51,509 research outputs found

    Attributes of Big Data Analytics for Data-Driven Decision Making in Cyber-Physical Power Systems

    Get PDF
    Big data analytics is a virtually new term in power system terminology. This concept delves into the way a massive volume of data is acquired, processed, analyzed to extract insight from available data. In particular, big data analytics alludes to applications of artificial intelligence, machine learning techniques, data mining techniques, time-series forecasting methods. Decision-makers in power systems have been long plagued by incapability and weakness of classical methods in dealing with large-scale real practical cases due to the existence of thousands or millions of variables, being time-consuming, the requirement of a high computation burden, divergence of results, unjustifiable errors, and poor accuracy of the model. Big data analytics is an ongoing topic, which pinpoints how to extract insights from these large data sets. The extant article has enumerated the applications of big data analytics in future power systems through several layers from grid-scale to local-scale. Big data analytics has many applications in the areas of smart grid implementation, electricity markets, execution of collaborative operation schemes, enhancement of microgrid operation autonomy, management of electric vehicle operations in smart grids, active distribution network control, district hub system management, multi-agent energy systems, electricity theft detection, stability and security assessment by PMUs, and better exploitation of renewable energy sources. The employment of big data analytics entails some prerequisites, such as the proliferation of IoT-enabled devices, easily-accessible cloud space, blockchain, etc. This paper has comprehensively conducted an extensive review of the applications of big data analytics along with the prevailing challenges and solutions

    Digital Literacy Circulation: Adolescents and Flows of Knowledge about New Media

    Get PDF
    The aim of this paper is to discuss the output of an empirical research on digital skills in order to develop a typology of skills circulation among young digital users. Relying on research on digital literacy in media studies and on users in STS, in this article we start criticizing the concepts of \u201cdigital divide\u201d, \u201cdigital inequalities\u201d and \u201cdigital competencies\u201d. Then, we present the principal results of a research study involving 50 adolescents in Italy about how they acquired their competences in the use of digital media. This gave us the opportunity to focus on the digital skills of young people and the development of their abilities in using digital media. The research outlines the patterns of circulation in digital competences among young people in relation to family, school and peer group, defining four kinds of \u201cflows\u201d: parental flow (involving fathers and mothers), peer flow (connected to friends and people of the same age), educational flow (referring to formal education) and technological flow (involving technological devices, such as computers, laptops, smartphones, tablets, etc.). The aim is to understand the interactions between digital skills and the social, institutional and technological conditions that influence the youth\u2019s digital literacy for the everyday use of digital media

    Video games can develop graduate skills in higher education students: a randomised trial

    Get PDF
    This study measured the effects of playing commercial video games on the development of the desirable skills and competences sometimes referred to as ‘graduate attributes’. Undergraduate students in the Arts and Humanities were randomly assigned to either an intervention or a control group. Previously validated, self-report instruments to measure adaptability, resourcefulness and communication skill were administered to both groups. The intervention group played specified video games under controlled conditions over an eight week period. A large effect size was observed with mean score change 1.1, 1.15, and 0.9 standard deviations more positive in the intervention group than the control on the communication, adaptability, and resourcefulness scales respectively (p = 0.004, p = 0.002, and p = 0.013 for differences in groups by unpaired t-test). The large effect size and statistical significance of these results support the hypothesis that playing video games can improve self-reported graduate skills. The findings suggest that such game-based learning interventions have a role to play in higher education

    Integrating mobile robotics and vision with undergraduate computer science

    Get PDF
    This paper describes the integration of robotics education into an undergraduate Computer Science curriculum. The proposed approach delivers mobile robotics as well as covering the closely related field of Computer Vision, and is directly linked to the research conducted at the authors’ institution. The paper describes the most relevant details of the module content and assessment strategy, paying particular attention to the practical sessions using Rovio mobile robots. The specific choices are discussed that were made with regard to the mobile platform, software libraries and lab environment. The paper also presents a detailed qualitative and quantitative analysis of student results, including the correlation between student engagement and performance, and discusses the outcomes of this experience

    Digital and Media Literacy: A Plan of Action

    Get PDF
    Outlines a community education movement to implement Knight's 2009 recommendation to enhance digital and media literacy. Suggests local, regional, state, and national initiatives such as teacher education and parent outreach and discusses challenges

    A survey of self organisation in future cellular networks

    Get PDF
    This article surveys the literature over the period of the last decade on the emerging field of self organisation as applied to wireless cellular communication networks. Self organisation has been extensively studied and applied in adhoc networks, wireless sensor networks and autonomic computer networks; however in the context of wireless cellular networks, this is the first attempt to put in perspective the various efforts in form of a tutorial/survey. We provide a comprehensive survey of the existing literature, projects and standards in self organising cellular networks. Additionally, we also aim to present a clear understanding of this active research area, identifying a clear taxonomy and guidelines for design of self organising mechanisms. We compare strength and weakness of existing solutions and highlight the key research areas for further development. This paper serves as a guide and a starting point for anyone willing to delve into research on self organisation in wireless cellular communication networks
    • …
    corecore