2022 CAT New Technology Terms PDF

Summary

This document provides an elaboration of new technology concepts for the Computer Applications Technology (CAT) subject, as per the 2021 exam guidelines. It outlines definitions, purposes, advantages, and applications of technology like Solid-State Drives, Memory Card Readers, and more, suitable for secondary school level education in South Africa.

Full Transcript

COMPUTER APPLICATIONS TECHNOLOGY ELABORATION OF TECHNOLOGY CONCEPTS [2nd EDITION – June 2022] PER THE CONTENT IN THE CAT CAPS AND...

COMPUTER APPLICATIONS TECHNOLOGY ELABORATION OF TECHNOLOGY CONCEPTS [2nd EDITION – June 2022] PER THE CONTENT IN THE CAT CAPS AND AS PER THE 2021 EXAMINATION GUIDELINES FOR CAT NOTE:  The depth of knowledge required for the existing concepts and terminology should include:  Definition – what it is  Purpose/Function – what it does, why it is needed  Advantages/Disadvantages  Benefits/Limitations  Applications in an ICT environment  The yellow highlighted concepts are additions to the previous Examination Guidelines.  YouTube videos for most of these concepts can be accessed at: With thanks to: CAT Officials:  Ellen Labuschagne (DBE IM),  Estelle Llewellyn (DBE IM/KZN),  Fotiene Avrakotos (Gauteng),  Vani Pather (KZN),  Shani Nunkumar (KZN),  Yvette Lourens (Northern Cape),  Sibongile Masondo (KZN) CAT and IT teachers and lecturers:  Anton van Kampen (Nico Malan High – Eastern Cape),  Sharon Oelofsen (Ladysmith High, KZN),  Reginald Govender (UKZN),  Kooraysha Moula (Maritzburg College) Edward Gentle (Limpopo), Claire Smuts (Gauteng) Table of Contents 1 SOLID‐STATE DRIVE (SSD)............................................................................................................................. 3 2 MEMORY CARD READER.............................................................................................................................. 4 3 MULTI‐TOUCH SCREEN................................................................................................................................. 5 4 HDMI (HIGH‐DEFINITION MULTIMEDIA INTERFACE)..................................................................................... 6 5 3D PRINTING/PRINTERS............................................................................................................................... 7 6 802.11 A/B/G/N........................................................................................................................................... 8 7 LTE (LONG TERM EVOLUTION)...................................................................................................................... 9 8 NEAR FIELD COMMUNICATION (NFC)......................................................................................................... 10 9 VIDEO COMMUNICATIONS......................................................................................................................... 11 10 URL SHORTENER........................................................................................................................................ 12 11 INTERNET OF THINGS (IOT)........................................................................................................................ 13 12 AUTONOMOUS VEHICLES........................................................................................................................... 14 13 DRONE TECHNOLOGY................................................................................................................................ 15 14 WEARABLE DEVICES AND WEARABLE TECHNOLOGIES................................................................................ 17 15 SHAPING (NETWORK TUNING)................................................................................................................... 19 16 THROTTLING (POLICING)............................................................................................................................ 20 17 GEOTAGGING............................................................................................................................................ 21 18 CLICK‐JACKING........................................................................................................................................... 22 19 RANSOMWARE.......................................................................................................................................... 23 20 SCREEN LOCK PATTERN.............................................................................................................................. 25 21 AUTHENTICATION...................................................................................................................................... 26 22 CROWD FUNDING...................................................................................................................................... 27 23 BYOD: (BRING YOUR OWN DEVICE)............................................................................................................ 28 24 BIG DATA................................................................................................................................................... 29 25 CRYPTOCURRENCIES.................................................................................................................................. 30 26 E‐LEARNING AND M‐LEARNING.................................................................................................................. 31 27 VIRTUAL REALITY (VR)................................................................................................................................ 34 28 AUGMENTED REALITY (AR)........................................................................................................................ 35 29 ARTIFICIAL INTELLIGENCE (AI).................................................................................................................... 36 30 4TH INDUSTRIAL REVOLUTION (4IR)............................................................................................................ 38 31 5TH INDUSTRIAL REVOLUTION (5IR)............................................................................................................ 40 32 BLOCKCHAIN.............................................................................................................................................. 42 ACTION VERBS USED IN EXAMINATION PAPERS................................................................................................. 45 STORAGE DEVICES AND MEDIA EXAMPLES OF GENERIC/COMMON STORAGE DEVICES AND MEDIA (CAPS p. 22) 1 Solid-State Drive (SSD) Definition/Description A solid state drive is a storage device that  what it is has no moving parts making it silent and more robust than an HDD. Solid state drives operate much faster than traditional hard drives as they store data electronically and not magnetically as with a traditional hard drive. A solid state drive Purpose and function Gives faster access to stored files when compared to an HDD.  what it does Used as secondary storage to store data, program files and operating  why it is needed system files. Improves the general performance of a computer and is often used in combination with a hard drive. The SSD provides very fast access to the most important files, improving performance while the cheaper HDD provides storage to large files such as media, where performance loss is not crucial. Simple explanation of how SSD uses microchips – it contains no moving parts like an HDD. it works SSD uses 'flash‐memory' which is similar to RAM but non‐volatile. Data is not lost when the power goes off. SSD uses a grid of electrical cells to quickly send and receive data. The essential SSD components includes a host interface meaning there is an interface provided that allows the SSD to communicate with the driver (uses a standard SATA connection) Advantages/Benefits Read/write speed (data access) of SSD is very fast, which leads to a shorter boot time and better performance than an HDD. SSD is less likely to get damaged because of no moving parts. SSD is silent due to no moving parts which becomes factor in a data centre with many hard drives. SSD uses 'flash memory' to store data and is not affected by magnetic interference. SSD has low power consumption. Disadvantage SSDs are more expensive than HDDs per GB of storage space, but in recent times this price gap is becoming smaller. Almost impossible to do a data recovery from an SSD. Limitation SSDs have a limited number of write cycles. The SSD can wear out after using it for a long time as data can be written to or erased from the same place in flash memory for a limited number of times. Limited in availability – not readily available in stores, may have to be ordered in advance Application in an ICT Are found in tablets and PCs, laptops, computer games, etc. environment / Standard for ultra‐thin and high‐performance laptops/ultra‐books. (Examples of the Would be preferable for workloads that require higher performance, technology in practice) quick read/write speeds, for example, database applications. 