• Title/Summary/Keyword: Interactive algorithm

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Development of the Load Curtailment Allocation Algorithm for Load Aggregator in Emergeney Demand Response (부하관리사업자의 비상시 부하제어량 배분 알고리즘 개발)

  • Chung, Koo-Hyung;Kim, Jin-Ho;Kim, Bal-Ho
    • Proceedings of the KIEE Conference
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    • 2003.07a
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    • pp.633-635
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    • 2003
  • Electricity industries throughout the world are undergoing unprecedented changes. As a result, these changes lead to the separation of traditional integrated utilities and the introduction of competition in order that increase efficiency in electricity industry. Direct load control (DLC) system in competitive electricity market has a hierarchical interactive operation system, therefore, its control logic is also applied by bilateral interactive method that interchanges information related to interruptible load between operation hierarchies. Consequently, load curtailment allocation algorithm appropriate for new DLC system is required, and based on interchanged information, this algorithm should be implemented by most efficient way for each operation hierarchy. In this paper, we develop the load curtailment allocation algorithm in an emergency for new DLC system. Especially, the optimal algorithm for load aggregator (LA) that participates in competitive electricity market as a main operator for load management is developed.

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A Study on contemporary space in Ubiquitous society - Focusing on Interactive space - (유비쿼터스 사회에서 나타나는 현대 공간에 관한 연구 - 인터렉티브 공간을 중심으로 -)

  • Koh, Gwi-Han
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.50-57
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    • 2012
  • In Ubiquitous era. architecture is not the old building adapting ubiquitous technology. In order to take the role as new architectural paradigm in space, environment and technology, it has to develop technology continuously and experimental architecture at the same time. it must have co-evolution of architectural field and others through organic network. by that, the evolution of space will be in the way that combines space which is responded to human emotion and user-centric human-friendly. It will be the new paradigm of Ubiquitous digital space. Digital technology resulted in a change to a society as well as to the life of human and its way of thinking. Due to those changes, new terms or concepts come out and a new meaning is added to the conventional concepts. This aims to examine type of spatial contexts for interaction design experience. This study is performed through Literature research for theory by interactive space and case studies for construction elements to design. The range of case study is limited to interaction space in addition of interactive elements and user interface. And analysis conclusion is show the many type, First, Interactive space has special purpose for make a interaction by intelligent elements.(sensor, program, algorithm, New-technology) Second, Interactive space was cooperation with various professional for space purpose. Third. Interactive space is self-develop by algorithm, program, sensor network and that is harmonize with user. finally. Interaction space is show the temper elements about allness, metastatic, activeness, liquidity, relationship. That was written by ecological theory.

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Development of Interactive Graphical Software for Power Flow Education (그래픽을 이용한 대화식 교육용 전력조류계산 소프트웨어 개발)

  • Lee, Uk-Hwa;Shin, Joong-Rin
    • Proceedings of the KIEE Conference
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    • 1993.07a
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    • pp.39-41
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    • 1993
  • This paper presents the development of interactive graphical software for the educational purpose of power flow(PF) calculation. The developed software is specially designated to give a beginner the interest on PF problem as well as to increase the understanding of it with ease. the software developed in this paper is basically composed of the pull-down menu driver, in which various functions, such as Program Master, Data File Management, Case Study Option, PF Run and View Output, are prepared to handle the software easily and thus to be familiar with power flow calculation. A special design is also considered for interactive operation of the software, wi th which user can interrupt the computation process of PF to control the convergency of PF algorithm, With this function begineer can acquire the understanding of convergency characteristics and numerical sensitivity of PF algorithm as well as basic concept of its computation logic. Futhermore, various graphic illustrations is also provided to review and compare the computation results on monitor.

