scholarly journals Design modification and performance testing of solar assistive electric vehicle

2021 ◽  
Vol 4 (1) ◽  
pp. 83-86
Author(s):  
Sudan Neupane

One of the front runners in the area of renewable energy today is solar power. It is a cheap and ecofriendly means of power generation. Solar power is converted into electrical energy using photovoltaic cells. This harnessed electrical energy can be used to charge battery of EV. The objective of this project is to convert IC trike into electric vehicle and then assisted by using solar energy so that the range of the vehicle can be increased. This project involved the performance testing of an electric vehicle along with comparison with solar assisted. The vehicle we used is a single seated IC trike with skeleton structure generally used for racing purposes. The aim was to implement our idea on an IC trike and afterwards with help of result obtained to extend our future work on building a real time solar assisted electric vehicle. During the testing it is found that the electric trike operate at maximum speed of 38.4 km/hr. with 17.29 km range and 21.28 km while solar assisted with speed of 34.5km/hr. The solar assisted EV in turn resulted an increment of mileage by 23% and the additional money invested will be returned in 7.8 years. Conclusively, the solar assisted EV gained range while having a decrement in speed of the vehicle. The overall experiment favored the solar assisted EV.

2020 ◽  
pp. 1-12
Author(s):  
Wu Xin ◽  
Qiu Daping

The inheritance and innovation of ancient architecture decoration art is an important way for the development of the construction industry. The data process of traditional ancient architecture decoration art is relatively backward, which leads to the obvious distortion of the digitalization of ancient architecture decoration art. In order to improve the digital effect of ancient architecture decoration art, based on neural network, this paper combines the image features to construct a neural network-based ancient architecture decoration art data system model, and graphically expresses the static construction mode and dynamic construction process of the architecture group. Based on this, three-dimensional model reconstruction and scene simulation experiments of architecture groups are realized. In order to verify the performance effect of the system proposed in this paper, it is verified through simulation and performance testing, and data visualization is performed through statistical methods. The result of the study shows that the digitalization effect of the ancient architecture decoration art proposed in this paper is good.


2018 ◽  
Vol 2018 (14) ◽  
pp. 2179-2185
Author(s):  
Kyriakos Manoli ◽  
Siva Sarathy ◽  
Paris Neofotistos ◽  
Domenico Santoro

Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


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