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Books > Computing & IT > Internet > General
Scientists in different geographical locations conduct real-time experiments in a virtual shared workspace. E-commerce provides an emerging market for businesses large and small. E-mail, Servers, and Enterprise Resources Planning have revolutionized businesses on every level. People from all over the globe gather in chat rooms. The Internet is here to stay and Internet technologies and applications continue to grow and evolve. The Handbook of Internet Computing presents comprehensive coverage of all technical issues related to the Internet and its applications. It addresses hot topics such as Internet architectures, content-based multimedia retrieval on the Internet, Web-based collaboration, Web search engines, digital libraries, and more. Real-life examples illustrate the concepts so that technical, non-technical and business people can quickly grasp the fundamentals.
Data storage, processing, and management at remote location over dynamic networks is the most challenging task in cloud networks. Users' expectations are very high for data accuracy, reliability, accessibility, and availability in pervasive cloud environment. It was the core motivation for the Cloud Networks Internet of Things (CNIoT). The exponential growth of the networks and data management in CNIoT must be implemented in fast growing service sectors such as logistic and enterprise management. The network based IoT works as a bridge to fill the gap between IT and cloud networks, where data is easily accessible and available. This book provides a framework for the next generation of cloud networks, which is the emerging part of 5G partnership projects. This contributed book has following salient features, A cloud-based next generation networking technologies. Cloud-based IoT and mobility management technology. The proposed book is a reference for research scholars and course supplement for cloud-IoT related subjects such as distributed networks in computer/ electrical engineering. Sanjay Kumar Biswash is working as an Assistant professor in NIIT University, India. He held Research Scientist position, Institute of Cybernetics, National Research Tomsk Polytechnic University, Russia. He was PDF at LNCC, Brazil and SDSU, USA. He was a visiting researcher to the UC, Portugal. Sourav Kanti Addya is working as an Assistant professor in NITK, Surathkal, India. He was a PDF at IIT Kharagpur, India. He was a visiting scholar at SDSU, USA. He obtained national level GATE scholarship. He is a member of IEEE, ACM.
This book provides an overview of disability exceptions to copyright infringement and the international and human rights legal framework for disability rights and exceptions. The focus is on those exceptions as they apply to visual art, while the book presents a comprehensive study of copyright's disability exceptions per se and the international and human rights law framework in which they are situated. 3D printing now allows people with a visual impairment to experience 3D reproductions of paintings, drawings and photographs through touch. At the same time, the uncertain application of existing disability exceptions to these reproductions may generate concerns about legal risk, hampering sensory art projects and reducing inclusivity and equity in cultural engagement by people with a visual impairment. The work adopts an interdisciplinary approach, with contributions from diverse stakeholders, including persons with disabilities, cultural institutions and the 3D printing industry. The book sketches the scene relating to sensory art projects. Experts in intellectual property, human rights, disability and art law then critically analyse the current legal landscape relating to disability access to works of visual art at both international and regional levels, as well as across a broad representative sample of national jurisdictions, and identify where legal reform is required. This comparative analysis of the laws aims to better inform stakeholders of the applicable legal landscape, the legal risks and opportunities associated with sensory art and the opportunities for reform and best practice guidelines, with the overarching goal of facilitating international harmonisation of the law and enhanced inclusivity.
The author of this book has identified the seven key emerging Internet-related technologies: Internet of things, smart everything, big data, cloud computing, cybersecurity, software-defined networking, and online education. Together these technologies are transformational and disruptive. This book provides researchers, students, and professionals a comprehensive introduction, applications, benefits, and challenges for each technology. It presents the impact of these cutting-edge technologies on our global economy and its future. The word "technology" refers to "collection of techniques, skills, methods, and processes used in the production of goods or services."
Welcome to the third volume of Game Audio Programming: Principles and Practices-the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio. The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more. This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether you've been a game audio programmer for one year or ten years, or even if you've just been assigned the task and are trying to figure out what it's all about, this book is for you! Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples, math, and diagrams that you can apply directly to your game audio engine. Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When he's not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.
