scholarly journals Experiences from City-Scale Simulation of Thermal Grids

Resources ◽  
2021 ◽  
Vol 10 (2) ◽  
pp. 10
Author(s):  
Johan Simonsson ◽  
Khalid Tourkey Atta ◽  
Gerald Schweiger ◽  
Wolfgang Birk

Dynamic simulation of district heating and cooling networks has an increased importance in the transition towards renewable energy sources and lower temperature district heating grids, as both temporal and spatial behavior need to be considered. Even though much research and development has been performed in the field, there are several pitfalls and challenges towards dynamic district heating and cooling simulation for everyday use. This article presents the experiences from developing and working with a city-scale simulator of a district heating grid located in Luleå, Sweden. The grid model in the case study is a physics based white-box model, while consumer models are either data-driven black-box or gray-box models. The control system and operator models replicate the manual and automatic operation of the combined heat and power plant. Using the functional mock-up interface standard, a co-simulation environment integrates all the models. Further, the validation of the simulator is discussed. Lessons learned from the project are presented along with future research directions, corresponding to identified gaps and challenges.

Author(s):  
Agnes Kukulska-Hulme ◽  
Chris Jones

Focusing on intermediate and institutional levels of design for learning, this chapter explores how institutional decisions relate to design, using recent experience at The Open University as a case study. To illuminate the relationship between institutional decisions and learner-focused design, we review and bring together some of the research on learner practices in mobile and networked learning. We take a critical stance in relation to the concept of generation, which has been applied to understanding learners of different ages using terms such as net generation and digital natives. Following on from this, we propose an integrated pedagogical design approach that takes account of learner practices, spaces for learning, and technologies. The chapter also proposes future research directions focused on the changing context for learning, a distinction between place and space and an understanding of how the different levels of educational systems interact with mobile and networked technologies.


2021 ◽  
pp. 1-7
Author(s):  
Tim Lloyd ◽  
Sara Rouhi

A critical component in the development of sustainable funding models for Open Access (OA) is the ability to communicate impact in ways that are meaningful to a diverse range of internal and external stakeholders, including institutional partners, funders, and authors. While traditional paywall publishers can take advantage of industry standard COUNTER reports to communicate usage to subscribing libraries, no similar standard exists for OA content. Instead, many organizations are stuck with proxy metrics like sessions and page views that struggle to discriminate between robotic access and genuine engagement. This paper presents the results of an innovative project that builds on existing COUNTER metrics to develop more flexible reporting. Reporting goals include surfacing third party engagement with OA content, the use of graphical report formats to improve accessibility, the ability to assemble custom data dashboards, and configurations that support the variant needs of diverse stakeholders. We’ll be sharing our understanding of who the stakeholders are, their differing needs for analytics, feedback on the reports shared, lessons learned, and areas for future research in this evolving area.


Author(s):  
Todd W. Neller ◽  
Connor Berson ◽  
Jivan Kharel ◽  
Ryan Smolik

In this article, we describe the lessons learned in creating an efficient solver for the solitaire game Birds of a Feather. We introduce a new variant of depth-first search that we call best-n depth-first search that achieved a 99.56% reduction in search time over 100,000 puzzle seeds. We evaluate a number of potential node-ordering search features and pruning tests, perform an analysis of solvability prediction with such search features, and consider possible future research directions suggested by the most computationally expensive puzzle seeds encountered in our testing.


Author(s):  
Iain Doherty

The purpose of this chapter is to examine the challenges of achieving systemic change in the teaching culture of a research-intensive university. The chapter makes use of a teaching improvement case study to identify both the challenges and the solutions to engaging academics in a research-intensive university with educational professional development. Ongoing issues are identified and future research directions are presented.


Author(s):  
Paul F. Marty ◽  
Scott Sayre ◽  
Silvia Filippini Fantoni

Personal digital collections systems, which encourage visitors to museum websites to create their own personal collections out of a museum’s online collections, are the latest trend in personalization technologies for museums and other cultural heritage organizations. This chapter explores the development, implementation, and evaluation of different types of personal digital collection interfaces on museum websites, from simple bookmarking applications to sophisticated tools that support high levels of interactivity and the sharing of collections. It examines the potential impact of these interfaces on the relationship between museums and their online visitors, explores the possible benefits of involving users as co-creators of digital cultural heritage, and offers an analysis of future research directions and best practices for system design, presenting lessons learned from more than a decade of design and development of personal digital collections systems on museum websites.


