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DISCOVERING COMPUTERS 2018

Digital Technology, Data, and Devices

Module 1
Computers and
Mobile Devices:
Evaluating Options
for Home and Work

Faculty of Technical and Vocational Education, UTHM


Objectives Overview (1 of 3)

• Describe the characteristics and uses of laptops,


tablets, desktops, and all-in-ones
• Describe the characteristics and types of servers
• Differentiate among POS terminals, ATMs, and
self-service kiosks
• Describe cloud computing and identify its uses
• Describe the characteristics and uses of
smartphones, digital cameras, portable and digital
media players, e-book readers, and wearable
devices

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Objectives Overview (2 of 3)

• Describe the characteristics of and ways to interact


with game devices
• Identify uses of embedded computers
• Differentiate a port from a connector, identify
various ports and connectors, and differentiate
among Bluetooth, Wi-Fi, and NFC wireless device
connections
• Identify safeguards against hardware theft and
vandalism and hardware failure

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Objectives Overview (3 of 3)

• Discuss ways to prevent health-related injuries and


disorders caused from technology use, and
describe ways to design a workplace ergonomically

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Computers
• A computer is an electronic device, operating under the
control of instructions stored in its own memory, that can
accept data, process the data according to specified rules,
produce results, and store the results for future

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Computers and Mobile Devices

Types of computers and mobile devices include:


• Laptops, tablets, and desktops
• Servers and terminals
• Smartphones, digital cameras, e-book readers,
portable and digital media players and wearable
devices
• Game devices
• Embedded computers

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Mobile Computers and Desktops (1 of 7)

• A mobile computer is a portable personal


computer, designed so that a user easily can carry
it from place to place
• 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

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Mobile Computers and Desktops (2 of 7)

Figure 3-1 Shown here is a Computers and Mobile devices.

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Mobile Computers and Desktops (3 of 7)

• 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

Figure 3-3 Traditional laptops weigh more than ultrathin laptops.

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Mobile Computers and Desktops (4 of 7)

• A tablet is a thin, lighter-weight mobile computer


that has a touch screen

Figure 3-4 Examples of slate and convertible tablets.

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Mobile Computers and Desktops (5 of 7)

• A handheld computer is a computer small enough


to fit in one hand

Figure 3-6 This handheld computer is a lightweight computer that enables


warehouse employees to take inventory and check supplies.
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Mobile Computers and Desktops (6 of 7)

• A stick computer is a small computer which usually is


the same size as, or a little larger than, a USB flash drive

Figure 3-7 Stick computers are approximately the same size as USB flash drives
and can connect to an HDMI port on a TV or computer monitor.

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Mobile Computers and Desktops (7 of 7)
• 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

Figure 3-8 The desktop with a tower shown in this figure is a Windows
computer, and the all-in-one is a Mac computer.
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Servers (1 of 3)
• A server is a computer dedicated to providing one or
more services to other computers or devices on a network
– Rack server
– Blade server
– Tower server

Figure 3-9 Shown here are a rack server, blade server, and tower server.

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Servers (2 of 3)

Table 3-1 Dedicated Servers


Type Main Service Provided
Application server Stores and runs apps
Backup server Backs up and restores files, folders, and media
Database server Stores and provides access to a database
Domain name server Stores domain names and their corresponding IP addresses
File server (or storage server) Stores and manages files
FTP server Stores files for user upload or download via FTP
Game server Provides a central location for online gaming
Home server Provides storage, Internet connections, or other services to computers and
devices in a household
List server Stores and manages email lists
Mail server Stores and delivers email messages
Network server Manages network traffic
Print server Manages printers and documents being printed
Web server Stores and delivers requested webpages to a computer via a browse

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Servers (3 of 3)
• 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 capabilities of one or more
servers, known as virtual servers
• A server farm is a network of several servers together in a
single location
• A mainframe is a large, expensive, powerful server that can
handle hundreds or thousands of connected users
simultaneously

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Terminals (1 of 4)

• A terminal is a computer, usually with limited


processing power, that enables users to send data
to and/or receive information from a server, or host
computer
• A thin client is a terminal that looks like a desktop
but has limited capabilities and components
• Most retail stores use a POS terminal to record
purchases, process credit or debit cards, and
update inventory

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Terminals (2 of 4)

Figure 3-10 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.

