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A system of interconnected computers, telephones, or other communications devices that can communicate with one another and share applications and data.

A collection of computers and devices connected together via
communication devices and transmission media.

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- Websystem is a hyper media system that contains pages of information that are linked to each other in the form of a graph, as opposed to being hierarchical or linear.
- can manifest itself as a Web server that can be accessed through a browser
- Web technology relates to the interface between web servers and their clients. It includes markup languages, programming interfaces and languages, and standards for document identification and display.

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1. Sharing of peripheral devices - Expensive devices such as printers, disk drives, and scanners can be shared

2. Sharing of programs and data - People in an organization can use the same software and have access to the
same files

3. Better communications - Networks make e mail possible, keeping everyone posted about important
information

4. Security of information - Information on a network is apt to be backed up (duplicated) somewhere Thus, a fire or flood is less apt to destroy essential information

5. Access to databases - Networks enable users to tap into all kinds of databases

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RELATIONSHIP BETWEEN WEBSYSTEM AND TECHNOLOGY 

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RELATIONSHIP BETWEEN WEBSYSTEM AND TECHNOLOGY 

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- Involves design, implementation and testing of web-based applications and social software, and the incorporation of a variety of digital media into these applications.
- both client-side and server-side

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1.  Client-side programming

2.  Server-side programming

3.  Web services

4. Web servers

5.  Open Source and Proprietary Server software

6. Emerging technologies

7. Web Standards and Standards Bodies

8. Web site implementation and integration

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5 Key Skills for Web Application Developer

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5 Key Skills for Web Application Developer

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1. Structure : HTML

2. Presentation: CSS

3. Behavior: JavaScript

4. Database: SQL

5. Server-side language : PHP (JSP/ASP/PERL/RUBY

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1. Personal area network (PAN) - A network that connects computers and devices in an individual’s workspace using wired and wireless technology

2. Local area network (LAN) - LAN connects computers and devices in a limited geographical area, such as one office, one building, or a group of buildings close together

3. Metropolitan area network (MAN) - MAN is a communications network covering a city or a suburb

4. Wide area network (WAN) - WAN is a communications network that covers a wide geographical area, such as a country or the world

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Programming is closely related with computer science .Computer science is the study of what computer can do, meanwhile, programming is the practice of making computer do things .

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Ethics is a set of moral principles that govern the behavior of a group or individual.

Technology ethics are the moral guidelines that govern the use of computers, mobile devices, information systems, and related technologies

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Code of conduct is a written guideline that helps determine whether a specification is ethical/unethical or allowed/not allowed

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1. Internet - a global networked environment

2. Intranets (For internal use only) - An organization’s internal private network that uses the infrastructure and standards of the Internet and the World Wide Web. Access to an intranet is not available to people outside the organization.

3. Extranets (For certain outsiders) - A private intranets that connect not only internal personnel but also selected suppliers and other strategic parties.

4. Firewalls - A system of hardware and software that blocks unauthorized users inside and outside the organization from entering the intranet.

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Internet privacy or online privacy covers the right of a person to have a "private space" or personal privacy in terms of storing or displaying of information pertaining to oneself on the Internet.

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Intellectual properties refer to intangible property that is the result of creativity, such as patents, copyrights, trademarks etc.
Because it is intangible, IP is more difficult to be protected.

PROTECT YOUR IP USING
1.copyright

- Copyright is the exclusive right to control creative works created by the author, copyright owner and performer for a specific period governed under the Copyright Act 1987 (MyIPO).

2. patent

- is an exclusive right granted for an invention, which is a product or a process that provides a new way of doing something, or offers a new technical solution to a problem (MyIPO)

3. trademark

is a sign which distinguishes the goods and services of one trader from those of another. A mark includes a device, brand, heading, label, ticket, name, signature, word, letter, numeral or any combination of these

In terms of Intellectual Property
1. Copyrights

Copyright is a legal right created by the law of a country. It allows the creator of an original work to have the exclusive rights to its use and distribution, usually for a limited time, so that the creator can receive compensation for their intellectual effort. Copyrighted works or materials which are stolen and reproduced are known as "piracy" or "plagiarism".

2.  Creative Commons

established to allow creators to communicate which rights they reserve, and which rights they waive for the benefit of recipients or other creators.

3. Plagiarism
the practice of taking someone else's work or ideas and passing them off as one's own

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• Artificial Intelligence  (AI)
• Algorithms
• Computation
• Computer Architecture
• Software Systems

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The process of writing computer programs (source code) .
• How to write source code?
• How to convert source code into machine language?
• How to run/execute source code?
• What is programming language?

