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Lecture 01 Application to information and communication technology

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Lecture 01 Application to information and communication technology

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Introduction to Information and

Communication Technologies
Lecture # 1
Department of Computer Science
CUI Lahore Campus
The slides are adapted from the publisher’s material
Understanding Computers: Today and Tomorrow (Ch1, Ch4)
Course Information
Textbooks
 Understanding Computers: Today and Tomorrow, Comprehensive,
Deborah Morley, Charles S. Parker, Cengage Learning, 2017.
 Python Basics: A Practical Introduction to Python 3, David Amos,
Dan Bader, Joanna Jablonski, and Fletcher Heisler, Real Python,
2021
Reference Book
 Foundations of Computer Science, Forouzan, B., McGraw-Hill,
2017.
 Starting Out with Python, Gaddis, T., Addison-Wesley, 2016.
 Problem Solving & Programming, Sprankle, M., Hubbard, J.,
Prentice Hall, 2012.
Course
Evaluation
Theory (100) Lab (100)
 4 Assignments (10%)  4 Assignments (25%)
 4 Quizzes (15%)  Mid term exam (25%)
 Mid term exam (25%)  Final exam (50%)
 Final exam (50%)

= (Theory obt. /100) * 67 + (Lab obt. /100) *


33
Note: 50% marks mandatory in both Theory
and Lab for passing the course
Class Expectations
 Come to lectures on time and participate
 Keep up with reading material
 Complete assignments, projects, etc on time
 Submit clean, organized, and to the point reports
Key to
Success
Attendance

Pay attention to lectures and keep extra notes

Ask questions
Effort

Do homework on your own. It’s ok to ask others
but make your own effort.
Consistency

Keep up with reading, and homework.
Plagiarism Policy
 According to this policy, a student's submitted
work must be the student's own. In this course,
this policy will be applied to all work submitted for
grade including exams, quizzes, homework, and
projects.
Computers in Your Life
•Why Learn About Computers?
•Computers are everywhere in today's world, influencing work, education,
healthcare, and daily life.
•Understanding computers helps individuals adapt to technological advancements.

•Pervasive Computing (A World of Computers)


•Also called ubiquitous computing, this concept highlights how computers are
embedded in everyday activities.
•Examples include smartphones, smart homes, and AI-driven applications.
•Computing is no longer limited to desktops or laptops but is integrated into daily
life.

•Basic Computer Literacy


•Knowing how to use and understand computers is a fundamental skill.
•Computer literacy is essential for employment, communication, and education.

7
Computers in Your Life

Question from previous slide


how computers have become an integral part of modern society and why learning about
them is crucial for everyone.?

8
Computers in Your
Life
Before 1980
 Computers were large, expensive
 Very few people had access to them
 Computers were mostly used for high-volume
processing tasks
Microcomputers in the early 80s
 Inexpensive personal computers
 Computer use increased dramatically
Today
 More than 80% of US households include a computer,
and most use computers at work
 Electronic devices are converging into single units
with multiple capabilities

9
Computers in the Home
Computers used for a variety of tasks:
 Looking up information and news
 Exchanging e-mail
 Shopping and paying bills
 Watching TV and videos
 Downloading music and movies
 Organizing digital photographs
 Playing games

10
Computers in the Home

• Convergence in Home
Entertainment:
• Computers serve as a hub for movies, music, gaming, and streaming
services.
• Smart TVs, gaming consoles, and media centers integrate computing power
for seamless entertainment.
• Dual-Mode Mobile Phones:
• These phones can switch between cellular networks and Wi-Fi for cost-
effective and efficient communication.
• Examples include smartphones that support both mobile data
• Wireless Networking:
• Wireless technology enables internet access anywhere, from homes to
public spaces.
• Wi-Fi, Bluetooth, and 5G networks allow seamless connectivity.

11
Computers in the Home
• Computers in Any Location:
• With portable devices like laptops, tablets, and smartphones, computing
is no longer restricted to desks.
• Cloud computing and mobile applications support remote work and
communication.
• Smart Appliances:
• Traditional household devices (e.g., refrigerators, washing machines,
thermostats) now include built-in computing and communication
technology.
• These appliances can be remotely controlled via mobile apps.
• Smart Homes:
• A central computer system monitors and controls household tasks.
• Features include automated lighting, climate control, security cameras,
and voice-controlled assistants (e.g., Amazon Alexa, Google Home).
Computers in the Home
Computers in
Education
Many students today have access to
computers either in a classroom or a
computer lab
Colleges and universities are even more
integrated
 Wireless hotspots allow usage of personal laptops to
connect to the college network
 Some colleges require a computer for enrollment
Distance learning
 Students participate from locations other than the
traditional classroom setting using computers and
Internet access

