• 제목/요약/키워드: interactive control

검색결과 648건 처리시간 0.032초

Seamless Mode Transfer of Utility Interactive Inverters Based on Indirect Current Control

  • Lim, Kyungbae;Song, Injong;Choi, Jaeho;Yoo, Hyeong-Jun;Kim, Hak-Man
    • Journal of Power Electronics
    • /
    • 제19권1호
    • /
    • pp.254-264
    • /
    • 2019
  • This paper proposes an indirect current control technique based on a proportional resonant (PR) approach for the seamless mode transfer of utility interactive inverters. Direct-current and voltage hybrid control methods have been used for inverter control under grid-connected and islanded modes. A large bandwidth can be selected due to the structure of single-loop control. However, this results in poor dynamic transients due to sudden changes of the controller during mode changes. Therefore, inverter control based on indirect current is proposed to improve the dynamic transients by consistently controlling the output voltage under all of the operation modes. A PR-based indirect current control topology is used in this study to maintain the load voltage quality under all of the modes. The design processes of the PR-based triple loop are analyzed in detail while considering the system stability and dynamic transients. The mode transfer techniques are described in detail for both sudden unintentional islanding and islanded mode voltage quality improvements. In addition, they are described using the proposed indirect control structure. The proposed method is verified by the PSiM simulations and laboratory-scale VDER-HILS experiments.

3상 계통연계 태양광발전시스템의 운전특성 (Control Characteristics of Three-Phase Utility Interactive Phovotovoltaic Power Generation System)

  • 김영철;정명웅;서기영;이현우;우준인
    • 대한전기학회논문지:전기기기및에너지변환시스템부문B
    • /
    • 제49권8호
    • /
    • pp.536-543
    • /
    • 2000
  • The photovoltaic power generation system has a great future as clean energy instead of fossil fuel which has many environmental problems such as exhausted gas or air pollution. In a utility interactive photovoltaic generation system, a three-phase inverter is used for the connection between the photovoltaic array and the utility. This paper present a three phase inverter for photovoltaic power system with current controller, voltage controller, PLL Control system and the Phase detector of Interactive Voltage by using dq transformation. The proposed inverter system provides a sinusoidal ac current for domestic loads and the utility line with unity power factor.

  • PDF

Interactive Technology: Soft Engineering

  • Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2003년도 ICCAS
    • /
    • pp.2682-2686
    • /
    • 2003
  • Recent paradigm in technology shifts from object-based technology to environment-based technology. Issue here is interaction among human, machines, and environment. This requires new interpretations for the space among them. Holistic interactions based on “Mom (embodiment)” suggest a good starting point for this endeavor. The past, present, future of technology are presented in terms of technology’s fundamental virtue: “humanizing technology” or “technology serving human.” Interactive technology initiative (ITI) is an interdisciplinary research group to search for the proper technology and the proper way of implementing technology: “interactive technology” or “soft engineering.” Some experimental activities conducted by ITI are presented in this organized session, “Interactive Technology.” Metatechnology, soft engineering, “Mom (embodiment),” holistic interactions, tangible space, and ubiquitous computing are key concepts in interactive technology.

  • PDF

중요부하를 갖는 계통연계형 인버터의 고조파주입에 의한 단독운전방지 기법 (Anti-islanding Method by Harmonic Injection for Utility Interactive Inverter with Critical Load)

  • 오형민;최세완;김태희;이기풍;이태원
    • 전력전자학회논문지
    • /
    • 제17권4호
    • /
    • pp.315-321
    • /
    • 2012
  • The utility-interactive inverter with critical loads should supply continuous and stable voltage to critical loads even during the grid fault. The conventional control method which performs current control for grid-connected mode and voltage control for stand-alone mode undergoes the critical load voltage variation during grid fault. The critical load voltage may have large transient when the inverter performs mode transfer after the islanding detection. Recently, the indirect current control method which does not have the transient state during not only islanding detection but also the mode transfer has been proposed. However, since the voltage control is maintained even during the grid-connected mode it is difficult to detect the islanding. This paper proposes an active anti-islanding method suitable for the indirect current control method which does not have NDZ(Non-Detection Zone).

The Effect of Using the Interactive Electronic Models in Teaching Mathematical Concepts on Students Achievement in the University Level

  • Alzahrani, Yahya Mizher
    • International Journal of Computer Science & Network Security
    • /
    • 제22권5호
    • /
    • pp.149-153
    • /
    • 2022
  • This study examines the effect of using interactive electronic models to teach mathematical concepts on students' achievement in the linear algebra course at university. The field sample consisted of 200 students divided into two equal groups, an experimental group of 100 students and a control group of 100 students. The researcher used an achievement test in some mathematical concepts related to linear algebra. The results of the study showed that there were statistically significant differences (0.05) between the average achievement scores of the experimental and control groups in the post application of the achievement test, in favor of the experimental group. The size of the influence of the independent factor on the results of the study, which is "interactive electronic forms", on the dependent factor, which is the students' academic achievement in the prepared test, had a very large effect. Also, the results of the study showed that there were statistically significant differences (0.05) between the mean scores of the experimental group in the pre and post applications of the achievement test, in favor of the post application. The researcher recommended the use of interactive electronic models in teaching mathematical concepts at the university level and diversifying the strategies of teaching mathematics, using technology to attract learners and raise their academic achievement.