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A programming language is a formal computer language designed communicate communicate instructions to machine, particularly a computer .
• Programming languages can be used to create programs to control the behavior of a machine or to express algorithms .

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1. Digital communications describes a process in which two or more computers or devices transfer data, instructions, and information.

2. Devices that serve as sending and receiving devices are servers, desktops, laptops, tablets, smartphones, headsets,  portable media players,  handheld game devices and GPS receivers in vehicles.

3. Transmission media consist of phone and power lines, cable television and other underground lines, microwave stations and satellites.

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1. Client/server network - One or more computers act as a server and the client computers and mobile devices access the server(s). Connections can be wired or wireless and may occur through a communications device.

2. Peer-to-peer (P2P) network - Each computer or mobile device on a P2P network shares its hardware and software with other computers and mobile devices on the network. Connections can be wired or wireless and may occur through a communications device.

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- Computer communicates through language called machine language
-Programs written in machine language do not have to be translated
- Machine language programs are tedious and demanding to write, so computer developers created languages easier to use.

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Help users establish a connection to another computer, mobile device, or network

Manage the transmission of data, instructions, and information

Provide an interface for users to communicate with one another

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- First easier-to-use developed were assembly languages that use the computer itself to perform many of the most tedious aspects of programming.
- Easier than programming in machine language, assembly language programming still required the programmer to think like the computer in terms of the individual instructions
- Programs are written symbolically using English words (mnemonics)
- Assembler translates the assembly language program (source program) into machine language (object program), so that it can be loaded into memory and carried out by the control unit
- assembly languages still in use but supplanted by third and fourth Generation Languages (3GLs and 4GLs) and object-oriented programming (OOP) languages

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Network Communications Standards and Protocols

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Network Communications Standards and Protocols

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1. Ethernet - A network standard that specifies no central computer or device on the network ( should control when data can be transmitted.

2. Token ring - specifies that computers and devices on the network share or pass a special signal (token).

3. TCP/IP - A network protocol that defines how messages (data) are routed from one end of a network to another

4. Wi Fi - identifies any network based on the 802.11 standard that specifies how two wireless devices communicate over the air with each other.

5. 4G LTE (Long Term Evolution) - A network standard that defines how high speed cellular transmissions use broadcast radio to transmit data for mobile communications.

6. Bluetooth - A network protocol that defines how two Bluetooth devices use short range radio waves to transmit data.

7. UWB (Ultra wideband) - A network standard that specifies how two UWB devices use short range radio waves to communicate at high speeds with each other.

8. IrDA (Infrared Data Association) - transmits data wirelessly via infrared ( IR ) light waves.

9. RFID (Radio Frequency Identification) - A protocol that defines how a network uses radio signals to communicate with a tag placed in or attached to an object, an animal, or a person.

10. NFC (Near Field Communication) - A protocol, based on RFID, that defines how a network uses close range radio signals to communicate between two devices or objects equipped with NFC technology.

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Cable

DSL

FTTP

T-Carrier

ATM

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Any type of hardware capable of transmitting data, instructions, and information between a sending device and a receiving device.

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- Procedural languages
express a step-by-step procedure devised by programmer to accomplish the desired task.
- Earliest procedural language is FORTAN (FORmula TRANSlator)
- Other popular procedural language :

COBOL (common business oriented language)

BASIC (beginner's all-purpose symbolic instruction code)

c

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Human Computer Interaction (HCI) Definition

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Human Computer Interaction (HCI) Definition

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Is the study, planning and design of how people and computers work together.
Man-Machine Interaction or Interfacing, concept:
- Human-Computer Interaction and the reason fact is, it is the most sophisticated machines are worthless unless they can be used properly by men.

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- Productivity languages and nonprocedural languages (easier than 3GL)
- Gives a precise statement and not explain how to do it
- Employ English-like words and phrases, the use of icons, graphical interface and symbolical representations
- Sorter ,easier to write, easier to modify, easier to read and understand, and less error-prone than 3GL programs.
- The main domains and families of 4GLs are:
• Database queries
• Report generators
• Data manipulation, analysis and reporting
• Graphical user interface (GUI) creators
• Mathematical optimization optimization
• Web development
- Many GL contain the ability to add 3GL code to introduce specific system logic into 4GL program
- First most 4GLs added a web interface (could be used without any special software on the Pc)
- focus to business intelligence (BI)
- Popular business intelligence (BI) today:

webFOCUS

IBM Cognos 8 Business Intelligence

MicroStrategy 9

SAP BusinessObjects (Germany)

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1. Broadband modem - Sends and receives data and information to and from a digital line.

2. Wireless modem - uses a mobile phone provider’s network to connect to
the Internet wirelessly from a computer or mobile device.

