Cos 101
Cos 101
Outcomes
At the end of the course, students should be able to:
1. explain basic components of computers and other computing devices;
2. describe the various applications of computers;
3. explain information processing and its roles in the society;
4. describe the Internet, its various applications and its impact;
5. explain the different areas of the computing discipline and its specializations; and
6. demonstrate practical skills on using computers and the internet.
Course Contents
Brief history of computing. Description of the basic components of a computer/computing
device. Input/Output devices and peripherals. Hardware, software and human ware. Diverse
and growing computer/digital applications. Information processing and its roles in society.
The Internet, its applications and its impact on the world today. The different areas/programs
of the computing discipline. The job specializations for computing professionals. The future of
computing.
Lab Work: Practical demonstration of the basic parts of a computer. Illustration of different
operating systems of different computing devices including desktops, laptops, tablets, smart
boards and smart phones. Demonstration of commonly used applications such as word
processors, spreadsheets, presentation software and graphics. Illustration of input and output
devices including printers, scanners, projectors and smartboards. Practical demonstration of
the Internet and its various applications. Illustration of browsers and search engines. How to
access online resources.
Week 1: Introduction to Computing and a Brief History of Computing
• Overview of Computing: What is computing? A brief introduction to the role of
computing in society.
• The History of Computing:
o Early tools for computation (Abacus, the Antikythera mechanism).
o Key developments in computation:
Early History of Computer One of the earliest and most well-known devices was
an abacus. Then in 1822, the father of computers, Charles Babbage began
developing what would be the first mechanical computer. And then in 1833 he
actually designed an Analytical Engine which was a general-purpose computer.
▪ Ada Lovelace’s contribution to programming.
▪ The Turing Machine and Alan Turing’s contributions.
o The evolution of computers:
▪ First Generation (Vacuum tubes).
▪ Second Generation (Transistors).
▪ Third Generation (Integrated Circuits).
▪ Fourth Generation (Microprocessors and Personal Computers).
▪ Fifth Generation (AI and Quantum Computing).
o Milestones: ENIAC, UNIVAC, IBM mainframes, personal computing
revolution.
Week 2: Basic Components of a Computer/Computing Device
• Overview of a Computer System:
o Definition of a computer as a programmable device for processing data.
o Central Processing Unit (CPU): The brain of the computer.
o Memory and Storage:
▪ Primary memory (RAM).
▪ Secondary storage (HDD, SSD).
▪ Cache and Virtual Memory.
o Motherboard: Connecting all components.
o Bus System: Communication channels between components.
o Power Supply: Ensures stable energy for the system.
Week 3: Input/Output Devices and Peripherals
• Input Devices:
o Keyboards, mice, touchpads, scanners, microphones, webcams.
o Emerging input technologies: speech recognition, gesture control.
• Output Devices:
o Monitors (CRT, LCD, LED).
o Printers (Inkjet, Laser, 3D printers).
o Speakers and headphones.
• Storage Devices as Peripherals:
o External hard drives, flash drives, cloud storage.
• Networking Devices: Routers, switches, modems.
• Human-Computer Interaction: Principles of designing effective user interfaces.
Week 4: Hardware, Software, and Human Ware
• Hardware: The physical components of a computer system.
o Explanation of different types of hardware: CPU, storage devices, networking
devices, etc.
• Software: The intangible components of a computer system.
o System Software: Operating Systems (Windows, Linux, macOS).
o Application Software: Programs that perform specific tasks (Word processors,
games, web browsers).
o Firmware: Embedded software in hardware devices.
• Human Ware: The human component in the computing system.
o The role of users, developers, engineers, and system administrators.
o Human-computer interaction and ergonomics.
Week 5: Diverse and Growing Computer/Digital Applications
• Application Domains:
o Business: Enterprise resource planning (ERP), customer relationship
management (CRM), e-commerce.
o Education: E-learning platforms, MOOCs, digital classrooms.
o Health Care: Telemedicine, Electronic Health Records (EHR), health
informatics.
o Entertainment: Video games, streaming services (Netflix, YouTube), digital
media production.
o Government and Society: E-Government, digital voting systems, public data
access.
o Social Media: Impact on communication, marketing, and society.
o Artificial Intelligence and Automation: Robotics, smart devices, machine
learning.
