12,744 research outputs found

    Using Personal Environmental Comfort Systems to Mitigate the Impact of Occupancy Prediction Errors on HVAC Performance

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    Heating, Ventilation and Air Conditioning (HVAC) consumes a significant fraction of energy in commercial buildings. Hence, the use of optimization techniques to reduce HVAC energy consumption has been widely studied. Model predictive control (MPC) is one state of the art optimization technique for HVAC control which converts the control problem to a sequence of optimization problems, each over a finite time horizon. In a typical MPC, future system state is estimated from a model using predictions of model inputs, such as building occupancy and outside air temperature. Consequently, as prediction accuracy deteriorates, MPC performance--in terms of occupant comfort and building energy use--degrades. In this work, we use a custom-built building thermal simulator to systematically investigate the impact of occupancy prediction errors on occupant comfort and energy consumption. Our analysis shows that in our test building, as occupancy prediction error increases from 5\% to 20\% the performance of an MPC-based HVAC controller becomes worse than that of even a simple static schedule. However, when combined with a personal environmental control (PEC) system, HVAC controllers are considerably more robust to prediction errors. Thus, we quantify the effectiveness of PECs in mitigating the impact of forecast errors on MPC control for HVAC systems.Comment: 21 pages, 13 figure

    How to achieve high customer satisfaction in Sabancı University Information Center

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    The Sabancı University is a young private university, which started providing education in 1999 in Istanbul. A “Search Conference” had been organized in order to find out “what kind of a university the country needed” and of its structure had been established on this understanding. At the first stage, the vision, the mission and the design of the university were completed, and the foundation of administrative infrastructure and selection of technology systems were materialized. Starting from the days of its foundation, the planning of the information services and facilities had been one of the main issues of the project. The university, which aims to become a world university, was accepted to be a member of the “European Foundation of Quality Management (EFQM)” regarding its activities in the stage of its foundation. A “Student and Staff Tendency Survey” which was implemented in 2001 indicated that the Information Centre was the strong side of the university. At the same time the Center's the statistics covering period of 1999-2007 also indicated that the targets were achieved under the strategic planning of the Center. In 2007, an user satisfaction survey in order to evaluate the conformity of the services and facilities, to identify its strong and weak areas, opportunities and threats through comparison and SWOT analysis for the future, and set up 2007-2011 five-years strategic planning and operational activity plan. The survey indicated that 95% of the participants are satisfied in general with the Center. In addition to these, the results of usage statistics between the years 1998-2009 indicated that utilizing of the services and facilities of the Information Center has increased from year to year. On the other hand, the results of the survey after the orientation programs show that the customer satisfaction is very high. We believe that the followings are the reasons of high user satisfaction. The Centre has a user and process focused pro-active management, learning organization structure, the availability of the suggestion system, continues benchmarking with the competitors and observing management and technological developments in the world. This paper presents to share our applications and plans on high user satisfaction rate, customer relation management activities and future planning

    Future Trends of Virtual, Augmented Reality, and Games for Health

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    Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare
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