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Vocabulary flashcards generated from the CC 100 lecture notes covering Technology in Society, History & Generations of Computing, Network Fundamentals, and Areas of Computing.
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Social Media
Electronic communication platforms where users can create online communities, share information, exchange ideas, send messages, share photos and videos, and interact with other people.
Hashtag (#)
A tool that can transform a personal experience into a global conversation.
Crisis Mapping
A practice that uses technology to collect and organize information during emergencies from sources like emails, text messages, blog posts, and social media posts.
Web 1.0
An early stage of the World Wide Web where users mainly consume information.
Web 2.0
A web stage characterized by user interaction, creation, and sharing through social networking, blogs, wikis, and collaborative platforms.
Cognitive Surplus
The combination of free time, digital tools, creativity, and connectivity that allows people around the world to voluntarily contribute and collaborate on projects.
Crowdfunding
The process of raising money for an idea or project by gathering small financial contributions from many people.
Collaborative Consumption
The practice of using or sharing a product or service more efficiently through collective access rather than individual ownership.
Computer Literacy
Understanding the capabilities and limitations of computers and being able to use them safely and efficiently.
Misinformation
Fake or inaccurate information that is shared unintentionally.
Disinformation
Fake or inaccurate information that is shared intentionally.
Malinformation
Real information that is shared with the intent to cause harm to people.
Artificial Intelligence (AI)
A branch of computer science focused on creating computer systems that can perform tasks usually associated with human intelligence, such as learning, reasoning, and problem-solving.
Supervised Learning
A machine learning approach where an AI system learns and trains using labeled examples.
Unsupervised Learning
A machine learning approach where an AI system examines data and identifies patterns or structures on its own without predefined labels.
Information Technology (IT)
A field focused on the management and processing of information, applying technology to support people, networks, systems, and organizations.
Computer
An electronic device programmed to accept data (input), process data into useful information, produce output, and store it for later use.
Cuneiform
A system of writing devised around 3000 B.C. by the Sumerians in Mesopotamia (Southern Iraq).
Abacus
One of the earliest information processors, constructed with a frame, upper deck, lower deck, beam, rods, and beads.
Slide Rule
An early example of an analog computer invented in the early 1600s by William Oughtred.
Pascaline
A mechanical computing machine invented around 1642 by Blaise Pascal.
The Reckoner
A mechanical calculating machine invented by Gottfried Wilhelm Von Leibniz.
Analytical Engine
A mechanical general-purpose computer design created by Charles Babbage that incorporated parts similar to modern computers, such as the store, the mill, and punch cards.
Augusta Ada Lovelace Byron
Recognized as the first computer programmer for her pioneering work on Charles Babbage's Analytical Engine.
Morse Code
A system using dots and dashes developed in 1835 by Samuel Morse to transmit information electronically.
Harvard Mark I
A massive 5-ton electromechanical computer built by Howard Aiken and completed in 1942, containing approximately 750,000 parts.
ENIAC
Electronic Numerical Integrator and Computer; one of the first electronic computers using vacuum tubes, developed by John Mauchly and J. Presper Eckert and supported by the U.S. Army.
EDVAC
Electronic Discrete Variable Automatic Computer; an early stored-program computer project featured in John Von Neumann's influential 1945 report.
First Generation Computers
Computers (1946–1956) that used vacuum tubes, required special air-conditioned rooms, performed 2,000 to 16,000 additions per second, and had main memory of 100 bytes to 2 kilobytes.
Second Generation Computers
Computers (1959–1965) that replaced vacuum tubes with transistors, increasing processing speeds to 6,000–3,000,000 operations/sec at one-tenth the price of first-generation models.
Third Generation Computers
Computers (1965–1972) built using integrated circuits (multiple transistors on a silicon chip), capable of 10,000 to 400,000,000 operations per second.
Fourth Generation Computers
Computers (1972–present) utilizing microprocessors with large-scale and very large-scale integrated circuits, capable of performing over 500,000 to 1,000,000,000 operations per second.
Fourth Industrial Revolution (4IR)
The current era of technological development characterized by the convergence of digital, physical, and biological technologies, including AI, IoT, robotics, and Big Data.
Local Area Network (LAN)
A network that supplies connectivity to a group of computers in close proximity, such as within an office building, school, or home.
Metropolitan Area Network (MAN)
A network designed to interconnect users with computer resources across a town, city, or large university campus.
Wide Area Network (WAN)
A network spanning a large geographic area (such as a state, province, or country) that connects multiple smaller networks like LANs or MANs.