Week 6: Information Processing and Its Role in Society
• Information Processing:
o Definition: The transformation of data into meaningful information.
o Stages of Information Processing: Input, processing, storage, output.
o Data vs. Information: Understanding the difference between raw data and
processed information.
• Information and Decision-Making:
o Role of information in business decisions, government policy, and scientific
research.
• Ethical Issues in Information Processing:
o Privacy concerns, data security, and digital ethics.
o The rise of misinformation and its societal impacts.
Week 7: The Internet: Its Applications and Impact
• The Internet:
o Overview of the Internet: What it is, how it works (TCP/IP, DNS, HTTP,
routers).
o Evolution of the Internet: ARPANET, Web 1.0 to Web 3.0.
• Internet Applications:
o The World Wide Web (browsers, search engines, websites).
o Email, instant messaging, and social media platforms.
o E-commerce (Amazon, eBay), cloud services (Google Drive, Dropbox).
o The Internet of Things (IoT): Smart homes, connected devices.
• Impact of the Internet:
o Social: Communication, collaboration, and globalization.
o Economic: E-commerce, digital economy, job creation in tech.
o Political: Digital activism, online privacy, cyber security concerns.
Week 8: Areas of Computing Discipline and Programs
• Computer Science: Theoretical foundations, algorithms, programming languages.
• Software Engineering: Design, development, testing, and maintenance of software.
• Information Technology (IT): Managing IT infrastructure, networks, and systems.
• Cybersecurity: Protecting systems from hacking, data breaches, and cyber-attacks.
• Data Science: Analyzing large datasets to derive insights and inform decisions.
• Artificial Intelligence and Machine Learning: Development of intelligent systems and
automation.
• Human-Computer Interaction (HCI): User interface design, usability, and
accessibility.
• Computational Biology/Health Informatics: Using computing for biological research
and healthcare.
• Emerging Fields: Quantum computing, blockchain, and the Metaverse.
Week 9: Job Specializations for Computing Professionals
• Overview of Computing Careers:
o Software Developer, Systems Analyst, Network Engineer, Database
Administrator, AI Specialist.
• Specializations:
o Frontend vs. Backend Development.
o DevOps, Cloud Computing, IT Support.
o Cybersecurity Analyst, Ethical Hacker, Data Scientist.
o Game Developer, UX/UI Designer.
o Research and Academia: Computer Science Researcher, University Faculty.
• Skills Needed:
o Technical skills: Programming, systems administration, database
management, cloud services.
o Soft skills: Communication, teamwork, problem-solving, adaptability.
• Job Market Outlook:
o Current trends in tech job demand (AI, cybersecurity, cloud computing).
o High-growth fields and industries.
Week 10: The Future of Computing
• Emerging Technologies:
o Quantum Computing: Potential to revolutionize data processing power.
o Artificial Intelligence and Deep Learning: Impact on automation, decision-
making, and creativity.
o Blockchain: Distributed ledger technology and its impact on security and
finance.
o 5G and Edge Computing: Faster, more efficient networks, enabling new
applications.
• Future of Human-Computer Interaction:
o Augmented Reality (AR) and Virtual Reality (VR).
o Brain-computer interfaces (BCI).
• Ethical Considerations and Challenges:
o Privacy and surveillance in the digital age.
o The digital divide and ensuring equitable access to technology.
o The role of regulation and governance in the future of technology.
• The Role of Computing in Society:
o Sustainability and environmental impact of computing.
o The growing importance of data in driving decision-making.
o Opportunities and challenges in the digital transformation of industries.
Roman Empire
Napier invented logarithms, Edmund Gunter invented the logarithmic scales (lines
etched on metal or wood), but it was William Oughtred, in England who invented
the sliderule. Using the concept of Napier’s bones, he inscribed logarithms on strips of wood
and invented the calculating "machine" which was used up until the mid-1970s when the first
hand-held calculators and microcomputers appeared.
