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Spring 2013 CS 103 Computer Science – Business Problems

Spring 2013 CS 103 Computer Science – Business Problems. Instructor: Zhe He Department of Computer Science New Jersey Institute of Technology. Logistics. Section: 002 Time: Tuesday, Thursday 10:00 AM – 11:25 AM Room: MALL PC40 Website: http://web.njit.edu/~zh5/CS103

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Spring 2013 CS 103 Computer Science – Business Problems

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  1. Spring 2013 CS 103Computer Science – Business Problems Instructor: Zhe He Department of Computer Science New Jersey Institute of Technology

  2. Logistics • Section: 002 • Time: Tuesday, Thursday 10:00 AM – 11:25 AM • Room: MALL PC40 • Website: http://web.njit.edu/~zh5/CS103 • Moodle: http://moodle.njit.edu • Instructor: Zhe He Structural Analysis of Biomedical Ontologies Center Department of Computer Science

  3. Office Hour • Wed 2:30 - 4:00 PM • Room: MALL PC40 • Or by appointment

  4. Course Composition • Attendance • Exercise in class • One individual presentation • Homework assignments • One quiz • One midterm exam • One final exam

  5. Grading • Homework 15% • Individual presentation 10% • Quiz 10 % • Midterm exams 20% • Final exam 35% • Exercise in class and attendance 10%

  6. Letter Grade Guideline of CS Department • A 90-100 • B+ 86-89 • B  80-85 • C+ 76-79 • C  70-75 • D  60-69 • F <60

  7. Content • Introduction to Computer and Information System • Networking and Internet • Excel Essential skills • Introduction to Database Management System

  8. Course Material

  9. Course Material • Database Management Systems • http://infolab.stanford.edu/~ullman/dscb.html

  10. Tentative Content • 1. Intro to Information Technology • 2. Number System • 3. The Basics of Networking • 4. A Hypertext Markup Language (HTML) • 5. Web Search • 6. Mobile Technology • 7. The Basics of Excel • 8. Advanced skills of Excel • 9. Multiple Worksheets and Workbooks in Excel • 10. Intro to Database Management System • 11. Entity-Relationship Model • 12. Intro to Simple Query Language • 13. Intro to programming

  11. Lecture 1Intro to Information Technology(Part 1)

  12. Learning Objectives Explain why it’s important to know the right word Relate the connections among hardware, software, “the experience,” and data Define basic hardware and software terms Define and give examples of “idea” terms

  13. Hardware, Software, and the Experience • Computing in its most general form concerns data and three phenomena: • Hardware • Software, and • “the experience.”

  14. Hardware, Software, and the Experience • Hardware: • Computers are the physical embodiment of computation. • They represent one of the greatest technological achievements. • Few inventions are more important.

  15. Hardware, Software, and the Experience • Software: • Embodies the programs that instruct computers in the steps needed to implement applications. • Software, unrestricted by the physical world, can direct a computer to do almost anything.

  16. Hardware, Software, and the Experience • The Experience: • Together, hardware and software present a virtual world that doesn’t exist, but which we experience. • These experiences, dictated by the interaction of the virtual and physical worlds, are new and important.

  17. Computers Are Everywhere • They are in laptops, tablets, smart phones, music players, wireless mics, anti-lock brakes, TV remotes, credit card readers, etc. • In Q3 of 2011, 1.5 billion ARM processor chips have been shipped. • Annual shipments of ARM processor forecast to equal twice the world’s population in 2015.

  18. Computers Are Everywhere • Looking Inside: • Computers don’t always have keyboard and printer attached • Notice there are metal plates covering its internal parts • They shield the surrounding environment from electromagnetic radiation

  19. Computers Are Everywhere Figure 1.2 Top side of the main printed circuit board in the iPhone 3GS; for orientation, the USB port is at left, and processor and memory IC packages are identified. *32-bit describes the size of a typical operation; GB is short for gigabyte (1 billion bytes).

  20. Computers Are Everywhere (1136 x 640 at 326 ppi) Head-to-Head Comparisons

  21. Software Software is a collective term for programs Programs are the instructions computers perform to implement applications. A sample java program: public class HelloWorld { // method main(): ALWAYS the APPLICATION entry point public static void main (String[] args) { System.out.println ("Hello World!"); } } Software “instructs” the computer (hardware), by providing the steps needed to perform a task. The computer follows the program and carries out the instructions

  22. Software • The Software Stack • Concept used to structure and organize the software in contemporary computer systems • Series of layers of programs that implement user applications. • Each software layer implements operations used to build the layers above.

  23. Software

  24. Software • Referring to the figure on the previous slide: • To check out a video on YouTube video using a smart phone, you would: • use the browserapplication to get to YouTube • the browser app uses the window manager, and several other frameworks • the window manager uses media manager, and several other libraries • the media manager uses the display drivers, and several other kernel operations

  25. Software Writing software is a difficult and challenging They instruct an agent to perform some function or action by giving a step-by-step process. The agent is anything that can follow the instructions. For software professionals, the agent is a computer.

  26. Experience • People: • meet online and marry • make unfortunate Facebook posts and lose their jobs • spend hours listening to music, watching videos, and playing games • Most of our interactions with computers are recorded, virtual, and artificial

  27. Digital Information • Transformation • It is easy to enhance or embellish digital information • Photo editing, video editing, audio remixing are widely practiced • Photoshop has become a verb describing the act of changing a digital image

  28. Virtual Worlds • Virtual reality: a world created by computers to simulate the physical world • It isnot real, but is perceived “as if” it were • The full VR experience is still under development…but we see it all the time: • Keypads on a smart phone display • Spreadsheet software that look like accounting paper • GPS displays that show a map

  29. Google Glasses • Commercial • http://www.youtube.com/watch?v=JSnB06um5r4 • Live Demo at Google I/O • http://www.youtube.com/watch?v=D7TB8b2t3QE

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