14
Computers in
Education

15
Computers on the
Job
Computers have become a universal on-
the-job tool for decision-making,
productivity, and communication
 Used by all types of employees
 Used for access control and other security measures
 Use by service professionals is growing
 Used extensively by the military
 Employees in all lines of work need to continually
refresh their computer skills

16
Computers on the
Job

17
What Is a Computer and What Does It
Do?
Computer: A programmable, electronic device
that accepts data, performs operations on that
data, and stores the data or results as needed
 Computers follow instructions, called programs, which
determine the tasks the computer will perform
Basic operations
Input: Entering data into the computer
Processing: Performing operations on the data
Output: Presenting the results
Storage: Saving data, programs, or output for future use
Communications: Sending or receiving data

18
What Is a Computer and What Does It
Do?

19
Advantages and Disadvantages

of Using
What are the Computers
advantages of using computers?

Speed Reliability Consistency

Storage Communications
Computers to Fit Every
Need
Six basic categories of computers:
 Embedded computers
 Mobile devices
 Personal computers
 Midrange servers
 Mainframe computers
 Supercomputers

21
Embedded
Computers
Embedded computer: Embedded into a product
and designed to perform specific tasks or
functions for that product
Cannot be used as general-purpose computers
Often embedded into:
 Household appliances

22
Mobile Devices
Mobile device: A very small device
with some type of built-in computing or
Internet capability
Typically based on mobile phones
Typically have small screens and
keyboards
Examples:
 Smartphones
 Handheld gaming devices
 Portable digital media players

23
Personal Computers
(PCs)
Personal computer: A small computer
designed to be used by one person at a
time
 Also called a microcomputer

Desktop computers: Fit on or next to a


desk
 Can use tower case, desktop case, or all-in-one (iMac)
 Not designed to be portable

24
Portable
Computers

25
Portable Computers

•Notebook (Laptop) Computers


•Designed with a clamshell form factor (hinged screen and
keyboard).
•Portable and commonly used for work, education, and
personal tasks.
•Tablet Computers
•Two main types:
•Slate Tablets: Touchscreen-only devices (e.g., iPad,
Samsung Galaxy Tab).
•Convertible Tablets: Can switch between tablet and
laptop modes (e.g., Microsoft Surface, 2-in-1 laptops).
Portable Computers
•Netbooks
•Small, lightweight notebooks, often with lower
power and cost.
•Once popular for basic computing but mostly
replaced by ultrabooks and tablets.
•Ultra-Mobile PCs (UMPCs)
•Handheld computers with full PC functionality.
•Designed for portability and used for specialized
tasks.
Midrange
Servers
Midrange server: A medium-sized
computer used to host programs and
data for a small network
Users connect via a network with a
computer
Midrange servers are powerful computers that fall between
mainframe computers and personal servers in terms of
computing power, scalability, and cost. They are commonly
used by businesses for managing databases, applications.

e.g, Dell PowerEdge Servers

28
Mainframe
Computers
Mainframe computer: Powerful computer
used by several large organizations to
manage large amounts of centralized data
 Standard choice for large organizations, hospitals,
universities, large businesses, banks, government offices
 Located in climate-controlled data centers and connected to
the rest of the company computers via a network
 Larger, more expensive, and more powerful than midrange
servers
 Usually operate 24 hours a day
 Also called high-end servers or enterprise-class servers

29
Mainframe Computers

30
Supercomputer
s
Supercomputer: Fastest, most expensive,
most powerful type of computer
 Commonly built by connecting hundreds of smaller
computers, supercomputing cluster
 Used for space exploration, missile guidance, satellites,
weather forecast, oil exploration, scientific research,
complex Web sites, decision support systems, 3D
applications, etc.

