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Lesson 1 – COMPUTERS IN OUR DAILY LIFE

HOW COMPUTERS WORK

 Basic Parts of a Computer


1. Monitor
2. System Unit
3. Keyboard
4. Mouse
 Human Language
 consists of letters and words using alphabets
 Machine Language
 is the language understood by a computer
 is made up of instructions and data that are all binary numbers

COMPUTER NUMBER SYSTEMS

1. Decimal Number
 use by humans to count, measure and compute
 Base: 10
 it has ten digits: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
2. Binary Number
 with the prefix bi, which means 2
 Base: 2
 it has 2 digits: 0 (OFF), 1 (ON)
3. Octal Number
 with the prefix octa, which means 8
 Base: 8
 it has 8 digits: 0, 1, 2, 3, 4, 5, 6, 7
 Binary digits grouped into 3 bits
4. HexaDecimal Number
 hexa means 6; deci means 10
 Base: 16
 Decimal: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
 Hexa: A, B, C, D, E, F

NUMBER SYSTEMS CONVERSION

 Decimal to Base N:
1. Divide (integer) the decimal number by the base.
2. Take note of the remainder and divide the quotient again by the base.
3. Repeat the process until the quotient becomes zero (0)
4. Then write the remainders (the last remainder will be the left most
digit and the first remainder will the right most digit)
 Base N to Decimal:
1. Multiply the digit with BasePosition#
2. Eventually add all the multiplication becomes the Decimal number.
 Binary to Octal:
1. An easy way to convert from binary to octal is to group binary digits
into sets of three, starting with the least significant (rightmost) digits.
 Octal to Binary:
1. Converting from octal to binary is as easy as converting from binary
to octal.
2. Simply look up each octal digit to obtain the equivalent group of
three binary digits.

HOW COMPUTERS COMMUNICATE WITH ONE ANOTHER

 Notice how the computer uses different ways to connect to certain


devices. The computer monitor uses a wire to connect to the computer
unit while the mouse wirelessly connects to the laptop, etc. Depending on
the situation, computers use different connection methods to do their
task.
 System Bus
 is a pathway composed of cables and connectors used to carry
data from a computer’s peripheral devices (monitor, keyboard,
mouse, etc.) to the CPU and the main memory
 There are Three Types Of Buses:
1. Data Bus
 can transfer data to and from the memory of a computer,
or into or out of the CPU
 Pieces of information that traverse the data bus include
files transferred from a flash drive to the computer’s hard
drive.
 A document sent to the printer for printing.
2. Address Bus
 is used by the CPU to specify a physical address for
instructions, files, and other devices within the computer
system
 In a given computer unit, there are typically 6 to 8 USB
ports.
 The address bus is responsible for checking which of the
USB port has a printer connected to it, along with the
mouse, keyboard, speakers, and sometimes, external
drives.
3. Control Bus
 is used by CPUs to communicate with other devices within
the computer system
 it also sends status signals from the devices, identifying if
it is ready or not
 If one tries to save a file to a flash drive that is already
removed from the computer, the computer will notify the
user with an error message saying that the folder or drive
where the file is intended to be saved is no longer
existing.

HOW COMPUTERS CONNECT TO ANOTHER COMPUTERS

 Types of Networks:
1. Personal Area Network (PAN)
 is a type of connection which is often limited to an individual
person and his or her personal devices
 devices must be within the range of 10 meters with each other
2. Local Area Network (LAN)
 is a connection in which a group of computers and other
devices, such as network printers, share a common
communications line within a certain area such as building or a
small campus
 are often found in schools and offices to secure the
organization’s information
3. Wide Area Network (WAN)
 may be less restrictive than LAN as rules and policies may be
differ within its coverage
 There are many different types of connection media that are used in
contemporary society to connect computer networks to one another.
 Methods of Communication is Generally Categorized into Two:
1. Wired Communication
 Computer system have different connections which usually
depend on the motherboard’s form factor.
 USB
 FireWire
 Ethernet cable
 HDMI
2. Wireless Communication
 include microwave transmission, satellite communication, cellular
transmission, and radio transmission such as WiFi connectivity
 Wireless technology differ hugely from one another, but the
most popular types are Bluetooth and WiFi.