Make friends and sell things to people through social media Social media technology is restlessly inventive, providing thousands of awesome ways for you to market your business inexpensively and on a large scale--often directly into the pockets of consumers. But in the proliferating, ever-changing world of tweets, influencers, handles, and alerts, it can be hard to know where to begin and then to evaluate what's actually working for you. In the new edition of Social Media Marketing for Dummies, leading SMM voices Shiv Singh and Stephanie Diamond clear away the confusion and show you the smartest, most effective ways to plan, launch, manage, and assess your campaigns--and then iterate and optimize for increased success. Incorporating the latest trends and presented in a friendly, easily digestible step-by-step style, you'll find the ultimate blueprint for developing your best SMM strategy. In no time, you'll find out how to line up with Facebook, Twitter, Tumblr, and Google, develop a unique and compelling voice, and influence your key audience all the way to the bank. Choose the best SMM combination for you Avoid common mistakes and pitfalls Track your customers from awareness to retention Try out the latest stuff that really works Whether your organization is large or small, it simply doesn't pay to be shy. Find your voice, get social, and chat your way to attracting and keeping new customers today!
The emergence of affordable micro sensors, such as MEMS Inertial Measurement Systems, are applied in embedded systems and Internet-of-Things devices. This has brought techniques such as Kalman Filtering, which are capable of combining information from multiple sensors or sources, to the interest of students and hobbyists. This book will explore the necessary background concepts, helping a much wider audience of readers develop an understanding and intuition that will enable them to follow the explanation for the Kalman Filtering algorithm. Key Features: Provides intuitive understanding of Kalman Filtering approach Succinct overview of concepts to enhance accessibility and appeal to a wide audience Interactive learning techniques with code examples Malek Adjouadi, PhD, is Ware Professor with the Department of Electrical and Computer Engineering at Florida International University, Miami. He received his PhD from the Electrical Engineering Department at the University of Florida, Gainesville. He is the Founding Director of the Center for Advanced Technology and Education funded by the National Science Foundation. His earlier work on computer vision to help persons with blindness led to his testimony to the U.S. Senate on the committee of Veterans Affairs on the subject of technology to help persons with disabilities. His research interests are in imaging, signal processing and machine learning, with applications in brain research and assistive technology. Armando Barreto, PhD, is Professor of the Electrical and Computer Engineering Department at Florida International University, Miami, as well as the Director of FIU's Digital Signal Processing Laboratory, with more than 25 years of experience teaching DSP to undergraduate and graduate students. He earned his PhD in electrical engineering from the University of Florida, Gainesville. His work has focused on applying DSP techniques to the facilitation of human-computer interactions, particularly for the benefit of individuals with disabilities. He has developed human-computer interfaces based on the processing of signals and has developed a system that adds spatialized sounds to the icons in a computer interface to facilitate access by individuals with "low vision." With his research team, he has explored the use of Magnetic, Angular-Rate and Gravity (MARG) sensor modules and Inertial Measurement Units (IMUs) for human-computer interaction applications. He is a senior member of the Institute of Electrical and Electronics Engineers (IEEE) and the Association for Computing Machinery (ACM). Francisco R. Ortega, PhD, is an Assistant Professor at Colorado State University and Director of the Natural User Interaction Lab (NUILAB). Dr. Ortega earned his PhD in Computer Science (CS) in the field of Human-Computer Interaction (HCI) and 3D User Interfaces (3DUI) from Florida International University (FIU). He also held a position of Post-Doc and Visiting Assistant Professor at FIU. His main research area focuses on improving user interaction in 3DUI by (a) eliciting (hand and full-body) gesture and multimodal interactions, (b) developing techniques for multimodal interaction, and (c) developing interactive multimodal recognition systems. His secondary research aims to discover how to increase interest for CS in non-CS entry-level college students via virtual and augmented reality games. His research has resulted in multiple peer-reviewed publications in venues such as ACM ISS, ACM SUI, and IEEE 3DUI, among others. He is the first-author of the CRC Press book Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications and Game Development. Nonnarit O-larnnithipong, PhD, is an Instructor at Florida International University. Dr. O-larnnithipong earned his PhD in Electrical Engineering, majoring in Digital Signal Processing from Florida International University (FIU). He also held a position of Post-Doctoral Associate at FIU in 2019. His research has focused on (1) implementing the sensor fusion algorithm to improve orientation measurement using MEMS inertial and magnetic sensors and (2) developing a 3D hand motion tracking system using Inertial Measurement Units (IMUs) and infrared cameras. His research has resulted in multiple peer-reviewed publications in venues such as HCI-International and IEEE Sensors.