3 STORAGE MEDIA AND DEVICES (memory cards) (CAPS p. 22) 2 Memory Card Reader Definition/Description A card reader is a device connected to a computer designed to accept and  what it is read data from different types of storage media, such as SIM and SD cards and flash drives. Card reader used to read different sizes of cards Purpose and function A memory card reader is a device, typically having a USB interface, for  what it does accessing the data on a memory card such as a Secure Digital (SD) or  why it is needed Multimedia Card (MMC). Most card readers also offer write capability. Advantages/Benefits Card readers transfer images to a computer faster than transferring from a digital camera. Card readers consume little energy or power. Data/Photos can be transferred to the PC without the device/camera being present. A multiple memory card reader allows you to read from or write to many different cards. An internal card reader on a laptop enables additional storage, without having to carry around an extra device. Disadvantages/Limitations Frequent use of a card reader can damage the memory card if mishandled. Can be cumbersome to carry an external card reader around to use on a USB port. Combination card reader and USB drive Application in an ICT Card readers are integrated into most modern laptops and, desktop environment / computers and some medium to high‐end printers. (Examples of the Integrated into almost all mobile devices. technology in practice) Many portable devices like cameras use memory cards that require a memory card reader for access to media. 4 INPUT AND OUTPUT DEVICES INPUT (Basic concepts, features and uses) (CAPS p. 20) 3 Multi-touch screen Definition/Description A multi‐touch screen is a feature of a  what it is screen that allows it to register more than one point being touched simultaneously. Example of a multi‐touch screen Purpose and function  Multi‐touch technology works with trackpads (or touchpads) and touch‐  what it does screen interfaces, like those found on laptops, smartphones and tablets.  why it is needed  Multi‐touch technology allows users to interact with their devices by expanding the number of interface options. Rather than simply swipe and tap, multi‐touch allows the user to zoom, scroll, select, etc.  Multi‐touch technology is designed to provide touch‐screen interfaces with the same sort of flexibility and usability that a traditional mouse and keyboard provide, while also providing for a more intuitive and seamless user experience. Advantages A multi‐touch screen offers more functionality without using menus. Multi‐touch technology can allow multiple users to interact through the same screen, enhancing amusement game applications. Limitations There is a limit as to how many physical touches are possible on a small screen. Application in an ICT Use two or more fingers to pinch and stretch to control the zooming on environment / tablets. (Examples of the Five fingers are used in a pinching gesture/motion to close apps on an technology in practice) iPad. Some touch screens also respond to finger motions such as sliding your finger to drag an object. Examples of multi‐touch technology include smartphones, tablets, laptops, touch tables and walls (like those found in museum exhibits and commercial spaces). Accessibility technology on smartphones often uses multi‐touch ability to offer particular functionality to people who are sight impaired. 5 WHAT DETERMINES THE QUALITY OF MONITORS AND PRINTERS (CAPS p. 30) 4 HDMI (High-Definition Multimedia Interface) Definition/Description High‐Definition Multimedia Interface (HDMI) is a standard/port for  what it is connecting high‐definition video devices, such as computer monitors, video projectors and digital television, etc. HDMI carries high quality video and audio signals, and there is no need for separate audio cables as with VGA. HDMI ports HDMI cables Purpose and function The HDMI interface allows a port to send high‐resolution digital video,  what it does theatre‐quality sound, and device commands through a connector and  why it is needed down a single cable. There are several types of HDMI cable, each designed to support a video resolution and features in the HDMI specification. A single HDMI cable will carry both the video and audio signal from a device to your display. A HDMI cable is most frequently used to connect a laptop to a data projector or a television. Advantages Higher quality: HDMI enables loss‐less transmission and better quality video at low brightness scenes at higher resolutions. HDMI has the ability to transport a high bandwidth of data (video, audio and now 3D and Ethernet) using a single cable. For the average consumer, the ability to connect their TV and DVD player with just one cable certainly makes setting up a home entertainment system less daunting. Disadvantages Switching delays: Sometimes, blank screens can be caused due to authentication delays. There can also be screen flashing errors. Physical cable with a bandwidth limit of 10 GB/sec (4K) is still required. Application in an ICT Virtually every TV, AV receiver, DVR, Blu‐ray Disc Player, and set‐top box environment / today comes standard with HDMI technology. (Examples of the technology in practice) Other examples where HDMI technology is used is: game consoles, soundbars, etc. Video https://youtu.be/t4JsatRruuM 6 GENERIC COMMON OUTPUT DEVICES (CAPS p. 20) 5 3D printing/printers Definition/Description 3D printers can create three‐dimensional solid objects from a digital model  what it is of the item by adding successive layers of material on top of one another. Close-up of a 3D-printer showing An ORDbot Quantum 3D printer how it prints in layers Purpose and function  To be able to produce a 3D reproduction, the 3D printer reads the  what it does design from a 3D printable file and then fuses layers of liquid, powder,  why it is needed paper pulp or sheet material on top of one another to build the model. These layers correspond to the computer‐generated cross sections of a Computer‐aided Design (CAD) model. Advantages  3D printing is much cheaper than other manufacturing methods.  3D printing technology enables home users to have access to machines that can build 3D models.  Parts needed for a project can be made 'on‐demand'.  Clients can examine a physical model before manufacturing/building starts (e.g. a miniature of a new mall being developed). Disadvantages  It can take a long time to create models for 3D printers.  Limited materials can be used for 3D printing – almost all 3D printers use some form of plastic for their models.  Consumables used in 3D printing are relatively expensive.  Various processes are needed to clean up models before they are useable, such as sanding, curing, etc. It is also time‐consuming and costly to assemble multiple parts of a larger model.  Emissions may possibly be toxic (smelly/odour). Limitations  Model size is limited to the printer size  Can only print in one material at a time  Not suitable for mass production/It takes long to print objects  Not all objects can be created/printed  Complete re‐print is required if any errors occur Application in an ICT One can create three‐dimensional solid objects (for example, motor vehicle environment / parts, human tissue replacement, jewellery, clothing, buildings, boats, etc.) (Examples of the technology in practice) Video https://www.youtube.com/watch?v=uQvN10kGKrk 7 COMMUNICATION AND COMMUNICATION DEVICES OVERVIEW OF PORTABLE AND MOBILE INTERNET ACCESS (BASIC CONCEPTS) (CAPS p. 35) STANDARDS FOR WIRELESS COMMUNICATION 6 802.11 a/b/g/n Description/Definition 802.11 a/b/g/n refers to a set of specifications and protocols used in  what it is communication on a wireless network. The letters (a, b, g, n) simply indicate different versions of the Wi‐Fi standard (each with different speeds, etc.) These notes only refer to the Wi-Fi standard – you still need to learn all about Wi-Fi in your textbook. Simple explanation of how Devices that have the appropriate wireless capability can communicate it works with other devices by using Wi‐Fi (wireless fidelity), which identifies any network based on the 802.11 standards. 