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Edge Computing with Amazon Web Services

Edge Computing with Amazon Web Services

By : Sean Howard
5 (10)
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Edge Computing with Amazon Web Services

Edge Computing with Amazon Web Services

5 (10)
By: Sean Howard

Overview of this book

The surge in connected edge devices has driven organizations to capitalize on the opportunities presented by the massive amounts of data generated by these devices. However, adapting to this landscape demands significant changes in application architectures. This book serves as your guide to edge computing fundamentals, shedding light on the constraints and risks inherent in selecting solutions within this domain. You’ll explore an extensive suite of edge computing services from AWS, gaining insights into when and how to use AWS Outposts, AWS Wavelength, AWS Local Zones, AWS Snow Family, and AWS IoT Greengrass. With detailed use cases, technical requirements, and architectural patterns, you’ll master the practical implementation of these services and see how they work in real life through step-by-step examples, using the AWS CLI and AWS Management Console. To conclude, you’ll delve into essential security and operational considerations to maximize the value delivered by AWS services. By the end of this book, you'll be ready to design powerful edge computing architectures and handle complex edge computing use cases across multiple AWS services.
Table of Contents (21 chapters)
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Part 1: Compute, Network, and Security Services at the Edge
5
Part 2: Introducing AWS Edge Computing Services
10
Part 3: Building Distributed Edge Architectures with AWS Edge Computing Services
15
Part 4: Implementing Edge Computing Solutions via Hands-On Examples and More

Summary

In this chapter, we reviewed the technologies that underpin VR, AR, and MR use cases. They’re not just about gaming or entertainment anymore; these technologies, combined with platforms such as Unity, are opening up possibilities in many areas.

We covered how Unity works in the context of online gaming, including elements such as dedicated servers and different types of clients. We reviewed how pixel streaming with Unity through NICE-DCV or CloudXR from NVIDIA opens up VR-based gaming to wider audiences by providing access without the need for high-specification user devices.

Next, we discussed how connected workers can utilize MEC to access crucial data and communication tools via AR glasses, even in remote or hazardous locations. We reviewed how AR and VR have begun revolutionizing workforce training and development, offering simulated, risk-free environments where skills can be honed effectively. Finally, we dove into the application of AR in sporting events...

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