34,466 research outputs found

    Real-time fault detection in photovoltaic power plants

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    Climatic changes are one of the biggest problems that humanity faces and renewable energies are a big weapon to fight this threat. Solar energy is one of the renewable energy sources in current use and to produce this type of energy there are several solar plants placed across the country. These giant plants are made of many sets of solar panels (called arrays) which are responsible for converting solar energy into electricity. One of the critical aspects of these plants' operation is the early detection of solar panel malfunctions. The current methods in use are expensive and consume a lot of time, meaning that, in some cases, the faults are detected only a year later, causing a huge financial impact on the companies responsible for the plants' operation. To cut these losses and to detect the faults as early as possible, this dissertation presents a real-time system capable of detecting malfunctions in a solar panel array. The node should be placed in the array's junction box and detects if an array has a faulty panel. The faults are detected comparing the array's output (voltage and current) with the output of an artificial neural network that models the array's behaviour using the real-time solar irradiance and temperature values. The neural network uses the measured values to carry out an online learning process, improving the network performance. Due to the plant's extension, a low power wide area network (LORAWAN), is used to send the array status and the data collected to the cloud, where they are processed and presented in a dashboard

    Adaptive Fault Tolerance and Graceful Degradation Under Dynamic Hard Real-time Scheduling

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    Static redundancy allocation is inappropriate in hard realtime systems that operate in variable and dynamic environments, (e.g., radar tracking, avionics). Adaptive Fault Tolerance (AFT) can assure adequate reliability of critical modules, under temporal and resources constraints, by allocating just as much redundancy to less critical modules as can be afforded, thus gracefully reducing their resource requirement. In this paper, we propose a mechanism for supporting adaptive fault tolerance in a real-time system. Adaptation is achieved by choosing a suitable redundancy strategy for a dynamically arriving computation to assure required reliability and to maximize the potential for fault tolerance while ensuring that deadlines are met. The proposed approach is evaluated using a real-life workload simulating radar tracking software in AWACS early warning aircraft. The results demonstrate that our technique outperforms static fault tolerance strategies in terms of tasks meeting their timing constraints. Further, we show that the gain in this timing-centric performance metric does not reduce the fault tolerance of the executing tasks below a predefined minimum level. Overall, the evaluation indicates that the proposed ideas result in a system that dynamically provides QOS guarantees along the fault-tolerance dimension

    Real time three-dimensional robotics simulation

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    This thesis is concerned with the design and implementation of a real-time robotics simulator with three-dimensional graphics. The simulator allows for internal or external control o f a number o f robotic manipulators with revolute or prismatic joints. These manipulators may interact with each other and other objects in the simulated environment. All objects in the simulation will have physical properties such as mass and fragility, and can exert forces upon each other. An external program is planned to allow easy construction of models from an assortment of pre-designed pieces. This thesis describes four areas o f the simulation in detail The first o f these is the modelling scheme used to represent objects in the simulation. The second is the actual simulation design. The third is a discussion on the use o f external programs to control the simulation. Last is a summary o f the programming environment and how it relates to the simulation

    Promoting Global Empathy and Engagement through Real-Time Problem-Based Simulations: Outcomes from a Policymaking Simulation set in Post-Earthquake Haiti

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    We introduce a real-time problem-based simulation in which students are tasked with drafting policy to address the challenge of internally displaced persons (IDPs) in post-earthquake Haiti from a variety of stakeholder perspectives. Students who participated in the simulation completed a quantitative survey as a pretest/posttest on global empathy, political awareness, and civic engagement, and provided qualitative data through post-simulation focus groups. The simulation was run in four courses across three campuses in a variety of instructional settings from 2013 to 2015. An analysis of the data reveals that scores on several survey items measuring global empathy and political/civic engagement increased significantly, while qualitative student comments corroborated the results. This format of a real-time problem-based policymaking simulation is readily adaptable to other ongoing and future global crises using the framework provided in this paper

    A study of user perceptions of the relationship between bump-mapped and non-bump-mapped materials, and lighting intensity in a real-time virtual environment

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    The video and computer games industry has taken full advantage of the human sense of vision by producing games that utilize complex high-resolution textures and materials, and lighting technique. This results to the creation of an almost life-like real-time 3D virtual environment that can immerse the end-users. One of the visual techniques used is real-time display of bump-mapped materials. However, this sense of visual phenomenon has yet to be fully utilized for 3D design visualization in the architecture and construction domain. Virtual environments developed in the architecture and construction domain are often basic and use low-resolution images, which under represent the real physical environment. Such virtual environment is seen as being non-realistic to the user resulting in a misconception of the actual potential of it as a tool for 3D design visualization. A study was conducted to evaluate whether subjects can see the difference between bump-mapped and nonbump-mapped materials in different lighting conditions. The study utilized a real-time 3D virtual environment that was created using a custom-developed software application tool called BuildITC4. BuildITC4 was developed based upon the C4Engine which is classified as a next-generation 3D Game Engine. A total of thirty-five subjects were exposed to the virtual environment and were asked to compare the various types of material in different lighting conditions. The number of lights activated, the lighting intensity, and the materials used in the virtual environment were all interactive and changeable in real-time. The goal is to study how subjects perceived bump-mapped and non-bump mapped materials, and how different lighting conditions affect realistic representation. Results from this study indicate that subjects could tell the difference between the bump-mapped and non-bump mapped materials, and how different material reacts to different lighting condition

    Crowdboard: Augmenting in-person idea generation with real-time crowds

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    Online crowds can help infuse creativity into the design process, but traditional strategies for leveraging them, such as large-scale ideation platforms, require time and organizational effort in order to obtain results. We propose a new method for crowd-based ideation that simplifies the process by having smaller crowds join in-person ideators during synchronous creative sessions. Our system Crowdboard allows online crowds to provide real-time creative input during early-stage design activities, such as brainstorming or concept mapping. The system enables in-person ideators to develop ideas on a physical or digital whiteboard which is augmented with real-time creative input from online participants who see and hear a live broadcast of the meeting. We validate Crowdboard via two user studies in which dyads of in-person ideators brainstormed with the help of crowd ideators. Our studies suggest that Crowdboard can effectively enhance ongoing brainstorming sessions, but also revealed key challenges for how to better facilitate interactions among in-person and crowd ideator

    A computational model for real-time calculation of electric field due to transcranial magnetic stimulation in clinics

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    The aim of this paper is to propose an approach for an accurate and fast (real-time) computation of the electric field induced inside the whole brain volume during a transcranial magnetic stimulation (TMS) procedure. The numerical solution implements the admittance method for a discretized realistic brain model derived from Magnetic Resonance Imaging (MRI). Results are in a good agreement with those obtained using commercial codes and require much less computational time. An integration of the developed codewith neuronavigation toolswill permit real-time evaluation of the stimulated brain regions during the TMSdelivery, thus improving the efficacy of clinical applications
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