802.11 is a series of network standards that specifies how two wireless devices communicate over the air with each other or put very simply, it is a wireless connection to a physical network or network device. Application in an ICT Wi‐Fi communication in hotspots. environment / This standard will indicate whether a device has Wi‐Fi capabilities when (Examples of the you are making a buying decision. technology in practice) 8 OVERVIEW OF PORTABLE AND MOBILE INTERNET ACCESS (BASIC CONCEPTS) (CAPS p. 35) 7 LTE (LONG TERM EVOLUTION) Definition/Description LTE (Long Term Evolution) is a standard used  what it is in wireless communication which provides for high‐speed data transfers between cellular devices (such as smartphones and tablets) and ISPs. It is the next generation of cellular connectivity after 3G, sometimes also called 4G. Purpose and function  Put simply, it is the next generation (after 3G) of cellular connectivity  what it does used for data transfer, such as browsing the internet.  why it is needed  It is a very fast way for mobile devices to connect to the internet. Advantages  LTE offers a very fast connection/faster download and upload speeds.  LTE enables users to watch videos, stream a radio station, play online games, and browse the internet. Disadvantages/Limitations  LTE is more demanding on mobile device batteries than 3G and 2G.  LTE coverage may be limited to certain areas.  If a user has an LTE connection, videos (e.g. YouTube) will automatically stream in the highest available quality. Application in an ICT  LTE is frequently used for fast internet access. environment / (Examples of the technology in practice) Every new generation of cellular communication is faster than the previous generation. For example, 4G/LTE is faster than 3G. 5G is faster than 4G. 9 WIRELESS TECHNOLOGY (PRINTERS) (CAPS p. 30) Wi‐Fi HOTSPOTS, WiMAX, BLUETOOTH (CAPS p. 35) 8 Near Field Communication (NFC) Definition/Description Near Field Communication (NFC) is a standard that allows devices such as  what it is smartphones to connect wirelessly simply by touching them together or bringing them into close proximity. Purpose and function NFC is a technology built upon radio‐frequency identification, or RFID, which  what it does allows a gadget to send radio waves to another gadget or to another RFID‐  why it is needed enabled tag and to trigger a certain action. NFC makes tap‐and‐go services possible and is often used in smartphones and smartwatches. Advantages/Benefits  NFC offers a certain amount of security, as a hacker would need to be close to the target to access NFC‐data exchange.  NFC can be used to change settings automatically on devices such as smartphones.  Makes quick contactless data transfer by a single tap on a screen possible, for example, contactless tap‐and‐go card transactions. Disadvantage/Limitation  NFC has a comparatively low transfer speed – so it is not the best method for transferring large files such as videos. Application in an ICT environment / Basically, you can use NFC to do most things in your daily life, (Examples of the technology in for example: practice)  exchange data by just touching two smartphones together  pay and transfer data using NFC technology  launch an app on someone else's smartphone  send directions to someone if you are near to them  use NFC when travelling, for example, manage your trips or to scan your boarding pass at an airport checkpoint  connect with different NFC tags  pair tech accessories like speakers with NFC Near Field Communication example  log in to your work computer with just a tap of the phone  unlock your car doors  control your car or home (using NFC chips and a smartphone)  keep track of your health and fitness stats, etc. Videos https://www.youtube.com/watch?v=_64mAcOn444 https://www.youtube.com/watch?v=Wim4TqMzgVQ https://www.youtube.com/watch?v=m6PFtsvpMxA 10 VIDEO COMMUNICATIONS ‐ (E G 2021) 9 Video communications Definition/Description Video communication is the transmission of data via live video streaming or  what it is video sharing. Three main types of video communication are:  Video calling  Video conferencing  Video sharing Purpose and function  Video calling: two or more people to communicate using video on their what it does smartphones or personal computers, using the same internet why it is needed platform/software or smartphone/landline number.  Video conferencing: two or more people share a live visual connection from different locations. Each participant is able to see all participants in a grid with multiple screens. It uses Multipoint Control Unit to select and combine the video streams of the participants and allows text chat and file sharing while the conference is active.  Video sharing: sharing video during meetings/presentations. This is a feature of most video conferencing software. Advantages  Video communication technology is able to connect people/employees, in one meeting, from different locations all over the world.  In business, it can establish real‐time connection with clients, suppliers, and partners.  Video communication allows families and friends to have conversations where they can all see each other while they are in different locations. Disadvantages  Video communication uses a lot of data.  Fast internet connection is needed for smooth video/Buffering may occur because of a slow internet connection. Limitations  Video communication is only possible with an internet connection.  Video communication is best used over an uncapped, broadband connection.  Needs special software/hardware and sufficient bandwidth, video display screen, microphone, webcam etc. Application in an ICT  Video conferencing apps: Zoom, MS Teams, Google Meets environment /  Video calling apps: WhatsApp, FaceTime, Google Hangouts, Skype (Examples of the technology in practice) 11 INTERNET TECHNOLOGIES WEB PAGE, WEBSITE, HYPERLINK) (CAPS p. 25) 10 URL shortener Definition/Description URL shortener is a tool or service which  what it is converts a long URL to a shorter version. This shorter version of the URL will take a user to the same web address but is easier to remember and/or type out. Examples of URL shortener services Purpose and function  A user can log into the URL shortening site, paste a long URL in and the  what it does URL shortening site will then shorten it and allow a user to use the new  why it is needed shortened URL to access the same website.  Shortened URLs can be customised. Advantages  A short URL is convenient for messaging communication apps such as Twitter which may limit users to the number of characters they can type in their message.  A short URL is much easier to remember or type without errors.  Using an online tool to shorten a link allows you to track the links that you created Disadvantages  Some websites prevent short, redirected URLs from being posted.  Some URL shorteners have unique domain names, which you have to use and may be a problem if you are trying to create a short, simple link.  There are certain URL shorteners, which cannot be customised, and which may make your URL appear as spam. Application in an ICT environment / (Examples of the technology in practice) From: https://www.fool.com/the‐blueprint/url‐shortener/ Examples:  TinyURL.com  Bit.ly  Diggbar  Su.pr  Bl.ink 12 11 Internet of Things (IoT) Definition/Description Internet of Things (IoT) refers to  what it is the trend whereby all sorts of objects and devices are increasingly being connected to one another via the internet. Various sensors in the devices can produce data for all sorts of purposes including diagnostics and running systems more efficiently. Example of IoT in a smart home Purpose and function Physical objects are embedded with sensors, software, etc., which connect  what it does and exchange data with other devices and systems over the internet, not  why it is needed dependent on human intervention. Advantages  Appliances can be started remotely before getting home.  Check on the status of appliance (is it still operational).  Manufacturer can diagnose problems without visiting.  Firmware can be upgraded.  Usage can be monitored (e.g. coffee machine in an office).  Data can be retrieved from these devices. Disadvantages  IoT may have negative implications for user privacy.  Cybercriminals can hack into a network via IoT devices and gain access to private information.  IoT may lead to an over‐reliance on technology. Application in an ICT  This can range from surveillance systems to geysers, washing machines, environment / 'smart' motor cars and traffic lights, etc. (Examples of the  Scenario 1: Smart thermometer on the roof automatically technology in practice) communicates with the smart air conditioner in the building to automatically turn on and off as the temperature drops / rises.  Scenario 2: If you buy products with RFID tags on them, your smart fridge can automatically pick up what items are in it, warn you early when something is close to the expiration date and suggest recipes. Your smart dustbin can also register which items you have thrown away, and automatically update your shopping list on your smartphone.  Biochip transponders on animals.  Wearable health monitors.  DNA analysis devices for environmental/food/pathogen monitoring. 