31
Supercomputer
s

32
Quick Quiz
1. A tablet PC is an example of a(n)
_____________.
a. Desktop computer
b. Portable PC
c. Internet appliance
2. True or False: The terms mainframe
computer and supercomputer are
interchangeable; both refer to the largest,
most powerful computers.
3. A smartphone is an example of a(n)
_____________.
Answers:
1) b; 2) False; 3) mobile device
33
Data vs Information
Data
 Data is raw, unorganized facts that need to be processed.
Can be in the form of text, graphics, audio, or video
Information
 When data is processed, organized, structured or presented
in a given context so as to make it useful, it is called
information.
Information Technology?
1. Technology
Technology refers to the application of scientific knowledge to create tools,
systems, and methods that solve problems and improve human life. It
includes both physical and digital innovations across various fields.
Examples of Technology:
• Mechanical tools (e.g., cars, engines, industrial machines)
• Electronics (e.g., smartphones, televisions, medical devices)
• Software and automation systems
• Biotechnology (e.g., genetic engineering, medical advancements)
Information Technology?
2.Information Technology (IT)
IT is a subset of technology that specifically deals with computing, data, and
digital communication systems. It focuses on managing, processing, and
storing information efficiently.
Examples of IT:
• Computer hardware (servers, networking devices)
• Software development (applications, operating systems)
• Databases and cloud computing
• Cybersecurity and data protection
• IT services (help desks, system administration)
Computers and Society
The vast improvements in technology over
the past decade have had a distinct impact
on daily life, both at home and at work
Many benefits of a computer-oriented
society:
 Ability to design products before construction leads to safer
products
 Earlier medical diagnoses
 Devices that allow challenged people to perform job tasks
 Documents e-mailed or faxed in moments
 Download information, music, programs, movies, and more
on demand

37
Computers and Society
1.Computer Viruses and Malware
•What it means: Viruses and malware (malicious
software) can harm your computer, steal data, or
disrupt systems.
•Example: A Trojan horse virus that looks like a
useful program but actually installs spyware to steal
passwords.
•Prevention: Use antivirus software, update systems
regularly, and avoid downloading unknown files.
2. Identity Theft and Phishing
•What it means: Cybercriminals steal personal
information (e.g., credit card details, passwords) by
pretending to be a trustworthy source.
•Example: A fake email from a "bank" asking you to
enter your login details on a fraudulent website.
•Prevention: Be cautious of suspicious emails, use
Computers and Society
3. Privacy Issues
•What it means: Personal data can be collected, shared, or
misused without consent.
•Example: Social media platforms tracking your activities and
selling data to advertisers.
•Prevention: Adjust privacy settings, limit the personal
information you share online, and use encrypted
communication.
4. Differences in Online Communication
•What it means: Online interactions lack face-to-face context,
making misunderstandings common.
•Example: A sarcastic comment in text may be misinterpreted
as rude.
•Solution: Use clear language and consider the tone of your
messages.
5. Netiquette (Internet Etiquette)
•What it means: Guidelines for respectful and polite online
behavior.
•Example respecting others' opinions.
Models
Turing Model (Turing
Machine)
Definition:
A Turing Machine is a theoretical model
of computation introduced by Alan
Turing (1936). It defines how a
computer processes information using a
simple set of rules.
Components:
•Infinite Tape – Memory storage, divided
into cells with symbols (0s & 1s).
•Read/Write Head – Reads symbols,
writes new ones, and moves left or right.
•State Register – Tracks the current step
in the process.
•Rules (Algorithm) – Defines actions
based on what is read.
Turing Model (Turing Machine)
How It Works:
1.The machine reads a symbol.
2.It writes or erases a symbol.
3.It moves left or right based on rules.
4.The process continues until a final state is
reached.
Importance:
•Foundation of modern computing.
•Helps define what problems computers can
solve.
•Used in artificial intelligence, algorithms, and
programming.
Von Neumann Model
 Von-Neumann proposed his computer architecture design
in 1945 which was later known as Von-Neumann
Architecture. It consisted of a Control Unit, Arithmetic, and
Logical Memory Unit (ALU), Registers and Inputs/Outputs.
 Von Neumann architecture is based on the stored-program
computer concept, where instruction data and program
data are stored in the same memory. This design is still
used in most computers produced today.
Von Neumann Model
components
The structure described in the figure outlines the basic components of a
computer system, particularly focusing on the memory and processor.
Here’s a breakdown of the components:
•Memory: This is where data and instructions are stored. It is a crucial
part of the computer system that allows for the storage and retrieval of
information.

•Processor: The processor, or CPU, is the central component that carries


out the instructions of a computer program. It includes the ALU and
Control Unit.

•Control Unit: This component manages the operations of the computer.


It directs the flow of data between the CPU and other components.

•Arithmetic Logic Unit (ALU): The ALU performs arithmetic and logical
operations. It is responsible for calculations and decision-making
processes.

•Input: This refers to the devices or methods through which data is


entered into the computer system.

•Output: This refers to the devices or methods through which data is


presented to the user or other systems.
components

•Registers: Small, fast memory units within the


CPU.Temporarily hold data, instructions, and addresses
during execution.

