N-Z Flashcards

(121 cards)

1
Q

The practice of establishing operations as close to where the end-products are sold as possible.

A

NEARSOURCING

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2
Q

The concept that all data requests on the internet should be treated equally by the internet service providers (ISPs).

A

NET NEUTRALITY

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3
Q

Rules that apply to your online behavior to ensure the proper use of data, apps and programs.

A

NETIQUETTE

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4
Q

A person who uses the internet in a socially responsible way.

A

NETIZEN

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5
Q

A series of interconnected nodes that are able to transmit, receive and exchange data.

A

NETWORK

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6
Q

Device responsible for converting data into a digital signal and communicating this data to a network.

A

NETWORK INTERFACE CARD

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7
Q

A set of agreed rules that state how to format, send and receive data.

A

NETWORK PROTOCOL

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8
Q

connection points. Examples of nodes include computers, servers and routers.

A

NODES

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9
Q

A unique digital artifact (usually drawings, music or art) combined with blockchain technology to allow a unique identification and authentication of the artifact.

A

NON-FUNGIBLE TOKEN (NFT)

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10
Q

A system designed to centralize and organize data, improve communication between workers and departments, manage calendars and facilitate collaboration in businesses.

A

OFFICE AUTOMATION SYSTEM

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11
Q

The functional and decorative components of the working environment.

A

OFFICE DESIGN

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12
Q

A group of people united by a shared interest or purpose who use digital tools to communicate with each other.

A

ONLINE COMMUNITY

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13
Q

An exhibition in a virtual venue (cyberspace).

A

ONLINE EXHIBITION

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14
Q

Any platform where people can post and discuss messages.

A

ONLINE FORUM

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15
Q

A digital platform that allows individual sellers and buyers to trade.

A

ONLINE MARKETPLACE

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16
Q

A systems that allows voters to cast their ballot online.

A

ONLINE VOTING

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17
Q

When organization incorporate external sources into their research and development strategy.

A

OPEN INNOVATION

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18
Q

Is free of charge and free of copyright, allowing the source code to be modified, often by an open-source community. No guarantee that the software will be bug free or support readily available.

A

OPEN-SOURCE SOFTWARE

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19
Q

Software that manages the hardware, software and memory of a computer as well as providing a user interface.

A

OPERATING SYSTEM

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20
Q

The 3D printing of organs using a combination of cells, proteins or biocompatible plastic that simulates the skeleton.

A

ORGAN PRINTING

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21
Q

A method of restricting access to digital content unless a subscription is paid

A

PAYWALL

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22
Q

An approach to teaching.

A

PEDAGOGY

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23
Q

A decentralized network in which each computer is equally responsible for storing and sharing data.

A

PEER-TO-PEER NETWORK (P2P)

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24
Q

The smallest type of network, consisting of the connected devices that are in close proximity to an individual.

A

PERSONAL AREA NETWORK (PAN)