HOW COMPUTERS IMPACT EVERYDAY LIFE

 The following areas show how computers have made such an impact:
1. Education
 Most elementary and secondary schools (public and private) and
higher education institutions (HEIs) have computers in their
classrooms.
 ICT has made teaching and learning more convenient and efficient
for teachers, students, researchers, and school administrators.
 Teachers use computers for research and enhancing teaching
materials. They can participate in online forums and
conferences to gain new ideas and stay updated on the
latest research trends.
 Students use computers with internet access as an essential
tool for communication and collaboration, even from their
homes.
 School administrators utilize computers for administrative
tasks, ensuring smooth school operations with easy access to
all documents through a server.
 Electronic learning (e-learning)
 is a modern teaching methodology, facilitating online
discussions of lessons, activities, and examinations through
platforms like Blackboard, Edmodo, Moodle, etc
2. Banking
 Computers have revolutionized banking worldwide, making
transactions easier and more secure.
 The 24-hour electronic banking services include:
 Automated teller machines (ATM)
 Cheque deposits
 Electronic fund transfers
 Direct deposits
 Pay-by-phone systems
 Personal computer banking/internet banking
3. Workforce Industry
 ICT benefits workers, researchers, and administrators in the
industrial sector.
 Computers expedite production planning and control systems,
support chain management, and aid in product design. Fully
computer-operated machines are now used in manufacturing.
 Researchers use computers to gather and analyze data, while
administrators manage plant operations efficiently.
 Some large industrial companies employing ICT include Toyota
Philippines, Honda Philippines, and San Miguel Corporation.
 However, the increased use of ICT may be seen as a threat to
assembly-line and factory workers as automation takes over some
jobs.
4. Electronic Commerce
 Electronic commerce (e-commerce or C-commerce)
 boosts the economy by streamlining buying and selling
activities
 ICT tools such as computers, the internet, and shared software
make transactions easier, efficient, and faster. Customers, sellers,
and suppliers benefit from ICT capabilities.
 Well-known e-commerce markets include Zalora, Lazada, Shopee,
Metrodeal, Takatack, Amazon, OLX.ph, AirBnB, Booking.com,
Agoda.com, and others.
 Customers use computers to communicate with sellers, saving time
and costs by avoiding physical visits to stores.
 Suppliers use computers to monitor transactions, including inventory
management.
5. Hospitals
 Computers play a crucial role in hospitals, benefiting both doctors
and patients.
 Hospitals maintain patient databases containing health records,
treatment histories, and medical records.
 Doctors use computers and medical applications for research and
rapid diagnosis of illnesses.
 Various medical tests, such as blood tests, urine tests, brain scans,
ultrasound, echocardiography, CBC, mammography, bone density
studies, MRI, X-rays, and body scans, are facilitated through
computing and monitoring technologies.
 ICT development, including databases, reduces medical errors and
enhances the overall efficiency of the healthcare system.

MODULE 1: INFORMATION, CONTROL AND PRIVACY

Lesson 1 – INTRODUCTION TO RESOURCE

Resources

 are the total means available to a company for increasing production or


profit, including land, labor, capital, and raw materials
 Without resources, organizations would cease to exist.
 Physical Resources
 are tangible and can be easily identified
 usually start from acquisition and are then assembled to be
available for use when needed
 Very often, the assembly process entails converting an essentially
raw material into a refined form, such as wood, cement, and steel
for building construction.
 Conceptual Resources
 are non-tangible and are considered valuable for what they
represent rather than their physical make-up
 Money is considered a conceptual resource as each paper bill
represents a specific monetary value as opposed to the paper
where it is printed.
 The same goes for human resources. While everyone can be
considered employees in a company, their skills, knowledge, and
job experiences set them apart from one another, thus identifying
the staff, managers, executives and laborers.
 Managers use conceptual resources to manage physical resources
or vice versa.
 One such example is the use of computers in organizations. A
computer unit, by itself, may cost thousands of pesos. However,
once used, the content saved in those computer units become
even more valuable resources, making the computer unit
irreplaceable. In this case, the saved computer unit’s files
(conceptual resource) identify how the computer units (physical
resource) will be managed. The conceptual resources identified are
called information.

Lesson 2 – INFORMATION AS A RESOURCE INFORMATION SHEET

Information

 can be simply defined as facts about something or someone that are


provided or learned
 Facts
 are considered relevant truths which have been validated and
identified
 Data are considered facts; therefore,
 Processed Data
 are considered as information as they are organized in such a way
that they have additional value beyond the value of the facts
themselves
 Unlike other organizational resources, information is considered:
1. Expandable
 information can be expanded without compromising its integrity
 In fact, by having additional information, much more can be
understood from it.
 An example is a person’s personal information.
2. Compressible
 although expanded information can give a more detailed
explanation, it may not always be needed
 An example of this is in news sites. Instead of a barrage of
details, news sites would often give one-liner headlines that
provide enough information about the news.
3. Transportable
 information, especially digital information, is easily transportable,
information can be sent through any of the following:
a. Send via email
b. Share via Facebook
c. Copy onto flash drive
d. Upload on YouTube
4. Diffusive
 gossip or rumors tend to spread easily
 Unfortunately, the same applies to any kind of information – be
it true or not.
5. Sharable
 since information can be easily spread, it is considered sharable
as well
 Information can be kept calling it a secret.
 One such example is the secret recipe of KFC. It is known that
there are 11 secret herbs and spices, but as to what these
herbs and spices are people can only guess.
 Information is not all different from other resources. Similar to how
physical resources are managed, information is considered valuable and
also has a life – cycle.
 It begins with transforming raw materials into a finished product-
processing data to come up with valuable information.
 Weather forecasting is one such example.

VALUABLE INFORMATION

 Information is said to be valuable if it has the following characteristics


(Stair & Reynolds, 2016):
1. Accurate – accurate information is error – free.
2. Complete – complete information contains all the important facts.
3. Economical – information should be relatively economical to produce.
4. Reliable – reliable information depends on the validity of the data
collection method.
5. Flexible – flexible information can be used for different purposes.
Example is a school ID.
6. Relevant – relevant information is important to the decision-maker
7. Simple – information should also be simple, not overly complex.
8. Timely – timely information is delivered when it is needed.
9. Verifiable – this means that information can be checked for
correctness and authenticity.
10. Accessible – information should be easily accessible by authorized
users to be obtained in the right format at the right time to meet
their needs.
11. Secure – information should be secure from access by unauthorized
users.
 Information can also be available in different grades and types, and
prices can be measured in monetary equivalent.
 There are Two Options in Acquiring Software Applications Online:
a. a free or trial version
b. a full version
 Free versions
 have limitations in functionality
 To maximize the full range of functions of a certain application, one
should pay a certain amount depending on the type of upgrade needed.
 A certain software can have personal editions and enterprise editions,
among others which cost more as the functions become broader in
scope.

