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Coen 001 Understanding Digital Technologies

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8 years managing university computing and communication services ... what impacts are inherent to the technology? what impacts are due to misapplication? ... – PowerPoint PPT presentation

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Title: Coen 001 Understanding Digital Technologies


1
Coen 001Understanding Digital Technologies
  • Ron Danielson
  • Fall 2000

2
Introductions
  • Professor
  • Ron Danielson
  • computer engineering faculty member
  • chief information officer
  • 24 years at SCU
  • 8 years managing university computing and
    communication services
  • office Orradre 129, phone 554-6813, email
    rdanielson_at_scu.edu
  • office hours
  • M 1200 - 100, F 215 - 300
  • by appointment

3
  • Students

4
Administrative Stuff
  • Text
  • Danielson, Understanding Digital Technologies,
    draft manuscript, 1999
  • Objectives
  • learn about significant concepts of digital
    computers
  • semiconductor devices and processing
  • computer hardware
  • software development and systems
  • computer networks

5
Administrative Stuff (continued)
  • Objectives (continued)
  • gain
  • understanding of workings of digital technology
  • appreciation for relationships between components
    of digital systems
  • apply that knowledge to new instances of digital
    technologies
  • understanding of positive and negative impacts on
    individuals and society

6
Administrative Stuff (continued)
  • Core curriculum technology requirement learning
    outcomes demonstrate an understanding of
  • the nature of technology
  • technologys social context
  • the ways computer networks are structured
  • how to use networks as sources of information
  • some discipline-specific tools

7
Administrative Stuff (continued)
  • Web site
  • http//www.cse.scu.edu/rdaniels/
  • Web board
  • http//wb.scu.edu/rdanielson
  • Grading
  • 2 midterms 35
  • homeworks 7.5
  • Web board participation 7.5
  • student presentation 25
  • final 25

8
Historical Trends
  • Amazing price-performance improvement of digital
    computers
  • over history
  • ENIAC, 1947
  • 1,600 square feet many tons 5,000 adds per
    second
  • modern PC
  • 2 square feet 20 pounds 100,000,000 adds per
    second 1,000 times lower cost!
  • over shorter periods of time
  • Cray Y-MP (1988 - fastest supercomputer) vs. IBM
    Power-2 (1993 - fastest workstation)
  • equal or better performance for 1/10 of price

9
Historical Trends (continued)
  • Price-performance (continued)
  • for individual people
  • IBM 360/75 at U of I for academic computing needs
    of 35,000 students (1975)
  • Intel 486 PC in my office at home (1993)
  • faster, more memory, more storage, graphics for
    1/1000 of price

10
Computing Paradigms
  • Computing approaches that were commonly available
  • single user (1950s)
  • company brew
  • batch (1960s)
  • IBM 360
  • time sharing (1970s)
  • DecSystem 10, VAX
  • desktop (1980s)
  • home brew
  • IBM PC, Macintosh
  • networked (1990s)
  • workstations
  • mobile (2000s)

11
Computing Paradigms (continued)
  • History repeats itself
  • network computers

12
Historical Trends (continued)
  • Component trends
  • number of transistors per chip increases 60 to
    80 per year
  • transistor density 50 per year
  • chip size 10 - 25 per year
  • main memory capacity increases 60 per year
  • disk storage capacity increases 50 per year
  • cost decreases accordingly, particularly at
    lowest end of performance scale
  • factor of 5 - 10 over lifetime of technology (4
    years)

speed increases proportional
13
Historical Trends (continued)
  • What does this mean for people who use computers?
  • dedicated computing capacity
  • software with more functionality
  • penetration of computer use into daily activities
  • willingness to let the computer be idle

changes in behavior
14
Why Bother?
  • Ubiquitous computers
  • apparent (PCs, mainframes)
  • hidden (thermostats and dishwashers)
  • tremendous change of
  • speed
  • cost
  • size
  • Personal impact
  • work
  • productivity tools
  • accelerated communication
  • shift of jobs
  • content and location
  • learning
  • play
  • games and Internet

no sign of slowdown
15
Why Bother (continued)?
  • Societal impact
  • access
  • haves and have-nots
  • content related to personal and community
    standards
  • education
  • reliability
  • privacy
  • medical

16
Whats Understanding?
  • Coverage
  • major areas of digital technologies
  • semiconductors
  • hardware
  • software and systems
  • networks
  • concepts
  • current capabilities
  • future directions

17
Whats Understanding (continued)?
  • Scientific understanding
  • physical and logical principles
  • Engineering understanding
  • organization
  • analysis
  • improvement
  • Society
  • what are the impacts of a technology?
  • what impacts are inherent to the technology?
  • what impacts are due to misapplication?
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