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25
A general purpose computer designed for individual use.
PERSONAL COMPUTER (PC)
26
A type of social engineering that involves sending fraudulent messages designed to trick users into revealing sensitive information.
PHISHING
27
The development of products with intentionally short lifespans so that companies can get repeat sales as devices are replaced or upgraded.
PLANNED OBSOLESCENSE
28
The introduction of substances or energy into the natural environment that cause a negative impact.
POLLUTION
29
The music, dances, movies, performances, art and other forms of expressive media enjoyed by a society.
POPULAR CULTURE
30
The use of algorithms in an attempt to forecast criminal activities.
PREDICTIVE POLICING
31
Original data collected for the first time for a specific purpose.
PRIMARY DATA
32
First-hand research in which you collect original data.
PRIMARY RESEARCH
33
A sorting algorithm used to prioritize tasks.
PRIORITIZATION ALGORITHM
34
The ability of individuals and groups to determine for themselves when, how and to what extent information about themselves is shared with others.
PRIVACY
35
Semi-autonomous or fully autonomous robots developed to assist humans in commercial settings.
PROFESSIONAL SERVICE ROBOT
36
Biased or one-sided information.
PROPAGANDA
37
Is often downloaded after paying for a license or subscription. In return for payment, users can expect updates and help from the company. Proprietary software is copyrighted which denies users access to the source code and restricts the sharing of the software.
PROPRIETARY SOFTWARE
38
Discrimination that occurs due to correlations to indicators such as race, disabilities or socio-economic status.
PROXY DISCRIMINATION
39
Computer system that acts as an intermediary between the client on the network and the internet, providing an additional layer of security.
PROXY SERVER
40
An analysis of people based on their activities, interests and opinions.
PSYCHOGRAPHIC ANALYSIS
41
A survey designed to measure an individual’s mental capabilities and behavioral style.
PSYCHOMETRIC SURVEY
42
Descriptive, non-numerical data.
QUALITATIVE
43
Data that can be measured and converted into numbers.
QUANTITATIVE
44
The technology that uses quantum mechanics to create powerful quantum hardware which can solve complex problems faster than existing supercomputers.
QUANTUM COMPUTING
45
The use of the internet to share ideas and resources that are radically different from those in mainstream society.
RADICALIZATION
46
Short-term memory where data is stored temporarily while it is being processed or viewed on screen.
RANDOM ACCESS MEMORY (RAM)
47
Malware that infects a computer and effectively locks the user out of their own device and demands a payment to unlock it.
RANSOMWARE
48
The assignment of a number or short description to data to indicate first to the last in a data set.
RANKING SYSTEM
49
The tendency to reoffend.
RECIDIVISM
50
The process of converting waste into reusable materials.
RECYCLE
51
A database that has more than one table.
RELATIONAL DATABASE
52
Education that occurs over a network connection, (ex. video-conferencing)
REMOTE LEARNING
53
Conducting business and completing tasks from anywhere that employees are able to connect to the essential networks.
REMOTE WORKING
54
Work on innovating, improving and introducing new services or products.
RESEARCH AND DEVELOPMENT
55
Radio-frequency identification.
FRID
56
A ceremony that marks when an individual leaves one group, enters another.
RITE OF PASSAGE
57
A programmable machine that can complete a set task with little or no human intervention.
ROBOT
58
Surgery carried out using robotic systems,
ROBOTIC SURGERY
59
A networking technology that transfers data from one network to another by the most efficient route available.
ROUTER
60
Software as a service; a software distribution model in which a third-party provider hosts the applications with end-users accessing the software through the internet.
SaaS
61
The disruption of computers and systems that operate military, economic infrastructure or other vulnerable networks.
SABOTAGE
62
A framework for analyzing educational technology (Substitution, Augmentation, Modification and Redefinition).
SAMR MODEL
63
Data that has already been collected by someone else for a different purpose.
SECONDARY DATA
64
Research carried out by someone else.
SECONDARY RESEARCH
65
Is non-volatile, long-term memory, used to store programs and data until they are required.
SECONDARY STORAGE
66
Is a protocol developed for sending information securely over the Internet by using an encrypted link between a web server and a browser.
SECURE SOCKET LAYER (SSL)
67
Robot developed to assist humans in completing tasks that are less desirable, such as dull, dirty or dangerous job.
SERVICE ROBOT
68
Assets or services that are shared between individuals, often using an online booking system.
SHARING ECONOMY
68
A strategy that allows students to direct their own learning.
SELF-GUIDED LEARNING
69
A large computer dedicated to managing network resources. They can use specialized server hardware or can be a regular computer with a server-specific operating system capable of managing network resources.
SERVER
70
Home equipped with internet-connected lighting, heating and other electronic devices.
SMART HOME
70
The hypothetical future where artificial intelligence becomes so advanced that it is superior to human intelligence.
SINGULARITY
71
A city that integrates sensors, voice recognition and other new technologies to better manage transportation, energy distribution and other services.
SMART CITY
72
In internet security, this means tricking a user into sharing their username and password with a fraudster.