Lesson 3- INFORMATION ECONOMICS

INFORMATION ECONOMICS

 Since people have widely different values for a particular piece of


information, value-based pricing leads naturally to differential pricing.
 Value-Based Pricing
 Different people assign varying values to the same information.
 This leads to the practice of setting prices differently for different
customers or segments based on their perceived value.
 Differential Pricing
 Charging different prices to different customers for the same
product or service based on their willingness to pay or perceived
value.
 In economics, a good is considered to be an experience good if
consumers must experience it to value it.
 Experience Goods
 Goods that consumers must personally experience to understand
and appreciate their value.
 Virtually any new product is an experience good, and marketers have
developed strategies such as:
 free samples,
 promotional pricing, and
 testimonials
 These strategies aim to help consumers learn about new goods and
appreciate the value of new products they must experience firsthand..
Organization use various strategies to get wary customers to overcome
their reluctance to purchase information before they know what they are
getting.
 Value of Information
 Information itself is not the primary asset that provides value in the
modern economy; it's the information about an asset that is
valuable.
 Trial and Experience in Buying Goods:
 When purchasing physical products like shirts, customers are often
given the opportunity to try them on before deciding whether to
buy.
 Challenges with Information:
 Information is different because organizations cannot provide a full
experience to customers as they can with physical goods.
 Offering too much information upfront might lead to lost interest or
engagement.
 Information Consumption vs. Physical Goods:
 Comparing the way information is consumed with how physical
products like shirts and food are sampled, highlighting the
impracticality of watching both movies in their entirety before
deciding.
 Challenges in the Information Economy:
 The tension between giving away your information – to let people
know what you have to offer – and charging them for it to recover
your costs, is a fundamental problem in the information economy.
 Strategies to Overcome Reluctance:
a. Browsing Previews: Offering a glimpse of the content without
requiring a full commitment.
b. Branding: Establishing a recognizable and trustworthy brand to
reduce uncertainty.
c. Reputation: Building a positive track record to instill confidence in
potential customers.
 Digital Experience Goods:
 In the digital world, an experience good may not necessarily
translate into a good which is physical or directly used by
consumers.

INFORMATION OVERLOAD

 Information is now available so quickly, ubiquitously, and inexpensively.


 Last March 2016, Cisco conducted a study that by the end of 2016,
global internet traffic will have reached 1.1 zettabytes per year, and by
2019, global traffic is expected to hit 2 zettabytes per year. Just how
big is 1 zettabyte? A typical external drive is 1 terabyte in size. One
zettabyte is equal to 1, 000, 000, 000 terabytes or one billion external
drives.
 This is because information is produce at rapidly – increasing rates
due to the following reasons:
 Easy duplication and transmission of information
 digital age allows for easy duplication and transmission of
information across various online platforms and social
media
 Growth archives of historical information
 Multiplication of Content
 Posting a picture on multiple social media platforms
means the same content is shared multiple times,
highlighting the ease of content replication in the digital
era.
 Increase in communication methods
 increase in the variety of communication methods
available to people
 Availability of Information
 Information is now widely available, rapidly accessible, and
cost-effective in the modern digital age.
 Social Media Usage
 Filipinos have consistently spent the most time on social
media for three years in a row, averaging around four
hours a day.
 This highlights the significant role of social media in their
daily lives.
 Mobile Phone Adoption
 Over two-thirds of the global population now owns a
mobile phone, and the majority of these phones are
smartphones, emphasizing the widespread use of
advanced mobile technology.
 Mobile Web Traffic
 Mobile devices, particularly smartphones, contribute to
more than half of the world's web traffic, indicating the
importance of mobile internet access.
 Broadband Mobile Connections
 Over 60% of all mobile connections worldwide are
classified as broadband,' showing the prevalence of high-
speed mobile internet access.
 Online Shopping
 More than one in five people worldwide have engaged in
online shopping within the past 30 days, reflecting the
growing trend of e-commerce and online retail.

MOBILE SOCIAL MEDIA and MOBILE COMMERCE

 The abundance of mobile devices has greatly changed the way people
manage their day-to-day activities.
 In business, for example, having a shop where customers can easily go to
use to be enough. However, with the introduction of the internet, market
shifted from a brick-and–mortar set-up to an online operation more
commonly known as e-commerce.
 Mobile Social Media
 is the accessing of social media sites, such as Facebook and
Snapchat, using a mobile device
 The device may have an app installed to open Instagram, for example, or
it can use a browser installed in the mobile device to open Twitter.
 M-Commerce or mobile commerce
 was a term used during the 1997 Global Mobile Commerce Forum
by Kevin Duffey
 the delivery of electronic commerce capabilities directly into the
consumer’s hand, anywhere, via wireless technology
 Companies are now using digital platforms to market their products and
services.
 Industries that are now embracing m-commerce include:
1. Financial Services – banks have introduces online banking a few years
back.
2. Mobile ticketing – as payments can be done online, receipts or
transactions can also be sent on mobile devices.
3. Service/retail – as consumers are now able to place and pay for
orders using their mobile devices, the e – commerce trend has shifted
from desktop computers to mobile devices.
4. Information services – these includes the delivery of news, stock
quotes, sports figures, emergency reports, and weather and traffic
updates to a single mobile device.