This book introduces fundamental concepts and theories in pervasive computing as well as its key technologies and applications. It explains how to design and implement pervasive middleware and real application systems, covering nearly all aspects related to pervasive computing. Key technologies in the book include pervasive computing-oriented resource management and task migration, mobile pervasive transaction, human computer interface, and context collection-oriented wireless sensor networks.
This book provides a comprehensive overview for the use of femtocells in smart Internet of Things (IoT) environments. Femtocells will help mobile operators to provide a basis for the next generation of services which are a combination of voice, video, and data services to mobile users. This book discusses modelling traffic and deployment strategies in femtocells and provides a review for the use of femtocells and their applications in IoT environments. Moreover, it highlights the efficient real-time medium access, data delivery, caching and security aspects in smart spaces. It concludes by presenting open research issues associated with smart IoT-femtocell based applications.
This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.
Analyzing and Securing Social Networks focuses on the two major technologies that have been developed for online social networks (OSNs): (i) data mining technologies for analyzing these networks and extracting useful information such as location, demographics, and sentiments of the participants of the network, and (ii) security and privacy technologies that ensure the privacy of the participants of the network as well as provide controlled access to the information posted and exchanged by the participants. The authors explore security and privacy issues for social media systems, analyze such systems, and discuss prototypes they have developed for social media systems whose data are represented using semantic web technologies. These experimental systems have been developed at The University of Texas at Dallas. The material in this book, together with the numerous references listed in each chapter, have been used for a graduate-level course at The University of Texas at Dallas on analyzing and securing social media. Several experimental systems developed by graduate students are also provided. The book is divided into nine main sections: (1) supporting technologies, (2) basics of analyzing and securing social networks, (3) the authors' design and implementation of various social network analytics tools, (4) privacy aspects of social networks, (5) access control and inference control for social networks, (6) experimental systems designed or developed by the authors on analyzing and securing social networks, (7) social media application systems developed by the authors, (8) secure social media systems developed by the authors, and (9) some of the authors' exploratory work and further directions.
Social media users fracture into tribes, but social media ecosystems are globally interconnected technically, socially, culturally, and economically. At the crossroads, Huatong Sun, author of Cross-Cultural Technology Design, presents theory, method, and case studies to uncover the global interconnectedness of social media design and reorient universal design standards. Centering on the dynamics between structure and agency, Sun draws on practice theories and transnational fieldwork and articulates a critical design approach. The "CLUE2 (CLUE squared)" framework extends from situated activity to social practice, and connects macro institutions with micro interactions to redress asymmetrical relations in everyday life. Why were Japanese users not crazed about Facebook? Would Twitter have had been more successful than its copycat Weibo in China if not banned? How did mobilities and value propositions play out in the competition of WhatsApp, WeChat, LINE, and KakaoTalk for global growth? Illustrating the cultural entanglement with a relational view of design, Sun provides three provocative accounts of cross-cultural social media design and use. Concepts such as affordance, genre, and uptake are demonstrated as design tools to bind the material with the discursive and leap from the critical to the generative for culturally sustaining design. Sun calls to reshape the crossroads into a design square where differences are nourished as design resources, where diverse discourses interact for innovation, and where alternative design epistemes thrive from the local. This timely book will appeal to researchers, students, and practitioners who design across disciplines, paradigms, and boundaries to bridge differences in this increasingly globalized world.
