Cyber-Physical Systems : a Model-Based Approach.
Main Author: | |
---|---|
Other Authors: | , |
Format: | eBook |
Language: | English |
Published: |
Cham :
Springer International Publishing AG,
2020.
|
Edition: | 1st ed. |
Subjects: | |
Online Access: | Click to View |
Table of Contents:
- Intro
- Part I Core Concepts
- 1 What is a Cyber-Physical System?
- 1.1 Our Planet. Our Knowledge. Our Destiny
- 1.2 Observe. Understand. Innovate
- 1.2.1 Cyber-Physical Systems and Hybrid Systems
- 1.2.2 Examples
- 1.2.3 Computational vs. Physical Systems
- 1.2.4 Biological and Intelligent Systems
- 1.3 Developing New Products
- 1.4 Is the Field of Cyber-Physical Systems New?
- 1.5 What You Will Learn from This Book, and How
- 1.6 A Writing Tip
- 1.7 Chapter Highlights
- 1.8 Study Problems
- 1.9 Lab: Warm Up Exercises
- 1.10 Project
- 1.11 To Probe Further
- 2 Modeling Physical Systems
- 2.1 Reconnecting with the Physical World
- 2.2 Conservation Laws
- 2.3 Elements in Mechanical Systems
- 2.4 Working in 2D and 3D
- 2.5 Elements in Electrical Systems
- 2.6 The Absence or Presence of Time in a Model
- 2.7 Arithmetic Equations, and Linear and Non-linear Systems of Equations
- 2.8 Where Different Numbers Come from
- 2.9 Time-Dependent and Differential Equations
- 2.10 Prototypes of Equations (That Will Recur Throughout the Book)
- 2.11 Remarks on the Basic Machinery for Solving Differential Equations
- 2.12 Chapter Highlights
- 2.13 Study Problems
- 2.14 Lab: Spring Bouncing and Object Creation
- 2.15 Project: Mascot and Ping Pong Game
- 2.16 To Probe Further
- 3 Hybrid Systems
- 3.1 Introduction
- 3.2 Hybrid Automata
- 3.3 Reset Maps
- 3.4 Zero-Crossing
- 3.5 Zeno Behavior
- 3.6 Modeling Elastic Collision
- 3.7 Chapter Highlights
- 3.8 Avoid Common Mistakes
- 3.9 Study Problems
- 3.10 Lab: Discrete Bouncing
- 3.11 Project: Speed-Based Player for Ping Pong Robot
- 3.12 To Probe Further
- 4 Control Theory
- 4.1 Introduction
- 4.2 Feedback Control
- 4.3 Proportional Feedback Control
- 4.4 Operational Amplifiers
- 4.5 Multi-Dimensional Error and Proportional/Integral/Differential Feedback Control.
- 4.6 Chapter Highlights
- 4.7 Study Problems
- 4.8 Lab: Exploring Control
- 4.9 Project: Acceleration-Based Player for Ping Pong Robot
- 4.10 To Probe Further
- 5 Modeling Computational Systems
- 5.1 Introduction
- 5.2 Quantization
- 5.3 Discretization: How Fast Can Your Circuit Go?
- 5.4 Detour: Boundedness of Digital Memory
- 5.5 Detour: From Hardware to Software-Storing Executable Commands in Memory
- 5.6 The Effect of Quantization and Discretization on Stability
- 5.7 Abstract Modeling of Computational Effects
- 5.8 Modeling Quantization
- 5.9 Modeling Discretization
- 5.10 Detour: Discretization, Sampling Rates, and Loss of Information
- 5.11 The Effects of Quantization and Discretization Easily Compound
- 5.12 Chapter Highlights
- 5.13 Study Problems
- 5.14 Lab: Stability Exercises
- 5.15 Project: Quantization and Discretization
- 5.16 To Probe Further
- 6 Coordinate Transformation (Robot Arm)
- 6.1 Introduction
- 6.2 Coordinate Transformation
- 6.3 Chapter Highlights
- 6.4 Study Problems
- 6.5 Lab: Coordinate Transformations
- 6.6 Project: Spherical-Actuation for Ping Pong Robot
- 6.7 To Probe Further
- Part II Selected Topics
- 7 Game Theory
- 7.1 The Role of Game Theory in CPS Design
- 7.2 Games, Players, Strategies, Utilities, and Independent Maximization
- 7.3 Rationality, Independence and Strictly Dominant (or Dominated) Strategies
- 7.3.1 The Independence Pattern
- 7.3.2 The Cost of Lacking Communication and Trust Can Be Unbounded
- 7.4 Coordination, Intelligence, and Nash Equilibrium
- 7.4.1 The Coordination Pattern
- 7.4.2 Nash Equilibrium
- 7.4.3 Determining the Nash Equilibrium
- 7.4.4 Eliminating Strictly Dominated Strategies Preserves Nash Equilibria
- 7.5 Competitiveness, Privacy, Mixed Strategies
- 7.5.1 Mixed Strategy Games.