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Terminals (3 of 4)
• An ATM (automated teller machine) is a self-
service banking terminal that connects to a host
computer through a network

Figure 3-11 An ATM is a self-service banking terminal that allows customers to


access their bank accounts.

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Terminals (4 of 4)
• A self-service kiosk is a freestanding terminal that usually
has a touch screen for user interaction
Table 3-2 Self-Service Kiosks
Type Typical Services Provided
Pay bills, add money to prepaid cards and phone plans, and
Financial kiosk perform other financial
activities.
Print photos from digital images. Some allow editing of digital
photos. Users may print
Photo kiosk
directly at the kiosk or may send an order to a photo lab to be
printed.
Print tickets. Located in airports, amusement parks, movie
Ticket kiosk theaters, rental companies, and
train stations.
Dispense item after payment is received. Examples include
Vending kiosk DVD rentals and license plate
renewals.
Visitor kiosk Manage Located in businesses, police stations, schools,
and track visitors hospitals, and other areas where access is controlled or
upon check-in. registration is required.

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Supercomputers
• A supercomputer is the fastest, most powerful computer
– and the most expensive
– Capable of processing many trillions of instructions in a single
second

Figure 3-13 Supercomputers can process more than one quadrillion instructions in
a single second.

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Cloud Computing
• Cloud computing refers to an environment that provides
resources and services accessed via the Internet

Figure 3-14 Users access resources on the cloud through their Internet connections.

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Mobile Devices (1 of 10)

• A smartphone is an Internet-capable phone that


usually also includes a calendar, an address book, a
calculator, a notepad, games, browser, and numerous
other apps
• 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

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Mobile Devices (2 of 10)

Figure 3-15 A variety of options for typing on a smartphone.

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Mobile Devices (3 of 10)

• Short Message Service (SMS)


– Mobile to mobile
– Mobile to email
– Mobile to provider
– Web to mobile
• Multimedia Message Service (MMS)
– Mobile to mobile
– Mobile to email

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Mobile Devices (4 of 10)
• A digital camera is a mobile device that allows users to take
photos and store the photographed images digitally
– Smart digital camera
– Point-and-shoot camera
– SLR camera

Figure 3-16 SLR digital cameras have lenses and other attachments, whereas the lenses on
point-and-shoot cameras are built into the device. Many smartphones also have built-in digital
cameras.

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Mobile Devices (5 of 10)

Figure 3-17 This figure shows how a point-and shoot digital camera might work.

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Mobile Devices (6 of 10)
• Resolution is the number of horizontal and
vertical pixels in a display

Figure 3-18 A pixel is the smallest element in an electronic image.

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Mobile Devices (7 of 10)
• A portable media player is a mobile device on which you
can store, organize, and play or view digital media

Figure 3-19 Some portable media players have touch screens; others have touch-sensitive
pads or buttons that enable you to access your media library.

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Mobile Devices ( 8 of 10)
• 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

Figure 3-20 A digital media player streams media to a home entertainment device.

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Mobile Devices ( 9 of 10)
• 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 publications

Figure 3-21 E-book readers enable you to read e-books and other digital publications such as
newspapers and magazines.

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Mobile Devices ( 10 of 10)
• A wearable device or wearable is a small, mobile
computing device designed to be worn by a consumer

Figure 3-22 Three popular wearable devices include activity trackers, smartwatches, and smart
glasses.

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Computer Generation

• First Generation: Vacuum Tubes (1940-1956)

• The first computer systems used vacuum tubes for


circuitry and magnetic drums for memory, and were
often enormous, taking up entire rooms. These
computers were very expensive to operate and in
addition to using a great deal of electricity, the first
computers generated a lot of heat, which was often the
cause of malfunctions.

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Computer Generation

• First generation computers relied on 


machine language, the lowest-level programming
language understood by computers, to perform
operations, and they could only solve one problem at a
time. It would take operators days or even weeks to
set-up a new problem. Input was based on punched
cards and paper tape, and output was displayed on
printouts.
• The UNIVAC and ENIAC computers are examples of
first-generation computing devices. The UNIVAC was
the first commercial computer delivered to a business
client, the U.S. Census Bureau in 1951.
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Computer Generation

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Computer Generation

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Computer Generation

• Second Generation: Transistors (1956-1963)

• The world would see transistors replace vacuum tubes


in the second generation of computers. The transistor
was invented at Bell Labs in 1947 but did not see
widespread use in computers until the late 1950s. 
• The transistor was far superior to the vacuum tube,
allowing computers to become smaller, faster, cheaper,
more energy-efficient and more reliable than their first-
generation predecessors.

