Tablet computer in the context of Convertible laptop


Tablet computer in the context of Convertible laptop

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⭐ Core Definition: Tablet computer

A tablet computer, commonly shortened to tablet or simply tab, is a mobile device, typically with a mobile operating system and touchscreen display processing circuitry, and a rechargeable battery in a single, thin and flat package. Tablets, being computers, have similar capabilities, but lack some input/output (I/O) abilities that others have. Modern tablets are based on smartphones, the only differences being that tablets are relatively larger than smartphones, with screens 7 inches (18 cm) or larger, measured diagonally, and may not support access to a cellular network. Unlike laptops (which have traditionally run off operating systems usually designed for desktops), tablets usually run mobile operating systems, alongside smartphones.

The touchscreen display is operated by gestures executed by finger or digital pen (stylus), instead of the mouse, touchpad, and keyboard of larger computers. Portable computers can be classified according to the presence and appearance of physical keyboards. Two species of tablet, the slate and booklet, do not have physical keyboards and usually accept text and other input by use of a virtual keyboard shown on their touchscreen displays. To compensate for their lack of a physical keyboard, most tablets can connect to independent physical keyboards by Bluetooth or USB; 2-in-1 PCs have keyboards, distinct from tablets.

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Tablet computer in the context of Electronic literature

Electronic literature or digital literature is a genre of literature where digital capabilities such as interactivity, multimodality or algorithmic text generation are used aesthetically. Works of electronic literature are usually intended to be read on digital devices, such as computers, tablets, and mobile phones. They cannot be easily printed, or cannot be printed at all, because elements crucial to the work cannot be carried over onto a printed version.

The first literary works for computers, created in the 1950s, were computer programs that generated poems or stories, now called generative literature. In the 1960s experimental poets began to explore the new digital medium, and the first early text-based games were created. Interactive fiction became a popular genre in the late 1970s and 1980s, with a thriving online community in the 2000s. In the 1980s and 1990s hypertext fiction begun to be published, first on floppy disks and later on the web. Hypertext fictions are stories where the reader moves from page to page by selecting links. In the 2000s digital poetry became popular, often including animated text, images and interactivity. In the 2010s and 2020s, electronic literature uses social media platforms, with new genres like Instapoetry or Twitterature as well as literary practices like netprov. Although web-based genres like creepypasta and fan fiction are not always thought of as electronic literature (because they usually manifest as linear texts that could be printed out and read on paper), other scholars argue that these are born digital genres that depend on online communities and thus should be included in the field.

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Tablet computer in the context of Electronic publishing

Electronic publishing (also referred to as e-publishing, digital publishing, or online publishing) includes the digital publication of e-books, digital magazines, and the development of digital libraries and catalogues. It also includes the editing of books, journals, and magazines to be read on a screen (computer, e-reader, tablet, or smartphone).

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Tablet computer in the context of Touchscreen

A touchscreen (or touch screen) is a type of display that can detect touch input from a user. It consists of both an input device (a touch panel) and an output device (a visual display). The touch panel is typically layered on the top of the electronic visual display of a device. Touchscreens are commonly found in smartphones, tablets, laptops, and other electronic devices. The display is often an LCD, AMOLED or OLED display.

A user can give input or control the information processing system through simple or multi-touch gestures by touching the screen with a special stylus or one or more fingers. Some touchscreens use ordinary or specially coated gloves to work, while others may only work using a special stylus or pen. The user can use the touchscreen to react to what is displayed and, if the software allows, to control how it is displayed; for example, zooming to increase the text size.

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Tablet computer in the context of Laptop

A laptop is a small, portable personal computer (PC). Laptops typically have a clamshell form factor with a flat-panel screen on the inside of the upper lid and an alphanumeric keyboard and pointing device on the inside of the lower lid. Most of the computer's internal hardware is in the lower part, under the keyboard, although many modern laptops have a built-in webcam at the top of the screen, and some even feature a touchscreen display. In most cases, unlike tablet computers which run on mobile operating systems, laptops tend to run on desktop operating systems, which were originally developed for desktop computers.

Laptops are used in a variety of settings, such as at work (especially on business trips), in education, for playing games, content creating, web browsing, for personal multimedia, and for general home computer use. They can be powered using either continuous wall power or a rechargeable battery, and can be folded shut for convenient storage and transportation, making them suitable for mobile use. Laptops feature all the standard input and output components of a desktop computer in a single compact unit, including a display screen (usually 11–17 in or 280–430 mm in diagonal size), speakers, a keyboard, and a pointing device (usually a trackpad). Hardware specifications vary significantly between different types, models, and price points.

