digital planet

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digital planet by Mind Map: digital planet

1. graphics, digital media, and multimedia

1.1. focus on computer graphics

1.1.1. bitmapped graphics

1.1.2. photographic editing by computer

1.1.3. object-oriented graphics

1.1.4. 3-D modeling software

1.1.5. turning pictures into products

1.2. beyond the printed page

1.2.1. bringing lectures to life

1.2.2. animation graphics in time

1.2.3. computers, film, and TV

1.2.4. data compression

1.2.5. computers and audio

1.2.6. digital audio & MIDI

1.3. hypertext to interactive multimedia

1.3.1. hypertext and hypermedia

1.3.2. eye, ear, hand, and mind

1.4. making mixed media

1.4.1. visions of the future

2. database applications and privacy implications

2.1. database basics

2.1.1. what good is a database?

2.1.2. database operations

2.1.3. database anatomy

2.1.4. database programs

2.2. database-management systems

2.2.1. what is a database-management systems?

2.2.2. what makes a database relational

2.2.3. the many faces of database

2.3. database trends

2.3.1. real-time computing

2.3.2. downsizing & decentralizing

2.3.3. data mining

2.3.4. maintaining database integrity

2.4. object-oriented database & multidimensional database

2.4.1. intelligent searches

2.5. computers & privacy

2.5.1. all about you

2.5.2. big brothers & big business

3. networking & digital communication

3.1. basic network anatomy

3.1.1. network near & far

3.1.2. the importance of bandwith

3.1.3. communication software

3.1.4. internet connection technologies

3.2. wireless network technology

3.2.1. wifi & wimax technology

3.2.2. bluetooth technology

3.2.3. 3G & 4G technology

3.3. from communication to communities

3.3.1. the many faces of email

3.3.2. email issues

3.3.3. mailing list

3.3.4. newsgroups, web forums, and blogs

4. the evolving internet

4.1. inside the internet

4.1.1. counting connections

4.1.2. internet protocol

4.1.3. internet addresses

4.1.4. internet access options

4.1.5. internet servers

4.2. inside the web

4.2.1. web protocol & web publishing

4.2.2. from hypertext to multimedia

4.2.3. dynamic web programming tools

4.2.4. search engines

4.3. ethnical & political dilemmas

4.3.1. internet addiction & brain function

4.3.2. freedom's abuses

4.3.3. access and censorship

4.3.4. the digital divide

4.3.5. net neutrality

5. computer security & risks

5.1. the digital dosier

5.1.1. from property theft to identity theft

5.1.2. password and access privileges

5.1.3. backups & other precautions

5.1.4. human security controls

5.2. security, privacy, freedom, and ethnics

5.2.1. the delicate balance

5.2.2. when security threatens privacy

5.3. security & reliability

5.3.1. bugs and breakdowns

5.3.2. computers at war

5.3.3. is security possible?

5.4. human questions for a computer age

5.4.1. will computers be democratic

5.4.2. will the global village be a community

5.4.3. are we becoming information slaves?