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Study on T-Type Multi Level Inverter for UIPV System (계통연계형 태양광발전 시스템을 위한 T-타입 타상 인버터에 관한 연구)

  • Bayasgalan, Bayasgalan;Ryu, Ji-Su;Lee, Sang-Ho
    • Proceedings of the KIPE Conference
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    • 2012.07a
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    • pp.313-314
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    • 2012
  • In this paper presents study of T-Type multi level inverter for utility interactive photo voltaic inverter. In order to increase efficiency and performance of utility interactive photo voltaic (UIPV) system, we propose multi level PCS topology, such as T-type inverter. The control algorithm for utility interactive inverter is implemented by simulation and experimentation, which includes dc-bus and midpoint voltage controller, ac-grid current controller and PLL algorithm.

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An Interactive Decision Support System for Truck Dispatching (배차계획을 위한 대화형 의사결정지원시스템)

  • Park, Yang-Byung;Hong, Sung-Chul
    • Korean Management Science Review
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    • v.15 no.2
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    • pp.201-210
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    • 1998
  • Truck dispatching is one of the most commonly occurring problems of transprot management. We developed an interactive decision support system named IDSSTD, for the truck dispatching problem where two conflicting objectives are treated and travel speed varies depending on the passing areas and time of day. The IDSSTD aids the decision-making process by allowing the user to interact directly with the database, to direct data to a decision model, and to portray results in a convenient form. The IDSSTD is consisted of two major interactive phases. The pre-scheduling interactive phase is to reduce the complexity of a given problem before applying the BC-saving heuristic algorithm and the post-scheduling interactive phase is to improve practically the algorithmic solution. The IDSSTD has the capabilities of its own manipulation(analysis and recommendation) and diverse graphic features in order to facilitate a user's interaction.

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Interactive Colision Detection for Deformable Models using Streaming AABBs

  • Zhang, Xinyu;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.306-317
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    • 2007
  • We present an interactive and accurate collision detection algorithm for deformable, polygonal objects based on the streaming computational model. Our algorithm can detect all possible pairwise primitive-level intersections between two severely deforming models at highly interactive rates. In our streaming computational model, we consider a set of axis aligned bounding boxes (AABBs) that bound each of the given deformable objects as an input stream and perform massively-parallel pairwise, overlapping tests onto the incoming streams. As a result, we are able to prevent performance stalls in the streaming pipeline that can be caused by expensive indexing mechanism required by bounding volume hierarchy-based streaming algorithms. At run-time, as the underlying models deform over time, we employ a novel, streaming algorithm to update the geometric changes in the AABB streams. Moreover, in order to get only the computed result (i.e., collision results between AABBs) without reading back the entire output streams, we propose a streaming en/decoding strategy that can be performed in a hierarchical fashion. After determining overlapped AABBs, we perform a primitive-level (e.g., triangle) intersection checking on a serial computational model such as CPUs. We implemented the entire pipeline of our algorithm using off-the-shelf graphics processors (GPUs), such as nVIDIA GeForce 7800 GTX, for streaming computations, and Intel Dual Core 3.4G processors for serial computations. We benchmarked our algorithm with different models of varying complexities, ranging from 15K up to 50K triangles, under various deformation motions, and the timings were obtained as 30~100 FPS depending on the complexity of models and their relative configurations. Finally, we made comparisons with a well-known GPU-based collision detection algorithm, CULLIDE [4] and observed about three times performance improvement over the earlier approach. We also made comparisons with a SW-based AABB culling algorithm [2] and observed about two times improvement.

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A Fast Vision-based Head Tracking Method for Interactive Stereoscopic Viewing

  • Putpuek, Narongsak;Chotikakamthorn, Nopporn
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1102-1105
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    • 2004
  • In this paper, the problem of a viewer's head tracking in a desktop-based interactive stereoscopic display system is considered. A fast and low-cost approach to the problem is important for such a computing environment. The system under consideration utilizes a shuttle glass for stereoscopic display. The proposed method makes use of an image taken from a single low-cost video camera. By using a simple feature extraction algorithm, the obtained points corresponding to the image of the user-worn shuttle glass are used to estimate the glass center, its local 'yaw' angle, as measured with respect to the glass center, and its global 'yaw' angle as measured with respect to the camera location. With these estimations, the stereoscopic image synthetic program utilizes those values to interactively adjust the two-view stereoscopic image pair as displayed on a computer screen. The adjustment is carried out such that the so-obtained stereoscopic picture, when viewed from a current user position, provides a close-to-real perspective and depth perception. However, because the algorithm and device used are designed for fast computation, the estimation is typically not precise enough to provide a flicker-free interactive viewing. An error concealment method is thus proposed to alleviate the problem. This concealment method should be sufficient for applications that do not require a high degree of visual realism and interaction.