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Tablet computer in the context of E-book

An ebook (short for electronic book), also spelled as e-book or eBook, is a book publication made available in electronic form, consisting of text, images, or both, readable on the flat-panel display of computers or other electronic devices. Although sometimes defined as "an electronic version of a printed book", some e-books exist without a printed equivalent. E-books can be read on dedicated e-reader devices, also on any computer device that features a controllable viewing screen, including desktop computers, laptops, tablets and smartphones.

In the 2000s, there was a trend of print and e-book sales moving to the Internet, where readers buy traditional paper books and e-books on websites using e-commerce systems. With print books, readers are increasingly browsing through images of the covers of books on publisher or bookstore websites and selecting and ordering titles online. The paper books are then delivered to the reader by mail or any other delivery service. With e-books, users can browse through titles online, select and order titles, then the e-book can be sent to them online or the user can download the e-book. By the early 2010s, e-books had begun to overtake hardcover by overall publication figures in the U.S.

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Tablet computer in the context of Over-the-top media service

An over-the-top media service, also known as over-the-top television (OTT), is a digital distribution service of video and audio delivered directly to viewers via the public Internet, rather than through an over-the-air, cable, satellite, or IPTV provider. The term is synonymous with streaming platform.

OTT services may be subscription-based or free, and are typically accessed via television sets with integrated Smart TV platforms, streaming devices such as Apple TV, Amazon Fire TV and Roku, video game consoles, websites on personal computers, and apps on smartphones and tablets.

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Tablet computer in the context of Mobile gaming

A mobile game is a video game that is typically played on a mobile device. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability.The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994.

In 1997, Nokia launched Snake. Snake, which was pre-installed in most mobile devices manufactured by Nokia for a couple of years, has since become one of the most played games, at one point found on more than 350 million devices worldwide. Mobile devices became more computationally advanced allowing for downloading of games, though these were initially limited to phone carriers' own stores. Mobile gaming grew greatly with the development of app stores in 2008, such as the iOS App Store from Apple. As the first mobile content marketplace operated directly by a mobile-platform holder, the App Store significantly changed the consumer behaviour and quickly broadened the market for mobile games, as almost every smartphone owner started to download mobile apps.

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Tablet computer in the context of Application software

Application software is software that is intended for end-user use – not operating, administering or programming a computer. An application (app, application program, software application) is any program that can be categorized as application software. Application is a subjective classification that is often used to differentiate from system and utility software.

The abbreviation app became popular with the 2008 introduction of the iOS App Store, to refer to applications for mobile devices such as smartphones and tablets. Later, with the release of the Mac App Store in 2010 and the Windows Store in 2011, it began to be used to refer to end-user software in general, regardless of platform.

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Tablet computer in the context of Social networking service

A social networking service or social networking site, abbreviated as SNS, is a type of online social media platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, activities, backgrounds or real-life connections.

Social networking services vary in format and the number of features. They can incorporate a range of new information and communication tools, operating on desktops and on laptops, on mobile devices such as tablet computers and smartphones. This may feature digital photo/video/sharing and diary entries online (blogging). Online community services are sometimes considered social-network services by developers and users, though in a broader sense, a social-network service usually provides an individual-centered service whereas online community services are groups centered. Generally defined as "websites that facilitate the building of a network of contacts in order to exchange various types of content online," social networking sites provide a space for interaction to continue beyond in-person interactions. These computer mediated interactions link members of various networks and may help to create, sustain and develop new social and professional relationships.

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Tablet computer in the context of Online shopping

Online shopping is a form of electronic commerce which allows consumers to directly buy goods or services from a seller over the Internet using a web browser or a mobile app. Consumers find a product of interest by visiting the website of the retailer directly or by searching among alternative vendors using a shopping search engine, which displays the same product's availability and pricing at different e-retailers. As of 2020, customers can shop online using a range of different computers and devices, including desktop computers, laptops, tablet computers and smartphones.

Online stores that evoke the physical analogy of buying products or services at a regular "brick-and-mortar" retailer or shopping center follow a process called business-to-consumer (B2C) online shopping. When an online store is set up to enable businesses to buy from another business, the process is instead called business-to-business (B2B) online shopping. A typical online store enables the customer to browse the firm's range of products and services, view photos or images of the products, along with information about the product specifications, features and prices. Unlike physical stores which may close at night, online shopping portals are always available to customers.

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Tablet computer in the context of Mobile broadband

Mobile broadband is the marketing term for wireless Internet access via mobile (cell) networks. Access to the network can be made through a portable modem, wireless modem, or a tablet/smartphone (possibly tethered) or other mobile device. The first wireless Internet access became available in 1991 as part of the second generation (2G) of mobile phone technology. Higher speeds became available in 2001 and 2006 as part of the third (3G) and fourth (4G) generations. In 2011, 90% of the world's population lived in areas with 2G coverage, while 45% lived in areas with 2G and 3G coverage. Mobile broadband uses the spectrum of 225 MHz to 3700 MHz.