SOCIAL ENGINEERING
73
Psychological or behavioral dependence on social media to the detriment of other important parts of life.
SOCIAL MEDIA ADDICTION
74
The integration of social and emotional skills into the curriculum.
SOCIAL-EMOTIONAL LEARNING
75
The length of time it takes for data to be transferred, measured in megabits per second (Mbps).
SPEED
76
Sending unsolicited emails, mainly for the purpose of advertising.
SPAMMING
77
The unequal distribution of resources between people/nations.
STRATIFICATION
78
Multimedia (especially video and audio) that is delivered digitally with little or no intermediate storage.
STREAMING
79
Artificial intelligence that can develop consciousness and make decisions better than humans.
STRONG AI
80
Creating an object by cutting or carving a larger material into the desired shape.
SUBTRACTIVE MANUFACTURING
80
Smaller cultural groups that exist within a larger culture.
SUBCULTURE
81
Artificial intelligence that surpasses human intelligence.
SUPER AI
82
Refers to high-performance computers capable of high-speed calculations that are required in scientific and engineering fields.
SUPERCOMPUTERS
83
Is undertaken to collect information about people which can be used for a variety of purposes, both positive and negative, even though surveillance has mainly negative connotations. Surveillance can be conducted using technology, or through observations by people. The information collected can be used to control and influence those being observed and others.
SURVEILLANCE
84
The ability to meet human development goals without depleting the natural resources that we depend on.
SUSRAINABLE DEVELOPMENT
85
A networking device that forwards data packets more efficiently than a hub.
SWITCH
86
Remote learning that happens in real time with a live teacher.
SYNCHRONOUS
87
A way to think about structure and order in human, natural and built environments.
SYSTEMS THINKING
88
The way an artist uses their technical skills to create their art.
TECHNIQUE
89
The remote treatment of patients.
TELEMEDICINE
90
The unauthorized use of violence/force to create fear and coerce a government or its people toward a political or social cause.
TERRORISM
91
A system designed to incorporate all of the resources, software and hardware needed to manage sales, purchases and other transactions.
TRANSACTION PROCESSING SYSTEM
92
A movement that aims to use technology to evolve and augment the human experience.
TRANSHUMANISM
93
Protocol that defines where data is to be sent to and from (IP), and how the data is to be broken down into smaller sections before sending (TCP).
TRANSMISSION CONTROL PROTOCOL/INTERNET PROTOCOL (TCP/IP)
93
An app that translates one language into another allowing communication in real time.
TRANSLATION APP
94
The ability to understand and be able to explain the inner workings of the algorithm.
TRANSPARENCY IN ALGORITHMS
95
Is an improved version of SSL and is a protocol that provides security between client and server applications communicating over the Internet.
TRANSPORT LAYER SECURITY (TLS)
96
A topic that experiences a sudden surge in popularity on social media platforms for a limited period of time.
TRENDING
97
Technology that uses three satellites to pinpoint our phone’s location.
TRILATERATION
98
The means by which human users interact with a digital technology. The intent is to make the user’s experience straight forward, intuitive, and requiring minimum effort to achieve the desired outcome.
USER INTERFACE
99
Software designed to perform specific useful tasks that either help to analyze, configure or maintain the computer.
UTILITY SOFTWARE
100
In databases, this means that only valid (suitable) data can be entered.
VALIDATION
101
In databases, these are checks that the data entered is the actual data that you want, or that the data entered matches the original source of data
VERIFICATION
102
Psychological or behavioral dependence on playing video games to the detriment of other important parts of life.
VIDEO GAME ADDICTION
103
Voice-controlled helper mainly found in smart speakers or mobile phones.
VIRTUAL PERSONAL ASSISTANT
103
Digital platform that allows multiple users to video chat at the same time (Zoom or Google Meet.)
VIRTUAL CONFERENCING PLATFORM
104
A simulation that provides a completely immersive environment for the user.
VIRTUAL REALITY
105
Therapy designed to reduce a person’s fear and anxiety by confronting the experiences in a computer-generated virtual environment.
VIRTUAL REALITY EXPOSURE THERAPY
106
A type of malicious software comprised of small pieces of code, often attached to legitimate programs or emails.
VIRUS
107
Allows users to make voice calls using a broadband Internet connection instead of an analogue phone line.
VoIP (VOICE OVER INTERNET PROTOCOL)
108
The technologies and systems that give directions to people as they navigate a physical space.
WAFINDING
109
Artificial intelligence that has a limited function or can only perform a specific task.
WEAK/NARROW AI
110
A device that can be worn to provide continuous, real-time data to improve the treatment, diagnosis and monitoring of patients.
WEARABLE MEDICAL DEVICE
111
A national or international network; the largest example is the internet.
WIDE AREA NETWORK (WAN)
112
A device that creates a wireless local area network to improve coverage throughout a building.
WIRELESS ACCESS POINT
113
Use of wireless technologies to connect the different nodes to form a network.
WIRELESS NETWORKS
114
The application of knowledge.
WISDOM
115
The websites and web services that are hosted on web servers and identified by their URL (uniform resource locator).
WORLD WIDE WEB (WWW)
116
The culture and social norms of teenagers and young adults.
YOUTH CULTURE