1642 - Blaise Pascal(1623-1662)
1822 – Charles Babbage (1791-1871) and Ada Augusta, The Countess of Lovelace
During a nine-month period in 1842-1843, Ada Lovelace translated Italian mathematician Luigi
Menabrea's memoir on Charles Babbage's Analytic Engine. With her translation she appended a
set of notes which specified in complete detail a method for calculating Bernoulli numbers with
the Engine. Historians now recognize this as the world's first computer program and honor her
as the first programmer. Too bad she has such an ill-received programming language named
after her.
After the census Hollerith turned to using his tabulating machines for business and in 1896
organized the Tabulating Machine Company which later merged with other companies to
become IBM. His contribution to the computer then is the use of punched card data storage.
BTW: The punched cards in computers were made the same size as those of Hollerith’s
machine. And, Hollerith chose the size he did because that was the same size as the one dollar
bill at that time and therefore he could find plenty of boxes just the right size to hold the cards.
1943 – Colossus I
The important contribution of this machine was that it was programmed by means of a punched
paper tape, and the instructions could be altered. In many ways, the Mark I was the realization
of Babbage’s dream.
It was Howard Aiken, in 1947, who made the rather short-sighted comment to the effect that the
computer is a wonderful machine, but I can see that six such machines would be enough to
satisfy all the computing needs of the entire United States.
The first all electronic computer was the Electrical Numerical Integrator
and Calculator, known as ENIAC. It was designed by J. Prosper Eckert
and John W. Mauchly of the Moore School of Engineering at the
University of Pennsylvania. ENIAC was the first multipurpose electronic computer, though very
difficult to re-program. It was primarily used to computer aircraft courses, shell trajectories, and
to break codes during World War II.
ENIAC occupied a 20 x 40 foot
room and used 18,000 vacuum
tubes. ENIAC also could never
be turned off. If it was it blew
too many tubes when turned back on. It had a
very limited storage capacity and it was
programmed by jumper wires plugged into a
large board.
The change over from vacuum tube circuits to transistor circuits occurred between 1956 and
1959. This brought in the second generation of computers, those based on transisters. The first
generation was mechanical and vacuum tube computers.
1951 – UNIVAC
The first practical electronic computer was built by Eckert and Mauchly
(of ENIAC fame) and was known as UNIVAC (UNIVersal Automatic
Computer). The first UNIVAC was used by the Bureau of Census. The
unique feature of the UNIVAC was that it was not a one-of-a-kind computer. It was mass
produced.
From 1957-1959 the IBM 704 computer appeared, for which the Fortran
language was developed. At this time the state of the art in computers allowed
1 component per chip, that is individual transistors.
1965 - PDP-8
In 1965 the first integrated circuit computer, the PDP-8 from Digital Equipment
Corporation appeared. (PDP stands for Programmable Data Processor) After this the real
revolution in computer cost and size began.
1971
1984-1989
In 1984 the Macintosh was introduced. This was the first mass-
produced, commercially-available computer with a Graphical User
Interface. In 1989 Windows 1.0 was introduced for the PC. It was sort
of Mac-like but greatly inferior. Macintosh owners were know to refer to
it sarcastically as AGAM-84 Almost as Good As Macintosh 84.
1990s
Compared to ENIAC, microcomputers of the 90s:
Were 36,000 times faster (450 Megahertz was the average speed)
Had a memory capacity 1000 to 5000 times larger (average was between 4 and 20
Megabytes)
Were 1/30,000 the size
Cost 1/30,000 as much in comparable dollars (A PC still cost around $1500 the
equivalent of about $2500 in 2008 dollars)
Early 2000s
Compared to ENIAC, microcomputers of the early 2000s:
Are 180,000 times faster (2.5+ Gigahertz is the average speed)
Have a memory capacity 25,000 times larger (average 1+ Gigabytes of RAM)
Are 1/30,000 the size
Cost 1/60,000 as much in comparable dollars (A PC can cost from $700 to $1500)
Data Storage
Data storage has also grown in capacity and shrunk in size as dramatically as have computers.
Today a single data DVD will hold around 4.8 gigabytes. It would take 90,000,000 punch cards
to hold the same amount of data. And, there is talk of a new high density video disk (HVD) that
will be able to hold fifty times that much data. That's more than 240 gigabytes.