Lesson 4- INFORMATION CONTROL

 A large requirement for information control comes from commerce,


industry, and copyright owners in general.
 Information control comes in the form of keeping secrets inside a
business or selling IPR (Intellectual Property Rights) to those prepared to
purchase it.
 Information control
 is about allowing those who have appropriate authority access to
and use of information on the basis of the authority that they hold

SOFTWARE PIRACY

 Software piracy
 is “the unauthorized copying or distribution or copyrighted software
can be done through copying, downloading, sharing, selling or
installing multiple copies of software onto personal or work
computers.”
 Examples of software piracy as identified by The Software Alliance
(2018) include:
a. Distributing software or mobile apps form the internet in a
manner that violates the license terms.
b. Buying a single copy of a software program and installing it
on multiple devices without authorization.
c. Making and /or sharing copies of installation CDs
d. Sharing the login credentials (without authorizations) used to
access a web-based software application
 Adam Thierer in 2011 identified four issues which further complicate the
problem on information control:
1. Convergence
 technological advancements and social media have paved the
way for media content such as music and movies to be
distributed from their “traditional” distribution platforms
 What consumers used to buy in the form of CDs or DVDs,
media content can now be searched, accessed, and
consumed using multiple devices and even through different
distribution networks.
 One such example is Spotify. Consumers before would buy
physical albums in the form of CDs, then later transitioned to
digital copies typically bought via iTunes Store for Apple.
 As a result, it is now possible to disseminate, find, or
consume the same content/information via multiple devices
or distribution networks.
 This convergence of devices and networks has created issues
instead of maintaining an effective information control policy.
2. Scale
 for those who like to watch Japanese anime and Korean
dramas, English subtitles are a must
 Before, fans would wait days or weeks before the subtitles
become available for viewing.
 This is because the subtitles are actually translated, edited,
and embedded by fans of the show, most of whom are not
professionals. Majority of them are students and young adults
who simply like watching the series.
 With technology and fast internet connectivity viewers no
longer need to wait days to watch the foreign shows with
English subtitles.
 Technology such as Google Translate has also helped make
translation of these shows much faster.
3. Volume
 news and media outlets abound in print and online
 News agencies such as Manila Bulletin, or The Philippine Star
have not only print copies of their news (i.e., newspapers) but
also digital copies which can be accessed through their
websites mb.com.ph. and www.philstar.com, respectively.
4. Unprecedented Individual Empowerment
 the popularity of social media such as Facebook, Twitter, and
Instagram has made it possible for individuals to post
anything they want
 This is also includes the creation of blogs which have
become the mainstream media for individuals to showcase
their talents, skills and hobbies.

HOW DO WE CONTROL INFORMATION DISSEMINATION?

 Organizations, such as The Software Alliance, software industries such as


Microsoft and IBM, as well as government entities in countries across the
globe, are working hand in hand to solve the issue of software piracy.
 One solution they have come up with is identifying exclusive rights to
information, as with any given physical asset.
 This has led to the identification of Intellectual Property Rights.
Lesson 5 – INTELLECTUAL PROPERTY and DATA PRIVACY ACT

INTELLECTUAL PROPERTY (IP)

 Intellectual Property (IP)


 refers to a number of distinct types of intangible assets for which
a set of exclusive rights are recognized
 includes musical, literary, and artistic works such as Taylor Swift’s
new album, J.K. Rowling’s new book, and the latest iPhone
 it can also include words, phrases, symbols, and even designs
 is any creation or product of the human mind and may be
expressed in the form of original ideas, expressions, and processes
 Intellectual Property Rights (IPR)
 are the rights given to persons over their creations
 they usually give the creator an exclusive right over the use of his
or her creation for a certain period of time
 According to the Intellectual Property Code of the Philippines (Republic
Act No. 8293 s. 1998), IPR consists of the following:
1. Copyright and related rights
2. Trademark and service marks
3. Geographic indications
4. Industrial design
5. Patents
6. Layout designs (topographies) or Integrated Circuits (ICs)
7. Protection of undisclosed information
 Intellectual Property Office of the Philippines (IP Philippines)
 is the government agency in charge of the implementation of the
law protecting intellectual property rights in the Philippines as
provided for under R.A. 8293, or the Intellectual Property Code of
the Philippines, and the revised Intellectual Property Code of the
Philippines known as R.A. 10372

COPY RIGHTS and RELATED RIGHTS

 Copyright
 is a set of exclusive rights granted by a state to the creator of an
original work or their assignee for a limited period of time in
exchange for public disclosure of the work, and includes the right
to copy, distribute and adapt the work
 Copyright owners can license or permanently transfer or assign
their exclusive rights to others.
 Digital rights
 is the permission granted to individuals to legitimately perform
actions involving the use of a computer, any electronic device, or a
communications network
 It is particularly related to the protection and realization of existing
rights in the context of new digital technologies, especially the
internet.
 Digital rights management (DRM)
 is used to describe the processes by which the author or publisher
of a work exerts his or her rights to control what the purchaser of
the work is entitled to do
 represents the control by which one can prevent a person or an
organization from copying, printing, editing, or otherwise making the
privileged information available to other people
 Companies and organizations have come up with possible solutions to
this digital dilemma.
 The following are techniques designed to control access and reproduction
of online information:
1. Encryption
 is the process of converting data or information in such a way
that only authorized parties can understand
 Its primary purpose is to protect the confidentiality of digital
data stored on computer systems or transmitted via the internet
or other computer networks

