160 research outputs found

    HIDMS-PSO: a new heterogeneous improved dynamic multi-swarm PSO algorithm

    Get PDF
    In this paper, a variant of the particle swarm optimisation (PSO) algorithm is introduced with heterogeneous behaviour and a new dynamic multi-swarm topological structure. The new topological structure enables the algorithm to have more control over the interaction and information exchange between the particles to reduce the loss of diversity and avoid premature convergence. In the new algorithm, the population is initially divided into two sub-populations, first sub-population is further divided into sub-swarms that are formed using the introduced topological structure. The particles of sub-swarms are guided using heterogeneous behaviour by selecting various exemplars. The second sub-population employs the classical PSO search with local and global information to simulate a homogenous behaviour. There is information flow between the two subpopulations. The algorithm was tested on the CEC2005 and CEC2017 test suites with comparison against various state-of the-art PSO variants and other state-of-the-art meta-heuristics. The experimental results show that for the two test suites, the proposed algorithm outperformed the majority of the state-of the-art algorithms on most problems

    Investigation of domestic level EV chargers in the Distribution Network: An Assessment and mitigation solution

    Get PDF
    This research focuses on the electrification of the transport sector. Such electrification could potentially pose challenges to the distribution system operator (DSO) in terms of reliability, power quality and cost-effective implementation. This thesis contributes to both, an Electrical Vehicle (EV) load demand profiling and advanced use of reactive power compensation (D-STATCOM) to facilitate flexible and secure network operation. The main aim of this research is to investigate the planning and operation of low voltage distribution networks (LVDN) with increasing electrical vehicles (EVs) proliferation and the effects of higher demand charging systems. This work is based on two different independent strands of research. Firstly, the thesis illustrates how the flexibility and composition of aggregated EVs demand can be obtained with very limited information available. Once the composition of demand is available, future energy scenarios are analysed in respect to the impact of higher EVs charging rates on single phase connections at LV distribution network level. A novel planning model based on energy scenario simulations suitable for the utilization of existing assets is developed. The proposed framework can provide probabilistic risk assessment of power quality (PQ) variations that may arise due to the proliferation of significant numbers of EVs chargers. Monte Carlo (MC) based simulation is applied in this regard. This probabilistic approach is used to estimate the likely impact of EVs chargers against the extreme-case scenarios. Secondly, in relation to increased EVs penetration, dynamic reactive power reserve management through network voltage control is considered. In this regard, a generic distribution static synchronous compensator (D-STATCOM) model is adapted to achieve network voltage stability. The main emphasis is on a generic D-STATCOM modelling technique, where each individual EV charging is considered through a probability density function that is inclusive of dynamic D-STATCOM support. It demonstrates how optimal techniques can consider the demand flexibility at each bus to meet the requirement of network operator while maintaining the relevant steady state and/or dynamic performance indicators (voltage level) of the network. The results show that reactive power compensation through D-STATCOM, in the context of EVs integration, can provide continuous voltage support and thereby facilitate 90% penetration of network customers with EV connections at a normal EV charging rate (3.68 kW). The results are improved by using optimal power flow. The results suggest, if fast charging (up to 11 kW) is employed, up to 50% of network EV customers can be accommodated by utilising the optimal planning approach. During the case study, it is observed that the transformer loading is increased significantly in the presence of D-STATCOM. The transformer loading reaches approximately up to 300%, in one of the contingencies at 11 kW EV charging, so transformer upgrading is still required. Three-phase connected DSTATCOM is normally used by the DSO to control power quality issues in the network. Although, to maintain voltage level at each individual phase with three-phase connected device is not possible. So, single-phase connected D-STATCOM is used to control the voltage at each individual phase. Single-phase connected D-STATCOM is able maintain the voltage level at each individual phase at 1 p.u. This research will be of interest to the DSO, as it will provide an insight to the issues associated with higher penetration of EV chargers, present in the realization of a sustainable transport electrification agenda

    A Vision and Framework for the High Altitude Platform Station (HAPS) Networks of the Future

    Full text link
    A High Altitude Platform Station (HAPS) is a network node that operates in the stratosphere at an of altitude around 20 km and is instrumental for providing communication services. Precipitated by technological innovations in the areas of autonomous avionics, array antennas, solar panel efficiency levels, and battery energy densities, and fueled by flourishing industry ecosystems, the HAPS has emerged as an indispensable component of next-generations of wireless networks. In this article, we provide a vision and framework for the HAPS networks of the future supported by a comprehensive and state-of-the-art literature review. We highlight the unrealized potential of HAPS systems and elaborate on their unique ability to serve metropolitan areas. The latest advancements and promising technologies in the HAPS energy and payload systems are discussed. The integration of the emerging Reconfigurable Smart Surface (RSS) technology in the communications payload of HAPS systems for providing a cost-effective deployment is proposed. A detailed overview of the radio resource management in HAPS systems is presented along with synergistic physical layer techniques, including Faster-Than-Nyquist (FTN) signaling. Numerous aspects of handoff management in HAPS systems are described. The notable contributions of Artificial Intelligence (AI) in HAPS, including machine learning in the design, topology management, handoff, and resource allocation aspects are emphasized. The extensive overview of the literature we provide is crucial for substantiating our vision that depicts the expected deployment opportunities and challenges in the next 10 years (next-generation networks), as well as in the subsequent 10 years (next-next-generation networks).Comment: To appear in IEEE Communications Surveys & Tutorial

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Get PDF
    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form” has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form” in architecture as a continual “information processor” rather than the result of information processing. In other words, “Form” should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formation”. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities?   “Embodiment” in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension” (McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs” (Gilles Deleuze and Félix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology” proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities.   “Biology”, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural process”. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complex”, “Geometric Information Distribution”, and “On/Off Switch and Trigger.” The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential System based approach from the “Simple to Complex” principle of Evo-Devo B. Extract the idea of “Collective Intelligence” from “Geometric information Distribution” principle of Evo-Devo C. Extract the principle of “Assembly Regulation” from “On/Off switch and trigger” principle of Evo-Devo The “HyperCell” research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBody”. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell” will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Get PDF
    This pioneering research focuses on Biomimetic Interactive Architecture using “Computationâ€, “Embodimentâ€, and “Biology†to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computationâ€, “Embodimentâ€, and “Biologyâ€. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural designâ€. These three major topics will be introduced in this Summary. “Computationâ€, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form†has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form†in architecture as a continual “information processor†rather than the result of information processing. In other words, “Form†should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formationâ€. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities? “Embodiment†in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension†(McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs†(Gilles Deleuze and Félix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology†proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities. “Biologyâ€, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural processâ€. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complexâ€, “Geometric Information Distributionâ€, and “On/Off Switch and Trigger.†The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential Systembased approach from the “Simple to Complex†principle of Evo-Devo B. Extract the idea of “Collective Intelligence†from “Geometric information Distribution†principle of Evo-Devo C. Extract the principle of “Assembly Regulation†from “On/Off switch and trigger†principle of Evo-Devo The “HyperCell†research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBodyâ€. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell†will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

    Get PDF
    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp
    corecore