Automatic Generation Control of a Thermal Power Plant With Reheat Turbine Using PSO Optimized Integral Controller
In: International Journal of Electrical Engineering and Technology, Band 11(4), Heft 2020
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In: International Journal of Electrical Engineering and Technology, Band 11(4), Heft 2020
SSRN
In: Asian journal of research in social sciences and humanities: AJRSH, Band 6, Heft 6, S. 1373
ISSN: 2249-7315
In: Asian journal of research in social sciences and humanities: AJRSH, Band 7, Heft 3, S. 371
ISSN: 2249-7315
In: SETA-D-22-04600
SSRN
In: Chemical Industries
An Introduction to Automatic Process ControlObjective of AutomationHardware and SoftwareProcess and VariablesCommon TransducersControllersControl ValvesOpen- and Closed-Loop SystemsProcess Piping and Instrumentation DiagramControl Panel Questions and AnswersOpen-Loop Process Dynamics and Transfer FunctionsLaplacian MathematicsFirst-Order SystemsSecond-Order SystemsHigher-Order SystemsTransportation LagTransfer FunctionQuestions and AnswersDisturbances and ResponsesStep DisturbanceStep Disturbance to a First-Order SystemStep Disturbance to a Second-Order SystemRamp DisturbanceRamp Disturbance t.
This paper proposes an end-to-end Natural Language Generation approach to automatically create fiction stories using statistical language models. The proposed approach integrates the stages of macroplanning and the surface realisation, necessary to determine the content to write about together with the structure of the story, and the syntactic and lexical realisation of sentences to be generated, respectively. Moreover, the use of language models within the stages allows the generation task to be more flexible, as far as the adaptation of the approach to different languages, domains and textual genres is concerned. In order to validate our approach, two evaluations were performed. On the one hand, the influence of integrating position-specific language modelling in the macroplanning stage into the surface realisation module was evaluated. On the other hand, a user evaluation was performed to analyse the generated stories in a qualitative manner. Although there is still room for improvement, the results obtained from the first evaluation in conjunction with the user evaluation feedback shows that the combination of the aforementioned stages in an end-to-end approach is appropriate and have positive effects in the resulting generated text. ; This research work has been partially funded by the Generalitat Valenciana, through the grant ACIF/2016/501 and the project "DIIM2.0: Desarrollo de técnicas Inteligentes e Interactivas de Minería y generación de información sobre la web 2.0" (PROMETEOII/2014/001); by the Spanish Government through projects RESCATA (Representación canónica y transformaciones de los textos aplicado a las Tecnologías del Lenguaje Humano, Ref. TIN2015-65100-R) and REDES (Reconocimiento de Entidades Digitales: Enriquecimiento y Seguimiento, Ref TIN2015-65136-C2-2-R), as well as by Ayudas Fundación BBVA a equipos de investigación científica, through the project "Análisis de Sentimientos Aplicado a la Prevención del Suicidio en las Redes Sociales (ASAP)".
BASE
Enabling new applications for mobile devices often requires the use of specialized hardware to reduce power consumption. Because of time-to-market pressure, current design methodologies for embedded applications require an early partitioning of the design, allowing the hardware and software to be developed simultaneously, each adhering to a rigid interface contract. This approach is problematic for two reasons: (1) a detailed hardware-software interface is difficult to specify until one is deep into the design process, and (2) it prevents the later migration of functionality across the interface motivated by efficiency concerns or the addition of features. We address this problem using the Bluespec Codesign Language~(BCL) which permits the designer to specify the hardware-software partition in the source code, allowing the compiler to synthesize efficient software and hardware along with transactors for communication between the partitions. The movement of functionality across the hardware-software boundary is accomplished by simply specifying a new partitioning, and since the compiler automatically generates the desired interface specifications, it eliminates yet another error-prone design task. In this paper we present BCL, an extension of a commercially available hardware design language (Bluespec SystemVerilog), a new software compiling scheme, and preliminary results generated using our compiler for various hardware-software decompositions of an Ogg Vorbis audio decoder, and a ray-tracing application. ; National Science Foundation (U.S.) (NSF (#CCF-0541164)) ; National Research Foundation of Korea (grant from the Korean Government (MEST) (#R33-10095))
BASE
In: The Commonwealth and international Library of science, technology, engineering and liberal studies
SSRN
In: Studies in educational evaluation, Band 35, Heft 2-3, S. 71-76
ISSN: 0191-491X
In: Studies in educational evaluation: SEE, Band 35, Heft 2-3
ISSN: 0191-491X
In: Bulletin de la Classe des sciences, Band 51, Heft 1, S. 76-93
Le Problème de Lur'e est étudié dans le cas général où le noyau de rétroaction n'est pas la fonction de Green d'un opérateur différentiel. Une fonction de Liapounov est construite explicitement en résolvant une équation intégrale non linéaire du type utilisé en théorie du transfert radiatif par S. Chandrasekhar. Le critère de stabilité de Popov est obtenu comme corollaire.
In: ISSN:1473-8716
With the advent of online gaming, access to in-game data has become increasingly important for players as it provides great opportunities for them to reflect and improve upon their gameplay or to compare their performance with others. Some of the currently most popular games focus on strategy and tactics, requiring players to skillfully position and maneuver units in order to achieve victory in battle. However, current visualizations for retrospective analysis of battles and that are targeted toward players are mainly limited to heatmaps and hence are not well suited for conveying the flow of battle. By contrast, military planners and historians alike have long used maps to provide a concise visual overview of troop movements. In this article, we are proposing an algorithm for automatically creating such battle maps from tracked in-game data. Several parameters allow to adjust the level-of-detail in the resulting maps. To demonstrate the practicality of our approach for post hoc analysis, we apply it to actual gameplay data obtained from a massively multiplayer online game and collected preliminary feedback among players of the game through an online survey.
BASE