2. Serial keys
 also known as a product key or a software key, it is a series of
alphanumeric characters acting as a key to denote that the
product or software is original
 In some cases, product keys are used for product activation.
 Online activation helps maintain software authenticity by making
sure no one else has used the same product key.
3. Scrambling
 data scrambling is done to hide sensitive information from
unauthorized users
4. Tag embedding
 similar to how pictures can include watermarks to denote
information on the owner of the picture, tag embedding does
the same to information content
 In terms of data embedded into the actual content, the use of
metadata is included to identify the owner’s name, author, and
data of purchase, among other pertinent information.

PATENT

 Patent
 is a set of exclusive rights granted by a state to an inventor for a
limited period of time in exchange for the public disclosure of an
invention
 The exclusive right granted to a patentee in most countries is the right
to prevent others from making, using, selling, or distributing the patented
invention without permission.
 One example of a patented design is that of Apple’s iPod.

TRADEMARK

 Trademark
 is a distinctive sign used by an individual, business organization, or
other legal entity to identify the products or services to consumers
 The mark comes from a unique source, and it distinguishes its product
(trademark) or services (service mark) from the others.

PROTECTION OF UNDISCLOSED INFORMATION

 Industries and companies need to have information control especially in


dealing with sensitive industry secrets.
 To protect these industry secrets, also called trade secrets, companies
usually require employees to sign contracts with Non – Disclosure
Agreements (NDAs).
 Trade secret
 is the term used for any method, formula, device, process, or any
information that gives the business a unique competitive advantage
over its competition

INFORMATION PRIVACY

 IP Address
 knowing a person’s IP address can help identify that person’s
physical location anywhere in the world
 Cookie
 A small file that is stored in computer’s directory, often a
temporary folder
 It contains addresses of websites visited, login credentials, and
even credit card information.
 Trusted Website
 Yahoo is considered as one, that will never compromise their
privacy.

DATA PRIVACY ACT 10173

 With all of these pieces of information made available online and the
possible problems such situation may create, countries have come up
with ways to protect their data from malicious individuals who might use
them for illegal purposes.
 The Philippines, with its booming IT industry, is no exception.
 Republic Act No. 10173
 also known as the Data Privacy Act of 2012
 signed and approved by then President Benigno Aquino III on
August 15, 2012
 to protect the privacy of Filipino citizens
 The law defines sensitive personal information as being:
a. About an individual’s race, ethnic origin, marital status, age, color,
and religious, philosophical, or political affiliations;
b. About an individual’s health, education, genetic or sexual life of a
person, or to any proceeding or any offense committed or alleged
to have committed;
c. Issued by government agencies “peculiar” (unique) to an individual,
such as social security number; and
d. Marked as classified by an Executive Order or an act of Congress.
 All processing of sensitive and personal information is prohibited except
in certain circumstances. The exceptions are:
a. Consent of the data subject;
b. Pursuant to law that does not require consent;
c. Necessity to protect the life and health of a person;
d. Necessity for medical treatment; and
e. Necessity to protect the lawful rights of data subjects in court
proceedings, legal proceedings, or regulation

MODULE 1: IT, CULTURE, AND SOCIETY

Lesson 1 – THE IMPACT OF IT ON THE SOCIETY

 As previously discussed, the seven major trends for 2017 are as follows:
1. IoT and smart home technology
2. Augmented reality and virtual reality
3. Machine learning
4. Automation
5. Big data
6. Physical-digital integrations
7. Everything on demand
 Majority of organizations and companies nowadays have taken these
trends into account, shifting manual business processes to automated
ones and using ICT to improve their products and services.
 Among these seven trends, the Internet of Things (IoT) and Automation
seem to have greatly influenced present-day culture and society; thus, it
is imperative to discuss these thrusts in detail.

Lesson 2 – INTERNET of THINGS (IoT)

INTERNET OF THINGS (IoT)

 Internet of Things (IoT)


 is a set-up of devices and objects which are connected together in
a given network
 Their connection, often wirelessly, is possible using both hardware and
software.
 The hardware part is often made up of sensors that collect data, which
are then sent to other devices for analysis and possible interpretation.
 Popular examples are health wearable devices such as step counters that
are connected to a mobile phone via Bluetooth.
 An app (Software) installed in the phone records the results in a daily,
weekly, or monthly basis for the mobile phone user to keep track of his
or her progress.

CAPABILITIES of IoT

 A major requirement for IoT is a strong internet connection, as all


devices must be able to communicate with one another for the upload
and download of needed data.
 But aside from connectivity, IoT should also be capable of the following
(Mattern & Floerkemeier):
1. Integration across technology and business
 sensors can be used to help improve business processes,
such as machines used for manufacturing and production,
security systems
 Obviously, technology used for each application may vary,
depending on the complexity and use.
2. Data analysis and synchronization
 IoT should be capable of providing analytics to help
organizations in their decision-making
 However, for this to be effective, data must be synchronized
to allow integration with all of the business aspects including
top management, operations, and even customer relations
3. Security and service
 with all of these devices being used and all of these data
being collected, a major concern is obviously security
 A typical example is your mobile phone notifying you if you
will allow a new device to connect to it via Bluetooth.

