• Title/Summary/Keyword: Speed scheduling

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Machine learning approaches for wind speed forecasting using long-term monitoring data: a comparative study

  • Ye, X.W.;Ding, Y.;Wan, H.P.
    • Smart Structures and Systems
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    • v.24 no.6
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    • pp.733-744
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    • 2019
  • Wind speed forecasting is critical for a variety of engineering tasks, such as wind energy harvesting, scheduling of a wind power system, and dynamic control of structures (e.g., wind turbine, bridge, and building). Wind speed, which has characteristics of random, nonlinear and uncertainty, is difficult to forecast. Nowadays, machine learning approaches (generalized regression neural network (GRNN), back propagation neural network (BPNN), and extreme learning machine (ELM)) are widely used for wind speed forecasting. In this study, two schemes are proposed to improve the forecasting performance of machine learning approaches. One is that optimization algorithms, i.e., cross validation (CV), genetic algorithm (GA), and particle swarm optimization (PSO), are used to automatically find the optimal model parameters. The other is that the combination of different machine learning methods is proposed by finite mixture (FM) method. Specifically, CV-GRNN, GA-BPNN, PSO-ELM belong to optimization algorithm-assisted machine learning approaches, and FM is a hybrid machine learning approach consisting of GRNN, BPNN, and ELM. The effectiveness of these machine learning methods in wind speed forecasting are fully investigated by one-year field monitoring data, and their performance is comprehensively compared.

5-axis Milling Machining Time Estimation based on Machine Characteristics (기계 특성에 근거한 5축 밀링가공 시간의 예측)

  • So, B.S.;Jung, Y.H.;Jeong, H.J.
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.1
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    • pp.1-7
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    • 2007
  • In this paper, we present a machining time estimation algorithm for 5-axis high-speed machining. Estimation of machining time plays an important role in process planning and production scheduling of a shop. In contrast to the rapid evolution of machine tools and controllers, machining time calculation is still based on simple algorithms of tool path length divided by input feedrates of NC data, with some additional factors from experience. We propose an algorithm based on 5-axis machine behavior in order to predict machining time more exactly. For this purpose, we first investigated the operational characteristics of 5-axis machines. Then, we defined some dominant factors, including feed angle that is an independent variable for machining speed. With these factors, we have developed a machining time calculation algorithm that has a good accuracy not only in 3-axis machining, but also in 5-axis high-speed machining.

Practical MAC address table lookup scheme for gigabit ethernet switch (기가비트 이더넷 스위치에서 빠른 MAC 주소 테이블의 검색 방법)

  • 이승왕;박인철
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.799-802
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    • 1998
  • As we know, gigabit ethernet is a new technology to be substituted for current fast ethernet used widely in local area network. The switch used in gigabit ethernet should deal with frames in giga-bps. To do such a fast switching, we need that serveral processes meet the budgets, such as MAC address table lookup, several giga speed path setup, fast scheduling, and etc. Especially MAC address table lookup has to be processed in the same speed with speed of incoming packets, thus the bottleneck in the process can cause packet loss by the overflow in the input buffer. We devise new practical hardware hashing method to perform fast table lookup by minimizing the number of external memory access and accelerating with hardware.

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A dynamic transmission reservation protocol with non-zero tunig delay for high-speed mutliwavelength networks (고속 광통신망에서 스위칭 오버헤드를 고려한 동적 전송 예약 프로토콜)

  • 최형윤;이호숙;김영천
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.34S no.5
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    • pp.25-34
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    • 1997
  • Relatively slow tuning speed of optical device causes the unwanted delay in high speed single-hop multiwavelength networks. To lessen the overhead, we present a channel access protocol with dynamjic message scheduling. Th eframe structure of proposed protocol adopts hybrid multiaccess scheme in which WDMA is used as a basic multiaccess technique and TDMA is used to provide subchannels within a wavelength band. This architecture has two merits : the network extention is not limited by available number of wavelengths, and the transmission delay caused by optical device tuning time can to minimize the number of tunings. It schedules messages that require same wavelength channels sequencely, so the total transmission delay is reduced by decreasement of wavelength changes. The performance of proposed protocol is evaluated through numerical analysis based on probability and queueing theory. The peformance of proposed protocol is evaluated through numerical analysis based on probability and queueing theory. The numeric results show that the peformance of proposed protocol is better than that of previous one.

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Alleviating the Tower Mechanical Load of Multi-MW Wind Turbines with LQR Control

  • Nam, Yoonsu;Kien, Pham Trung;La, Yo-Han
    • Journal of Power Electronics
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    • v.13 no.6
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    • pp.1024-1031
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    • 2013
  • This paper addresses linear quadratic regulation (LQR) for variable speed variable pitch wind turbines. Because of the inherent nonlinearity of wind turbines, a set of operating conditions is identified and then a LQR controller is designed for each of the operating points. The feedback controller gains are then interpolated linearly to get a control law for the entire operating region. In addition, the aerodynamic torque and effective wind speed are estimated online to get the gain-scheduling variable for implementing the controller. The potential of this method is verified through simulation with the help of MATLAB/Simulink and GH Bladed. The performance and mechanical load when using LQR are also compared with those obtained when using a PI controller.