This book investigates how social media are reconfiguring dying, death, and mourning. Taking a narrative approach, it argues that dying, death, and mourning are shared online as small stories of the moment, which are organized around transgressive moments and events with motivational, participatory, or connective scope. Through the different case studies discussed, this book presents an empirical framework for analyzing small stories of dying, death and mourning as practices of sharing which become associated with specific modes of affective positioning, i.e. modulations of different degrees of distance or proximity to the death event and the dead, the networked audience(s), and the affective self. The book calls for the study of affect as integral to narrative activity and opens up broader questions about how stories and emotion are mobilized in digital cultures for accruing audiences, value (social or economic), and visibility. It will be of interest to researchers in narrative analysis, the anthropology and sociology of emotion, digital communication, media and cultural studies, and (digital) death and dying.
Along with the increasingly important runtime engines pervasive in our daily-life computing, there is a strong demand from the software community for a solid presentation on the design and implementation of modern virtual machines, including the Java virtual machine, JavaScript engine and Android execution engine. The community expects to see not only formal algorithm description, but also pragmatic code snippets; to understand not only research topics, but also engineering solutions. This book meets these demands by providing a unique description that combines high level design with low level implementations and academic advanced topics with commercial solutions. This book takes a holistic approach to the design of VM architecture, with contents organized into a consistent framework, introducing topics and algorithms in an easily understood step by step process. It focuses on the critical aspects of VM design, which are often overlooked in other works, such as runtime helpers, stack unwinding and native interface. The algorithms are fully illustrated in figures and implemented in easy to digest code snippets, making the abstract concepts tangible and programmable for system software developers.
Internet Infrastructure: Networking, Web Services, and Cloud Computing provides a comprehensive introduction to networks and the Internet from several perspectives: the underlying media, the protocols, the hardware, the servers, and their uses. The material in the text is divided into concept chapters that are followed up with case study chapters that examine how to install, configure, and secure a server that offers the given service discussed. The book covers in detail the Bind DNS name server, the Apache web server, and the Squid proxy server. It also provides background on those servers by discussing DNS, DHCP, HTTP, HTTPS, digital certificates and encryption, web caches, and the variety of protocols that support web caching. Introductory networking content, as well as advanced Internet content, is also included in chapters on networks, LANs and WANs, TCP/IP, TCP/IP tools, cloud computing, and an examination of the Amazon Cloud Service. Online resources include supplementary content that is available via the textbook's companion website, as well useful resources for faculty and students alike, including: a complete lab manual; power point notes, for installing, configuring, securing and experimenting with many of the servers discussed in the text; power point notes; animation tutorials to illustrate some of the concepts; two appendices; and complete input/output listings for the example Amazon cloud operations covered in the book.
Calls to improve undergraduate STEM education have resulted in initiatives that seek to bolster student learning outcomes by promoting changes in teaching practices. Written by participants in a series of ground-breaking social network analysis (SNA) workshops, Researching and Enacting Change in Postsecondary Education argues that the academic department is a highly productive focus for the spread of new, network-based teaching ideas. By clarifying methodological issues related to SNA data collection and articulating relevant theoretical approaches to the topic, this book leverages current knowledge about social network theory and SNA techniques for understanding instructional improvement in higher education.
Online Activism in Latin America examines the innovative ways in which Latin American citizens, and Latin@s in the U.S., use the Internet to advocate for causes that they consider just. The contributions to the volume analyze citizen-launched websites, interactive platforms, postings, and group initiatives that support a wide variety of causes, ranging from human rights to disability issues, indigenous groups' struggles, environmental protection, art, poetry and activism, migrancy, and citizen participation in electoral and political processes. This collection bears witness to the early stages of a very unique and groundbreaking form of civil activism culture now growing in Latin America.
