device. USB
and Thunderbolt are more general-purpose ports that allow connections to
a wide variety of devices; other ports are more specific and connect a single
type of device.

37
CHAPTER 2 Computers and Mobile Devices

Figure 26: Popular ports and connectors.

38
CHAPTER 2 Computers and Mobile Devices

11 USB Ports
A USB port, short for universal serial bus port, can connect up to 127
different peripheral devices together with a single connector. Devices that
connect to a USB port include the following: card reader, digital camera,
external hard drive, game console, joystick, modem, mouse, optical disc
drive, portable media player, printer, scanner, smartphone, digital camera,
speakers, USB flash drive, and webcam. In addition to computers and mo-
bile devices, you find USB ports in vehicles, airplane seats, and other public
locations.
Several USB versions have been released, with newer versions (i.e., USB
3.0) transferring data and information faster than earlier ones (i.e., USB
2.0). Newer versions are backward compatible, which means they support
older USB devices as well as newer ones. Keep in mind, though, that older
USB devices do not run any faster in a newer USB port. In addition to
transferring data, cables plugged into USB ports also may be able to transfer
power to recharge many smartphones and tablets. Newer versions of USB
can charge connected mobile devices even when the computer is not in use.
To attach multiple peripheral devices using a single USB port, you can
use a USB hub. A USB hub is a device that plugs in a USB port on the
computer or mobile device and contains multiple USB ports, into which
you plug cables from USB devices. Some USB hubs are wireless. That
is, a receiver plugs into a USB port on the computer and the USB hub
communicates wirelessly with the receiver.

11.1 Port Replicators and Docking Stations


Instead of connecting peripheral devices directly to ports on a mobile com-
puter, some mobile users prefer the flexibility of port replicators and docking
stations. A port replicator is an external device that provides connections
to peripheral devices through ports built into the device. The mobile user
accesses peripheral devices by connecting the port replicator to a USB port
or a special port on the mobile computer. Port replicators sometimes disable
ports on the mobile computer to prevent conflicts among the devices on the
computer and port replicator.
A docking station is similar to a port replicator, but it has more func-
tionality. A docking station, which is an external device that attaches to a
mobile computer or device, contains a power connection and provides con-
nections to peripheral devices (See Figure 27). Docking stations also may
include slots for memory cards, optical disc drives, and other devices. With

39
CHAPTER 2 Computers and Mobile Devices

the mobile computer or device in the docking station, users can work with
a full-sized keyboard, a mouse, and other desktop peripheral devices from
their laptop or tablet.

Figure 27: Docking stations often are used with tablets and other mobile
computers, providing connections to peripheral devices.

11.2 Wireless Device Connections


Instead of connecting computers and mobile devices to peripheral devices
with a cable, some peripheral devices use wireless communications technolo-
gies, such as Bluetooth, Wi-Fi, and NFC.

11.2.1 Bluetooth
Bluetooth technology uses short-range radio signals to transmit data be-
tween two Bluetoothenabled computers or devices. In addition to comput-
ers, mobile devices and many peripheral devices, such as a mouse, keyboard,
printer, or headset, and many vehicles and consumer electronics are Blue-
tooth enabled. Bluetooth devices have to be within about 33 feet of each
other, but the range can be extended with additional equipment. If you

40
CHAPTER 2 Computers and Mobile Devices

have a computer that is not Bluetooth enabled, you can purchase a Blue-
tooth wireless port adapter that will convert an existing USB port into a
Bluetooth port.

11.2.2 Wi-Fi
Short for wireless fidelity,Wi-Fi uses radio signals that conform to 802.11
standards, which were developed by the Institute of Electrical and Electron-
ics Engineers (IEEE).
Computers and devices that have the appropriate Wi-Fi capability can
communicate via radio waves with other Wi-Fi computers or devices. Most
mobile computers and devices are Wi-Fi enabled, along with routers and
other communications devices. For successful Wi-Fi communications in open
or outdoor areas free from interference, the Wi-Fi computers or devices
should be within 300 feet of each other. In closed areas, the wireless range
is about 100 feet. To obtain communications at the maximum distances,
you may need to install extra hardware.

11.2.3 NFC
NFC (near field communications) uses close-range radio signals to transmit
data between two NFC-enabled devices. Examples of NFC-enabled devices
include smartphones, digital cameras, computers, televisions, and terminals.
Other objects, such as credit cards and tickets, also use NFC technology.
For successful communications, the devices either touch or are within an
inch or two of each other.