13 12 Autonomous vehicles Definition/Description A self‐driving car, also known as an autonomous vehicle, driverless car, or  what it is robo‐car is a vehicle than can sense its environment and move safely with little or no human input. An autonomous vehicle is one that can drive itself from a starting point to a selected destination in an 'autopilot' mode using various in‐vehicle technologies and sensors to navigate on roads. Autonomous vehicle Purpose and function Autonomous vehicles use various technologies and sensors such as adaptive  what it does cruise control, active steering, anti‐lock braking systems, GPS navigation  why it is needed technology, lasers and radar. Advantages  Reduced accidents.  Reduced traffic congestion (vehicles can communicate with each other).  Lower Fuel consumption/Consumer savings on running costs.  Transportation for people who cannot drive/Increased access to transportation.  Reduced travel times. Disadvantages  Security issues due to possible hacking.  Computer/machine may malfunction/possible machine errors may occur. Limitations  Potential for loss of privacy as movements of the car can be tracked.  Requires very good network coverage. Application in an ICT  Delivery services and taxi services may be more efficient and cheaper. environment /  People with disabilities that prevent them from driving may have the (Examples of the opportunity to be more independent. technology in practice) Video https://www.youtube.com/watch?v=fZ102xfmH‐Y 14 13 Drone technology Definition/Description A drone is an unmanned aircraft. Essentially, a drone is flying robot that can  What it is be remotely controlled or fly autonomously through software‐controlled flight plans in their embedded systems, working in conjunctions with on‐ https://youtu.be/Cvvjda9y9Gk board sensors and GPS. A drone is a flying robot that can be remotely controlled, combined with advanced technologies including GPS, sensors, artificial intelligence, and video cameras. Purpose and function The two basic functions of drones are flight and navigation.  what it does  To fly a drone needs a power‐source such as a battery or fuel, propellers, rotors and a frame (which is made of lightweight materials).  Drones need a controller which is used remotely by an operator to launch, navigate and land it. Controllers communicate with the drone using radio waves, e.g. Wi‐Fi.  why it is needed Drones can be used to respond to emergencies but can also be useful during times of natural disasters. For example, unmanned aerial vehicles (UAVs) have been used to assess the damage, locate victims, and deliver aid to victims after a hurricane or earthquake, gathering information via mounted video cameras. Can be used where very slow flying is needed for exploration/scouting/reconnaissance, etc. Advantages  Drones are relatively inexpensive compared to manned aircraft, quick to deploy, can work rapidly, and can collect accurate data.  Drones can fly to areas that are difficult/impossible to access in other ways.  Drones can be useful tools for businesses – Drones can be used to do a rapid inspection of construction sites, power lines, or large‐scale industrial equipment. They can be used for aerial mapping of topography, or for preparation in building a road or digging a mine. Disadvantages  Collateral damage: Although drones can be used precisely, sometimes collateral damages occur. Drones can cause damage to property and people. The possibility of loss of signal from the controller, dead batteries, bird attacks, or even a sudden change in wind direction can easily cause a drone to plunge to the ground.  Invasion of privacy: Drones survey an area through a remote control. The high‐power zoom lenses, and its night vision make it easy to capture images or record activities in an area. Limitations  Battery life: The battery life limits the flying time of the drone and sometimes you need to have multiple batteries fitted on the drone to extend its flying time. Cold temperatures in an area reduce the battery life. 15  Weather changes: Weather changes in an area affects the use of drones. Most drones are designed to operate at a speed of 30 mph thus you cannot use them in an area with a wind speed of less than 20 mph. Flying drones in rain or snow can damage the electronic components and interfere with the communication between the drone and the controller.  The use of drones may be limited by air space rules/laws.  Some drones require a specific licence to be able to fly them. Application in an ICT  Agriculture – farmers can use drones to measure and record the growth environment / of their crops, insect infestation, etc. (Examples of the  Disaster management – drones can be used to survey the extent of wild technology in practice) fire damage in a specific area.  Drones can be used in situations where it is too dangerous to send in a manned aircraft.  Photography, filming, journalism – drones are used by television sport networks to capture sporting footage.  Scientific – drones with biological sensors can fly to unsafe areas to take the air quality readings and check for micro‐organisms or atmospheric elements.  Nature conservation and game ranging – in combination with geospatial imagery, drones are used to monitor and track animals.  Military – drones are deployed mainly for intelligence, reconnaissance, and surveillance missions.  Security companies use drones to provide surveillance systems for industrial, commercial, and residential properties.  Commercial use – drones are used for parcel deliveries, delivery medical supplies in remote areas, etc.  Insurance companies use drones to assess the damage to buildings, roof damages, etc.  Geographic mapping – drones that use 3D mapping are used to access dangerous coastlines or unattainable mountain tops. Video https://youtu.be/Cvvjda9y9Gk Additional reading: https://internetofthingsagenda.techtarget.com/definition/drone https://www.mydronelab.com/blog/drone‐uses.html 16 14 Wearable devices and wearable technologies Definition/Description Wearable devices and technologies are electronic mobile devices worn as  what it is accessories or part of clothing that continuously generate data from various environments and communicate with other devices/PC/networks. Purpose and function Wearable devices are used for tracking information on a real‐time basis.  what it does These devices have sensors which track information such as distance  why it is needed travelled, heart rate, oxygen saturation and temperature which can be transmitted to connected smart devices. The information between the wearables and the smart devices are synchronised. Advantages  Wearables are hands free and portable, facilitating mobility and connectivity for users to access online information conveniently and communicate with others immediately while on the move.  Wearables are connected to smart devices to which they transmit information. This allows us to view this information immediately or at a later time.  It allows for tracking of information without confinement to a particular physical location.  Information is collected and analysed, and a report is issued almost immediately.  There are several advantages of wearable devices in the health sector: encourages proactive healthcare, keeps patients engaged, and monitors vulnerable patients. Disadvantages  Some wearables have been known to measure data inaccurately on some occasions which can have serious implications.  Privacy concerns regarding wearables – may share information that violates privacy.  Wearable technology may pose security risks as they are always online and may be hacked or allow the wearer to be spied upon. Benefit  May allow companies to track employee health and fitness levels.  May help address employee safety – for example, caps worn by long‐ distance drivers to monitor fatigue or the level of alertness.  Can keep track of how your body reacts to exercise. Limitations  Size of the wearables may limit the tasks they are supposed to perform or makes it impossible for these devices to function on their own.  Small size usually results in small batteries, limiting their useful time. Application in an ICT  Smart watches provide a person with not only the time but notifications environment / of their calls, messages, e‐mails, social media updates, etc. (Examples of the  Fitness trackers and sport watches keep track on the number of technology in practice) steps/amount of time exercised and monitors heart rate. It can calculate and report on how many calories were burnt, etc.  Smart glasses can provide functionality in your peripheral vision like GPS navigation, the ability to easily take a photo, take incoming calls etc. 17  Smart clothing was developed to monitor such things as heart beats, blood glucose levels and fitness levels when worn.  Implantable wearable devices are surgically implanted under the skin and are usually used for medical reasons like tracking insulin levels, symptoms of diseases, etc.  