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Computer Generation

• Though the transistor still generated a great deal of


heat that subjected the computer to damage, it was a
vast improvement over the vacuum tube. Second-
generation computers still relied on punched cards for
input and printouts for output.
• Second-generation computers moved from cryptic 
binary machine language to symbolic, or assembly,
languages, which allowed programmers to specify
instructions in words. 

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Computer Generation

• High-level programming languages were also being


developed at this time, such as early versions of 
COBOL and FORTRAN. These were also the first
computers that stored their instructions in their
memory, which moved from a magnetic drum to
magnetic core technology.

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Computer Generation

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Computer Generation

• Third Generation: Integrated Circuits (1964-1971)

• The development of the integrated circuit was the


hallmark of the third generation of computers.
Transistors were miniaturized and placed on silicon 
chips, called semiconductors, which drastically
increased the speed and efficiency of computers.

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Computer Generation

• Instead of punched cards and printouts, users


interacted with third generation computers through 
keyboards and monitors and interfaced with an 
operating system, which allowed the device to run
many different applications at one time with a central
program that monitored the memory. Computers for the
first time became accessible to a mass audience
because they were smaller and cheaper than their
predecessors.

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Computer Generation

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Computer Generation

• Fourth Generation:  Microprocessors (1971-


Present)
• The microprocessor brought the fourth generation of
computers, as thousands of integrated circuits were
built onto a single silicon chip. What in the first
generation filled an entire room could now fit in the
palm of the hand. The Intel 4004 chip, developed in
1971, located all the components of the computer—
from the central processing unit and memory to
input/output controls—on a single chip.

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Computer Generation

• In 1981 IBM introduced its first computer for the home


user, and in 1984 Apple introduced the Macintosh.
Microprocessors also moved out of the realm of
desktop computers and into many areas of life as more
and more everyday products began to use
microprocessors.
• As these small computers became more powerful, they
could be linked together to form networks, which
eventually led to the development of the Internet.
Fourth generation computers also saw the
development of GUIs, the mouse  and handheld
 devices.
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Computer Generation

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Computer Generation

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Computer Generation

• Fifth Generation: Artificial Intelligence (Present and


Beyond)

• Fifth generation computing devices, based on 


artificial intelligence, are still in development, though
there are some applications, such as voice recognition,
that are being used today. The use of 
parallel processing and superconductors is helping to
make artificial intelligence a reality.

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Computer Generation

• Quantum computation and molecular and 


nanotechnology will radically change the face of
computers in years to come. The goal of fifth-
generation computing is to develop devices that
respond to natural language input and are capable of
learning and self-organization.

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Computer Generation

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Game Devices ( 1 of 2)

• A game console is a mobile computing device


designed for single-player or multiplayer video
games
• A handheld game device is a small mobile device
that contains a screen, speakers, controls, and
game console all in one unit
• Game controllers include gamepads, joysticks and
wheels, dance pads, and a variety of motion-
sensing controllers

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Game Devices (2 of 2)

Figure 3-23 Gamers have a variety of ways to direct movements and actions of on-screen
objects.

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Embedded Computers (1 of 2)

• An embedded computer is a special-purpose


computer that functions as a component in a larger
product
– Consumer electronics
– Home automation devices
– Automobiles
– Process controllers and robotics
– Computer devices and office machines

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Embedded Computers (2 of 2)

Figure 3-24 Some of the embedded computers designed to improve your safety, security, and
performance in today’s vehicles.

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Putting It All Together

Table 3-3 Categories of Computers and Mobile Devices


Number of
Category Physical Size Simultaneously General Price Range
Connected Users
Personal computers Usually one (can be Several hundred to several
Fits on a desk
(desktop) more if networked) thousand dollars
Less than a hundred
Mobile computers and Fits on your lap or in
Usually one dollars
mobile devices your hand
to several thousand dollars
Small box or Several hundred dollars
Game consoles One to several
handheld device or less
Small cabinet to roomful
Several hundred to several
Servers of equipment Two to thousands
million dollars

Half a million to several


Supercomputers Full room of equipment Hundreds to thousands
billion dollars
Embedded in the price of
Embedded computers Miniature Usually one
the product

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ICT In Your Life

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ICT In Your Life

How ICT Benefits in Life?


