51 resultados para virtual community


Relevância:

20.00% 20.00%

Publicador:

Resumo:

The development of renewable energy sources and Distributed Generation (DG) of electricity is of main importance in the way towards a sustainable development. However, the management, in large scale, of these technologies is complicated because of the intermittency of primary resources (wind, sunshine, etc.) and small scale of some plants. The aggregation of DG plants gives place to a new concept: the Virtual Power Producer (VPP). VPPs can reinforce the importance of these generation technologies making them valuable in electricity markets. VPPs can ensure a secure, environmentally friendly generation and optimal management of heat, electricity and cold as well as optimal operation and maintenance of electrical equipment, including the sale of electricity in the energy market. For attaining these goals, there are important issues to deal with, such as reserve management strategies, strategies for bids formulation, the producers’ remuneration, and the producers’ characterization for coalition formation. This chapter presents the most important concepts related with renewable-based generation integration in electricity markets, using VPP paradigm. The presented case studies make use of two main computer applications:ViProd and MASCEM. ViProd simulates VPP operation, including the management of plants in operation. MASCEM is a multi-agent based electricity market simulator that supports the inclusion of VPPs in the players set.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Sustainable development concerns made renewable energy sources to be increasingly used for electricity distributed generation. However, this is mainly due to incentives or mandatory targets determined by energy policies as in European Union. Assuring a sustainable future requires distributed generation to be able to participate in competitive electricity markets. To get more negotiation power in the market and to get advantages of scale economy, distributed generators can be aggregated giving place to a new concept: the Virtual Power Producer (VPP). VPPs are multi-technology and multisite heterogeneous entities that should adopt organization and management methodologies so that they can make distributed generation a really profitable activity, able to participate in the market. This paper presents ViProd, a simulation tool that allows simulating VPPs operation, in the context of MASCEM, a multi-agent based eletricity market simulator.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper presents MASCEM - a multi-agent based electricity market simulator. MASCEM uses game theory, machine learning techniques, scenario analysis and optimization techniques to model market agents and to provide them with decision-support. This paper mainly focus on the MASCEM ability to provide the means to model and simulate Virtual Power Players (VPP). VPPs are represented as a coalition of agents, with specific characteristics and goals. The paper details some of the most important aspects considered in VPP formation and in the aggregation of new producers and includes a case study based on real data.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Nowadays, there is a growing environmental concern about were the energy that we use comes from, bringing the att ention on renewable energies. However, the use and trade of renewable e nergies in the market seem to be complicated because of the lack of guara ntees of generation, mainly in the wind farms. The lack of guarantees is usually addressed by using a reserve generation. The aggregation of DG p lants gives place to a new concept: the Virtual Power Producer (VPP). VPPs can reinforce the importance of wind generation technologies, making them valuable in electricity markets. This paper presents some resul ts obtained with a simulation tool (ViProd) developed to support VPPs in the analysis of their operation and management methods and of their strat egies effects.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Mestrado em Engenharia Electrotécnica e de Computadores

Relevância:

20.00% 20.00%

Publicador:

Resumo:

