ITEC 26 Flashcards

(105 cards)

1
Q

delivery model for software in which you pay for software on a pay-per-use basis instead of buying the software outright

A
  • Software-as-a-service (SaaS
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2
Q
  • Use any device anywhere to do anything
  • Pay a small fee and store files on the web
  • Access those files later with you “regular” computer
  • Makes use of an application service provider
A
  • Software-as-a-service (SaaS)
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3
Q

supplies software applications (and other services such as maintenance, file storage, etc.) over the internet that would otherwise reside in customer’s computers

A
  • Application service provider (ASP)
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4
Q

environment in which business come to you with information, services, and product offerings based on your profile.

A
  • Push technology
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5
Q

allows you to send voice communications over the internet and avoid the toll charges that you would normally receive from your long distance carrier

A

VOICE OVER INTERNET PROTOCOL (VOIP)

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6
Q

these are physical interface, captures and use your real body characteristics.
* Voice
* Iris scan
* And the like

A

PHYSIOLOGICAL INTERACTION

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7
Q

not only captures spoken words but also distinguishes word groupings to form sentences

A

AUTOMATIC SPEECH RECOGNITION (ASR)

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8
Q

three dimensional computer simulation in which you actively and physically participate

A

VIRTUAL REALITY

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9
Q

input device; captures movement and strength of your hands and fingers

A
  • Glove
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10
Q

(head-mounted display) – I/O device; captures your head movement; screen covers your field of vision

A
  • Headset
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11
Q

input device; captures movement of your feet as you walk or turn

A
  • Walker
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12
Q

special 3-D virtual reality room that can display images of people and objects in other

A

CAVE AUTOMATIC VIRTUAL ENVIRONMENT

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13
Q

the use of physiological characteristics fingerprint, iris, voice sound, and even breathe to provide identification

A

BIOMERTRICS

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14
Q

chip that can perform physiological functions when inserted into the human body

A
  • Biochip
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15
Q

microchip implanted into the human body that stores information about you and can be used for tracking (GPS)

A
  • Implant chip
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16
Q

provides identification by evaluating facial characteristics

A
  • Facial recognition software
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17
Q

electronic representation of cash

A

DIGITAL CASH

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18
Q
  • System crash = lost money
  • No standards
  • Makes money laundering easy
  • Susceptible to being stolen while traveling on the Internet
A
  • Challenges of digital cash
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19
Q

fully equipped computer that you wear as a piece of clothing or attached to a piece of clothing similar

A

WEARABLE COMPUTERS

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20
Q

technology that allows the user to interact with an environment that exists only on a computer

A

Virtual reality

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21
Q

a type of technology commonly used in mobile devices
- Faster than 3G, offers high-definition video and voice, offers improved data rates on wireless channels

A

Fourth generation cellular communication

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22
Q

any use of internet for malicious reasons, worldwide concern, financial strain: cost in time, cost in personnel, cost in resources

A

Cyber warfare

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23
Q

branch of technology that deals with the manufacture and application of robots and the computer systems that control them
- Used to perform tasks that are dangerous to people

A

Robotics

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24
Q

a type of display that has a touch sensitive panel covering the screen. The user points at objects on the screen and activates them with his finger

