983 resultados para Virtual Market
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Power systems have been through deep changes in recent years, namely due to the operation of competitive electricity markets in the scope the increasingly intensive use of renewable energy sources and distributed generation. This requires new business models able to cope with the new opportunities that have emerged. Virtual Power Players (VPPs) are a new type of player that allows aggregating a diversity of players (Distributed Generation (DG), Storage Agents (SA), Electrical Vehicles (V2G) and consumers) to facilitate their participation in the electricity markets and to provide a set of new services promoting generation and consumption efficiency, while improving players’ benefits. A major task of VPPs is the remuneration of generation and services (maintenance, market operation costs and energy reserves), as well as charging energy consumption. This paper proposes a model to implement fair and strategic remuneration and tariff methodologies, able to allow efficient VPP operation and VPP goals accomplishment in the scope of electricity markets.
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The power systems operation in the smart grid context increases significantly the complexity of their management. New approaches for ancillary services procurement are essential to ensure the operation of electric power systems with appropriate levels of stability, safety, quality, equity and competitiveness. These approaches should include market mechanisms which allow the participation of small and medium distributed energy resources players in a competitive market environment. In this paper, an energy and ancillary services joint market model used by an aggregator is proposed, considering bids of several types of distributed energy resources. In order to improve economic efficiency in the market, ancillary services cascading market mechanism is also considered in the model. The proposed model is included in MASCEM – a multi-agent system electricity market simulator. A case study considering a distribution network with high penetration of distributed energy resources is presented.
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Electricity Markets are not only a new reality but an evolving one as the involved players and rules change at a relatively high rate. Multi-agent simulation combined with Artificial Intelligence techniques may result in very helpful sophisticated tools. This paper presents a new methodology for the management of coalitions in electricity markets. This approach is tested using the multi-agent market simulator MASCEM (Multi-Agent Simulator of Competitive Electricity Markets), taking advantage of its ability to provide the means to model and simulate Virtual Power Players (VPP). VPPs are represented as coalitions of agents, with the capability of negotiating both in the market and internally, with their members in order to combine and manage their individual specific characteristics and goals, with the strategy and objectives of the VPP itself. A case study using real data from the Iberian Electricity Market is performed to validate and illustrate the proposed approach.
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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
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El presente trabajo describe el proceso de conformación de la empresa C Music, la cual tiene como meta posicionarse como líder en la consolidación, promoción y distribución de información relacionada con la industria de la música inicialmente en Bogotá. En el presente trabajo se plantea tanto el problema como la justificación que llevaron al autor a desarrollar la empresa, así como los objetivos y metas trazadas en el corto, mediano y largo plazo. En él se realiza una investigación de mercado, y se referencian las empresas que prestan servicios similares tanto en Colombia como en América Latina y España. Finalmente se definen las herramientas técnicas con las que se realizó la planificación de la empresa. El trabajo de grado tiene como soporte una fuerte labor investigativa que se realizó a través de visitas de campo, en las cuales se diligenciaba una encuesta que facilitó el proceso de sistematización de la información, ésta fue posteriormente condensada en una base de datos que estará a disposición del público, a través de un portal Web, que es el medio por el cual funcionará la empresa.
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El presente Business Plan se ha diseñado con el ánimo de crear la empresa Virtual Gnosis. Dicha empresa operará en el sector de la informática y la industria de software, dentro de la prestación de Servicios de TI. La empresa se centrará en la gestión de la información y el conocimiento del talento humano de las organizaciones, a través de la creación de AVAI (Ambientes Virtuales de Aprendizaje Inmersivo). El mercado objetivo son las instituciones educativas y los conglomerados de PYMES. A continuación se exponen con detalle los aspectos de operaciones, marketing, financieros y administrativos de la empresa propuesta.
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The movement of graphics and audio programming towards three dimensions is to better simulate the way we experience our world. In this project I looked to use methods for coming closer to such simulation via realistic graphics and sound combined with a natural interface. I did most of my work on a Dell OptiPlex with an 800 MHz Pentium III processor and an NVIDlA GeForce 256 AGP Plus graphics accelerator -high end products in the consumer market as of April 2000. For graphics, I used OpenGL [1], an open·source, multi-platform set of graphics libraries that is relatively easy to use, coded in C . The basic engine I first put together was a system to place objects in a scene and to navigate around the scene in real time. Once I accomplished this, I was able to investigate specific techniques for making parts of a scene more appealing.
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The phonographic market has experienced a period of significant change caused by technological evolution. This phenomenon of global proportions has been the subject of considerable debate in the media and in academia. The entry of new actors, as well as piracy and new forms of commercialization of musical products, has significantly altered the relationships of power existing in this field. Therefore, the scope of this article is to analyze the phonographic industry in Brazil as an arena of forces and power struggles, based on notions of the field of cultural production, from the perspective of Bourdieu. This study constitutes a qualitative research and data was analyzed using a descriptiveinterpretative approach. In the case of the sector under scrutiny, and on the basis of the theoretical reference material, it would appear to be correct to affirm that economic capital is what is being sought on the part of the actors who comprise the field. Nevertheless, it is important to stress that the critical incidents that brought about the changes in the structure of the field over the course of time were predominantly of a technological nature. The field of the Brazilian phonographic market is currently experiencing a period of structural alteration that was especially affected by the development of MP3 technology and the emergence of virtual piracy. The fact is that formerly the major recording companies dominated the market and had the necessary resources of power to exercise their role as dominant actors and maintain this position. However, the aforementioned factors favored the entry of new actors in the field and the empowerment of those that prior to this time did not have the resources to compete against this domination.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Geografia - IGCE
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Pós-graduação em Ciência da Computação - IBILCE
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Pós-graduação em Engenharia de Produção - FEB
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In market research, the adoption of interactive virtual reality-techniques could be expected to contain many advantages: artificial lab environments could be designed in a more realistic manner and the consideration of “time to the market”-factors could be improved. On the other hand, with an increasing degree of presence and the notional attendance in a simulated test environment, the market research task could fall prey to the tensing virtual reality adventure. In the following study a 3D-technique is empirically tested for its usability in market research. It will be shown that the interactive 3D-simulation is not biased by the immersion it generates and provides considerably better test results than 2D-stimuli do.
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The present paper studies the relationship between residential environment and building value. This allows us to know the elements of definition of the value of a particular housing market area and the variables that define that price. The objective of the research is to identify patterns within the residential housing market in the city area of Madrid.