980 resultados para Watt-hour meter


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Mode of access: Internet.

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This paper presents a general modeling approach to investigate and to predict measurement errors in active energy meters both induction and electronic types. The measurement error modeling is based on Generalized Additive Model (GAM), Ridge Regression method and experimental results of meter provided by a measurement system. The measurement system provides a database of 26 pairs of test waveforms captured in a real electrical distribution system, with different load characteristics (industrial, commercial, agricultural, and residential), covering different harmonic distortions, and balanced and unbalanced voltage conditions. In order to illustrate the proposed approach, the measurement error models are discussed and several results, which are derived from experimental tests, are presented in the form of three-dimensional graphs, and generalized as error equations. © 2009 IEEE.

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This paper presents a methodology and software for hazard rate analysis of induction type watt-hour meters, considering the main variables related with the degradation process of these meters, for the Elektro Electricity and Services SA. The modeling developed to calculate the watt-hour meters hazard rate was implemented in a tool through a user friendly platform, in Delphi language, enabling not only hazard rate analysis, but also a classification by risk range, localization of installation for the analyzed meters, and, allowing, through an expert system, the sampling of induction type watt-hour meters, based on the model risk developed with artificial intelligence, with the mainly goal of follow and manage the process of degradation, maintenance and replacement of these meters. © 2010 IEEE.

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This paper presents a methodology and a specialist tool for failure probability analysis of induction type watt-hour meters, considering the main variables related to their measurement degradation processes. The database of the metering park of a distribution company, named Elektro Electricity and Services Co., was used for determining the most relevant variables and to feed the data in the software. The modeling developed to calculate the watt-hour meters probability of failure was implemented in a tool through a user friendly platform, written in Delphi language. Among the main features of this tool are: analysis of probability of failure by risk range; geographical localization of the meters in the metering park, and automatic sampling of induction type watt-hour meters, based on a risk classification expert system, in order to obtain information to aid the management of these meters. The main goals of the specialist tool are following and managing the measurement degradation, maintenance and replacement processes for induction watt-hour meters. © 2011 IEEE.

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Der Lehrstuhl für Transportsysteme und -logistik der Universität Duisburg-Essen befasst sich derzeit mit einem Forschungsprojekt in der Intralogistik. Es handelt sich dabei um das Themengebiet „Einsatz von Flurförderzeugen“. Ziel der Untersuchung ist es, die Ermittlung der Einsatzzeit der Fahrzeuge systematisch zu erfassen und darzustellen. Die Messung der Einsatzzeit hat eine große Bedeutung, wenn es um die Berechnung der Nutzungsdauer und damit um die Kostenabrechnung bei bestimmten Miet-, Leasing oder auch Wartungsverträgen geht. Darüber hinaus dient die Einsatzzeit auch als Berechnungsgrundlage zur Dimensionierung von Fahrzeugflotten zur Bewältigung logistischer Transportaufgaben. Die Ermittlung der Einsatzzeit der Flurförderzeuge erfolgt auf verschiedene Art und Weise – je nach Hersteller oder Vertragsform. Dieses Dokument erläutert die Ergebnisse von einem Fragebogen zur Messung der Einsatzzeit. Für die weitere Informationen und die Präsentation von den Ergebnissen, besuchen Sie bitte folgende Webseite http://www.uni-duisburg-essen.de/tul/

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Data of twenty buoy stations were used to compile a new chart of permanent currents in the surface layer (10 m depth) for the region of the Yucatan shelf (Campeche Bank). It was found that vertical variations in direction of the currents are insignificant within the shallow plateau of the banks.

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The 48 hour game making challenge has been running since its inception at the NEXT LEVEL Festival in 2004. It is curated by Truna aka j. Turner and Lubi Thomas and sees teams of both future game makers and industry professionals going head to head under pressure to produce playable games within the time period. The 48 hour is supported by the International Game Developers Association (Brisbane Chapter)and the Creative Industries Precincts as part of their public programs. It is a curated event which engages industry with Brisbane educational institutes and which fosters the Australian Games Industry

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Performance / Event Documentation and Curatorial Research Statement