O objectivo da Realidade Virtual é simples de entender mas muito difícil de implementar: criar ambientes completamente indiferenciáveis do mundo real com os quais se possa interagir de um modo natural. Desde a criação do Sensorama por Morton Heiling em 1962, passando pela difusão do conceito pelo público geral na década de 90 até os dias de hoje, a evolução da Realidade Virtual tem sido constante. Este conjunto de tecnologias tem estado envolvido por uma certa descrença por parte da sociedade, motivada pelas grandes expectativas que lhe foram atribuídas e pelo estado de desenvolvimento do hardware aquando do seu auge. No entanto, actualmente assiste-se a um ressurgimento do seu interesse no público geral com a introdução de imagem estereoscópica no cinema ou o sucesso dos controladores da consola Nintendo Wii. Hoje em dia as suas aplicações são muito variadas: desde o treino de pilotos de avião ao tratamento de fobias, passando pela industria do entretenimento e a visita virtual de locais com interesse histórico ou turístico. O objectivo desta tese de mestrado é explorar uma área que ainda não tem sido muito abrangida pela Realidade Virtual e que cobre também aspectos educacionais e lúdicos de modo a ser um factor de atracção para os estudantes do ensino secundário: a simulação de instrumentos musicais. Para tal foi implementado um sistema capaz de simular instrumentos musicais de percussão (uma bateria) utilizando imagem estereoscópica, som posicional e interfaces com o utilizador realistas. Os resultados obtidos nas sessões de avaliação efectuadas por alunos recentemente ingressados no ensino superior demonstram que o sistema desenvolvido, bem como a inovação em interfaces do utilizador com os dispositivos electrónicos de uma forma geral, constituem um meio efectivo na sua motivação para a escolha de um curso na área da engenharia.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Virtual Reality (VR) has grown to become state-of-theart technology in many business- and consumer oriented E-Commerce applications. One of the major design challenges of VR environments is the placement of the rendering process. The rendering process converts the abstract description of a scene as contained in an object database to an image. This process is usually done at the client side like in VRML [1] a technology that requires the client’s computational power for smooth rendering. The vision of VR is also strongly connected to the issue of Quality of Service (QoS) as the perceived realism is subject to an interactive frame rate ranging from 10 to 30 frames-per-second (fps), real-time feedback mechanisms and realistic image quality. These requirements overwhelm traditional home computers or even high sophisticated graphical workstations over their limits. Our work therefore introduces an approach for a distributed rendering architecture that gracefully balances the workload between the client and a clusterbased server. We believe that a distributed rendering approach as described in this paper has three major benefits: It reduces the clients workload, it decreases the network traffic and it allows to re-use already rendered scenes.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In this paper we address the real-time capabilities of P-NET, which is a multi-master fieldbus standard based on a virtual token passing scheme. We show how P-NET’s medium access control (MAC) protocol is able to guarantee a bounded access time to message requests. We then propose a model for implementing fixed prioritybased dispatching mechanisms at each master’s application level. In this way, we diminish the impact of the first-come-first-served (FCFS) policy that P-NET uses at the data link layer. The proposed model rises several issues well known within the real-time systems community: message release jitter; pre-run-time schedulability analysis in non pre-emptive contexts; non-independence of tasks at the application level. We identify these issues in the proposed model and show how results available for priority-based task dispatching can be adapted to encompass priority-based message dispatching in P-NET networks.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

We propose the use of the European Geostationary Navigation Overlay Service (EGNOS) data - real time on line data provided by SISNeT - to develop Virtual Reference Stations and, thus, increase the quality of the Position, Velocity an Time (PVT) solution of receivers unable to interface directly with EGNOS. A Virtual Reference Station (VRS) is a concept where the existence of a differential reference station located near a mobile rover is simulated by software in order to increase the accuracy of the PVT solution of the mobile GNSS receiver.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Scheduling of constrained deadline sporadic task systems on multiprocessor platforms is an area which has received much attention in the recent past. It is widely believed that finding an optimal scheduler is hard, and therefore most studies have focused on developing algorithms with good processor utilization bounds. These algorithms can be broadly classified into two categories: partitioned scheduling in which tasks are statically assigned to individual processors, and global scheduling in which each task is allowed to execute on any processor in the platform. In this paper we consider a third, more general, approach called cluster-based scheduling. In this approach each task is statically assigned to a processor cluster, tasks in each cluster are globally scheduled among themselves, and clusters in turn are scheduled on the multiprocessor platform. We develop techniques to support such cluster-based scheduling algorithms, and also consider properties that minimize total processor utilization of individual clusters. In the last part of this paper, we develop new virtual cluster-based scheduling algorithms. For implicit deadline sporadic task systems, we develop an optimal scheduling algorithm that is neither Pfair nor ERfair. We also show that the processor utilization bound of us-edf{m/(2m−1)} can be improved by using virtual clustering. Since neither partitioned nor global strategies dominate over the other, cluster-based scheduling is a natural direction for research towards achieving improved processor utilization bounds.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Since its official public release, Android has captured the interest from companies, developers and the general audience. From that time up to now, this software platform has been constantly improved either in terms of features or supported hardware and, at the same time, extended to new types of devices different from the originally intended mobile ones. However, there is a feature that has not been explored yet - its real-time capabilities. This paper intends to explore this gap and provide a basis for discussion on the suitability of Android in order to be used in Open Real-Time environments. By analysing the software platform, with the main focus on the virtual machine and its underlying operating system environments, we are able to point out its current limitations and, therefore, provide a hint on different perspectives of directions in order to make Android suitable for these environments. It is our position that Android may provide a suitable architecture for real-time embedded systems, but the real-time community should address its limitations in a joint effort at all of the platform layers.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Not just with the emergence but also with the growing of the electronic market, that is, the growth of online suppliers of services and products and Internet users (potential consumers), the necessary conditions to the affirmation of the agile/virtual enterprises (A/VE) as a present and future enterprise organizational model are created. In this context, it is our understanding that the broker may have an important role in its development, namely, if the broker performs functions for the A/VE with better efficacy and efficiency. In this article, we will present first a revision of the broker’s models in a structured form. We present a taxonomy of possible broker’s functions for the broker’s actuation near the A/VE and then the classification of the literature broker’s models. This classification will permit an analysis of a broker’s model and establish a mainframe for our broker’s model according to the BM_Virtual Enterprise Architecture Reference Model (BM_VEARM).