The gaming industry adds more wearables, such as gloves and virtual reality headsets. Video: https://www.youtube.com/watch?v=wq2pgkx9DYU https://www.youtube.com/watch?v=NiBMgpUAHt4 https://www.youtube.com/watch?v=noiKR_yWniU Acknowledgements and further reading: https://www.happiestminds.com/Insights/wearable‐technology/ https://www.investopedia.com/terms/w/wearable‐technology.asp https://edu.gcfglobal.org/en/wearables/pros‐and‐cons‐of‐wearable‐technology/1/ 18 15 Shaping (Network Tuning) Definition/Description Shaping or Network Tuning is a technique where certain network (internet) services,  what it is for example, e‐mail, are given preference while others such as social networking services are given less priority, so performance is maintained for the more critical services. Purpose and function Internet Service Providers (ISP) to Home Users  what it does  Shaping is used on most consumer internet accounts. User will experience  why it is needed reduction of speed on the internet during peak periods.  Certain internet services may slow down to give other services priority. The ISP decides which services to shape.  Often torrent downloads are shaped because it is not seen as a priority service. Businesses/Organisations  The profiles for traffic shaping can be easily changed, to adapt the network to different uses. The network manager can run specific tools to enable the automatic change of network profiles, for instance according to the specific needs of certain hours of the day.  Traffic shaping is used to help organisations with centralized servers that are under heavy traffic manage their resources.  Traffic shaping is a quality of service (QoS) technique that is configured on network interfaces to allow higher‐priority traffic to flow at optimal levels even when the link becomes over‐utilised (thus, even if the internet usage is high, critical services can still work). Advantage/Benefit  Shaping allows a service provider to make critical data and essential services available without interruption. Disadvantages  The user may experience slow internet connection (at peak times). Application in an ICT Common uses of traffic shaping include: environment /  Time‐sensitive data may be given priority over traffic that can be delayed briefly. (Examples of the  Business‐related traffic may be given priority over other traffic. technology in  A large ISP may shape traffic based on customer priority. practice)  An ISP may limit maximum bandwidth consumption for certain applications to reduce costs and create the capacity to take on additional subscribers. This practice can effectively limit a subscriber's 'unlimited connection' (uncapped) and is often imposed without notification.  Traffic shaping is an integral component of the proposed two‐tiered internet, in which certain customers or services receive traffic priority for a premium charge (e.g. business clients pay the ISP more, but is never shaped). Example: If employees within a company download file types that use a lot of bandwidth and that are not related to the day‐to‐ day workings of that company, e.g. MP4 files, the company could shape the network so that important tasks such as sending and receiving company e‐mails would be given bandwidth preference. Further reading: https://itsi.intelligentpractice.co.za/read/cat/grade‐12‐cat/networks/04‐networks?id=sec4‐2 https://searchnetworking.techtarget.com/definition/traffic‐shaping 19 16 Throttling (Policing) Definition/Description Throttling or Policing occurs when your ISP slows down your internet  what it is connection. This often occurs when your ISP notices that your downloads have used excessive amounts of data. Each ISP has an Acceptable Usage Policy (AUP) which specifies how this is determined and implemented. http://www.tidytutorials.com/2011/03/bandwidth‐throttling‐and‐connection.html Purpose and function When you exceed the amount of data specified in the FUP or AUP for the  what it does month, your ISP will drop your internet speed so that you will not be able to  why it is needed continue your excessive downloading pattern. Advantages  A controlled internet access environment can be set up in an organisation.  Limits congestion in the ISP server and prevents crashes. Disadvantages  Throttling is inconvenient for user due to the slow speed of the internet – time consuming.  It could be misleading if you pay for uncapped data and then get throttled. Application in an ICT  Company servers/Networks slows down internet access for the users environment / disregarding the AUP to protect the system. (Examples of the technology in practice) Examples:  https://www.vox.co.za/wp‐content/uploads/2016/10/Home‐ADSL‐and‐FTTH‐Fair‐Usage‐Policy‐ 19012017‐1.pdf  https://www.vodacom.co.za/vodacom/terms/fibre/vodacom‐fibre (nr. 76) 20 PROPERTIES/META DATA MANAGEMENT OF FILES (CAPS p. 40) 17 Geotagging Definition/Description Geotagging is a process  what it is where a geographical position of where a photograph was taken is added to the metadata of a file, such as adding the latitude and longitude. https://en.wikipedia.org/wiki/ Geotagging#/media/File:Geot agging_gThumb.png Purpose and function Geotagging adds a GPS co‐ordinate data to any media, such as photograph,  what it does map, or details on the geographical position of any object.  why it is needed Advantages  People will always know where the picture was taken.  Geotagging allows people to retrace their exact steps later on.  Can help a user to find a specific location, even the location a photograph was taken.  Can be used in law enforcement to track the position. Disadvantages  Stalking can be an issue as criminals can use geotagging information on pictures published on the internet to track down people in the pictures.  Items in the background can be “tagged” by criminals Application in an ICT  'Dropping' a pin – sending a GPS location over social networking. environment /  Geotagging on modern cameras and smartphones. (Examples of the  Geocaching – a game where Geotagging is used in a treasure hunt. technology in practice) Video https://www.youtube.com/watch?v=Q5TRU9A1t9k 21 CYBER SECURITY ISSUES SECURITY ISSUES (CAPS p. 42) 18 Click-jacking Definition/Description Click‐jacking is when users are tricked into clicking on an item on a web  what it is page which acts as a concealed link. Purpose and function Click‐jacking is a scam in which a disguised link (which cannot be seen or  what it does detected) is inserted above a legitimate link. Users think they are clicking  why it is needed on the link/image/button below, but they are actually clicking on the invisible link above it, which contains a malicious program/rerouting their click/using their click for something they did not agree to. Disadvantages  Click‐jacking may redirect users to a site (often a fake website) where they do not want to go or that asks them for personal information.  Malware can be Installed on a system when a user is click‐jacked. Application in an ICT  May be used to trick a user to click on a link that would potentially environment / reveal confidential information or allow others to take control of (Examples of the technology their computers, always used with malicious intent. in practice) 22 19 Ransomware Definition/Description Ransomware is a type of  what it is malware designed to encrypt or block access to your computer system and files until you pay a sum of money ('ransom'). Purpose and function Ransomware is typically packaged with installation files and camouflaged as  what it does official software updates.  why it is needed After infecting your computer system, the malware finds all files on the computer system, including synchronised files in (cloud) storage and quickly encrypts all those files. After encryption, the malware tells you that your data is being held for ransom and gives you a site to access where you can pay the ransom before files are decrypted. How to protect your  Make/Keep regular backups in a safe place, that does not synchronise computer the data.  Keep your antivirus program up to date.  Do not download from a site that tells you software on your computer is outdated. Websites are not able to detect outdated software unless you give the website permission to read your hard drive. If you think your software needs an update, go to the official product developer's site and download it directly from there.  Always keep the latest antivirus definitions installed on your computer to defend against all types of malware. Once the system is infected by ransomware, there is nothing you can do to reverse the damage. Disadvantages  Ransomware can hinder the economic viability of small businesses.  More money is spent or needed on security software.  