Electronic hardware in the context of "Peripheral"

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⭐ Core Definition: Electronic hardware

Electronic hardware consists of interconnected electronic components which perform analog or logic operations on received and locally stored information to produce as output or store resulting new information or to provide control for output actuator mechanisms.

Electronic hardware can range from individual chips/circuits to distributed information processing systems. Well designed electronic hardware is composed of hierarchies of functional modules which inter-communicate via precisely defined interfaces.

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👉 Electronic hardware in the context of Peripheral

A peripheral device, or simply peripheral, is an auxiliary hardware device that a computer uses to transfer information externally. A peripheral is a hardware component that is accessible to and controlled by a computer but is not a core component of the computer. It can communicate with a computer through wired or wireless connections. Many modern electronic devices, such as Internet-enabled digital watches, video game consoles, smartphones, and tablet computers, have interfaces for use as a peripheral.

Mouses and keyboards became the standard for computer peripheral input devices in the 1970s, while memory storage devices continued to be developed in new ways. Output devices, such as monitors, began as cathode rays, before switching to LCD monitors in the 1980s.

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Electronic hardware in the context of Arcade cabinet

An arcade cabinet, also known as an arcade machine or a coin-op cabinet or coin-op machine, is the housing within which an arcade game's electronic hardware resides. Most cabinets designed since the mid-1980s conform to the Japanese Amusement Machine Manufacturers Association (JAMMA) wiring standard. Some include additional connectors for features not included in the standard.

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Electronic hardware in the context of Machine perception

Machine perception is the capability of a computer system to interpret data in a manner that is similar to the way humans use their senses to relate to the world around them. The basic method that the computers take in and respond to their environment is through the attached hardware. Until recently input was limited to a keyboard, or a mouse, but advances in technology, both in hardware and software, have allowed computers to take in sensory input in a way similar to humans.

Machine perception allows the computer to use this sensory input, as well as conventional computational means of gathering information, to gather information with greater accuracy and to present it in a way that is more comfortable for the user. These include computer vision, machine hearing, machine touch, and machine smelling, as artificial scents are, at a chemical compound, molecular, atomic level, indiscernible and identical.

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Electronic hardware in the context of Timer

A timer or countdown timer is a type of clock that starts from a specified time duration and stops upon reaching 00:00. It can also usually be stopped manually before the whole duration has elapsed. An example of a simple timer is an hourglass. Commonly, a timer triggers an alarm when it ends. A timer can be implemented through hardware or software.Stopwatches operate in the opposite direction, upwards from 00:00, measuring elapsed time since a given time instant. Time switches are timers that control an electric switch.

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Electronic hardware in the context of Hacker (programmer subculture)

The hacker culture is a subculture of individuals who enjoy—often in collective effort—the intellectual challenge of creatively overcoming the limitations of software systems or electronic hardware (mostly digital electronics), to achieve novel and clever outcomes. The act of engaging in activities (such as programming or other media) in a spirit of playfulness and exploration is termed hacking. However, the defining characteristic of a hacker is not the activities performed themselves (e.g. programming), but how it is done and whether it is exciting and meaningful. Activities of playful cleverness can be said to have "hack value" and therefore the term "hacks" came about, with early examples including pranks at MIT done by students to demonstrate their technical aptitude and cleverness. The hacker culture originally emerged in academia in the 1960s around the Massachusetts Institute of Technology (MIT)'s Tech Model Railroad Club (TMRC) and MIT Artificial Intelligence Laboratory. Hacking originally involved entering restricted areas in a clever way without causing any major damage. Some famous hacks at the Massachusetts Institute of Technology were placing of a campus police cruiser on the roof of the Great Dome and converting the Great Dome into R2-D2.

Richard Stallman explains about hackers who program:

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Electronic hardware in the context of Embedded software

Embedded software is computer software, written to control machines or devices that are not typically thought of as computers, commonly known as embedded systems. It is typically specialized for the particular hardware that it runs on and has time and memory constraints. This term is sometimes used interchangeably with firmware.

A precise and stable characteristic feature is that no or not all functions of embedded software are initiated/controlled via a human interface, but through machine-interfaces instead.

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