89,104 research outputs found

    Wind turbine generator interaction with conventional diesel generators on Block Island, Rhode Island. Volume 2: Data analysis

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    Assessing the performance of a MOD-OA horizontal axis wind turbine connected to an isolated diesel utility, a comprehensive data measurement program was conducted on the Block Island Power Company installation on Block Island, Rhode Island. The detailed results of that program focusing on three principal areas of (1) fuel displacement (savings), (2) dynamic interaction between the diesel utility and the wind turbine, (3) effects of three models of wind turbine reactive power control are presented. The approximate two month duration of the data acquisition program conducted in the winter months (February into April 1982) revealed performance during periods of highest wind energy penetration and hence severity of operation. Even under such conditions fuel savings were significant resulting in a fuel reduction of 6.7% while the MOD-OA was generating 10.7% of the total electrical energy. Also, electrical disturbance and interactive effects were of an acceptable level

    Frequency support characteristics of grid-interactive power converters based on the synchronous power controller

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    Grid-interactive converters with primary frequency control and inertia emulation have emerged and are promising for future renewable generation plants because of the contribution in power system stabilization. This paper gives a synchronous active power control solution for gridinteractive converters , as a way to emulate synchronous generators for inerita characteristics and load sharing. As design considerations, the virtual angle stability and transient response are both analyzed, and the detailed implementation structure is also given without entailing any difficulty in practice. The analytical and experimental validation of frequency support characteristics differentiates the work from other publications on generator emulation control. The 10 kW simulation and experimental frequency sweep tests on a regenerative source test bed present good performance of the proposed control in showing inertia and droop characteristics, as well as the controllable transient response.Peer ReviewedPostprint (author's final draft

    PIWeCS: enhancing human/machine agency in an interactive composition system

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    This paper focuses on the infrastructure and aesthetic approach used in PIWeCS: a Public Space Interactive Web-based Composition System. The concern was to increase the sense of dialogue between human and machine agency in an interactive work by adapting Paine's (2002) notion of a conversational model of interaction as a ‘complex system’. The machine implementation of PIWeCS is achieved through integrating intelligent agent programming with MAX/MSP. Human input is through a web infrastructure. The conversation is initiated and continued by participants through arrangements and composition based on short performed samples of traditional New Zealand Maori instruments. The system allows the extension of a composition through the electroacoustic manipulation of the source material

    Modelling Reactive Multimedia: Design and Authoring

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    Multimedia document authoring is a multifaceted activity, and authoring tools tend to concentrate on a restricted set of the activities involved in the creation of a multimedia artifact. In particular, a distinction may be drawn between the design and the implementation of a multimedia artifact. This paper presents a comparison of three different authoring paradigms, based on the common case study of a simple interactive animation. We present details of its implementation using the three different authoring tools, MCF, Fran and SMIL 2.0, and we discuss the conclusions that may be drawn from our comparison of the three approaches

    Towards critical event monitoring, detection and prediction for self-adaptive future Internet applications

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    The Future Internet (FI) will be composed of a multitude of diverse types of services that offer flexible, remote access to software features, content, computing resources, and middleware solutions through different cloud delivery models, such as IaaS, PaaS and SaaS. Ultimately, this means that loosely coupled Internet services will form a comprehensive base for developing value added applications in an agile way. Unlike traditional application development, which uses computing resources and software components under local administrative control, FI applications will thus strongly depend on third-party services. To maintain their quality of service, those applications therefore need to dynamically and autonomously adapt to an unprecedented level of changes that may occur during runtime. In this paper, we present our recent experiences on monitoring, detection, and prediction of critical events for both software services and multimedia applications. Based on these findings we introduce potential directions for future research on self-adaptive FI applications, bringing together those research directions

    On the simulation of interactive non-verbal behaviour in virtual humans

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    Development of virtual humans has focused mainly in two broad areas - conversational agents and computer game characters. Computer game characters have traditionally been action-oriented - focused on the game-play - and conversational agents have been focused on sensible/intelligent conversation. While virtual humans have incorporated some form of non-verbal behaviour, this has been quite limited and more importantly not connected or connected very loosely with the behaviour of a real human interacting with the virtual human - due to a lack of sensor data and no system to respond to that data. The interactional aspect of non-verbal behaviour is highly important in human-human interactions and previous research has demonstrated that people treat media (and therefore virtual humans) as real people, and so interactive non-verbal behaviour is also important in the development of virtual humans. This paper presents the challenges in creating virtual humans that are non-verbally interactive and drawing corollaries with the development history of control systems in robotics presents some approaches to solving these challenges - specifically using behaviour based systems - and shows how an order of magnitude increase in response time of virtual humans in conversation can be obtained and that the development of rapidly responding non-verbal behaviours can start with just a few behaviours with more behaviours added without difficulty later in development

    Kompics: a message-passing component model for building distributed systems

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    The Kompics component model and programming framework was designedto simplify the development of increasingly complex distributed systems. Systems built with Kompics leverage multi-core machines out of the box and they can be dynamically reconfigured to support hot software upgrades. A simulation framework enables deterministic debugging and reproducible performance evaluation of unmodified Kompics distributed systems. We describe the component model and show how to program and compose event-based distributed systems. We present the architectural patterns and abstractions that Kompics facilitates and we highlight a case study of a complex distributed middleware that we have built with Kompics. We show how our approach enables systematic development and evaluation of large-scale and dynamic distributed systems
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