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Tablet computer in the context of Cellular network

A cellular network or mobile network is a telecommunications network where the link to and from end nodes is wireless and the network is distributed over land areas called cells, each served by at least one fixed-location transceiver (such as a base station). These base stations provide the cell with the network coverage which can be used for transmission of voice, data, and other types of content via radio waves. Each cell's coverage area is determined by factors such as the power of the transceiver, the terrain, and the frequency band being used. A cell typically uses a different set of frequencies from neighboring cells, to avoid interference and provide guaranteed service quality within each cell.

When joined together, these cells provide radio coverage over a wide geographic area. This enables numerous devices, including mobile phones, tablets, laptops equipped with mobile broadband modems, and wearable devices such as smartwatches, to communicate with each other and with fixed transceivers and telephones anywhere in the network, via base stations, even if some of the devices are moving through more than one cell during transmission. The design of cellular networks allows for seamless handover, enabling uninterrupted communication when a device moves from one cell to another.

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Tablet computer in the context of SIM cards

A SIM card or SIM (subscriber identity module) is an integrated circuit (IC) in the range of a 25 MHz 32 bit CPU, and 256 KB of NVM. SIMs are intended to securely store an international mobile subscriber identity (IMSI) number and its related key, which are used to identify and authenticate subscribers on mobile telephone devices (such as mobile phones, tablets, and laptops). SIMs are also able to run apps and to store arbitrary information like address book contact information, and may be protected using a PIN code to prevent unauthorized use.

These SIM cards are always used on GSM phones; for CDMA phones, they are needed only for LTE-capable handsets. SIM cards are also used in various satellite phones, smart watches, computers, or cameras. The first SIM cards were the size of credit and bank cards; sizes were reduced several times over the years, usually keeping electrical contacts the same, to fit smaller-sized devices. SIMs are transferable between different mobile devices by removing the card itself.

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Tablet computer in the context of Electronic dictionary

An electronic dictionary is a dictionary whose data exists in digital form and can be accessed through a number of different media. Electronic dictionaries can be found in several forms, including software installed on tablet or desktop computers, mobile apps, web applications, and as a built-in function of E-readers. They may be free or require payment.

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Tablet computer in the context of IPadOS

iPadOS is a mobile operating system developed by Apple for its iPad line of tablet computers. It was given a name distinct from iOS, the operating system used by Apple's iPhones, to reflect the diverging features of the two product lines, such as multitasking. It was introduced as iPadOS 13, reflecting its status as the successor to iOS 12 for the iPad, and first released to the public on September 24, 2019. Major versions of iPadOS are released annually; the current stable version, iPadOS 26.1, was released to the public on November 3, 2025.

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Tablet computer in the context of Android (operating system)

Android is an operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen-based mobile devices such as smartphones and tablet computers. Android has historically been developed by a consortium of developers known as the Open Handset Alliance, but its most widely used version is primarily developed by Google. First released in 2008, Android is the world's most widely used operating system; it is the most used operating system for smartphones, and also most used for tablets; the latest version, released on June 10, 2025, is Android 16.

At its core, the operating system is known as the Android Open Source Project (AOSP) and is free and open-source software (FOSS) primarily licensed under the Apache License. However, most devices run the proprietary Android version developed by Google, which ships with additional proprietary closed-source software pre-installed, most notably Google Mobile Services (GMS), which includes core apps such as Google Chrome, the digital distribution platform Google Play, and the associated Google Play Services development platform. Firebase Cloud Messaging is used for push notifications. While AOSP is free, the "Android" name and logo are trademarks of Google, who restrict the use of Android branding on "uncertified" products. The majority of smartphones based on AOSP run Google's ecosystem—which is known simply as Android—some with vendor-customized user interfaces and software suites, for example One UI. Numerous modified distributions exist, which include competing Amazon Fire OS, community-developed LineageOS; the source code has also been used to develop a variety of Android distributions on a range of other devices, such as Android TV for televisions, Wear OS for wearables, and Meta Horizon OS for VR headsets.

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Tablet computer in the context of Text messaging

Text messaging, or texting, is the act of composing and sending electronic messages, typically consisting of alphabetic and numeric characters, between two or more users of mobile phones, tablet computers, smartwatches, desktops/laptops, or another type of compatible computer. Text messages may be sent over a cellular network or may also be sent via satellite or Internet connection.

The term originally referred to messages sent using the Short Message Service (SMS) on mobile devices. It has grown beyond alphanumeric text to include multimedia messages using the Multimedia Messaging Service (MMS) and Rich Communication Services (RCS), which can contain digital images, videos, and sound content, as well as ideograms known as emoji (happy faces, sad faces, and other icons), and on various instant messaging apps. Text messaging has been an extremely popular medium of communication since the turn of the century and has also influenced changes in society.

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