276,361 research outputs found

    Management of Distributed Energy Storage Systems for Provisioning of Power Network Services

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    Because of environmentally friendly reasons and advanced technological development, a significant number of renewable energy sources (RESs) have been integrated into existing power networks. The increase in penetration and the uneven allocation of the RESs and load demands can lead to power quality issues and system instability in the power networks. Moreover, high penetration of the RESs can also cause low inertia due to a lack of rotational machines, leading to frequency instability. Consequently, the resilience, stability, and power quality of the power networks become exacerbated. This thesis proposes and develops new strategies for energy storage (ES) systems distributed in power networks for compensating for unbalanced active powers and supply-demand mismatches and improving power quality while taking the constraints of the ES into consideration. The thesis is mainly divided into two parts. In the first part, unbalanced active powers and supply-demand mismatch, caused by uneven allocation and distribution of rooftop PV units and load demands, are compensated by employing the distributed ES systems using novel frameworks based on distributed control systems and deep reinforcement learning approaches. There have been limited studies using distributed battery ES systems to mitigate the unbalanced active powers in three-phase four-wire and grounded power networks. Distributed control strategies are proposed to compensate for the unbalanced conditions. To group households in the same phase into the same cluster, algorithms based on feature states and labelled phase data are applied. Within each cluster, distributed dynamic active power balancing strategies are developed to control phase active powers to be close to the reference average phase power. Thus, phase active powers become balanced. To alleviate the supply-demand mismatch caused by high PV generation, a distributed active power control system is developed. The strategy consists of supply-demand mismatch and battery SoC balancing. Control parameters are designed by considering Hurwitz matrices and Lyapunov theory. The distributed ES systems can minimise the total mismatch of power generation and consumption so that reverse power flowing back to the main is decreased. Thus, voltage rise and voltage fluctuation are reduced. Furthermore, as a model-free approach, new frameworks based on Markov decision processes and Markov games are developed to compensate for unbalanced active powers. The frameworks require only proper design of states, action and reward functions, training, and testing with real data of PV generations and load demands. Dynamic models and control parameter designs are no longer required. The developed frameworks are then solved using the DDPG and MADDPG algorithms. In the second part, the distributed ES systems are employed to improve frequency, inertia, voltage, and active power allocation in both islanded AC and DC microgrids by novel decentralized control strategies. In an islanded DC datacentre microgrid, a novel decentralized control of heterogeneous ES systems is proposed. High- and low frequency components of datacentre loads are shared by ultracapacitors and batteries using virtual capacitive and virtual resistance droop controllers, respectively. A decentralized SoC balancing control is proposed to balance battery SoCs to a common value. The stability model ensures the ES devices operate within predefined limits. In an isolated AC microgrid, decentralized frequency control of distributed battery ES systems is proposed. The strategy includes adaptive frequency droop control based on current battery SoCs, virtual inertia control to improve frequency nadir and frequency restoration control to restore system frequency to its nominal value without being dependent on communication infrastructure. A small-signal model of the proposed strategy is developed for calculating control parameters. The proposed strategies in this thesis are verified using MATLAB/Simulink with Reinforcement Learning and Deep Learning Toolboxes and RTDS Technologies' real-time digital simulator with accurate power networks, switching levels of power electronic converters, and a nonlinear battery model

    Distributed Learning System Design: A New Approach and an Agenda for Future Research

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    This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    A collaborative citizen science platform for real-time volunteer computing and games

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    Volunteer computing (VC) or distributed computing projects are common in the citizen cyberscience (CCS) community and present extensive opportunities for scientists to make use of computing power donated by volunteers to undertake large-scale scientific computing tasks. Volunteer computing is generally a non-interactive process for those contributing computing resources to a project whereas volunteer thinking (VT) or distributed thinking, which allows volunteers to participate interactively in citizen cyberscience projects to solve human computation tasks. In this paper we describe the integration of three tools, the Virtual Atom Smasher (VAS) game developed by CERN, LiveQ, a job distribution middleware, and CitizenGrid, an online platform for hosting and providing computation to CCS projects. This integration demonstrates the combining of volunteer computing and volunteer thinking to help address the scientific and educational goals of games like VAS. The paper introduces the three tools and provides details of the integration process along with further potential usage scenarios for the resulting platform.Comment: 12 pages, 13 figure

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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