The emergence of affordable micro sensors, such as MEMS Inertial Measurement Systems, are applied in embedded systems and Internet-of-Things devices. This has brought techniques such as Kalman Filtering, which are capable of combining information from multiple sensors or sources, to the interest of students and hobbyists. This book will explore the necessary background concepts, helping a much wider audience of readers develop an understanding and intuition that will enable them to follow the explanation for the Kalman Filtering algorithm. Key Features: Provides intuitive understanding of Kalman Filtering approach Succinct overview of concepts to enhance accessibility and appeal to a wide audience Interactive learning techniques with code examples Malek Adjouadi, PhD, is Ware Professor with the Department of Electrical and Computer Engineering at Florida International University, Miami. He received his PhD from the Electrical Engineering Department at the University of Florida, Gainesville. He is the Founding Director of the Center for Advanced Technology and Education funded by the National Science Foundation. His earlier work on computer vision to help persons with blindness led to his testimony to the U.S. Senate on the committee of Veterans Affairs on the subject of technology to help persons with disabilities. His research interests are in imaging, signal processing and machine learning, with applications in brain research and assistive technology. Armando Barreto, PhD, is Professor of the Electrical and Computer Engineering Department at Florida International University, Miami, as well as the Director of FIU's Digital Signal Processing Laboratory, with more than 25 years of experience teaching DSP to undergraduate and graduate students. He earned his PhD in electrical engineering from the University of Florida, Gainesville. His work has focused on applying DSP techniques to the facilitation of human-computer interactions, particularly for the benefit of individuals with disabilities. He has developed human-computer interfaces based on the processing of signals and has developed a system that adds spatialized sounds to the icons in a computer interface to facilitate access by individuals with "low vision." With his research team, he has explored the use of Magnetic, Angular-Rate and Gravity (MARG) sensor modules and Inertial Measurement Units (IMUs) for human-computer interaction applications. He is a senior member of the Institute of Electrical and Electronics Engineers (IEEE) and the Association for Computing Machinery (ACM). Francisco R. Ortega, PhD, is an Assistant Professor at Colorado State University and Director of the Natural User Interaction Lab (NUILAB). Dr. Ortega earned his PhD in Computer Science (CS) in the field of Human-Computer Interaction (HCI) and 3D User Interfaces (3DUI) from Florida International University (FIU). He also held a position of Post-Doc and Visiting Assistant Professor at FIU. His main research area focuses on improving user interaction in 3DUI by (a) eliciting (hand and full-body) gesture and multimodal interactions, (b) developing techniques for multimodal interaction, and (c) developing interactive multimodal recognition systems. His secondary research aims to discover how to increase interest for CS in non-CS entry-level college students via virtual and augmented reality games. His research has resulted in multiple peer-reviewed publications in venues such as ACM ISS, ACM SUI, and IEEE 3DUI, among others. He is the first-author of the CRC Press book Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications and Game Development. Nonnarit O-larnnithipong, PhD, is an Instructor at Florida International University. Dr. O-larnnithipong earned his PhD in Electrical Engineering, majoring in Digital Signal Processing from Florida International University (FIU). He also held a position of Post-Doctoral Associate at FIU in 2019. His research has focused on (1) implementing the sensor fusion algorithm to improve orientation measurement using MEMS inertial and magnetic sensors and (2) developing a 3D hand motion tracking system using Inertial Measurement Units (IMUs) and infrared cameras. His research has resulted in multiple peer-reviewed publications in venues such as HCI-International and IEEE Sensors.
Cloud computing is becoming the next revolution in the IT industry; providing central storage for internet data and services that have the potential to bring data transmission performance, security and privacy, data deluge, and inefficient architecture to the next level. Enabling the New Era of Cloud Computing: Data Security, Transfer, and Management discusses cloud computing as an emerging technology and its critical role in the IT industry upgrade and economic development in the future. This book is an essential resource for business decision makers, technology investors, architects and engineers, and cloud consumers interested in the cloud computing future.