Time consuming and costly when attempting to decrypt data. Application in an ICT In 2019 City Power (Johannesburg's power supplier) was the victim of a environment / ransomware attack. It encrypted all of their databases, applications and (Examples of the networks. Their website was also down and it caused customers to lose technology in practice) access to a variety of services, such as the ability to buy prepaid airtime, report faults, or upload invoices. Credit: https://www.securitymagazine.c South Africa has been the victim of numerous other ransomware attacks om/articles/90618‐city‐power‐ lately, among others: hit‐by‐ransomware‐attack  National School of Government (R2‐million cost) https://www.dailymaverick.co.za  Department of Justice and Constitutional Development (all electronic /article/2021‐11‐06‐cyberattacks‐ services affected, possibly leaked 1 200 personal files) south‐africa‐youve‐been‐hacked/  Transnet Port Terminals (all systems down causing chaos at the ports of SA where food and other import goods were stuck on ships and trucks) 23 You need to buy Bitcoins to pay the hacker. Reports show that many people pay the ransom, because the files are just too important to give up, and there is currently no guaranteed method to decrypt files. Ransomware is cybercrime and, in reality, is a gateway for cyber terrorism between counties. How to protect yourself  Back up your data and files. against ransomware  Educate yourself and employees to recognise potential threats.  Limit access to those that need it.  Keep signature‐based protections up to date.  Implement multi‐layered security, including advanced threat prevention technologies. 24 20 Screen lock pattern Definition/Description A screen lock pattern is a way of locking a  what it is device by setting up a pattern you must draw or trace on the screen to unlock the device. Purpose and function The screen lock pattern allows the user to draw a simple pattern with a  what it does finger to unlock the phone.  why it is needed Advantages/Benefits  Provides security on a phone/mobile device.  5‐6 point patterns can be very difficult to copy as they can be randomly created  Some people may find it easier to remember patterns than passwords.  Usually quicker to unlock a smartphone using a pattern that entering a password. Disadvantage  A screen lock patter is not as secure as a password – people can see what the pattern looks like and copy it. Limitations  The number of patterns available are limited. Application in an ICT  Widely used for security in touch screen devices such as smartphones environment / and tablets. (Examples of the technology in practice) 25 21 Authentication Description Authentication (internet safety): Two‐factor (two‐step) authentication:  what it is includes the use of CAPTCHA, OTP (one‐time pin/password), ApproveIt messages, etc. Purpose and function  Two‐factor (two‐step) authentication (2FA) is a security process in which  what it does users provide two different authentication factors to verify themselves,  why it is needed usually something you know (like a password) plus something you have (like a one‐time password – OTP sent to your phone).  An extra layer of security is added to your account to prevent someone from logging in, even if they have your password.  This extra security measure requires you to verify your identity by sending you a randomises 6‐digit code – either every time you log in, or only if you log into a new device or from a new location.  2FA requires an additional login credential other than your username and password to log in.  When you access your e‐mail account from a new device a one‐time password (OTP) will be sent to your smartphone or e‐mail address depending on your setting and what you chose. Only once you enter the OTP will you be able to access your account. Advantages  More secure – helps to prevent unauthorised access to your banking account.  Malware will not be able to access your data even if your password has been compromised.  It can alert you to possible fraud attempt on your account if you receive an OTP and have not requested it. Disadvantages/  OTPs are time sensitive, and it could be delayed due to network Limitations congestion or poor signal strength/lack of coverage.  In case of online services, OTPs are usually set to an e‐mail address. If you no longer have access to that e‐mail address (you might have forgotten or lost that password) it can be difficult to regain access to the service. Application in an ICT  OTPs are used for increased security when buying online or making environment / transfers/payments when doing online banking. (Examples of the  Many online services (social media, Gmail, password managers) allows technology in practice) you to switch on 2FA so that there is an extra form of identification before you log in from a new device or from a new location (e.g. an e‐ mail, OTP, prompt on your smartphone etc.) 26 HOW TECHNOLOGY CAN BENEFIT SOCIETY/ SOCIAL IMPLICATIONS HOW TECHNOLOGY CAN BENEFIT OR HARM SOCIETY (CAPS p. 45) 22 Crowd funding Definition/Description Crowd funding is a process where a single idea or business practice is funded  what it is online by multiple small donations from volunteer contributors, usually before the business venture is started. The contributors will then receive the product when it is finally put into production. Purpose and function People or businesses present an initiative/idea they would like to start, for  what it does example, anything ranging from an actual product, welfare initiative, etc.  why it is needed The person or business would then do a presentation of their idea on a crowd funding website and invite readers to support their idea. Each person that pledges an amount of money receives a gift in return. This could be as simple as a thank you for a small amount, or an example of the actual product once it goes into production. The money raised will then be used as indicated in the presentation, such as putting a device into production. Advantages  Entrepreneurs can start small businesses/projects with crowd funding when they do not qualify for a loan or does not have other means of funding.  Entrepreneurs have a way to test the potential success of an idea – if the crowd funding target is not achieved the idea will probably not work.  It allows the entrepreneur to form part of a larger network of people who may be interested in funding/supporting start‐ups.  Allows fundraising for charities where many internet users can be targeted who would otherwise not know about the charity.  Investors from around the world can take part in new ideas.  Potential investors get their money back and the initiative does not get funded if the target amount is not reached Disadvantages  A public presentation of an idea can run the risk of others copying/stealing it.  Crowd funding campaigns require significant planning and documents that have to be in place before launching, or the entrepreneur will be seen as unprofessional.  Some investors may be scammed when crowd funding is used as a front. Application in an ICT  indiegogo environment /  kickstarter (Examples of the  gofundme technology in practice)  crowdcube  patreon, etc. 27 THE ROLE OF ICTs IN THE WORKPLACE (CAPS p. 30) SOCIAL IMPLICATIONS (CAPS p. 32) 23 BYOD: (Bring Your Own Device) Definition/Description Bring Your Own Device  what it is refers to a concept where employees/students are allowed to bring and use their own portable devices such as smartphones, laptops, tablets, to work on Examples of devices used for BYOD and access the network instead of a device owned/supplied by the company/institution. Purpose and function Each user brings his/her own device to work/class and uses it to complete  what it does any work. The device may be connected to the network in order to access  why it is needed work files or the internet. Afterwards the device is removed, and the user takes it home with him/her. Advantages  Fewer expenses for the company/institution involved as they do not have to buy or maintain as many computers/devices.  Users find it more convenient to work on their own device.  Work can easily be taken home, if necessary. Disadvantages  Device theft is difficult to control.  Difficult to control data usage.  Employees/Learners will be easily distracted.  In a school context not all learners have their own devices.  Potential spread of malware.  Not all learners may have their own device.  Security cannot be enforced on all devices (due to different operating systems and software/hardware versions).  Compatibility issues due to different hardware/software configurations/Software incompatibility.  May cause a bottleneck on the network.  Potential for employees/learners to access sensitive data on the network. Limitations  BYOD is not suitable in institutions/places where very sensitive/ confidential information is handled (e.g. banks).  More expertise is required to support all the different devices.  