APPLICATIONS of IoT

 With improved business processes and employee productivity, it is only


natural for organizations to adopt IoT.
 In a study conducted by IOT Analytics, it was found that most of the
1,600 IoT projects are applied in cities (Scully, 2018). Toppings the list
are as follows:
1. Smart Cities
 have adopted IoT in traffic management, waste disposal, and
even community monitoring for the security of the City’s
residents
2. Connected Industries
 the oil and gas industry is identified as one of the front-
runners for IoT connectivity which includes remote access to
heavy equipment and machinery, from manufacturing to
production
3. Connected Buildings
 projects involve facility-automation to reduce energy costs
4. Connected Cars
 it is no longer surprising for the latest car models to be
equipped with sensors and network connectivity
 Majority of projects relating to smart vehicles revolve around
vehicle diagnostics and monitoring.
5. Smart Energy
 majority of smart energy projects focus on developing smart
grids for renewable energy and infrastructure

CHALLENGES of IoT

 But while things may look good using IoT, there are issues raised in
adopting it fully. Texas Instruments, Inc. (2016) has identified six
challenges in its implementation:
1. System Requirements
 Industries normally identify different requirements, especially
depending on the type of industry they belong to.
 Those in the food industry may require monitoring of
perishable goods, from production and packaging to shipping.
 An automobile manufacturer may have the same process, but
since products are different, requirements may also change.
 Food will require data regarding temperature levels, whereas
cars will require mechanical precision.
2. Connectivity
 With the varying connections — wired and wireless, as well
as the different protocols governing each connection, it will
be a challenge to come up with an IoT project concerning
such protocols.
3. Power requirements
 IoT devices need to run on batteries as majority of these
devices are mobile.
 The challenge, therefore, is how to extend the battery life on
such devices, especially those used in critical procedures,
such as health, disaster management, and safety.
4. Security
 One of the most highlighted issues in the application of IoT
is data security.
 Confidential information such as patients’ records or
employees’ profiles are considered at risk.
 Security also includes system integrity, with malicious acts
such as hacking and viruses proliferating online.
5. Development
 One of the challenges identified is how to expand the
capabilities of developers, and not just experts, in order to
create more “smart things.”
6. Services
 With data collected from IoT, it is important as well to
determine where all this will go and to identify the platform
in which these IoT applications will be placed.

Lesson 3- AUTOMATION

 With the available technology and standards for computer system


interconnection, the demand for system automation is on the rise.
 Colloquially called “computerization”, having an automated system means
automated business processes, operations, service provider, monitoring,
and even tools.
 With the use of computer systems – hardware, software, or both – the
typical cumbersome and error – prone procedures have become
automated.
 Examples include:
a. Automated Payroll System
 in which the employee payroll and payslips are automatically
generated every payday
b. Manufacturing Plant
 that packs powdered juices in foil containers/sachets where
machines with sensors are used to fill up the packs up to
the last milligram accurately
c. Automated Weather Forecast
 Below are two of the common methods in implementing IT automation:
1. Robotic Process Automation (RPA)
 it is defined as “the application of technology that allows
employees in a company to configure computer software or
a “robot” to capture and interpret existing applications for
processing a transactions, manipulating data, triggering
responses and communicating with other digital systems”
 Application systems and software may also be considered as RPA
as they are applicable to the following:
a. Process Automation
 the use not only of industrial robots but also of
“presentation-layer automation software” is capable of
carrying out the daily of on organization
 Process automation may include:
a. finance systems such as payroll,
b. customer management systems such as online
system registration, and
c. academic institutions offering online enrollment
systems, among others
b. IT support Management
 management of IT infrastructure and complex systems
becomes easier using RPA
 If part of the system fails, an automated system can
immediately send notifications to the IT manager and
technical support staff, informing them of the problems.
c. Automated Assistants
 Apple’s Siri is an example of a voice recognition
software used RPAs.
 Instead of machine language (binary), computers will be
able to understand human language and interact with
the same.
 Another example for automated assistants will be
banks having an automated customer service hotline.
2. Sensors
 these are hardware devices that have the capability to
measure an event, object, or any physical quality that is
happening
 Examples include the heart rate of a person while jogging, the
temperature of a room, brightness of a light source, and the like.
 Sensors can be classified as analog or digital, but below is a list
of sensors used in automation:
a. Temperature sensor – this sensor is capable of measuring
temperature as well as detecting its rise or fall.
b. Infrared (IR) sensor – this sensor often used for security
purposes detects infrared lights.
c. Ultrasound – an ultrasonic sensor detects sound waves, such
as how radars and sonars pick up sounds.
d. Touch sensor – through touch, the sensor activates itself and
becomes capable of doing its functions.
e. Proximity sensor – this sensor is able to detect objects within
a certain range, even if the object is not physically touching
the sensor yet.
f. Pressure sensor – it helps determine the weight or impact of
a certain object.
g. Level sensor – this sensor can detect the level of liquids,
fluids, grainy or granular materials, such as powders, etc. It is
used for disaster risk management systems, such as a flood
monitoring system.
h. Smoke/Gas sensor – this sensor is used to detect the
presence of dangerous fumes such as carbon monoxide
caused by fire.

