MOBILE COMPUTING is human–computer interaction by which a computer is
expected to be transported during normal usage. Mobile computing involves mobile
communication, mobile hardware, and mobile software. Communication issues include
ad hoc and infrastructure networks as well as communication properties, protocols, data
formats and concrete technologies. Hardware includes mobile devices or device
components. Mobile software deals with the characteristics and requirements of mobile
SOCIAL MEDIA are computer-mediated tools that allow people to create, share or
exchange information, ideas, and pictures/videos in virtual communities and networks.
Social media is defined as "a group of Internet-based applications that build on the
ideological and technological foundations of Web 2.0, and that allow the creation and
exchange of user-generated content."
APPLICATION SOFTWARE (an application) is a set of computer programs designed
to permit the user to perform a group of coordinated functions, tasks, or activities.
Application software cannot run on itself but is dependent on system software to execute.
Examples of an application include a word processor, a spreadsheet design and
management system, an aeronautical flight simulator, a console game, a drawing,
painting, and illustrating system, or a library management system.
HARDWARE is the collection of physical elements that constitutes a computer system.
Computer hardware is the physical parts or components of a computer, such as the
monitor, mouse, keyboard, computer data storage, hard disk drive (HDD), graphic cards,
sound cards, memory, motherboard, and so on, all of which are physical objects that are
tangible. In contrast, software is instructions that can be stored and run by hardware.
COMPUTER HISTORY as mass-market consumer electronic devices effectively began
in 1977 with the introduction of microcomputers, although some mainframe and
minicomputers had been applied as single-user systems much earlier. A personal
computer is one intended for interactive individual use, as opposed to a mainframe
computer where the end user's requests are filtered through operating staff, or a time
sharing system in which one large processor is shared by many individuals. After the
development of the microprocessor, individual personal computers were low enough in
cost that they eventually became affordable consumer goods. Early personal computers –
generally called microcomputers– were sold often in electronic kit form and in limited
numbers, and were of interest mostly to hobbyists and technicians.