It is difficult/not possible to enforce security on all the devices (due to different operating systems and software/hardware versions). Application in an ICT  Some schools allow learners to bring their own mobile devices to school environment / which contain their textbooks in electronic format as well as Office (Examples of the packages on which they can take notes, do homework, etc. technology in practice) 28 ADDITIONAL CONTENT The level and depth of knowledge required for these terms is in terms of understanding what these terms represent and a basic understanding of their application(s) in an ICT context. 24 Big data Definition/Description Big data is very large  what it is (structured and unstructured) data sets that are analysed using computers to reveal trends and associations. Big data applications Purpose and function Big data is a collection of data from traditional and digital sources inside and  what it does outside an organisation.  why it is needed These extremely large data sets may be analysed to reveal patterns, trends, especially relating to human behaviour and interactions. Advantages  Reduces costs and time and leads to smart decision‐making  The volume of data gathered provides more insight for decision‐making by companies.  Because data is gathered all the time, big data is more relevant. Disadvantages/Limitations  Big data presents challenges such as storage, curation, querying and visualisation.  Analysis of data can be misleading.  May make businesses a softer target for cyber‐attacks.  Working with such big volumes of data, make analysis more complex.  May be costly for a business to train/hire staff with enough expertise. Application in an ICT  Can be used in healthcare, manufacturing, education, etc. environment /  Amazon is an online shopping platform that uses big data to analyse (Examples of the shopping times and behaviours of online shoppers. technology in practice) Examples  Mobile road maps depending on GPS systems are informed by big data and shows real time traffic.  Medical records – electronic records (and medical histories) of patients inform decisions made by hospitals and doctors.  Online shopping – big online retail sites have long used the data contained in this to identify your shopping habits.  Store loyalty cards – grocery stores like Checkers and Pick n Pay uses the data they collect by people swiping their loyalty cards with each purchase, to not only offer all people better specials, but also offer clients individual specials based on the items they usually buy.  Music – big data analyses listeners' behaviours and downloads to guide the production of new music. 29 25 Cryptocurrencies Description Cryptocurrencies (e.g. Bitcoin, Ethereum,) are a form of virtual, digital  what it is currency. Cryptocurrencies can be exchanged for other currencies, products and services. They have caused concern because they are often used for payment in criminal activities, such as ransomware demands. However, more and more legitimate companies are accepting them as a means of payment. Purpose and function  Users communicate payments through digitally signed messages for the  what it does transfer of Bitcoin ownership, from one owner to the next.  why it is needed  A decentralised network of speciality computers verify and stamp timestamps on all transactions through evidence of a processing system.  It is a secure system which allows direct borderless payments/transfers with no middleman. Advantages/Benefits  It is very possible to be able to send and receive money anywhere in the world at any given time.  Minimal or no 'banking' charges, as cryptocurrency is completely decentralized from banks and governments.  More companies are accepting cryptocurrency as a means of payment.  Very secure method of payment. Disadvantages  Often used for payment in criminal activities, such as ransomware demands because cryptocurrencies are virtually untraceable and do not form part of the formal banking system.  If the private key/wallet is lost the funds can never be recovered/retrieved.  People need to be educated about cryptocurrencies to be able to apply/adopt/trust the use of cryptocurrencies. Limitations  Valuation of cryptocurrencies fluctuates – can be a very volatile currency.  Bitcoin mining can use excessive amounts of energy, but some solutions to the consumption of energy are beginning to arise. For example, Bitcoin mining farms have been set up to use solar power, excess natural gas from fracking sites, or power from wind farms. Application in an ICT  People by cryptocurrency in the hope to sell it at a future date at a profit. environment /  Cryptocurrency can be used to pay for goods and services. (Examples of the  Spare allows Bitcoin holders to turn their Bitcoin into cash quickly and technology in practice) conveniently. Users request cash and they get a barcode that they can take to a participating shop. The barcode is scanned, and the cash is paid out to the Spare user.  Xapo is a multi‐currency digital wallet, providing you with a way to spend, pay, and transfer your Bitcoin worldwide. 30 26 e-Learning and m-Learning Definition/Description E‐learning (Electronic learning) is the  what it is creation of a learning environment where individuals use their computers to take part in teaching and learning to further their education. Mobile learning or m‐Learning is a form E‐Learning infographic of education and training delivered and conducted via the internet using mobile devices, such as tablets and smartphones. It is designed to be flexible, allowing learners/workers/students access to education anywhere, anytime. It is a subsection of e‐learning. M‐Learning devices Purpose and function Delivery of teaching and learning through computing/mobile devices,  what it does typically using the internet. However, e‐learning can also be intranet based,  why it is needed CD ROM based, or network based. Learners can download applicable apps for mobile learning or for use on a computer. Advantages/Benefits  Cost effective way of delivering education – educational institutions save money as they do not need a physical classroom.  Flexibility – accessible from anywhere/anytime that is convenient to you.  Enrichment – digital devices can be used in a class situation to enhance learning.  Personalised learning – you can select parts of lessons only and you are not forced to try and assimilate all the material at the same time.  Repetition – can view learning material/prepared lessons or listen to recordings as many times as needed.  Active and independent learning – learners/students can get assistance from teachers and peers through online chats and discussions.  Encourages collaborative learning – real‐time sharing leads to instant feedback and tips.  Learners are more involved in learning, which leads to more learners completing a course and remembering what they have learned.  E‐Learning and m‐learning apps and materials are usually designed to fit learning patterns of learners.  Many e‐learning and m‐learning apps are widely/freely available.  Students/Learners do not have to travel to a learning institution. 31 Disadvantages  Lacks social interaction as you do not see your teachers and classmates.  Limited hands‐on experience in some subjects, although simulations may be possible.  Technical issues may arise, for example, sound/image distortions, staying signed in to a class, may not have devices in line with technical requirements for a course, etc.  Data costs: There are monthly data charges with mobile service providers – large files may be expensive to download.  The storage capacity of some mobile devices may be limited. Limitations  Internet access is required.  Dependent on battery of the mobile device being charged.  Some may be excluded/disadvantaged because of the digital divide.  Learners need to be self‐motivated and disciplined to successfully use e‐ and m‐learning. Application in an ICT  Learning focuses on mobility of the learner, interacting with portable environment / technologies. (Examples of the  Widely used in conjunction with traditional teaching and learning. technology in practice)  Used to deliver teaching and learning for those who wish to improve their education but cannot attend classes full‐time for various reasons.  Learning takes place across multiple contexts, through social and content interactions, using personal electronic devices. Examples:  Video streaming lessons – YouTube  Virtual learning environment e.g. WebEx  W3Schools https://www.w3schools.com/  TedEd. etc. Video https://youtu.be/YBzn1‐aDvHs 32 From: https://pediaa.com/what‐is‐the‐difference‐between‐elearning‐and‐mlearning/ 33 27 Virtual Reality (VR) Definition/Description Virtual Reality (VR) refers to  what it is using technology to create a simulation of a 3D‐environment that can be interacted with by a person in a seemingly real or physical way. Person wearing VR headset Purpose and function VR deceives your brain into believing you are in a 3D virtual world.  