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Statement: Jams, Jelly Beans and the Fruits of Passion Let us search, instead, for an epistemology of practice implicit in the artistic, intuitive processes which some practitioners do bring to situations of uncertainty, instability, uniqueness, and value conflict. (Schön 1983, p40) Game On was born out of the idea of creative community; finding, networking, supporting and inspiring the people behind the face of an industry, those in the mist of the machine and those intending to join. We understood this moment to be a pivotal opportunity to nurture a new emerging form of game making, in an era of change, where the old industry models were proving to be unsustainable. As soon as we started putting people into a room under pressure, to make something in 48hrs, a whole pile of evolutionary creative responses emerged. People refashioned their craft in a moment of intense creativity that demanded different ways of working, an adaptive approach to the craft of making games – small – fast – indie. An event like the 48hrs forces participants’ attention on the process as much as the outcome. As one game industry professional taking part in a challenge for the first time observed: there are three paths in the genesis from idea to finished work: the path that focuses on mechanics; the path that focuses on team structure and roles and the path that focuses on the idea, the spirit – and the more successful teams need to put the spirit of the work first and foremost. The spirit drives the adaptation, it becomes improvisation. As Schön says: “Improvisation consists on varying, combining and recombining a set of figures within the schema which bounds and gives coherence to the performance.” (1983, p55). This improvisational approach is all about those making the games: the people and the principles of their creative process. This documentation evidences the intensity of their passion, determination and the shit that they are prepared to put themselves through to achieve their goal – to win a cup full of jellybeans and make a working game in 48hrs. 48hr is a project where, on all levels, analogue meets digital. This concept was further explored through the documentation process. This set of four videos were created by Cameron Owen on the fly during the challenge using both the iphone video camera and editing software in order to be available with immediacy and allow the event audience to share the experience - and perhaps to give some insights into the creative process exposed by the 48 hour challenge. ____________________________ Schön, D. A. 1983, The Reflective Practitioner: How Professionals Think in Action, Basic Books, New York

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The 48-hour game making challenge started out in 2007 as a creative community event. We have run this event each year since and seen over 120 games made. 2011 was the most remarkable in that each of the 20 teams made a playable game – the shape of the challenge has changed …. We have invested in the process of reflective practice & action research, with the event being part of a sweep of programs that inform this research, with each year giving us fresh insights into both the creative practice and essential concerns, process and trends of the independent games industry creative community, which we then respond to within our curatorial development of the subsequent programming. The 2011 48-hour challenge research project focused on the people and the site. We were specifically interested in the manner in which the community occupied the creative space.

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Nursing training for an Intensive Care Unit (ICU) is a resource intensive process. High demands are made on staff, students and physical resources. Interactive, 3D computer simulations, known as virtual worlds, are increasingly being used to supplement training regimes in the health sciences; especially in areas such as complex hospital ward processes. Such worlds have been found to be very useful in maximising the utilisation of training resources. Our aim is to design and develop a novel virtual world application for teaching and training Intensive Care nurses in the approach and method for shift handover, to provide an independent, but rigorous approach to teaching these important skills. In this paper we present a virtual world simulator for students to practice key steps in handing over the 24/7 care requirements of intensive care patients during the commencing first hour of a shift. We describe the modelling process to provide a convincing interactive simulation of the handover steps involved. The virtual world provides a practice tool for students to test their analytical skills with scenarios previously provided by simple physical simulations, and live on the job training. Additional educational benefits include facilitation of remote learning, high flexibility in study hours and the automatic recording of a reviewable log from the session. To the best of our knowledge, we believe this is a novel and original application of virtual worlds to an ICU handover process. The major outcome of the work was a virtual world environment for training nurses in the shift handover process, designed and developed for use by postgraduate nurses in training.

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We have always felt that “something very special” was happening in the 48hr and other similar game jams. This “something” is more than the intensity and challenge of the experience, although this certainly has appeal for the participants. We had an intuition that these intense 48 hour game jams exposed something pertinent to the changing shape of the Australian games industry where we see the demise of the late 20th century large studio - the “Night Elf” model and the growth of the small independent model. There are a large number of wider economic and cultural factors around this evolution but our interest is specifically in the change from “industry” to “creative industry” and the growth of games as a cultural media and art practice. If we are correct in our intuition, then illuminating this something also has important ramifications for those courses which teach game and interaction design and development. Rather than undertake a formal ethno-methodological approach, we decided to track as many of the actors in the event as possible. We documented the experience (Keith Novak’s beautiful B&W photography), the individual and their technology (IOGraph mouse tracking), the teams as a group (Time lapse photography) and movement tracking throughout the whole space (Blue tooth phone tracking). The raw data collected has given us opportunity to start a commentary on the “something special” happening in the 48hr.