A

Touchscreen computing

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25
the science and engineering of intelligent machines that can be used to solve problems. It extends beyond the imitation of human thinking to solve problems that humans cannot.
Artificial intelligence
26
the process of using unique physical or behavioral traits to confirm the identity of a person.
Biometric authentication
27
– identification of a person using physical traits.
Physiological biometrics
28
identification of a person’s behavioral traits
Behavioral biometrics
29
small personal computer for the home.
Home media server
30
latest version of the code used to develop web pages
Html version 5
31
a multidisciplinary science that explores how matter can be manipulated at the molecular and atomic level - Involves and building of tiny machines that might be used to create tiny robots that can perform tasks human cannot
Nanotechnology
32
an internet browser that will make it possible for a user to find multiple results from one search.
Web 3.0
33
– It predicts the Characteristics of system based on previous experience which include certain problems or features and requirements for a new system.
Requirements Anticipation
34
it is studying the current system and documenting its features for future analysis
Requirements investigation
35
It includes the analysis of data which determine the requirement specification, description of features for new system, and specifying what information requirements will be provided
Requirements specifications
36
is used in requirement gathering to get as many ideas as possible form group of people
1. Brainstorming
37
reviewing the documentation of an existing system can help when creating AS-IS process document, as well as driving gap analysis for scoping of migration projects
2. Document analysis
38
is a gathering of people who are representative of the user or customers of a product to get feedback
3. Focus group
39
– interfaces for a software product can be human or machine. Integration with external systems and devices is just another interface
4. Interface analysis
40
of stakeholders and users are critical to creating the great software
5. Interview
41
is a relatively modern technique for gathering requirements
6. Prototyping
42
when a migration project does not have access to sufficient documentation of the existing system, reverse engineering will identify what the system does
7. Reverse engineering
43
when collection information from many people – too many to interview with budget and time constraints – a survey or questionnaire can be used
8. Survey/questionnaire
44
there needs to be a clear vision of the kind of the system that will be created and the level of change that it will bring to the organization
9. Requirement analysis
45
the most straightforward (and probably the most commonly used) requirements-analysis technique is problem analysis
10. Problem analysis
46
the ideas produced by problem tend to be solutions to problems
11. Root cause analysis
47
– this requires a detailed examination of the amount of time it takes to perform each process in the current AS-IS system.
12. Duration analysis
48
this is a similar analysis; it examines the cost of each major process or step in a business process rather than the time taken
13. Activity-based coding
49
refers to studying how other organizations perform a business process in order to learn how your organization can do something better
14. Informal benchmarking
50
with this approach, system analysts encourage the managers and project sponsor to pretend they are customers and to think carefully about what the organization’s products and services enable the customers to do – and what they could enable the customer to do
15. Outcome analysis
51
analysts and managers create a list of important techniques
16. Technology analysis
52
the analysts and managers work together to identify how the organization could eliminate activity in the business process
17. Activity elimination
53
, these three people was the ones who worked together to create Unified modified language
- GRADY BOOCH, IVAR JACOBSON, and JAMES RUMBAUGH
54
is a central modelling technique that runs through nearly all object-oriented methods
1. Class diagram
55
represent relationships between instances of types (a person works for a company; a company has a number of offices)
a. Association
56
the most obvious addition to ER diagrams for use in Object-Oriented. It has an immediate correspondence to inheritance correspondence to inheritance in Object-Oriented design
b. Inheritance
57
a form of object composition in Object-Oriented design
c. Aggregation
58
– this shows the dynamic behavior of the objects in a system, which can be described as a series of changes to the system over time.
BEHAVIOR DIAGRAMS
59
Seven types of behavior diagrams:
Use case diagram 2. Activity diagram 3. State machine diagram 4. Sequence diagram 5. Communication diagram 6. Interactive overview diagram 7. Timing diagram
60
decribes a system’s functional requirements in terms of use case. It is a model of the system’s intended functionality
- Use case diagram
61
– is a mechanism to transform user requirements into come suitable form, which helps the programmer in software coding and implementation
SOFTWARE DESIGN
62
– as for requirement the design should be accurate
1. Correctness
63
– it should have the complete components, like modules and data
2. Completeness
64
resources ought to be utilized efficiently by the program
3. Efficiency
65
it can be modified when needed
4. Flexibility
66
there shouldn’t be any incosistency withing the design
5. Consistency
67
the design should be so simple so that it can be easily maintainable by other designers
Maintainability
68
Software design principle involved with imparting method to address the complexity of the layout method effectively
OVERVIEW OF DESIGN PRINCIPLES
69
- divide the problems into small pieces and conquer the problems one by one
- Problem partitioning
70
a tool that enables a adesigner to consider a component at an abstrat level without bothering about the internal details of the implementation
- Abstraction
71
forms the basis for function-oriented design approaches
- Funcitonal abstraction
72
details of the data elements are hidden to the users of data. Ot forms the basis for object oriented design approaches
- Data abstraction
73
are the divisions of software that are into separate modules, which has named an addressed and are embedded later on in a completely funtional software
- Modularity
74
is achieved by developing functions that perform only one kind of task and do not excessively interact with other modules
- Functional independence
75
it measure the relative function strength of a module