what it does VR allows users to be immersed into a virtual world, it can include 4 to 5  why it is needed senses. This is achieved by using equipment, such as helmets with screens and gloves fitted with sensors. Advantages/Benefits  Allows for training in a safe, controlled area in realistic scenarios, improving retention and recall.  Allows for virtual experience, explores places such as travel destinations, museums, art galleries, etc.  The virtual experience helps students to learn faster and remember longer.  Can be used to train employees (for example, pilots, medical doctors, factory workers, etc.) without causing damage or risking lives. Disadvantages  Physical effects: motion sickness, balance is affected by changes in the inner ear. Limitations  Psychological, moral and ethical concerns, especially for children who may not be able to distinguish between what is real and what is virtual.  Limited access to the special equipment: VR glasses, video cameras, VR gloves, etc. Application in an ICT  Used to train employees (example: pilots, engineers, miners, etc.). environment /  Games – range of Nintendo games.  Media – marketing campaigns creating interactive forms of media (e.g. Examples of the estate agents). technology in practice  Education and training – used by trainers to provide learners with a virtual environment where they can develop their skills without the real‐world consequences of failing.  Medical personnel are able to train through VR to deal with a wider variety of conditions/operations.  See Oculus, HTC Vive and Playstation VR. Video https://www.youtube.com/channel/UCzuqhhs6NWbgTzMuM09WKDQ 34 28 Augmented Reality (AR) Definition/Description Augmented reality  what it is (AR) uses types of technology similar to VR but does not create a totally virtual environment like VR. Instead, AR takes the physical world and adds (augments) objects, such as graphics within the AR in action real world. Purpose and function Augmented Reality turns the environment around you into a digital interface  what it does by placing virtual objects in the real world, in real‐time.  why it is needed Handheld devices such as smartphones and the iPad are other ways to use augmented reality. They contain software, sensors, a compass and small digital projectors which display images onto real world objects. Advantages/Benefits  Highly interactive and operates simultaneously with the real‐time environment/enhance personal experiences.  AR is used by marketers to promote products as it allows a user to 'try out' new products in their own environment – the colour of a paint on your wall, make‐up on your own face, new furniture in your house. Disadvantages  Lack of privacy ‐ it collects a lot of information about the user, more than other forms of technology.  It is expensive to develop AR apps.  Skills are needed to use AR devices effectively. Application in an ICT  Both VR and AR are used in areas ranging from entertainment (for environment / example, the augmented reality game Pokémon GO), training in aircraft simulators, and healthcare, (for example, an app used to show veins when a drip is inserted or surgeons being able to perform remote surgery on patients).  Entertainment and education applications include cultural apps with sightseeing and museum guidance, gaming apps with traditional games using AR interfaces, and some smartphone apps that make use of AR for an entertainment and/or educational purpose.  AR can be applied so that the surgical team can see the imaging data in real‐time while the procedure is in progress. Examples of the  Medical training  Engineering  Manufacturing, technology in practice  Entertainment design maintenance, www.augmented‐reality‐  Military training  Consumer design and repairs games.com/imact.php  Marketing/advertising  Robotics  Hazard detection 35 29 Artificial Intelligence (AI) Definition/Description AI (artificial intelligence) refers to the simulation of human intelligence in  what it is machines that are programmed to think like humans and mimic their actions, especially traits associated with a human mind, such as learning and problem‐solving. Machine learning is the study of computer algorithms that improve automatically through experience and by the use of data. It is seen as a part of artificial intelligence. Purpose and function The purpose of AI is to enable computers to perform such intellectual tasks  what it does as decision‐making, problem‐solving, perception, understanding human  why it is needed communication. Artificial Intelligence enhances the speed, precision, and effectiveness of human efforts. Advantages/Benefits  AI machines are available for work 24/7/365.  AI provides digital assistants such as Siri, Cortana and Alexa.  AI enables faster decision‐making.  AI helps with the development of new inventions.  AI apps perform consistently, not prone to error with prolonged use.  AI may help automate repetitive jobs (for example, Chatbots for customer queries).  AI robots may be used in situations that would be risky for humans.  AI devices finish complex and stressful tasks faster than humans. Disadvantages  There is a concern that AI may replace humans in repetitive jobs and may disrupt the job market. Interesting facts:  AI can perpetuate human bias (e.g. being trained on past court cases, Apple spent ± $200 million can perpetuate biases instead of removing them) on the software for SIRI.  AI may increase human dependence on technology. In 2013, Amazon acquired  Very expensive to develop – setting up AI‐based machines, computers, Alexa for $26 million. etc. involves huge costs given the complexity of engineering that goes into building one. Limitations  Machines cannot understand legal or ethical concepts and can only respond to situations that they were created for.  They are limited to the tasks they have been designed for. Application in an ICT  We make use of AI in our daily lives without even realising it. environment / Applications such as Spotify, Siri, Alexa, Google Maps, YouTube, all make (Examples of the use of AI for their functioning. Social media apps, and the facial technology in practice) recognition feature on our smartphones use AI.  In financial institutions, AI techniques can be used to identify which transactions are likely to be fraudulent, adopt fast and accurate credit scoring, as well as automate manually intense data management tasks.  In the retail sector, AI provides virtual shopping capabilities that offer personalised recommendations. 36  Stock management and site layout technologies can also be improved with the use of AI.  AI can provide personalised medicine and X‐ray readings. Personal healthcare assistants can act as life coaches, reminding you to take your medicine, to exercise or eat healthier.  Self‐driving cars were developed using machine learning (e.g. what a person looks like, what road signs mean) and it now relies on AI for real‐ time decision making while driving, given the available data (to avoid accidents, take the best route etc.) Video Artificial intelligence in customer experience https://youtu.be/HgOYt3cfeLY Artificial Intelligence in 5 Minutes | What is Artificial Intelligence? | AI Explained | Simplilearn https://www.youtube.com/watch?v=ad79nYk2keg Meet Sophia: The first robot declared a citizen by Saudi Arabia: https://www.youtube.com/watch?v=E8Ox6H64yu8 37 30 4th Industrial Revolution (4IR) Definition/Description 4IR (the fourth industrial revolution): 4IR is a way of describing the blurring  what it is of boundaries between the physical, digital and biological worlds. It is a blend of advances in artificial intelligence (AI), robotics, the Internet of Things (IoT), 3D printing, genetic engineering, quantum computing and other technologies. It creates many products and services that are fast becoming essential to modern life and is the collective force behind disrupting almost every business sector. Purpose and function 'The Fourth Industrial Revolution (4IR) represents a new era of innovation in  what it does technology – one that's enhancing human‐machine relationships, unlocking  why it is needed new market opportunities, and fuelling growth across the global economy.' https://www.getsmarter.com/blog/career‐advice/the‐4th‐industrial‐ revolution‐will‐south‐africa‐be‐ready‐for‐the‐jobs‐of‐the‐future/ Advantages/Benefits  Higher productivity – It is estimated that productivity will increase by 5 – 8% mainly because of increased automation. Did you know?  Improved quality of life – Technology has made new products and A knowledge worker services possible which increases efficiency and makes life much easier. "thinks" for a living  New markets – 4IR will create new markets and growth opportunities. instead of doing It will blend improvements from several fields, that were often physi

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