•Example:

Accumulator :This is a register in the CPU that stores


intermediate results of arithmetic and logic operations.
Instruction Cycle

The Von Neumann Cycle (also known as the


Instruction Cycle) describes how a computer
executes instructions based on the Von Neumann
Architecture.

Step 1: Fetch (Getting the Instruction from


Memory)
•The Control Unit (CU) sends a request to Memory
(represented by the arrow from CU to Memory).
•Memory responds by sending the instruction to the
Control Unit (arrow from Memory to CU).
•The Program Counter (PC) in the CU keeps track
of which instruction to fetch next.
•The instruction is then placed in the Instruction
Instruction Cycle

Step 2: Decode (Understanding the Instruction)

•The Control Unit (CU) reads the fetched instruction


from the Instruction Register (IR) and deciphers
what needs to be done.
•If the instruction involves arithmetic or logical
operations, the CU signals the Arithmetic Logic
Unit (ALU) (arrow from CU to ALU).
•If the instruction requires accessing memory (e.g.,
fetching data for calculations), CU sends another
request to Memory (arrow from CU to Memory).
Instruction Cycle

Step 3: Execute (Performing the


Operation)
•If the instruction is an arithmetic or logical
operation:
• The CU sends the required data from Memory to the Arithmetic Logic Unit
(ALU) (arrow from Memory to ALU).
• The ALU processes the data and places the result in the Accumulator (small box
inside ALU with an arrow pointing to it).
•If the instruction is a data movement
operation, it directs the data to or from
memory.
•If the instruction involves input/output, data
is either received from Input (arrow from
Instruction Cycle

Step 4: Store (Writing the Result Back)


•If the executed instruction produced a result
that needs to be stored:
• The Arithmetic Logic Unit (ALU) sends the result back to Memory (arrow from
ALU to Memory).
• Alternatively, the result can be sent to an Output device (arrow from ALU to
Output).
Instruction Cycle
Summary:
The cycle of the Von Neumann
architecture is also known as
the fetch-decode-execute (FDE)
cycle.

How the FDE cycle works


1.Fetch: The CPU retrieves an
instruction from memory
2.Decode: The instruction is
translated into signals the computer
understands
Input Devices
In computing, an input device is a piece of
equipment used to provide data and control
signals to system
Examples
Keyboards, mouse, scanners, cameras, joysticks,
and microphones
Input Devices (Keyboards)
Keyboard: An input device used to enter characters
at the location marked by the insertion point or
cursor
Can be wired or wireless
Most computers today are designed to be used with
a keyboard
Typically contains:

53
Input Devices (Keyboards)

1. Escape Key (ESC)


•Used to cancel or exit an
operation, close pop-ups, or stop
loading a webpage.
2. Function Keys (F1–F12)
•These keys perform special
functions depending on the
software being used.
•Example:
• F1 often opens help menus almost in every software.
• Alt+ F4 refreshes

54
Input Devices (Keyboards)

3. Backspace Key
•Used to delete characters to the
left of the cursor.
4. Navigation and Editing Keys
•Includes keys like:
• Delete (removes the character to the right of the cursor).
• Home (moves cursor to the beginning of a line or document).
• End (moves cursor to the end of a line or document).
• Page Up & Page Down (scroll up or down in a document or
webpage).

55
Input Devices (Keyboards)

5. Directional Keys (Arrow Keys)


•Used to move the cursor or selection
in different directions.
6. Numeric Keypad
•Functions like a calculator for quick
numeric input.
•Includes numbers 0-9, decimal point,
and arithmetic operators (+, -, /, *).

56
Input Devices (Keyboards)

7. Modifier Keys
•CTRL (Control) Key: Used in shortcuts
(e.g., Ctrl + C to copy, Ctrl + V to
paste).
•ALT Key: Used for shortcuts and special
characters (e.g., Alt + Tab to switch
windows).
•Windows Key: Opens the Start menu
and is used in various shortcuts
(Windows + D minimizes all windows).