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The process of resources systems selection takes an important part in Distributed/Agile/Virtual Enterprises (D/A/V Es) integration. However, the resources systems selection is still a difficult matter to solve in a D/A/VE, as it is pointed out in this paper. Globally, we can say that the selection problem has been equated from different aspects, originating different kinds of models/algorithms to solve it. In order to assist the development of a web prototype tool (broker tool), intelligent and flexible, that integrates all the selection model activities and tools, and with the capacity to adequate to each D/A/V E project or instance (this is the major goal of our final project), we intend in this paper to show: a formulation of a kind of resources selection problem and the limitations of the algorithms proposed to solve it. We formulate a particular case of the problem as an integer programming, which is solved using simplex and branch and bound algorithms, and identify their performance limitations (in terms of processing time) based on simulation results. These limitations depend on the number of processing tasks and on the number of pre-selected resources per processing tasks, defining the domain of applicability of the algorithms for the problem studied. The limitations detected open the necessity of the application of other kind of algorithms (approximate solution algorithms) outside the domain of applicability founded for the algorithms simulated. However, for a broker tool it is very important the knowledge of algorithms limitations, in order to, based on problem features, develop and select the most suitable algorithm that guarantees a good performance.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper presents a collaborative virtual learning environment, which includes technologies such as 3D virtual representations, learning and content management systems, remote experiments, and collaborative learning spaces, among others. It intends to facilitate the construction, management and sharing of knowledge among teachers and students, in a global perspective. The environment proposes the use of 3D social representations for accessing learning materials in a dynamic and interactive form, which is regarded to be closer to the physical reality experienced by teachers and students in a learning context. A first implementation of the proposed extended immersive learning environment, in the area of solid mechanics, is also described, including the access to theoretical contents and a remote experiment to determine the elastic modulus of a given object.These instructions give you basic guidelines for preparing camera-ready papers for conference proceedings. Use this document as a template if you are using Microsoft Word 6.0 or later. Otherwise, use this document as an instruction set. The electronic file of your paper will be formatted further. Define all symbols used in the abstract. Do not cite references in the abstract.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Most definitions of virtual enterprise (VE) incorporate the idea of extended and collaborative outsourcing to suppliers and subcontractors in order to achieve a competitive response to market demands (Webster, Sugden, & Tayles, 2004). As suggested by several authors (Browne & Zhang, 1999; Byrne, 1993; Camarinha-Matos & Afsarmanesh, 1999; Cunha, Putnik, & Ávila, 2000; Davidow & Malone, 1992; Preiss, Goldman, & Nagel, 1996), a VE consists of a network of independent enterprises (resources providers) with reconfiguration capability in useful time, permanently aligned with the market requirements, created to take profit from a specific market opportunity, and where each participant contributes with its best practices and core competencies to the success and competitiveness of the structure as a whole. Even during the operation phase of the VE, the configuration can change, to assure business alignment with the market demands, traduced by the identification of reconfiguration opportunities and continuous readjustment or reconfiguration of the VE network, to meet unexpected situations or to keep permanent competitiveness and maximum performance (Cunha & Putnik, 2002, 2005a, 2005b).