Energy-aware EDZL Real-Time Scheduling on Multicore Platforms (멀티코어 플랫폼에서 에너지 효율적 EDZL 실시간 스케줄링)

  • Han, Sangchul
    • Journal of KIISE
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    • v.43 no.3
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    • pp.296-303
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    • 2016
  • Mobile real-time systems with limited system resources and a limited power source need to fully utilize the system resources when the workload is heavy and reduce energy consumption when the workload is light. EDZL (Earliest Deadline until Zero Laxity), a multiprocessor real-time scheduling algorithm, can provide high system utilization, but little work has been done aimed at reducing its energy consumption. This paper tackles the problem of DVFS (Dynamic Voltage/Frequency Scaling) in EDZL scheduling. It proposes a technique to compute a uniform speed on full-chip DVFS platforms and individual speeds of tasks on per-core DVFS platforms. This technique, which is based on the EDZL schedulability test, is a simple but effective one for determining the speeds of tasks offline. We also show through simulation that the proposed technique is useful in reducing energy consumption.

Dynamic Scheduling of Network Processes for Multi-Core Systems (멀티 코어 시스템에서 통신 프로세스의 동적 스케줄링)

  • Jang, Hye-Churn;Jin, Hyun-Wook;Kim, Hag-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.12
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    • pp.968-972
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    • 2009
  • The multi-core processors are being widely exploited by many high-end systems. With significant advances in processor architecture, the network band-width required on the high-end systems is increasing drastically. It is therefore highly desirable to manage multiple cores efficiently to achieve high network band-width with minimum resource requirements. Modern operating systems, however, still have significant design and optimization space to leverage the network performance over multi-core systems. In this paper, we suggest a novel networking process scheduling scheme, which decides the best processor affinity of networking processes based on the processor cache layout, communication intensiveness, and processor loads. The experimental results show that the scheduling scheme implemented in the Linux kernel can improve the network bandwidth and the effectiveness of processor utilization by 20% and 59%, respectively.

A QoS Based Multiple Access Scheme for the Wireless ATM Services (무선 ATM 서비스를 위한 QoS 기준 다중 접속 방법)

  • Yae, Byung-Ho;Lee, Sung-Chang
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.6
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    • pp.36-45
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    • 1998
  • This paper discusses multiple access control aspects for a wireless extension of high-speed asynchronous transfer mode(ATM) networks. One challenging requirement is that mobile systems convey of diverse types of information including voice, computer data, facsimile, and video data that have different quality of service constraints. Basically, a centralized control scheme for a coordinated multiple access is required in order to efficiently accommodate multimedia traffic on wireless links. The proposed scheme dynamically scheduling the mobile terminal, which has data to transfer according to the service, types at base station. In this scheme, the scheduling algorithm is performed on the basis of traffic descriptors and QoS parameters, which required in the connection set up phase. As a consequence, the transmission scheduling is very flexible and can account for the different traffic rate and delay constraints that emerge from voice and data integration. The simulation result shows that the proposed scheme has better performance over other scheduling algorithms.

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Two-Agent Single-Machine Scheduling with Linear Job-Dependent Position-Based Learning Effects (작업 종속 및 위치기반 선형학습효과를 갖는 2-에이전트 단일기계 스케줄링)

  • Choi, Jin Young
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.3
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    • pp.169-180
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    • 2015
  • Recently, scheduling problems with position-dependent processing times have received considerable attention in the literature, where the processing times of jobs are dependent on the processing sequences. However, they did not consider cases in which each processed job has different learning or aging ratios. This means that the actual processing time for a job can be determined not only by the processing sequence, but also by the learning/aging ratio, which can reflect the degree of processing difficulties in subsequent jobs. Motivated by these remarks, in this paper, we consider a two-agent single-machine scheduling problem with linear job-dependent position-based learning effects, where two agents compete to use a common single machine and each job has a different learning ratio. Specifically, we take into account two different objective functions for two agents: one agent minimizes the total weighted completion time, and the other restricts the makespan to less than an upper bound. After formally defining the problem by developing a mixed integer non-linear programming formulation, we devise a branch-and-bound (B&B) algorithm to give optimal solutions by developing four dominance properties based on a pairwise interchange comparison and four properties regarding the feasibility of a considered sequence. We suggest a lower bound to speed up the search procedure in the B&B algorithm by fathoming any non-prominent nodes. As this problem is at least NP-hard, we suggest efficient genetic algorithms using different methods to generate the initial population and two crossover operations. Computational results show that the proposed algorithms are efficient to obtain near-optimal solutions.

The Study on Packet Communication Scheduling Scheme for Mobile 3D Bluetooth Game Engine (모바일 3D 블루투스 게임 엔진을 위한 패킷통신 스케줄링 기법에 관한 연구)

  • Cho, Jong-Keun;Kim, Hyung-Il
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.197-202
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    • 2007
  • This study focused on design and implementation of Mobile 3D Bluetooth Game Engine based on OpenGL-ES. In Mobile 3D network game so far, there is a form the mainstream of wireless inter-net game using WAP and VM. But, VM game we popular because of an excessive communication expense problem for this mobile network game that occur when connect to wireless internet as point out to problem by it, that is, stand-alone game are very popular. This study introduce a mobile 3D Bluetooth Game Engine which is based on mobile 3D standard using OpenGL-ES to solve a problem like mobile network game generally that occur when connect to take pleasure a wireless internet from some people into a short distance. When the number of concurrent packet datum by Bluetooth terminal transfers to each other, we shows that the proposed scheduling scheme for enhancing the process speed up on Bluetooth.