3. Wireless access point (WAP) - A central communications device that allows computers and devices to transfer data wirelessly among themselves or to a wired network.

4. Router - Connects multiple computers or other routers together and transmits data to its correct destination on a network.

5. Network card - Enables a computer or device that does not have built in networking capability to access a network.

6. Hub or switch - A device that provides a central point for cables in a network.

7. Home network - Many home users connect multiple computers and
devices together.

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Definition of HCL
-HCI is a design that should produce a fit between the user, the machine and the required services in order to achieve a certain performance both in quality and optimality of the services.

Main term Functionality
-Functionality of a system is defined by the set of actions or services that it provides to its users and provides function needed by users to perform their tasks. However, the value of functionality is visible only when it becomes possible to be efficiently utilized by the user.
Main term Usability
-Usability of a system with a certain functionality is the range and degree by which the system can be used efficiently and adequately to accomplish certain goals for certain users. The actual effectiveness of a system is achieved when there is a proper balance between the functionality and usability of a system which ease of use and learnability.

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Transmission media carries one or more communications signals

Broadband media transmit multiple signals simultaneously

Bandwidth is the amount of data, instructions, and information that can travel over
transmission media

Latency is the time it takes a signal to travel from one location to another
on a network

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1. Twisted pair cable - Consists of one or more twisted pair wires. Each twisted pair wire
usually is color coded for identification. Landline phone networks and LANs often use
twisted pair cable.

2. Coaxial cable - On coaxial cables, data travels through a copper wire. A computer connected to a modem, which also is connected to the CATV
network through a coaxial cable.

3. Fiber optic cable - Consists of hair thin strands of glass or plastic that carry data as
pulses of light.

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- the programmer use a language that is relatively easy for humans to learn and use.(design for humans not computers)
-translated into many machine language instructions and has no direct relationship to the machine language which must eventually translated
- 2GLs, 3GLs and 4GLs are largely machine independent (can be run on many different types of computers)

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1. Broadcast radio - A wireless transmission medium that distributes radio signals through the air over long distances.

2. Cellular radio - A form of broadcast radio that is in wide use for mobile communications.

3. Microwaves - Radio waves that provide a high speed signal transmission.

4. Communications satellite - A space station that receives microwave signals from an earth based station, amplifies it and broadcasts the signal over a wide area to any number of earth based stations.

5. GPS (global positioning system) - A navigation system that consists of one or more earth based receivers that accept and analyze signals sent by satellites in order to determine the receiver’s geographical location.

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User Centered Design (UCD): Usability Principles

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User Centered Design (UCD): Usability Principles

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Design
-It takes mental energy to select the right control for the desired burner.

Designs that Hinder Users
-Some of the components notice from the elevator:
• The Emergency Call button and the elevator button are at the exact same height, just on opposite sides of the doors.
• The Emergency Call button is closer to the elevator door than the elevator button.

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- 3GLs and 4GLs must be translated in to machine language
- Interpreter is when each source program statement is executed as soon as that single statement is translated
- Compiler is when the entire program is translated into machine language before any of the program is executed

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Definition
The degree of activity that involves a user with a machine that should be thoroughly thought. Also, the user activity has three different levels known as physical, cognitive, and affective.

The physical aspect determines the mechanics of interaction between human and computer:
• The cognitive aspect deals with ways that users can understand the system and interact with it.
• The affective aspect is a more recent issue and it tries not only to make the interaction a pleasurable experience for the user but also to affect the user in a way that make user continue to use the machine by changing attitudes and emotions toward the user.

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- To make the computer solve given problem without the programmer
- User need to focus problems and condition needs to be met (not worrying about how to implement routine or algorithm)
- Used mainly in AI research (OPS5 &Mercury)

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A user interface design process that focuses on usability goals, user characteristics, environment, tasks, and workflow in the design of an interface. UCD follows a series of well-defined methods and techniques for analysis, design, and evaluation of mainstream hardware, software, and web interfaces.

The Understanding of UCD:
Human-centered design is an approach to interactive system development that focuses specifically on making systems usable. It is a multi-disciplinary activity.

Principles of human centered design:
• Active involvement of users.
• Appropriate allocation of function between user and system.
• Iteration of design solutions.
• Multidisciplinary design teams.

6 key principles that will ensure a design is user centered:
1) The design is based upon an explicit understanding of users,
tasks and environments.
2) Users are involved throughout design and development.
3) The design is driven and refined by user-centered evaluation.
4) The process is iterative.
5) The design addresses the whole user experience.
6) The design team includes multidisciplinary skills and perspectives.