7-레벨 H-Bridge 인버터를 이용한 Line-Interactive DVR의 전압제어 (A Voltage Control Technique of Line-Interactive DVR Using 7-Level H-Bridge Inverter)

  • 강대욱;현동석;이우철
    • 전기학회논문지
    • /
    • 제56권4호
    • /
    • pp.705-715
    • /
    • 2007
  • Recently, the interest on power quality has been hot issue because the equipments cause voltage disturbance and have become more sensitive to the voltage disturbance. Additionally, the reseach on power electronic equipments applying to the high power has been increased. This paper deals with Line-Interactive Dynamic Voltage Restorer(LIDVR) system using 7-Level H-Bridge inverter, which is one of the solutions to compensate the voltage disturbance and to increase the power of equipments. The LIDVR has the following advantages comparing to the DVR with the series injection transformer. It has the power factor near to unity under the condition of normal source voltage, can compensate the harmonic current of the load and the instant interruption, and has the fast response. First, the construction, the operation mode and algebraic modeling of LIDVR are reviewed. And then the voltage control algorithm is proposed to get the sinusoidal load voltage with constant amplitude. Finally, simulation and experiment results verify the proposed LIDVR system.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
    • /
    • 제6권1호
    • /
    • pp.70-72
    • /
    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

  • PDF

초미세수술 로봇의 안정적인 원격조작을 위한 제어시스템 설계 (Control System Design for Stable Teleoperation of Supermicrosurgical Robot)

  • 김건욱;델가도 라이마리우스;인용석
    • 로봇학회논문지
    • /
    • 제19권2호
    • /
    • pp.169-175
    • /
    • 2024
  • In this study, we developed control system for stable teleoperation of supermicrosurgical robot platform. The supermicrosurgical robot platform is designed to perform precise anastomosis with micro vessels ranging from 0.3 mm to 0.7 mm. The robotic assistance could help more precise manipulation then manual surgery with the help of motion scaling and tremor filtering. However, since the robotic system could cause several vulnerabilities, control system for stable teleoperation should be preceded. Therefore, we first designed control system including inverse kinematics solver, clutch error interpolator and finite state machine. The inverse kinematics solver was designed to minimized inertial motion of the manipulator and tested by applying orientational motion. To make robot slowly converges to the leader's orientation when orientational error was occurred during clutch, the SLERP was used to interpolate the error. Since synchronized behavior of two manipulators and independent behavior of manipulator both exist, two layered finite state machines were designed. Finally, the control system was evaluated by experiment and showed intended behavior, while maintaining low pose error.

열간 압연 공정에서의 장력 제어시스템 (TENSION CONTROL SYSTEM FOR HOT STRIP MILLS)

  • 박성한;안병준;이만형
    • 대한전기학회:학술대회논문집
    • /
    • 대한전기학회 2001년도 하계학술대회 논문집 D
    • /
    • pp.2267-2269
    • /
    • 2001
  • The looper control of hot strip finishing mill is one of the most important control item in hot strip rolling mill process. Loopers are placed between finishing mill stands and control the mass flow of the two stands. Another important action of the looper is to control the strip tension which influences on the width of the strip. So it is very important to control both the looper angle and the strip tension simultaneously but the looper angle and the strip tension are strongly interacted by each other. There are many control schemes such as conventional, non-interactive, LQ, LQG/LTR, and ILQ control in the looper control system. In this paper, we present the modeling for the looper of a hot strip finishing mill to control the tension of the strip and suggest the non-interactive(cross) and LQG/LTR control method.

  • PDF

전력계통 운용 및 제어에 대한 교육 및 훈련용 대화식 그래픽 소프트웨어 개발 (Development of an Interactive Graphic Software for the Education and Training of Power System Operation and Control)

  • 신중린;이욱화
    • 대한전기학회논문지:전력기술부문A
    • /
    • 제48권8호
    • /
    • pp.932-940
    • /
    • 1999
  • This paper discusses the development of an interactive and graphic software for the education and training of power system operation and control, especially for students and beginners. This software has a lot of functions for users to simulate the power system operation and control with ease. These functions included in this software are followings. First, this software includes a Graphic User Interface (GUI) - which contains interactive simulation scheme, Windows dialog box, graphic representations, and graphic icons - so that users can handle the software in user-friendly environments. Second, it uses a graphic editor so that users can easily edit the one-line diagram of the power system. Third, it prepares a database system so that users can manage the power system data for simulation easily. Fourth, the application modules included in the software are the Economic Dispatch (ED) and the Automatic Load-Frequency Control (ALFC). These application modules are designed as independent modules. Using the ED module, users can understand the basic concepts of the ED with ease. And using the ALFC module, they can easily acquire the basic understanding of the response of the ALFC between the two-area systems. The proposed software is tested on both the 16 bus and the two-area sample system. The test has confirmed the functions of the developed software. It is anticipated that the software will be useful for the education and training of power system operation and control for the power engineering study at university or for the training of the beginner at power industry.

  • PDF