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A New Control Scheme of the Line-Interactive UPS Using the Series Active Compensator (직렬 능동 보상기를 이용한 Line-Interactive UPS의 새로운 제어 기법)

  • Jang, Hoon;Lee, Woo-Cheol;Hyun, Dong-Seok
    • The Transactions of the Korean Institute of Electrical Engineers B
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    • v.52 no.8
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    • pp.405-412
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    • 2003
  • This paper presents a three-phase Line-Interactive uninterruptible power supply (UPS) system with series-parallel active power-line conditioning capabilities, using synchronous reference frame (SRF) based controller, which allows an effective power factor correction, source harmonic voltage compensation, load harmonic current suppression, and output voltage regulation. The three-phase UPS system consists of two active power compensator topologies. One is a series active compensator, which works as a voltage source in phase with the source voltage to have the sinusoidal source current and high power factor under the deviation and distortion of the source voltage. The other is a parallel active compensator which works as a conventional sinusoidal voltage source in phase with the source voltage, providing to the load a regulated and sinusoidal voltage with low THD (total harmonic distortion). The control algorithm using SRF method and the active power flow through the Line-interactive UPS systems are described and studied. The simulation and experimental results are depicted in this paper to show the effect of the proposed algorithm.

Creating 3D Artificial Flowers using Structured Directed Graph and Interactive Genetic Algorithm (구조적 방향성 그래프와 대화형 유전자 알고리즘을 이용한 3차원 꽃의 생성)

  • 민현정;조성배
    • Journal of KIISE:Software and Applications
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    • v.31 no.3
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    • pp.267-275
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    • 2004
  • Directed graph and Lindenmayer system (L-system) are two major encoding methods of representation to develop creatures in application field of artificial life. It is difficult to define real morphology structurally using the L-systems which are a grammatical rewriting system because L-systems represent genotype as loops, procedure calls, variables, and parameters. This paper defines a class of representations called structured directed graph, which is identified by its ability to define structures of the genotype in the translation to the phenotype, and presents an example of creating 3D flowers using a directed graph which is proper method to represent real morphology, and interactive genetic algorithm which decodes the problem with human's emotional evaluation. The experimental results show that natural flower morphology can be generated by the proposed method.

Priority-based Overlay Multicast for Distributed Interactive Application (Distributed Interactive Application을 위한 우선 순위 기반 오버레이 멀티캐스트)

  • Lee, Hyung-Ok;Nam, Ji-Seung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1367-1369
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    • 2013
  • Applying Application-Level Multicast technology (ALM) to Distributed Interactive Applications (DIAs) becomes more and more popular. Especially for DIAs embedded priority that the sender forwards data to receivers due to their respective priorities. The priority-based directed minimum spanning tree (PST) algorithm was designed for these DIAs. However, the PST has no efficient priority selection and filtering mechanism. The system will consume a tremendous amount of resource for reconstructing distribution tree and becomes unstable and unscalable. In this paper, First, We propose a novel priority-based application level multicast algorithm: Predict-and-Quantize for Priority with directed minimum Spanning Tree (PQPST), which can efficiently predict efficient priorities for the receivers and quantize the predicted priorities to build the multicast distribution tree. Second, we propose Priority Discrepancy Heuristic Mechanism (PDHM), which sets different thresholds of priority discrepancy within the priority discrepancy interval to control the distribution tree construction can efficiently decrease the repeated distribution tree construction, and we get the best heuristic priority discrepancy interval by PQPST. According to the simulation results, the PQPST and PDHM can efficiently improve the performance of the PST algorithm.