Wi-Fi (Wireless Fidelity)
A wireless networking technology that allows computers and other devices to communicate using wireless signals.
Ethernet (CAT 5)
A type of network cable for local area networks that carries frequency signals between computers.
Router
A networking device whose primary function is to connect different networks together, direct data movement, and act as a protective firewall.
Modem
Short for Modulator-Demodulator; a device or program that enables a computer to transmit data over telephone or cable lines.
Internet Protocol (IP)
The standard method by which information is addressed and sent between computers over the Internet.
Transmission Control Protocol (TCP)
A set of rules used alongside IP to send data in message units (packets) between devices on a network.
Intranet
A restricted, private computer network used within an organization or school using Internet protocols.
Server
A central computer that runs software and stores data to fulfill requests from multiple client devices.
Osborne 1
An early portable computer that pioneered portable computing design.
GRiD Compass
An early laptop design that contributed to modern clamshell computer form factors.
Compaq Portable
An early computer that helped popularize portable IBM-compatible computing.
Personal Digital Assistant (PDA)
A handheld computing device designed to organize personal information such as calendars, contacts, notes, and emails.
Quantum Computing
A computing methodology based on quantum mechanics that uses qubits to represent combinations of 0 and 1 simultaneously.
Computer Science (CS)
The study of computation, algorithms, programming, data structures, and computational systems focused on theoretical foundations and problem-solving.
Software Engineering
A systematic approach that applies engineering principles to the design, development, testing, deployment, and maintenance of reliable software.
Software Development Life Cycle (SDLC)
A 7-stage structured process used in software engineering: Planning, Requirement Analysis, System Design, Software Development, Testing, Deployment and Launch, and Maintenance.
Application Development
The specific software development activity focused on creating applications that solve explicit problems or carry out targeted tasks.
Big Data
Extremely large, complex, and rapidly generated datasets characterized by Volume, Velocity, Variety, Veracity, and Value.
5Vs of Big Data
The core characteristics of Big Data: Volume (huge amount), Velocity (high speed), Variety (different formats), Veracity (uncertainty/inconsistencies), and Value (extracting useful data).
Blockchain
A distributed, decentralized digital ledger that records transactions across blocks in a chain to ensure data integrity, transparency, and immutability.
Cloud Computing
The delivery of on-demand computing services—such as storage, processing power, databases, and software—over the Internet.
Infrastructure as a Service (IaaS)
A cloud service model providing raw, virtualized computing resources (virtual machines, storage, networking) managed partially by the client.
Platform as a Service (PaaS)
A cloud service model providing an environment for developers to build, test, and deploy applications without managing underlying infrastructure.
Software as a Service (SaaS)
A cloud service model delivering complete, fully hosted software applications directly to end-users via the Internet.
Reinforcement Learning
A machine learning paradigm where an agent learns to make decisions by interacting with an environment and receiving feedback in the form of rewards or penalties.
Internet of Things (IoT)
A system of physical objects equipped with sensors, software, and connectivity that collect and exchange data over networks.
Smart Cities
Urban areas that leverage connected IoT devices, sensors, and data analytics to optimize public services and elevate urban living standards.
Cybersecurity
The discipline of defending systems, networks, applications, and digital information against unauthorized access, attacks, and disruptions.
CIA Triad
A fundamental cybersecurity framework centered around three key tenets: Confidentiality (secrecy), Integrity (accuracy), and Availability (accessibility).
Phishing
A social engineering attack involving fraudulent messages designed to trick users into disclosing personal or sensitive information.
Malware
Malicious software specifically written to damage, disrupt, or gain illegal access to computer systems.
Ransomware
A form of malware that locks or encrypts data and systems, demanding financial payment for decryption keys.
Augmented Reality (AR)
A technology that overlays computer-generated digital information or virtual visual objects onto a user's real-world environment.
Virtual Reality (VR)
A technology that creates an immersive, completely computer-generated digital environment that replaces physical surroundings.
Creative Computing
The application of computing tools and software as media for creative expression, design, digital animation, art, and interactive media.
IT Service Management (ITSM)
Practices and activities aimed at designing, delivering, operating, and improving quality IT services to fulfill organizational goals.
Business Process Outsourcing (BPO)
The business practice of contracting non-core operational tasks (such as technical support or data entry) to external service firms.
Virtual Assistance (VA)
The remote delivery of administrative, technical, creative, or managerial support services using digital technologies.