41
CHAPTER 2 Computers and Mobile Devices

12 Protecting Hardware
Users rely on computers and mobile devices to create, store, and manage im-
portant information. Thus, you should take measures to protect computers
and devices from theft, vandalism, and failure.

12.1 Hardware Theft and Vandalism


Companies, schools, and other organizations that house many computers
are at risk of hardware theft and vandalism, especially those with smaller
computers that easily can fit in a backpack or briefcase. Mobile users are
susceptible to hardware theft because the size and weight of their computers
and devices make them easy to steal. Thieves may target laptops of company
executives so that they can use the stolen computer to access confidential
company information illegally.
To help reduce the chances of theft, companies and schools use a variety
of security measures. Physical access controls, such as locked doors and
windows, usually are adequate to protect the equipment. Many businesses,
schools, and some homeowners install alarm systems for additional security.
School computer labs and other facilities with a large number of semifrequent
users often attach additional physical security devices, such as cables that
lock the equipment to a desk, cabinet, or floor. Mobile users sometimes lock
their mobile computers temporarily to a stationary object, for example, a
table in a hotel room. Small locking devices also exist that require a key to
access a hard drive or optical disc drive.
Users also can install a security or device-tracking app on their mobile
computers and devices. Some security apps shut down the computer and
sound an alarm if the computer moves beyond a specified distance. Others
can be configured to photograph the thieves when they use the computer.
Device-tracking apps use GPS, Wi-Fi, IP addresses, and other means to
determine the location of a lost or stolen computer or device.
Users can configure computers and mobile devices to require identifica-
tion before allowing access. For example, you can require entry of a user
name and password to use the computer or device. Some computers and
mobile devices have built-in or attached fingerprint readers (See Figure 28),
which can be used to verify a user’s identity before allowing access. A fin-
gerprint reader captures curves and indentations of a fingerprint. This type
of security does not prevent theft, but it renders the computer or device
useless if it is stolen.

42
CHAPTER 2 Computers and Mobile Devices

Figure 28: Some mobile computers and devices include fingerprint readers,
which can be used to verify a user’s identity.

12.2 Hardware Failure


Hardware can fail for a variety of reasons: aging hardware; random events,
such as electrical power problems; and even errors in programs or apps. Not
only could hardware failure require you to replace or repair a computer or
mobile device, but it also can cause loss of software, data, and information.
One of the more common causes of system failure is an electrical power
variation, which can cause loss of data and loss of equipment. If computers
and mobile devices are connected to a network, a single power disturbance
can damage multiple devices at once. Electrical disturbances that can cause
damage include undervoltages and overvoltages. that can cause damage
include undervoltages and overvoltages.

• An undervoltage occurs when the electrical supply or voltage drops,


often defined as more than five percent, below the normal volts. A
brownout is a prolonged (more than a minute) undervoltage. A black-
out is a complete power failure. Undervoltages can cause data loss but
generally do not cause equipment damage.

43
CHAPTER 2 Computers and Mobile Devices

• An overvoltage, or power surge, occurs when the incoming electrical


supply or voltage increases, often defined as more than five percent,
above the normal volts. A momentary overvoltage, called a spike, oc-
curs when the increase in power lasts for less than one millisecond
(thousandth of a second). Uncontrollable disturbances such as light-
ning bolts can cause spikes. Overvoltages can cause immediate and
permanent damage to hardware.

To protect against electrical power variations, use a surge protector. A


surge protector, also called a surge suppressor, uses electrical components
to provide a stable current flow and minimize the chances of an overvolt-
age reaching the computer and other electronic equipment (See Figure 29).
Sometimes resembling a power strip, the computer and other devices plug
in the surge protector, which plugs in the power source.

Figure 29: Circuits inside a surge protector safeguard against electrical


power variations.

The surge protector absorbs small overvoltages — generally without


damage to the computer and equipment. To protect the computer and
other equipment from large overvoltages, such as those caused by a lightning
strike, some surge protectors stop working completely when an overvoltage
reaches a certain level. Surge protectors also usually protect the computer
from undervoltages. No surge protectors are 100 percent effective. Large
power surges can bypass the protector. Repeated small overvoltages can
weaken a surge protector permanently. Some experts recommend replacing
a surge protector every two to three years.
For additional electrical protection, some users connect an uninterrupt-
ible power supply to the computer. An uninterruptible power supply (UPS )
is a device that contains surge protection circuits and one or more batteries

44
CHAPTER 2 Computers and Mobile Devices

that can provide power during a temporary or permanent loss of power (See
Figure 30). A UPS connects your computer and a power source.