a. Cohesion
76
it measures the relative interdependence among modules
b. Coupling
77
the fundamental of information hiding suggests that modules can be characterized by the design decisions that protect from the others.
- Information hiding
78
a good system design strategu is to organize the program modules in such a method that are easy to develop and later too, change
- Strategy of design
79
this approach starts with the identification of the main components and then decomposing them into their more detailed sub-components
1. Top-down approach
80
this approach with the lower details and moves upt the hierarchy and is suitable to an existing system
2. Bottom-up approach
81
this principle says that a class shoud have one, and ony one, reason to change.
- Single responsibily principle (SRP)
82
says that classes should be open for extension and closed for modification
- Open/closed principle (OCP
83
name after turing-award winner DR. BARBARA LISKOV of MIT, tells us that all sub-classes must be susbstitutable for their base class
- Liskov substitution principle (LSP)
84
a client should never be forced to implement and interface that is doesn’t use or clients shouldn’t be forced to depend on methods they do not use - This principle defines that a class should never implement an interface that does not go to use.
- Interface segregation principle (ISP)
85
entities must depend on abstraction not on concretions - States that the high-level module mist not depend on the low level module, butthey should depend on abstractions - This principle means that a particular class should not depend directly on another class but on an abstraction of this class
- Dependency inversion principle (DIP)
86
new technologies that are currently developing or will be developed over the next five to ten years, and which will substantially alter the business and social environment
Emerging Technologies
87
Emerging technology may take the form of progressing technology. Novelty or newness can also be generated by putting existing technology to a new use. For example, the applications of artificial intelligence are applied to different uses to achieve different results
Radical novelty
88
Emerging technologies show relatively fast growth rates compared to non-emerging technologies. Growth may be observed across a number of dimensions, such as the number of actors involved, public and private funding, knowledge outputs produced, prototypes, products, and services.
Relatively fast growth
89
refers to the internal characteristics of a group being united and having logical interconnection
Coherence
90
Emerging technology provides benefits for a wide range of sectors, transforms an industry, and exerts much enhanced economic influence. It applies a noticeable impact with narrow scope, as well as wide-ranging impact across domains and potentially the entire socio-economic system by changing the composition of actors, institutions, patterns of interactions among those, and the associated knowledge production processes
Prominent impact
91
are key starting concepts for a wide variety of science and technology studies that focus on the role of the expectations in technological emergence
Uncertainty and ambiguity
92
is the technology that overlays computer-generated display, sound, text, and effects on a user’s view of the real world
Augmented Reality (AR)
93
AI is the simulation of human intelligence processes by machines. These processes include learning, reasoning, and self-correction
Artificial Intelligence (AI)
94
This is the application of AI that provides a machine with the ability to learn from experience like humans
- Machine learning
95
- is used in various applications such as healthcare, financial and marketing services, and transportation
machine learning
96
Computers that use quantum mechanics to perform calculations can solve some problems far more efficiently than a conventional computer
Quantum Computers
97
The technical advances change the way of production technology
The Fourth Industrial Revolution
98
This is the introduction of mechanical production using hydroelectric and steam-powered equipment
* First Industrial Revolution or Industry 1.0
99
began in the 19th century. New technological systems that use electricity were introduced during this revolution, which allowed for even greater production and more sophisticated machines
* Second Industrial Revolution, or Industry 2.0
100
began with the first computer era. This industrial revolution evolved the use of electronics and information technology (IT) to automate a production process further. Manufacturing and automation advanced considerably because of Internet access, connectivity, and renewable energy.
* Third Industrial Revolution, or Industry 3.0
101
is the current and developing environment. The disruptive and cutting-edge technologies, such as the Internet of Things (IoT), robotics, virtual reality (VR), AR, and AI, are changing the way we live and work. Industry 4.0 will lead to changes in traditional production relationships among suppliers, producers, customers, as well as between humans and machines.
* Fourth Industrial Revolution, or Industry 4.0
102
This is the process of collecting, organizing, and analyzing large sets of data from different resources to discover patterns and other useful information. This is used to support real-time decision-making in production and customer management systems. Using cutting-edge technologies, it’s possible to analyze large data and immediately get answers from them.
- Big Data Analytics
103
is a computing concept that describes the idea of everyday physical objects being connected to the Internet and being able to communicate and interact with other devices. This may include sensor and wireless technologies. IoT allows field devices to interact with one another and with more centralized controllers. It will also decentralize analytics and decision-making, thereby enabling real-time responses and results
- Internet of Things (IoT)
104
This is the general term for anything that involves delivering hosted services over the Internet. The performance of cloud technologies will improve, which results in achieving reaction times of several milliseconds. - Machine data and functionality will increasingly be deployed to the cloud, thus enabling more data-driven services in production systems.
- Cloud Computing
105
AR-based systems support a variety of services, such as selecting parts in a warehouse and sending repair instructions over mobile devices. These systems are currently in their infancy, but in the future, companies will make much broader use of AR to provide workers with real-time information to improve decision-making and work procedures.
- Augmented Reality (AR)