Introduction to Embedded Systems, Second Edition


Book Description

An introduction to the engineering principles of embedded systems, with a focus on modeling, design, and analysis of cyber-physical systems. The most visible use of computers and software is processing information for human consumption. The vast majority of computers in use, however, are much less visible. They run the engine, brakes, seatbelts, airbag, and audio system in your car. They digitally encode your voice and construct a radio signal to send it from your cell phone to a base station. They command robots on a factory floor, power generation in a power plant, processes in a chemical plant, and traffic lights in a city. These less visible computers are called embedded systems, and the software they run is called embedded software. The principal challenges in designing and analyzing embedded systems stem from their interaction with physical processes. This book takes a cyber-physical approach to embedded systems, introducing the engineering concepts underlying embedded systems as a technology and as a subject of study. The focus is on modeling, design, and analysis of cyber-physical systems, which integrate computation, networking, and physical processes. The second edition offers two new chapters, several new exercises, and other improvements. The book can be used as a textbook at the advanced undergraduate or introductory graduate level and as a professional reference for practicing engineers and computer scientists. Readers should have some familiarity with machine structures, computer programming, basic discrete mathematics and algorithms, and signals and systems.




Security and Software for Cybercafes


Book Description

Cybercafes, which are places where Internet access is provided for free, provide the opportunity for people without access to the Internet, or who are traveling, to access Web mail and instant messages, read newspapers, and explore other resources of the Internet. Due to the important role Internet cafes play in facilitating access to information, there is a need for their systems to have well-installed software in order to ensure smooth service delivery. Security and Software for Cybercafes provides relevant theoretical frameworks and current empirical research findings on the security measures and software necessary for cybercafes, offering information technology professionals, scholars, researchers, and educators detailed knowledge and understanding of this innovative and leading-edge issue, both in industrialized and developing countries.




Computer and Cyber Security


Book Description

This is a monumental reference for the theory and practice of computer security. Comprehensive in scope, this text covers applied and practical elements, theory, and the reasons for the design of applications and security techniques. It covers both the management and the engineering issues of computer security. It provides excellent examples of ideas and mechanisms that demonstrate how disparate techniques and principles are combined in widely-used systems. This book is acclaimed for its scope, clear and lucid writing, and its combination of formal and theoretical aspects with real systems, technologies, techniques, and policies.







Multiplayer Online Games


Book Description

Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development