Lesson 4- THE INFLUENCE of IT on CULTURE and SOCIAL BEHAVIOR

 With the prevalence of technology getting widespread, there are issues,


both positive and negative, that surface. In previous chapter, the positive
and negative effects that ICT brings to individuals, organizations, and
society are discussed. But regardless of whether the effect is positive or
negative, the sudden surge of ICT has created an influence on how
people’s lives have been changed, for better and for worse. However, it is
important to note that any positive effect a person wants to see should
not rely solely on the technology; it should also focus on self-realization
and social interaction.

INFLUENCE on CULTURE

 Online Reviews
 this trend of having other people do the task first for others is an
example of how technology affects the basic human behavior of
decision-making
 With the proliferation of online information, it is easy to find details
on a certain movie or a book. However, with sites such as Rotten
Tomatoes, one can actually make a decision on what movie to
watch simply by reading the “reviews” of other people.
 Weblogging/Social Media
 Nowadays, food bloggers post pictures of their meals in restaurants
along with a food review.
 This trend created a culture of people dining with friends or family
without actually interacting with them.
 YouTube Learners
 YouTube is one of the most popular social media sites.
 People can watch videos, comment on them, and upload their own
videos, among others.
 Thus, YouTube serves as a source of videos with people searching
for almost about anything online – from trivial topics to more
serious subject matter.
 Instead of reading books or listening to their teacher’s class
lecture, students would rather watch YouTube to learn the lesson.

INFLUENCE on SOCIAL BEHAVIOR

 Cyberbullying
 Behavioral choices especially for teenagers or adolescents are
influenced by technologies.
 is a serious phenomenon brought about by social media
 is an unwanted, hostile behavior done by individuals to other
people in the hope of gaining control over them
 Internet Profile
 also called an internet identity, online identity, or internet persona,
 is a profile created by internet users to establish their social
identity in online communities, social media sites, and other
websites
 Facebook requires its users to be at least 13 years of age before they
can create an account.
 Cyberbullying comes in the form of messages or images, such as memes.
 Since messages or images can be posted anonymously, it is hard and
oftentimes, difficult to trace the source.

NETIQUETTE

 Netiquette
 is a combination of the words internet and etiquette
 it describes how one should act online
 Netiquette brings in policies for all the features and qualities of the
internet, including the use of the World Wide Web (WWW), email services,
File Transfer Protocol (FTP), chart rooms, and instant messaging.
 The Personalize IT Rule
 Make sure to put restrictions in accepting friends or followers on
your social media
 The Off-limits Rule
 Know your limitations when voicing out your opinions on different
subjects or topics concerning your school, religion, personal
information, workplace, and even some controversial subjects such
as politics.
 The Tag - You’re It Rule
 Be careful in tagging someone either in your status post or photos.
 You may also restrict someone from tagging you in their posts and
photos

NETIQUETTE FOR CHAT ROOMS, AND INSTANT MESSAGING

1. Think long and hard before accepting a private conversation,


especially with someone not on your friends list.
2. In a group chat, include only those that are in your friends list.
3. If possible, do not give your personal information including your
photos or selfies.
4. When in doubt, save a copy or make a back-up of your conversation
(chat).
5. You must log out from your account at all times
6. Customize your account settings from public to private account.

PROFESSIONAL ETHICS

 While netiquette applies to all netizens, IT professionals specifically follow


an ethical practice as they are the front liners, support, and backend of
ICT.

Module 1: IT Trends, Issues and Challenges

Lesson 1 – TRENDS

INDUSTRY

 The industry sector in the Philippines is made up of local and foreign


companies that provide different products and services to Filipinos.
 Some companies in the food industry include Universal Robina and
Monde Nissin while those in the beverage industry include San Miguel
Brewery and Pepsi Philippines.
 Two major trends are seen in this sector – automation and the
application of Internet of Things (IoT), hence the introduction of smart
industries.
1. IoT (Internet of Things)
 is a rapidly growing field that has the potential to revolutionize
both work and daily life
 Major companies have reported increased productivity and accuracy
in production through the use of sensors, electronics, and robotics.
 Light bulbs, along with refrigerators, coffee makers, microwave
ovens, baby monitors, security cameras, speakers, televisions, and
thermostats have, in the past few decades, transformed from
ordinary objects into conduits for the future.
 Embedded with sensors that see, hear, and touch the world around
them, they can turn physical information into digital data.
 Collectively, these devices—and there are billions of them around
the world—make up the “internet of things.”
 In the “smart home,” these internet-enabled gadgets liberate us
from our chores, give us back some of our time, and add a dash
of novelty to ordinary experiences.
 Bluemix
 an implementation of IBM’s open cloud architecture based on open
source platform
 Cloud Foundry
 delivers enterprise level services that can easily integrate with cloud
applications
 Big Data
 refers to voluminous amount of data from traditional and digital
sources that could be mined for valuable insights on human
behavior such as trends, patterns, and associations, in turn
boosting business intelligence
2. IT Automation
 Automation
 is a trend in organizations and industries, with IoT being one of
the examples
 helps increase productivity by using computers and software
programs to automate tasks such as accounting, production, and
security systems, and even attendance monitoring
 Robotic Process Automation (RPA) in banking:
 Banks use RPA to automate repetitive tasks such as data entry,
transaction processing, and customer onboarding, freeing up
employees to focus on more complex tasks and improving accuracy
and efficiency.
 Accounting Software in finance:
 Accounting software automates manual accounting tasks such as
bookkeeping, account reconciliation, and financial reporting,
improving accuracy and efficiency.
 Smart factories in manufacturing:
 Manufacturing companies use IoT sensors and automation systems
to optimize production processes, reduce downtime, and improve
quality control.
 Chatbots in customer service:
 Companies use chatbots to automate customer support tasks such
as answering frequently asked questions, handling basic inquiries,
and providing 24/7 support.
 Marketing automation in digital marketing:
 Companies use marketing automation tools to automate tasks such
as lead nurturing, email marketing, and social media scheduling,
improving efficiency and ROI.