This book comprehensively conveys the theoretical and practical aspects of IoT and big data analytics with the solid contributions from practitioners as well as academicians. This book examines and expounds the unique capabilities of the big data analytics platforms in capturing, cleansing and crunching IoT device/sensor data in order to extricate actionable insights. A number of experimental case studies and real-world scenarios are incorporated in this book in order to instigate our book readers. This book Analyzes current research and development in the domains of IoT and big data analytics Gives an overview of latest trends and transitions happening in the IoT data analytics space Illustrates the various platforms, processes, patterns, and practices for simplifying and streamlining IoT data analytics The Internet of Things and Big Data Analytics: Integrated Platforms and Industry Use Cases examines and accentuates how the multiple challenges at the cusp of IoT and big data can be fully met. The device ecosystem is growing steadily. It is forecast that there will be billions of connected devices in the years to come. When these IoT devices, resource-constrained as well as resource-intensive, interact with one another locally and remotely, the amount of multi-structured data generated, collected, and stored is bound to grow exponentially. Another prominent trend is the integration of IoT devices with cloud-based applications, services, infrastructures, middleware solutions, and databases. This book examines the pioneering technologies and tools emerging and evolving in order to collect, pre-process, store, process and analyze data heaps in order to disentangle actionable insights.
Love and Electronic Affection: A Design Primer brings together thought leadership in romance and affection games to explain the past, present, and possible future of affection play in games. The authors apply a combination of game analysis and design experience in affection play for both digital and analog games. The research and recommendations are intersectional in nature, considering how love and affection in games is a product of both player and designer age, race, class, gender, and more. The book combines game studies with game design to offer a foundation for incorporating affection into playable experiences. The text is organized into two sections. The first section covers the patterns and practice of love and affection in games, explaining the patterns and practice. The second section offers case studies from which designers can learn through example. Love and Electronic Affection: A Design Primer is a resource for exploring how digital relationships are offered and how to convey emotion and depth in a variety of virtual worlds. This book provides: * A catalog of existing digital and analog games for which love and affection are a primary or secondary focus. * A catalog of the uses of affection in games, to add depth and investment in both human-computer and player-to-player engagement. * Perspective on affection game analyses and design, using case studies that consider the relationship of culture and affection as portrayed in games from large scale studios to single author independent games. * Analysis and design recommendations for incorporating affection in games beyond romance, toward parental love, affection between friends, and other relationships. * Analysis of the moral and philosophical considerations for historical and planned development of love and affection in human-computer interaction. * An intersectionality informed set of scholarly perspectives from the Americas, Eurasia, and Oceania. Editor Bio: Lindsay D. Grace is Knight Chair of Interactive Media and an Associate Professor at the University of Miami School of Communication. He is Vice President for the Higher Education Video Game Alliance and the 2019 recipient of the Games for Change Vanguard award. Lindsay is author of Doing Things with Games, Social Impact through Design and more than fifty peer-reviewed papers on games and related research. He has given talks at the Game Developers Conference, SXSW, Games for Change Festival, the Online News Association, the Society for News Design, and many other industry events. He was the founding director of the American University Game Lab and Studio and the designer-developer behind several award winning games, including two affection games. He served as Vice President and on the board of directors for the Global Game Jam (TM) non-profit between 2014 and 2019. From 2009 to 2013 he was the Armstrong Professor at Miami University's School of Art. Lindsay also served on the board for the Digital Games Research Association (DiGRA) between 2013 and 2015.