A computer consists of input unit that takes input, a CPU that processes the input and an output
unit that produces output. All these devices communicate with each other through a common
bus. A bus is a transmission path, made of a set of conducting wires over which data or
information in the form of electric signals, is passed from one component to another in a
computer. The bus can be of three types – Address bus, Data bus and Control Bus.
MOTHERBOARD
A motherboard (also called main board or system board) is a basic foundation of a computer
that connects all the crucial components or parts of a system. It performs the following
significant functions like: Distributing power from the power supply to all hardware components.
A motherboard (also called main board or system board) is a basic foundation of a computer that
connects all the crucial components or parts of a system. It performs the following significant
functions like:
• Distributing power from the power supply to all hardware components.
• Transferring of data and instructions between various hardware components.
• Providing various sockets and pads for mounting electronic components.
• Offering expansion slots to add other components, such as graphics card, network cards,
etc.
In older desktop computers, there had very few integrated components onto the motherboard. It
needs a large number of adapter cards for interfacing videos, hard disk, and floppy disk. In contrast,
as the technology advanced, various interfaces have accommodated on the motherboard and fewer
adapters are needed.
Nowadays, almost all the electronic components, such as CPU, RAM, expansion slots, heat
sink/fan assembly, BIOS chip, etc. have integrated onto the motherboard of all personal computers
(PCs). It also holds the expansion bus, Input/Output (I/O) interface, drive controllers, and system
memory.
In this tutorial, we will understand different components of a computer motherboard, what they
do, and where they are located on the motherboard of a computer.
Hardware Components of Computer Motherboard with Functions
A typical computer motherboard contains the following electronic components or parts that are as:
• Chipsets
• CPU or processor sockets or slots
• Memory slots
• Expansion slots
• BIOS chip
• CMOS battery
• Power connectors
• Keyboard and mouse connectors
• Onboard disk drive connectors
• Peripheral ports and connectors
• Jumpers and DIP switches
• Case fan and Heat sink
Ergonomics
Definition:
Ergonomics, also known as "human factors engineering," is the science of designing work
environments and systems to optimize human well-being and overall system performance.
Goals of Ergonomics
1. Prevent Physical Strain and Injury: Reducing risks of repetitive strain injuries (RSIs) and
musculoskeletal disorders (MSDs).
2. Enhance Productivity: Designing comfortable and efficient workstations.
3. Improve User Comfort: Reducing fatigue and discomfort over extended use.
4. Ensure Safety: Designing systems and devices that minimize accidents.
Key Areas of Ergonomics
1. Workstation Design:
o Desk and Chair Positioning:
▪ The desk should be at elbow height, allowing arms to rest comfortably.
▪ Chairs should support the natural curve of the spine and allow feet to rest
flat on the floor.
o Monitor Placement:
▪ The monitor should be at eye level and at least 20-24 inches away from the
user to reduce eye strain.
2. Input Devices:
o Use ergonomic keyboards with a split layout to minimize wrist strain.
o Mice should fit comfortably in the hand, promoting a natural wrist position.
3. Lighting and Visual Ergonomics:
o Avoid glare on screens by positioning monitors away from windows or using anti-
glare screens.
o Use task lighting to illuminate work areas without causing shadows.
o Follow the 20-20-20 Rule: Every 20 minutes, look at something 20 feet away for
20 seconds to reduce eye strain.
4. Posture and Movement:
o Encourage frequent breaks and movement to avoid prolonged static postures.
o Consider standing desks or adjustable workstations to allow for a mix of sitting and
standing during the day.
5. Environmental Factors:
o Maintain a comfortable room temperature (68-72°F or 20-22°C).
o Reduce background noise to improve focus and reduce stress.
Ergonomic Tools and Accessories
• Footrests: For shorter users or high desks, footrests can improve posture.
• Wrist Supports: Cushioned wrist pads help reduce pressure during typing.
• Adjustable Chairs: Chairs with customizable height, armrests, and lumbar support.
• Standing Mats: For users of standing desks, mats reduce fatigue from standing for long
periods.
Conclusion
Integrating HCI and Ergonomics
HCI and ergonomics complement each other in designing systems that prioritize the user's physical
and cognitive comfort. By combining the principles of HCI with ergonomic considerations, we
can create technology that is not only functional but also enhances overall user well-being.