Effects our lifestyle with modern gadgets
Information just right on our fingertips
Assist us to do our jobs
We can communicate each other without
boundaries
Less papers involved thus saving the trees

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ICT In Your Life
Today’s Technology

Example of daily usage of ICT : at school, at home, at work


Complete a homework assignment
Watch streaming videos using laptops or smartphones
Flip through news headlines
Make dinner reservations using tablet
Search for directions
Search for local weather forecast
Listening to music on smartphones
Edit a video on a desktop computer
Share photos online from digital camera
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ICT In Your Life
How ICT Benefits in Life

Example of daily usage of ICT : at school, at home, at work


Effects our lifestyle with modern gadgets
Information just right on our fingertips
Assist us to do our jobs
We can communicate each other without boundaries
Less papers involved thus saving the trees

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ICT In Your Life
ICT in Manufacturing

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ICT In Your Life
ICT in Banking / Commerce

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ICT In Your Life
ICT in Medicine

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ICT In Your Life
ICT in the Home

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ICT In Your Life
ICT in the Education

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ICT In Your Life
ICT in the Employment

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ICT In Your Life
Effects on our home life

ICT changed lots of things.


It is much faster and comfortable
It gives people rest and time to have their own time to spend
freely
It gives time to communicate with others
However sometimes, it causes some people to be addicted to
computer games, social media and others

We should use ICT wisely


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Ports and Connections (1 of 6)
• A port is the point at which a peripheral device 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

Figure 3-25 Most computers and mobile devices have ports so that you can connect the
computer or device to peripherals.

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Ports and Connections (2 of 6)

• 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

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Ports and Connections (3 of 6)

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Ports and Connections (4 of 6)

• A USB port, short for universal serial bus port, can


connect up to 127 different peripheral devices together
with a single connector
• Instead of connecting peripheral devices directly to
ports on a mobile computer, some mobile users prefer
the flexibility of port replicators and docking stations

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Ports and Connections (5 of 6)

Figure 3-26 Docking stations often are used with tablets and other mobile computers, providing
connections to peripheral devices.

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Ports and Connections (6 of 6)

• Instead of connecting computers and mobile


devices to peripheral devices with a cable, some
peripheral devices use wireless communications
technologies
– Bluetooth
– Wi-Fi
– NFC

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Protecting Hardware (1 of 5)
• To help reduce the chances of theft, companies and schools
use a variety of security measures
– Physical access controls
– Alarm system
– Physical security devices
– Security or device-tracking app
– Require identification

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Protecting Hardware (2 of 5)

Figure 3-27 Some mobile computers and devices include fingerprint readers,
which can be used to verify a user’s identity.

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Protecting Hardware (3 of 5)

• Hardware can fail for a variety of reasons: aging


hardware; random events such as electrical power
problems; and even errors in programs or apps
– Undervoltage
– Overvoltage or power surge

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Protecting Hardware (4 of 5)
• A surge protector, also called a surge suppressor,
uses electrical components to provide a stable current
flow and minimize the chances of an overvoltage
reaching the computer and other electronic equipment

Figure 3-28 Circuits inside a surge protector safeguard against electrical


power variations.
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Protecting Hardware (5 of 5)
• An uninterruptible power supply (UPS) is a device
that contains surge protection circuits and one or more
batteries that can provide power during a temporary or
permanent loss of power

Figure 3-29 If power fails, a UPS uses batteries to provide electricity for a limited
amount of time.

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Health Concerns of Using Technology
(1 of 2)
• A repetitive strain injury (RSI) is an injury or disorder of
the muscles, nerves, tendons, ligaments, and joints
• Computer vision syndrome (CVS) is a technology-
related health condition that affects eyesight
• Ergonomics is an applied science devoted to
incorporating comfort, efficiency, and safety into the
design of items in the workplace
• Technology addiction occurs when the technology
consumes someone’s entire social life

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Health Concerns of Using Technology (2 of 2)

Figure 3-32 A well designed work area should be flexible to allow


adjustments to the height and build of different individuals.

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Summary
• Characteristics of and purchasing guidelines for laptops,
tablets, desktops, smartphones, digital cameras, and
portable and digital media players
• Servers, supercomputers, point-of-sale terminals, ATMs,
self-service kiosks, e-book readers, wearable devices,
game devices, embedded computers, and cloud computing
• Ports and connections
• Ways to protect hardware
• Health concerns of using technology and preventative
measures

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