"A stereotype of computer science textbooks is that they are dry, boring, and sometimes even intimidating. As a result, they turn students' interests off from the subject matter instead of enticing them into it. This textbook is the opposite of such a stereotype. The author presents the subject matter in a refreshing story-telling style and aims to bring the Internet-generation of students closer to her stories." --Yingcai Xiao, The University of Akron Introduction to Middleware: Web Services, Object Components, and Cloud Computing provides a comparison of different middleware technologies and the overarching middleware concepts they are based on. The various major paradigms of middleware are introduced and their pros and cons are discussed. This includes modern cloud interfaces, including the utility of Service Oriented Architectures. The text discusses pros and cons of RESTful vs. non-RESTful web services, and also compares these to older but still heavily used distributed object/component middleware. The text guides readers to select an appropriate middleware technology to use for any given task, and to learn new middleware technologies as they appear over time without being greatly overwhelmed by any new concept. The book begins with an introduction to different distributed computing paradigms, and a review of the different kinds of architectures, architectural styles/patterns, and properties that various researchers have used in the past to examine distributed applications and determine the quality of distributed applications. Then it includes appropriate background material in networking and the web, security, and encoding necessary to understand detailed discussion in this area. The major middleware paradigms are compared, and a comparison methodology is developed. Readers will learn how to select a paradigm and technology for a particular task, after reading this text. Detailed middleware technology review sections allow students or industry practitioners working to expand their knowledge to achieve practical skills based on real projects so as to become well-functional in that technology in industry. Major technologies examined include: RESTful web services (RESTful cloud interfaces such as OpenStack, AWS EC2 interface, CloudStack; AJAX, JAX-RS, ASP.NET MVC and ASP.NET Core), non-RESTful (SOAP and WSDL-based) web services (JAX-WS, Windows Communication Foundation), distributed objects/ components (Enterprise Java Beans, .NET Remoting, CORBA). The book presents two projects that can be used to illustrate the practical use of middleware, and provides implementations of these projects over different technologies. This versatile and class-tested textbook is suitable (depending on chapters selected) for undergraduate or first-year graduate courses on client server architectures, middleware, and cloud computing, web services, and web programming.
Mobile Cloud Computing: Models, Implementation, and Security provides a comprehensive introduction to mobile cloud computing, including key concepts, models, and relevant applications. The book focuses on novel and advanced algorithms, as well as mobile app development. The book begins with an overview of mobile cloud computing concepts, models, and service deployments, as well as specific cloud service models. It continues with the basic mechanisms and principles of mobile computing, as well as virtualization techniques. The book also introduces mobile cloud computing architecture, design, key techniques, and challenges. The second part of the book covers optimizations of data processing and storage in mobile clouds, including performance and green clouds. The crucial optimization algorithm in mobile cloud computing is also explored, along with big data and service computing. Security issues in mobile cloud computing are covered in-depth, including a brief introduction to security and privacy issues and threats, as well as privacy protection techniques in mobile systems. The last part of the book features the integration of service-oriented architecture with mobile cloud computing. It discusses web service specifications related to implementations of mobile cloud computing. The book not only presents critical concepts in mobile cloud systems, but also drives readers to deeper research, through open discussion questions. Practical case studies are also included. Suitable for graduate students and professionals, this book provides a detailed and timely overview of mobile cloud computing for a broad range of readers.
This edited collection considers various meanings of the "Spotification" of music and other media. Specifically, it replies to the editor's call to address the changes in media cultures and industries accompanying the transition to streaming media and media services. Streaming media services have become part of daily life all over the world, with Spotify, in particular, inheriting and reconfiguring characteristics of older ways of publishing, distributing, and consuming media. The contributors look to the broader community of music, media, and cultural researchers to spell out some of the implications of the Spotification of music and popular culture. These include changes in personal media consumption and production, educational processes, and the work of media industries. Interdisciplinary scholarship on commercial digital distribution is needed more than ever to illuminate the qualitative changes to production, distribution, and consumption accompanying streaming music and television. This book represents the latest research and theory on the conversion of mass markets for recorded music to streaming services.
Producing New and Digital Media is your essential guide to understanding new media, taking a deep dive into such topics as the cultural and social impacts of the web, the importance of digital literacy, and creating in an online environment. This cutting edge text provides an introductory, hands-on approach to creating user-generated content, coding, cultivating an online brand, and storytelling in new and digital media. In showing you how to navigate the world of digital media and complete digital tasks, this book not only teaches you how to use the web, but also helps you understand why you use it. Key features for the second edition include: Coverage of up-to-date forms of communication on the web: memes, viral videos, social media, and more pervasive types of online languages. New chapters on YouTube influencers and on-demand subscription television. Each chapter has media literacy sidebars, sample assignments, and activities. Updates to the companion website additional materials for students and instructors Thoughtful, entertaining, and enlightening, this is the fundamental textbook for students of new and digital media, digital culture and media literacy, as well as a useful resource for anyone wanting to understand and develop their presence in our digital world. |
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