4 - foundation the computer Flashcards

1
Q

it is comprises various elements, each of which affects the user of the system

A

computer system

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2
Q

____ _____ for interactive use, allowing text entry, drawing and selection from the screen

A

input devices

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3
Q

example of text entry

A

traditional keyboard,
phone text entry, speech and
handwriting

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4
Q

example of pointing

A

principally the mouse, but
also touchpad, stylus and others

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5
Q
A
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6
Q

6 standard input devices

A
  1. Keyboard Devices
  2. Point and Draw Devices
  3. Digitizer
  4. Data Scanning Devices
  5. Microphone
  6. Electronic cards Readers
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7
Q

display visual information

A

output devices

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8
Q

4 standard output devices

A

monitor screen,printer, plotters, projectors

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9
Q

is the ability of
a computer to receive and interpret intelligible handwritten
input from sources such as paper documents, photographs,
touch-screens and other devices.

A

handwriting recognition

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10
Q

limitation on speed on handwriting recognition

A

difficult to write at more than 25 words a minute

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11
Q

The field of automated handwriting recognition has achieved
significant real world success in targeted applications such as:

A

▪ address recognition on mail-pieces for sorting automation;
▪ reading of courtesy and;
▪ legal amounts on bank checks.

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12
Q

considered to be one of the most complex areas of computer science involving linguistics, mathematics and statistics

A

speech recognition

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13
Q

speech recognition commonly focused with

A

translation of speech from a verbal format to a text

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14
Q

number of factors can impact ____ ____ ____ , such as
pronunciation, accent, pitch, volume, and background
noise.

A

WER ( word error rate)

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15
Q

5 most commonly used methods in speech recognition

A

NLP, HMM, N-Grams, neutral networks, Speaker diarization

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16
Q

are of artificial intelligence which focuses on the interaction between humans and machines through language through speech and text

A

natural language processing (NLP)

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17
Q

utilized as sequence models within speech recognition, assigning label to each unit - i.e. words,syllables, sentences, etc. in the sequences

A

hidden markov models (HMM)

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18
Q

the simplest type of language model (LM), which assign probabilities to sentences of phrases

A

N - grams

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19
Q

process training data by mimicking the interconnectivity of the human brain through layers of nodes

A

neutral networks

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20
Q

algorithm identify and segment speech by speaker identity

A

speaker diarization (SD)

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21
Q

VUI stands for

A

voice recognition interface

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22
Q

allowing users to interact with technology through conversational interfaces, which are now integrated into homes, cars and public spaces

A

smart assistant and voice activated system

23
Q

the vast majority of interactive computer system would be unthinkable without some sort of ____ ____

A

display screen

24
Q

7 types of electronic display

A

cathode ray tube (CRT), color crt monitor, liquid crystal display (LCD), light emitting diode(LED), direct view storage tubes(DVST), plasma display, 3D display

25
Q

a technology which is used in traditional computer monitor and television

A

Cathode-Ray Tube(CRT)

26
Q

it is used in watches and portable computer

A

Liquid crystal display(LCD)

27
Q

a devices which emits when current passes through it.it is a semiconductor device.

A

light emitting diode(led)

28
Q

____ consumes more power compared to _____

29
Q

used to store the picture information as charge distribution behind the phosphor-coated screen

A

direct view storage tubes(dvst)

30
Q

a type of flat panel display which uses tiny plasma cells. it is also known as the gas-discharge display

A

plasma display

31
Q

also called stereoscope display technology. this technology is capable of bringing depth perception to the viewer

A

3D display

32
Q

the user-interaction paradigm for VR is an
extension of how people interact with the computing
systems using a graphical user interface (GUI).

A

virtual reality interaction

33
Q

8 common application of virtual reality interaction

A

▪ Flight simulators ▪ Architectural walk-throughs ▪ Design - interference testing (e.g. engine assembly) ▪ Teleoperation of robots in dangerous (Chernobyl) or
distant (Mars) locations ▪ Medical X-ray vision (e.g. ultrasound) ▪ Remote surgery ▪ Psychotherapy (e.g. fear of heights) ▪ Interactive microscopy

34
Q

7 devices for vr and 3d interaction

A

cockpit and virtual control, 3D mouse, data glove, vr helmet, touchless interaction, full body tracking, vr caves

35
Q

commonly used by helicopter and aircraft pilot

A

cockpit and virtual control

36
Q

rather than just moving the mouse on a tabletop, you can pick it up, move it in three dimension, rotate the mouse and tip it in forward and backwards

37
Q

consisting if a lycra glove with optical fibers laid along the fingers, it detects the joint angles of the fingers and thumb

A

data glove

38
Q

helmets or goggles worn in some vs system . as the users head moves around and user ought to see different parts of the scene

A

vr helmets

39
Q

two purposes of vr helmet

A

display the 3D world to each eye, allow user head posotion to be tracked

40
Q

it is the ideal hardware to experience hand tracking, which allow you to use your own hands in digital worlds

A

touchless interaction

41
Q

technology devices which are attached to the feet and the hands of the users, which enable the tracking of their position in the space

A

full body tracking

42
Q

it is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube

43
Q

4 others recent technology

A

wearable technology, Ubiquitous Computing and
IoT (Internet of Things), Tangible User Interfaces (TUI), Artificial Intelligence and Machine Learning (AI/ML)

44
Q

devices like smartwatches and AR glasses integrate seamlessly into everyday activities, enhancing user interaction by being always accessible and context-aware

A

wearable technology

45
Q

provide users with context-aware information

46
Q

allow users to interact with digital systems using real-world physical objects

A

tangible user interface(TUI)

47
Q

used to create more personalized user experience by analyzing user behavior and preferences

48
Q

4 several factors that can limit the speed of an interactive system

A

computation bound, storage channel bound, graphic bound, network cpacity

49
Q

The system should be
designed so that long delays are not in the
middle of interaction and so that the user
gets some idea of how the job is progressing.

A

computation bound

50
Q

The speed of
memory access can interfere with interactive
performance.

A

storage channel bound

51
Q

Clever coding can reduce the time taken by
common graphics operations, and there is
tremendous variability in performance between
programs running on the same hardware.

A

graphics bound

52
Q

Most computers are linked
by networks and this can mean using shared
files on a remote machine.

A

NETWORK CAPACITY