Importance of User-Centered Design:
• Satisfy the user with a more efficient and user-friendly experience
• Increase loyalty and return visits
• Establish a more relevant and valuable website
• Create websites that supports rather than frustrates the user

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1) Early focus on users and tasks
▪ Structured and systematic information gathering which consistent across the board.
▪ Designers trained by experts before conducting data collection sessions

2) Empirical Measurement and testing of product usage
▪ Focus on ease of learning and ease of use
▪ Testing of prototypes with actual users

3) Iterative Design
▪ Product designed, modified and tested repeatedly.
▪ Allow for the complete overhaul and rethinking of design by early testing of conceptual models and design ideas.

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1) understand user needs
2) establish requirements
3) prototyping alternative designs
4) evaluate designs

UCD Process: understand user needs
Who are the users:

• those who interact directly with the product
• those who manage direct users
• those who receive output from the product users’ capabilities vary in many dimensions:
• size of hands may affect the size and positioning of input buttons
• motor abilities may affect the suitability of certain input and output device
• height if designing a physical kiosk

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Their context, what information do they require and who collaborates to achieve the task.
Envisioned tasks:
• can be rooted in existing behaviour
• can be described as future scenarios

Method use to gather data:
Observation or ethnography, Interview, Questionnaire, Focus groups and Participant analysis.

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• What do users want?
• What do users ‘need’?
• Requirements need clarification, refinement, completion, rescoping
• Input: focus problem definition; user analysis data
• Output: stable requirements

Different kinds of requirements:
1) Functional: What the system should do and historically the main focus of requirements activities
2) Non-functional: memory size, response time, platform and constraints.
3) Data: What kinds of data to be sourced, stored and Web content.
4) Environment or context of use:
• Physical: dusty? noisy? vibration? light? heat? humidity?
• Social: sharing of files, of displays, in paper, across great distances, work individually, privacy for clients
• Organisational: hierarchy, IT dept remit, user support, training etc
5) Users: Who are they?
• Characteristics: ability, physical, background, attitude to computers
• System use:
• Novice: step-by-step, constrained, clear information
• Expert: flexibility, access or power
• Frequent: short cuts
• Casual or infrequent: clear instructions example menu paths
6) Usability and user experience qualities: Effectiveness, efficiency, safety, utility, learnability, memorability and fun also helpful

Example: self-service cafeteria system
• Functional= ​system will calculate cost of purchases
•Data= system must have access to price of products
•Environmental = will be carrying a tray, in a rush, noisy and talking
• User: most users under 25, comfortable with technology
•Usability= simple for new users, memorable for frequent users, quick to use, no waiting around for processing

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• In design field, a prototype is typically a small scale model
• Reasons for prototype
• Evaluation and feedback central to interaction design
• Stakeholders can see, hold, interact with prototype

Types of prototype:
-Lo-fi prototype= pen-and-paper, rough models and Storyboard, sketches.
> Used early in design and often used with scenarios, bringing more detail, and a chance to role-play, storyboards, series of sketches or individual, frames, showing how a user might and progress through activities
-Mid-fi prototype= schematic; simulated functionality
> Schematic form, simulated functionality and navigation, often based on screen printouts or screen simulations. Example tools use is Powerpoint
-Hi-fi prototype= looks something like the final system
> = Prototype looks more like the final system than a low-fidelity version, uses materials that you would expect to be in the final product, common high fidelity prototyping tools such as Macromedia Director, Visual Basic and Flash

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• A continuous iterative process examining:
-Early prototypes of the new system
-Later, more complete prototypes & product

• Looking for= Extent of functionality, effect of interface on user, specific roblems or issues, usability, user experience, other objectives for instance performance, designers need to check that they understand users’
and requirements and meeting key objectives

Two main types of evaluation reflecting different stages and
goals:
- Formative and ​Summative

Evaluation method:
• Involving users= quick and dirty, usability testing, field studies, Involving experts, ​predictive evaluation

HCI – Past, Present, Future
- Past HCI
Characteristic HCI in the past:
= Function or process centre
= Not much usage of graphic
= Early PC and mouse
- Present HCI
Characteristics HCI in the present:
= User centered
= OS development
= New technologies aimed at natural feel, motion captures, touch screen and multi-touch.
-Future HCI
Characteristics HCI in the future
= Faster, more precise as compare to current HCI technologies
= Minimal learning curve
= High mobility

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Holography is the science and practice of making holograms also a three-dimensional image formed by the interference of light beams from a laser or other coherent light source and a photographic recording of a light field, rather than of an image formed by a lens, which is seen without the aid of special glasses or other intermediate optics.

Hologram in Education
Benefits:
1. Have experts illustrate processes live, in person, in 3D
2. Connect geographically remote classrooms
3. Deliver lectures to multiple classrooms, anywhere, at the same time
4. A whole new dimension to instructional content