Author(s):  
Peggy Lynn Semingson ◽  
Pete Smith

This chapter provides a case study example using cross-case analysis (Merriam, 2001) of digital mentoring within an online Master's level literacy course at a large public university in the Southwest United States. Two mentors provided individualized video conference sessions, using Blackboard Collaborate™ to 28 students (mentees). Data included written reflections from students as well as transcripts from selected videoconference sessions. Structured synchronous mentoring sessions provided a predictable framework for students and mentors alike. This chapter provides an analysis of the students' perceptions of the conferences, the types of discourse patterns and language analysis of the conferences, as well as description of themes and trends across the data. Suggestions on the usefulness of the conferences as well as the structure of mentoring sessions are described in the chapter. Established and emerging models of mentorship and e-development are outlined and utilized to frame the analyses and future research directions.


Author(s):  
Álvaro Fernández ◽  
Camino Fernández ◽  
José-Ángel Miguel-Dávila ◽  
Miguel Á. Conde

Abstract The integration of a Supercomputer in the educational process improves student’s technological skills. The aim of the paper is to study the interaction between science, technology, engineering, and mathematics (STEM) and non-STEM subjects for developing a course of study related to Supercomputing training. We propose a flowchart of the process to improve the performance of students attending courses related to Supercomputing. As a final result, this study highlights the analysis of the information obtained by the use of HPC infrastructures in courses implemented in higher education through a questionnaire that provides useful information about their attitudes, beliefs and evaluations. The results help us to understand how the collaboration between institutions enhances outcomes in the education context. The conclusion provides a description of the resources needed for the improvement of Supercomputing Education (SE), proposing future research directions.


Author(s):  
Anna Volkova ◽  
Vladislav Mashatin ◽  
Aleksander Hlebnikov ◽  
Andres Siirde

Abstract The purpose of this paper is to offer a methodology for the evaluation of large district heating networks. The methodology includes an analysis of heat generation and distribution based on the models created in the TERMIS and EnergyPro software Data from the large-scale Tallinn district heating system was used for the approbation of the proposed methodology as a basis of the case study. The effective operation of the district heating system, both at the stage of heat generation and heat distribution, can reduce the cost of heat supplied to the consumers. It can become an important factor for increasing the number of district heating consumers and demand for the heat load, which in turn will allow installing new cogeneration plants, using renewable energy sources and heat pump technologies


Energies ◽  
2020 ◽  
Vol 13 (4) ◽  
pp. 810 ◽  
Author(s):  
Alessandro Guzzini ◽  
Marco Pellegrini ◽  
Edoardo Pelliconi ◽  
Cesare Saccani

Among the available solutions for building heating and cooling, district heating (DH) and district cooling (DC) systems are considered some of the best options since they can ensure a better control of pollutant emissions and greater efficiency than individual systems. Nevertheless, improvements are needed to increase their sustainability and reliability. The so-called “low temperature district heating” (LTDH) concept has been introduced in recent years in an attempt (i) to reduce the distribution heat losses through a temperature decrease in the DH network, (ii) to favor the integration with renewable energy sources, and (iii) to create the conditions required for the development of future smart energy systems. However, many concerns have been raised about its implementation in both existing and new systems. For this reason, this paper aims to identify the stakeholders’ ranking of the barriers against LTDH system development and implementation over the next few years. Aiming to this, a questionnaire was designed, including an analysis of current gaps and strengths, and then submitted to more than 50 Italian and international experts in the field of DH. An in-depth analysis of the received answers was performed, focusing in particular on the Italian experts’ answers. Comments and suggestions on how to promote the transition to the new LTDH approach are reported.


2019 ◽  
Vol 50 (5) ◽  
pp. 572-597 ◽  
Author(s):  
Hajime Mizuyama ◽  
Seiyu Yamaguchi ◽  
Mizuho Sato

Background. Knowledge sharing among the members of an organization is crucial for enhancing the organization’s performance. However, knowing how to motivate and direct members to effectively and efficiently share their relevant private knowledge concerning the organization’s activities is not entirely a straightforward matter. Aim. This study aims to propose a gamified approach not only for motivating truthful sharing and collective evaluation of knowledge among the members of an organization but also for properly directing those actions so as to maximize the usefulness of the shared knowledge. A case study is also conducted to understand how the proposed approach works in a live business scenario. Method. A prediction market game on a binary event on whether the specified activity will be completed successfully is devised. The game utilizes an original comment aggregation and evaluation system through which relevant knowledge can be shared verbally and evaluated collectively by the players themselves. Players’ behavior is driven toward a desirable direction with the associated incentive framework realized by three game scores. Results. The proposed gamified approach was implemented as a web application and verified with a laboratory experiment. The game was also played by four participants who deliberated on an actual sales proposal in a real company. It was observed that the various valuable knowledge elements that were successfully collected from the participants could be utilized for refining the sales proposal. Conclusions. The game induced motivation through gamification, and some of the designed game scores worked in directing the players’ behavior as desired. The players learned from others’ comments, which brought about a snowball effect and enriched collective knowledge. Future research directions include how to transform this knowledge into an easy-to-comprehend representation.


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