Figure 30: If power fails, a UPS uses batteries to provide electricity for a
limited amount of time.

45
CHAPTER 2 Computers and Mobile Devices

13 Health Concerns of Using Technology


The widespread use of technology has led to some important user health
concerns. You should be proactive and minimize your chance of risk.

13.1 Repetitive Strain Injuris


A repetitive strain injury (RSI) is an injury or disorder of the muscles,
nerves, tendons, ligaments, and joints. Technology-related RSIs include ten-
donitis and carpal tunnel syndrome.

• Tendonitis is inflammation of a tendon due to repeated motion or


stress on that tendon.

• Carpal tunnel syndrome (CTS) is inflammation of the nerve that con-


nects the forearm to the palm of the hand.

Repeated or forceful bending of the wrist can cause tendonitis of the


wrist or CTS. Symptoms of tendonitis of the wrist include extreme pain
that extends from the forearm to the hand, along with tingling in the fingers.
Symptoms of CTS include burning pain when the nerve is compressed, along
with numbness and tingling in the thumb and first two fingers.
Long-term computer work can lead to tendonitis or CTS. Factors that
cause these disorders include prolonged typing, prolonged mouse usage, or
continual shifting between the mouse and the keyboard. If untreated, these
disorders can lead to permanent physical damage.

13.2 Other Physical Risks


With the growing use of earbuds and headphones in computers and mobile
devices, some users are experiencing hearing loss.
Computer vision syndrome (CVS) is a technology-related health condi-
tion that affects eyesight. You may have CVS if you have sore, tired, burn-
ing, itching, or dry eyes; blurred or double vision after prolonged staring at
a display device; headache or sore neck; difficulty shifting focus between a
display device and documents; difficulty focusing on the screen image; color
fringes or after-images when you look away from the display device; and in-
creased sensitivity to light. Eyestrain associated with CVS is not thought to
have serious or long-term consequences. Figure 31 outlines some techniques
you can follow to ease eyestrain.

46
CHAPTER 2 Computers and Mobile Devices

Figure 31: Following these tips may help reduce eyestrain while using tech-
nology.

People who spend their workday using the computer sometimes complain
of lower back pain, muscle fatigue, and emotional fatigue. Lower back pain
sometimes is caused from poor posture. Always sit properly in the chair
while you work. To alleviate back pain, muscle fatigue, and emotional fa-
tigue, take a 15- to 30-minute break every 2 hours — stand up, walk around,
stretch, and relax.
Another way to help prevent these injuries is to be sure your workplace
is designed ergonomically. Ergonomics is an applied science devoted to in-
corporating comfort, efficiency, and safety into the design of items in the
workplace. Ergonomic studies have shown that using the correct type and
configuration of chair, keyboard, display, and work surface helps users work
comfortably and efficiently and helps protect their health (See Figure 32).

47
CHAPTER 2 Computers and Mobile Devices

You can hire an ergonomic consultant to evaluate your workplace and rec-
ommend changes.

Figure 32: A well designed work area should be flexible to allow adjustments
to the height and build of different individuals.

13.3 Behavioral Health Risks


Some technology users become obsessed with computers, mobile devices,
and the Internet. Technology addiction occurs when technology use con-
sumes someone’s entire social life. Technology addiction is a growing health
problem, but it can be treated through therapy and support groups.
People suffering from technology overload feel distressed when deprived
of technology, even for a short length of time, or feel overwhelmed with
the amount of technology they are required to manage. To cope with the
feelings of distraction and to control the impact that technology can have
on work and relationships, set aside technology-free time.

48
CHAPTER 2 Computers and Mobile Devices

14 Summary
This module presented characteristics of and purchasing guidelines for lap-
tops, tablets, desktops, smartphones, digital cameras, and portable and dig-
ital media players. It also discussed servers, supercomputers, point-of-sale
terminals, ATMs, self-service kiosks, e-book readers, wearable devices, game
devices, embedded computers, and cloud computing. It presented a variety
of ports and connections, ways to protect hardware, and health concerns of
using technology use along with preventive measures.

49

You might also like