ONLINE BANKING

 Online banking
 also known as “internet banking” or “web banking”
 allows a user to execute financial transactions via the internet
 An online bank offers customers just about every service traditionally
available through a local branch, including deposits, money transfers, and
bill payments.

EDUCATION

 Most colleges and universities in the Philippines use a Learning


Management System (LMS) to deliver, manage, and keep track of
students’ progress.
 This LMS, which is delivered online, relates to the eLearning system.
 E-learning
 is learning that utilizes electronic technologies to access
educational curriculum outside of a traditional classroom
 In most cases, it refers to a course, program, or degree delivered
completely online.
 Some call this as distance learning.

BUSINESS

 Electronic commerce or e-commerce


 is a term for any type of business, or commercial transaction that
involves the transfer of information across the internet
 it covers a range of different types of businesses, from consumer-
based retail sites and auction or music sites, to business
exchanges trading goods and services between corporations
 it is currently one of the most important aspects of the internet to
emerge

HEALTH

 E-health (or eHealth)


 refers to the use of information and communications technology in
health care
 it covers a lot of territory, which is why digital health industry
experts often contest exactly what the term means
 it is also frequently used as a synonym for Health IT

Lesson 2- ISSUES and CHALLENGES

INDUSTRY

 With the introduction of computer systems at work, one main issue raise
is maintaining the computer system’s security and integrity.
 Malicious software, or malware,
 is a general term used to describe any type of software that can
cause harm to a computer system
 Examples of malware include the following:
1. Virus – it is a computer program usually hidden within
another program that inserts itself into other programs or
files.
2. Worm – is a stand – alone malware that replicates itself in
order to spread to other computers.
3. Trojan – it refers to a malicious program which initially
appears to be useful, routine, or interesting in order to
persuade a victim to install it.
4. Spyware – is a software that aims to gather information
about an organization or a person without his or her
knowledge.
5. Ransomware – it is type of malware that can block access to
a victim’s data. The hacker uses his or her technical
knowledge or skills to gain unauthorized access to data or
systems.

BANKING

 While online banking may be convenient, there are still skeptics to this
given the sensitive data being transacted online: money.

EDUCATION

 With online learning being accepted into schools as part of the teaching
and learning methodology, one of the things that schools need to
consider is monitoring and management.
 5 Common problems faced by students in e-learning and how to
overcome them
1. Adaptability Struggle
 Switching from traditional classroom and face-to-face instructor
training to computer-based training in a virtual classroom makes
the learning experience entirely different for students.
How to overcome:
 They need to accept the new learning circumstance with an open
mind and heart. Understanding the benefits of e-Learning and even
discussing them with their peers may change this mindset and
better prepare students for online classes.
2. Technical Issues
 Many students are not provided with the high bandwidth or the
strong internet connection that online courses requires, and thus
fail to catch up with their virtual classmates

How to overcome:
 Knowing exactly what kind of technological support they will need
for a certain course before enrolling in it, as well as properly
equipping themselves for the course’s successful completion.

3. Computer Literacy
 Many of them cannot operate basic programs such as Microsoft
Word and PowerPoint and, therefore, are not able to handle their
files.

How to overcome:

 Having a fundamental knowledge of computer hardware would help


them participate in online classes without interruptions and
hindrances
4. Time Management
 Time management is a difficult task for e-Learners, as online
courses require a lot of time and intensive work.

How to overcome:

 Time management is a difficult task for e-Learners, as online


courses require a lot of time and intensive work.
5. Self-Motivation
 Self-motivation is an e-Learning essential requirement; Many
learners fall behind and nurture the idea of giving up, as difficulties
in handling a technological medium also seem insurmountable.

How to overcome:

 Only a positive attitude will help them overcome the challenges in


eLearning; though this is hard to practice, students need to
understand that it is necessary in order to reap the e-Learning’s
benefits in the future.

BUSINESS

 Some companies use adware to track information about their customers


for marketing purposes.
 Adware
 is a program designed to display advertisements on your computer,
redirect your search requests to advertising websites, and collect
marketing-type data about yourself – for example, the types of
websites that you visit – so that customized advertisement can be
displayed

 Freeware
 are ad-supported programs, games, or utilities that are distributed
as adware

HEALTH

 Patient records are always kept confidential. However, with the


introduction of technology, and with hospitals and clinics learning towards
automation, patient records have shifted from paper to digital.
 With this, concerns regarding data security and data confidentiality of
patients have increased.

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