5.4.4. standing on the shoulders of giants

6. information systems in business

6.1. system & organization

6.1.1. anatomy of system

6.1.2. business organization as system

6.1.3. the value chain model

6.1.4. information system for bussines transactions

6.1.5. enterprise resource planning

6.1.6. supply chain management & outsourcing

6.2. information technology & management

6.2.1. information technology & decision making

6.2.2. information systems in perspective

6.3. planning for information systems

6.3.1. strategic planning

6.3.2. describing the information technology infrastrukture

6.3.3. allocating resource

6.3.4. project planning

7. systems design & development

7.1. how people make programs

7.1.1. from idea to algorithm

7.1.2. from algorithm to program

7.2. programming languages & methodologies

7.2.1. machine language & assembly language

7.2.2. high-level languages

7.2.3. structured programming

7.2.4. object oriented programming

7.2.5. visual programming

7.2.6. languages for users

7.2.7. component software

7.2.8. agile development & extreme programming

7.2.9. programming for the web & cloud

7.3. systems analysis & the systems life cycle

7.3.1. systems development

7.3.2. system development life cycle

7.3.3. system development tolls & techniques

7.4. the state software

7.4.1. software problems

7.4.2. software solutions

7.4.3. software warranties

8. exploring

8.1. taxonomy

8.1.1. embedded system

8.1.2. PC & workstation

8.1.3. handheld device

8.1.4. servers

8.1.5. mainframe & supercomputer

8.2. internet revolution

8.2.1. screen test: windows into the world of web 2.0

8.3. into the information age

8.3.1. digital technology

8.3.2. clarifying technology

8.3.3. digital technology in action

8.3.4. social and ethnical issues

9. inside the box

9.1. bits

9.1.1. bit basic

9.1.2. building with bits

9.1.3. binary arithmetic

9.1.4. bits, bytes, and buzzwords

9.2. Cpu & memory

9.2.1. representing the world's languages

9.3. the real computer

9.3.1. green computing

9.3.2. from multicore to cluster

9.3.3. the computer's memory

9.3.4. works : the CPU & memory

9.3.5. buses, ports, and peripherals

10. peripheral

10.1. from person to processor

10.1.1. keyboard

10.1.2. pointing devices

10.1.3. multi-touch input devices

10.1.4. reading tools

10.1.5. digitizing devices and sensors

10.2. from pulses to people

10.2.1. screen output

10.2.2. paper output

10.2.3. output you can hear

10.2.4. fax machines & modems

10.2.5. controlling other machines

10.3. input meets output

10.3.1. magnetic tape

10.3.2. magnetic disks

10.3.3. optical discs

10.3.4. internal & external drives

10.3.5. flash memory storage devices

10.4. the sum of its parts

10.4.1. port & slot revisited

10.4.2. wireless peripherals, network [eripherals, and the cloud

11. the ghost in the machine

11.1. processing with programs

11.1.1. food & thought

11.1.2. a fast, stupid machine

11.1.3. the language of computers

11.2. tools for users

11.2.1. consumer applications

11.2.2. web applications

11.2.3. vertical-market and custom software

11.3. the hardware-software connection

11.3.1. operating system does

11.3.2. programs and device drivers

11.3.3. operating system lives

11.4. the human-machine connection

11.4.1. desktop operating system

11.4.2. UNIX & LINUX

11.4.3. hardware and software platforms

11.5. file management: where's my stuff?

11.5.1. organizing files & folders

11.5.2. file managers

11.5.3. managing files from applications

11.5.4. locating files

11.5.5. disk formating & defragmentation

11.6. software piracy and intellectual defragmentation

11.6.1. the piracy problem

11.6.2. intellectual property & the law

12. productivity applications

12.1. the wordsmith's toolbox

12.1.1. tools & techniques

12.1.2. outliners & idea processors

12.1.3. digital references

12.1.4. spelling checkers

12.1.5. grammar & style checkers

12.1.6. form-letter generators

12.1.7. collaborative writing tools

12.2. emerging word tools

12.2.1. processing handwriting & speech

12.2.2. intelligent word processors

12.3. the desktop publishing story

12.3.1. what is desktop publishing?

12.3.2. why desktop publishing?

12.4. beyond the printed page

12.4.1. paperless publishing & the web

12.4.2. e-books, e-readers, and e-paper

12.5. software for simulation & speculation

12.5.1. the malleable matrix

12.5.2. from digits to drawings

12.6. beyond spreadsheet

12.6.1. money managers

12.6.2. automatic mathematics

12.6.3. statistics & data analysis

12.6.4. scientific visualization

12.7. computer modeling and simulation

12.7.1. the rewards

12.7.2. the risks

13. computers at work, school, and home

13.1. where computers work

13.1.1. the automated factory

13.1.2. the automated factory

13.1.3. the electronic cottage

13.2. technology & job quality

13.2.1. de-skilling & up-skilling

13.2.2. monitoring & surveillance

13.2.3. electronic sweatshops

13.3. automation, globalization, and outsourcing

13.3.1. workers against machines

13.3.2. world wide worker

13.3.3. will we need a new economy?

13.4. education in the information age

13.4.1. the roots of our educational system

13.4.2. information age edication

13.5. high-tech schools

13.5.1. computer-based training

13.5.2. programming tools

13.5.3. simulations & game

13.6. midterm grades

13.6.1. high marks

13.6.2. room for improvement

13.7. the hight tech home

13.7.1. household bussiness

13.7.2. education & information

13.7.3. home entertainment rederfined

13.7.4. creativy and leisure

14. the evolving internet economy

14.1. intranets, extranets, and e-sales

14.1.1. intranets for internal communication

14.1.2. extranets for commerce & communication

14.1.3. online retail sales & service

14.1.4. making consumer connections

14.2. reinventing web commerce

14.2.1. commerce in the cloud

14.2.2. enchancing the interactive experience

14.2.3. mobile commerce

14.2.4. the long tail

14.2.5. web marketing tail 2.0

14.2.6. the "free" market

15. is artificial intelligence real?

15.1. thinking about thinking machines

15.1.1. can machines think?

15.1.2. what is artificial intelligence

15.1.3. opening games

15.2. natural-language communication

15.2.1. machine translation traps

15.2.2. conversation without communication

15.2.3. nonsense & common sense

15.3. knowledge based & expert systems

15.3.1. knowledge bases

15.3.2. artificial experts

15.3.3. experts system in action & perspective

15.4. making sense of the world image analysis

15.4.1. optical character recognition

15.4.2. automatic speech recognition

15.4.3. talking computers

15.4.4. neutral networks

15.5. the robot revolution

15.5.1. what is a robot

15.5.2. steel-collar workers