57
Input Devices (Keyboards)
Portable computers and mobile
devices often use:
 Built in or slide-out keyboard
 Pen or touch input (on-screen keyboard)

58
Input Devices (Pointing
Devices)
Pointing devices: Used to select and
manipulate objects
 Used to input data
 Used to issue commands to the computer
Common types of pointing devices:
 Mouse
 Pen/stylus
 Touch screen

59
Mice
Mouse: A common pointing
device that the user slides along
a flat surface to move a pointer
around the screen and clicks its
buttons to make selections
 Older mechanical mice use a ball
 Optical or laser mice track with light
 3D mice
 Can be wireless

60
Pens/Styluses
Stylus: Pen-like device used to draw or write
electronically on the screen
Also called digital pen, electronic pen, tablet
pen
Commonly used with pen-based computers
Used to issue commands and input data
If handwriting recognition is used, written text can be converted to
editable typed text

61
Handwriting Recognition

• Digital form: Used


to input
handwritten data
into the computer
and then convert it
to editable text

62
Pens/Styluses
Other uses for pens/styluses:
Digital writing systems
Graphics tablets
Signature capture devices

63
Touch Screens
Touch screen: Display device that is touched
with the finger to select commands or
otherwise provide input to the computer
Used with:
 Desktop and portable computers
 Mobile phones and mobile devices
 Consumer kiosks
Can be multi-touch

64
Other Pointing
Devices
Other pointing
devices:
 Joysticks, gamepads,
and other gaming
devices
 Trackballs
 Buttons and wheels
 Touch pads

65
Quick Quiz
1. An optical mouse is ____________.
a. the same as a wireless mouse
b. a mouse that tracks movements with light instead of a ball
c. a mouse that contains a scroll wheel on the top
2. True or False: With handwriting
recognition, text is input as a graphical
image so the text cannot later be edited as
text.
3. An input device that looks like an
upside-down mouse with the ball on top is
a(n) ____________.
Answers:
1) b; 2) False; 3) trackball
66
Scanners, Readers, and Digital
Cameras
Source documents: Documents
containing data that already exists in
physical form (order form, photograph,
invoice, check, or price label)
Source data automation: Capturing
data directly from a source document
 Saves time
 Increases accuracy
 Scanning or reading devices

67
Scanners
Scanner (optical scanner): Input device that
captures an image of an object and
transfers them to a computer in digital form
 Can scan photos, documents, drawings, (flat objects)
 Data is typically input as a single image
 If optical character recognition (OCR) is used, text is input as
individual text characters
Types of scanners
 Flatbed
 Portable
 Integrated (ATMs, etc.)

68
Scanners

69
Barcode Readers
Barcode readers: Input
devices that read barcodes
Barcode: Machine-readable
code that represents data as

a set of bars
Common types
 Universal Product Code (UPC)
 ISBN
 Code 39
 Intelligent mail code
 2D (QR) – hold more data

70
Biometric
Readers
Biometric data: Based on unique
physiological characteristics or personal trait
 Fingerprint
 Hand or face geometry
 Iris of the eye
 Voice or signature
Biometric readers: Used to input biometric
data
 Can be stand-alone or built into another piece of hardware
 Used to allow access only by authorized individuals
 Most often used for access control and to verify transactions

71
Biometric
Readers

72
Audio Input
Audio input: The process of entering audio
data into the computer
Voice input: Inputting spoken words and
converting them to digital form
 Via microphone or headset
 Recorded for narrations, podcasts, etc.
 VoIP (Voice over IP systems) applications
 To provide spoken instructions to computer (speech recognition systems)
Music input systems are used to input
music
Microphones, keyboard controllers, etc.

73
Output Devices
An output device is any piece of computer
hardware equipment which converts
information into a human-perceptible form or,
historically, into a physical machine-readable
form for use with other non-computerized
equipment. It can be text, graphics, tactile,
audio, or video.

74
Display Devices
Display device: Presents output visually
Monitor: Display device for a desktop computer
Display screen: Screen built into a variety of devices
 Notebook and other portable computers
 Mobile phones and mobile devices
 Handheld gaming devices, home entertainment devices,
kitchen appliances
 Digital photo frames, e-book readers
 Digital signage systems, digital billboards

75
Display Devices

76
Data and Multimedia Projectors
Data projector: Display device that projects
all computer output to a wall or projection
screen
Found in classrooms, conference rooms
Can be wireless or integrated into devices

77
Printers
Printers: Produce hard copy
Printer characteristics
Printing technology used
Impact vs. nonimpact
Color vs. black and white
Personal vs. network printers
 Dot-matrix printer
 Laser printer
 Ink-jet printer
Plotter:
A plotter is a device that receives commands
from the computer and then draws its picture on
the page

78
Audio Output
Audio output: Output in the form of
voice, music, and other audible
sounds
 Speakers
 Headphones and headsets
 Earphones and earbuds

79
Next Lecture
How Computer Process Data; Central Processing Unit:
Control Unit, Arithmetic & Logic Unit, System Clock &
Machine Cycle; Memory: Volatile & Non-Volatile, Flash
Memory, Registers, Cache Memory; Bus & Types, and Ports.

80

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