4 - foundation the computer Flashcards

1
Q

it is comprises various elements, each of which affects the user of the system

A

computer system

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2
Q

____ _____ for interactive use, allowing text entry, drawing and selection from the screen

A

input devices

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3
Q

example of text entry

A

traditional keyboard,
phone text entry, speech and
handwriting

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4
Q

example of pointing

A

principally the mouse, but
also touchpad, stylus and others

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5
Q
A
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6
Q

6 standard input devices

A
  1. Keyboard Devices
  2. Point and Draw Devices
  3. Digitizer
  4. Data Scanning Devices
  5. Microphone
  6. Electronic cards Readers
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7
Q

display visual information

A

output devices

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8
Q

4 standard output devices

A

monitor screen,printer, plotters, projectors

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9
Q

is the ability of
a computer to receive and interpret intelligible handwritten
input from sources such as paper documents, photographs,
touch-screens and other devices.

A

handwriting recognition

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10
Q

limitation on speed on handwriting recognition

A

difficult to write at more than 25 words a minute

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11
Q

The field of automated handwriting recognition has achieved
significant real world success in targeted applications such as:

A

▪ address recognition on mail-pieces for sorting automation;
▪ reading of courtesy and;
▪ legal amounts on bank checks.

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12
Q

considered to be one of the most complex areas of computer science involving linguistics, mathematics and statistics

A

speech recognition

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13
Q

speech recognition commonly focused with

A

translation of speech from a verbal format to a text

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14
Q

number of factors can impact ____ ____ ____ , such as
pronunciation, accent, pitch, volume, and background
noise.

A

WER ( word error rate)

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15
Q

5 most commonly used methods in speech recognition

A

NLP, HMM, N-Grams, neutral networks, Speaker diarization

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16
Q

are of artificial intelligence which focuses on the interaction between humans and machines through language through speech and text

A

natural language processing (NLP)

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17
Q

utilized as sequence models within speech recognition, assigning label to each unit - i.e. words,syllables, sentences, etc. in the sequences

A

hidden markov models (HMM)

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18
Q

the simplest type of language model (LM), which assign probabilities to sentences of phrases

A

N - grams

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19
Q

process training data by mimicking the interconnectivity of the human brain through layers of nodes

A

neutral networks

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20
Q

algorithm identify and segment speech by speaker identity

A

speaker diarization (SD)

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21
Q

VUI stands for

A

voice recognition interface

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22
Q

allowing users to interact with technology through conversational interfaces, which are now integrated into homes, cars and public spaces

A

smart assistant and voice activated system

23
Q

the vast majority of interactive computer system would be unthinkable without some sort of ____ ____

A

display screen

24
Q

7 types of electronic display

A

cathode ray tube (CRT), color crt monitor, liquid crystal display (LCD), light emitting diode(LED), direct view storage tubes(DVST), plasma display, 3D display

25
a technology which is used in traditional computer monitor and television
Cathode-Ray Tube(CRT)
26
it is used in watches and portable computer
Liquid crystal display(LCD)
27
a devices which emits when current passes through it.it is a semiconductor device.
light emitting diode(led)
28
____ consumes more power compared to _____
LED > LCD
29
used to store the picture information as charge distribution behind the phosphor-coated screen
direct view storage tubes(dvst)
30
a type of flat panel display which uses tiny plasma cells. it is also known as the gas-discharge display
plasma display
31
also called stereoscope display technology. this technology is capable of bringing depth perception to the viewer
3D display
32
the user-interaction paradigm for VR is an extension of how people interact with the computing systems using a graphical user interface (GUI).
virtual reality interaction
33
8 common application of virtual reality interaction
▪ Flight simulators ▪ Architectural walk-throughs ▪ Design - interference testing (e.g. engine assembly) ▪ Teleoperation of robots in dangerous (Chernobyl) or distant (Mars) locations ▪ Medical X-ray vision (e.g. ultrasound) ▪ Remote surgery ▪ Psychotherapy (e.g. fear of heights) ▪ Interactive microscopy
34
7 devices for vr and 3d interaction
cockpit and virtual control, 3D mouse, data glove, vr helmet, touchless interaction, full body tracking, vr caves
35
commonly used by helicopter and aircraft pilot
cockpit and virtual control
36
rather than just moving the mouse on a tabletop, you can pick it up, move it in three dimension, rotate the mouse and tip it in forward and backwards
3D mouse
37
consisting if a lycra glove with optical fibers laid along the fingers, it detects the joint angles of the fingers and thumb
data glove
38
helmets or goggles worn in some vs system . as the users head moves around and user ought to see different parts of the scene
vr helmets
39
two purposes of vr helmet
display the 3D world to each eye, allow user head posotion to be tracked
40
it is the ideal hardware to experience hand tracking, which allow you to use your own hands in digital worlds
touchless interaction
41
technology devices which are attached to the feet and the hands of the users, which enable the tracking of their position in the space
full body tracking
42
it is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube
vr caves
43
4 others recent technology
wearable technology, Ubiquitous Computing and IoT (Internet of Things), Tangible User Interfaces (TUI), Artificial Intelligence and Machine Learning (AI/ML)
44
devices like smartwatches and AR glasses integrate seamlessly into everyday activities, enhancing user interaction by being always accessible and context-aware
wearable technology
45
provide users with context-aware information
IOT
46
allow users to interact with digital systems using real-world physical objects
tangible user interface(TUI)
47
used to create more personalized user experience by analyzing user behavior and preferences
ai/ml
48
4 several factors that can limit the speed of an interactive system
computation bound, storage channel bound, graphic bound, network cpacity
49
The system should be designed so that long delays are not in the middle of interaction and so that the user gets some idea of how the job is progressing.
computation bound
50
The speed of memory access can interfere with interactive performance.
storage channel bound
51
Clever coding can reduce the time taken by common graphics operations, and there is tremendous variability in performance between programs running on the same hardware.
graphics bound
52
Most computers are linked by networks and this can mean using shared files on a remote machine.
NETWORK CAPACITY
53