- 7.5.2 Selecting a Mixed Strategy (or, Mixed Strategy Nash Equilibria)
- 7.6 Chapter Highlights
- 7.7 Study Problems
- 7.8 To Probe Further
- 8 Communications
- 8.1 Communication, Certainty, Uncertainty, and Belief
- 8.2 Messages: From Information to Representation
- 8.3 Belief, Knowledge, and Truth
- 8.3.1 Broader Implications
- 8.4 Carrier Signal, Medium, and Link
- 8.5 Link Characteristics
- 8.5.1 Latency
- 8.5.2 Bandwidth
- 8.5.3 Reliability
- 8.6 Fundamental Limits from Physics
- 8.7 Limits Due to Component Dynamics
- 8.7.1 Electrical Signal Transmission
- 8.7.2 Variability in Component Parameters
- 8.7.3 Light and Radio Transmission
- 8.8 Limits Due to Noise
- 8.9 Limits Due to Energy Dissipation
- 8.10 Other Sources of Limitations
- 8.11 Chapter Highlights
- 8.12 Study Problems
- 8.13 To Probe Further
- 9 Sensing and Actuation
- 9.1 Everyday Input and Output
- 9.2 Symmetry: LEDs and Photo-Voltaic Cells
- 9.2.1 Diodes
- 9.2.2 The Photo-Voltaic Effect
- 9.2.3 Transistors and Amplifiers
- 9.3 Analog-to-Digital Conversion (ADC)
- 9.4 Digital-to-Analog Conversion (DAC)
- 9.5 Sensing Temperature
- 9.6 Sensing Position
- 9.7 Actuating Mechanical Systems
- 9.8 Chapter Highlights
- 9.9 Study Problems
- 9.10 To Probe Further
- A Acumen Reference Manual
- A.1 Background
- A.2 The Acumen Environment and Graphical User Interface
- A.3 Basic Structure of An Acumen Model
- A.4 Model Parameters and the ``Initially'' and ``Always'' Sections
- A.5 Model Instantiation
- A.6 Expressions
- A.6.1 Variable Names
- A.6.2 Literals
- A.6.3 Vector and Vector Generators
- A.6.4 Matrices
- A.6.5 Summations
- A.7 Formulae
- A.7.1 Continuous Formulae
- A.7.2 If Formulae
- A.7.3 Match Formulae
- A.7.4 Discrete Formulae
- A.7.5 Foreach Formulae
- A.7.6 Collections of Formulae.
- A.8 How a Model Is Simulated: Order of Evaluation
- A.9 Visualization Using the _3D Panel
- A.9.1 Colors
- A.9.2 Transparency
- A.9.3 Coordinate System
- A.9.4 Text
- A.9.5 Box
- A.9.6 Cylinders
- A.9.7 Cone
- A.9.8 Spheres
- A.9.9 OBJ Mesh Objects
- A.9.10 Default Values
- A.9.11 Composites
- A.9.12 Shapes, Their Parameters, and Their Default Values
- A.9.13 Animation = Dynamic _3D Values
- A.9.14 Manual Control of the View of the _3D Scene
- A.9.15 In-model Control of the View of the _3D Scene
- A.9.16 Camera View
- A.10 Built-In Functions
- A.11 Function Declarations
- A.12 Operator Precedence
- A.13 Simulator Settings
- A.14 Command Line Parameters
- A.15 Print to Standard Output (stdout) or Console
- A.16 BNF of Acumen
- Index.