Chap 2 Computers Mobile
Chap 2 Computers Mobile
Contents
1 Computers and Mobile Devices 4
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
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
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11.2.3 NFC . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
12 Protecting Hardware 42
12.1 Hardware Theft and Vandalism . . . . . . . . . . . . . . . . . 42
12.2 Hardware Failure . . . . . . . . . . . . . . . . . . . . . . . . . 43
14 Summary 49
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
• Conduct live video calls, where the parties can see each other as they
speak
• Support voice control so that you can speak instructions to the phone
and it speaks responses back to you
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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.
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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.
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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.
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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
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Figure 21: Three popular wearable devices include activity trackers, smart-
watches, and smartglasses.
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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.
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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).
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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.
• 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
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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.
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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.
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Figure 25: Most computers and mobile devices have ports so that you can
connect the computer or device to peripherals.
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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.
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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.
11.2.1 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
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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.
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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.
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Figure 28: Some mobile computers and devices include fingerprint readers,
which can be used to verify a user’s identity.
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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.
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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).
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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.
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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.
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