scholarly journals Incorporating Virtual Reality into the Teaching and Training of Grid-Tie Photovoltaic Power Plants Design

2019 ◽  
Vol 9 (21) ◽  
pp. 4480 ◽  
Author(s):  
Juan Miguel Gonzalez Lopez ◽  
Ramon Octavio Jimenez Betancourt ◽  
Juan M Ramirez Arredondo ◽  
Efrain Villalvazo Laureano ◽  
Fernando Rodriguez Haro

The current difficulty in obtaining financial resources to acquire equipment for training personnel and the requirement of well-trained engineers in the industry looking toward sustainability, creates an opportunity to innovate in teaching tools, such as the proposed in this article, where a virtual world is projected, integrating the planning and design of a photovoltaic power plant (PV). The user can interact while immersed in the virtual scene as if the PV system were already installed, illustrating technical characteristics of selected equipment and its installation details, while the user is interacting with didactic activities focused on visual, auditory, and kinesthetic learning. This paper summarizes an initiative within the teaching–learning context, which aims to show the advantages of using modern tools, such as virtual reality, to achieve teaching goals in a renewable energy course.

2013 ◽  
Vol 380-384 ◽  
pp. 3111-3114
Author(s):  
Yi Shi Shu ◽  
Li Li Ma ◽  
Chao Peng

Large scale photovoltaic generation is another way to generate electricity.When a large capacity PV system connected to the grid,much impact could be brought to the grid due to its uncertainty. In this paper, there are research and analysis about the technology and characteristics of the photovoltaic power plants connected to the grid, make a strong practical impacts.


2021 ◽  
Vol 12 (2) ◽  
Author(s):  
Plamen Tsankov

Three new roof-mounted 10 kWp grid-connected photovoltaic (PV) power plants have been constructed in the Technology Park at the Technical University of Gabrovo, Bulgaria, as part of a project "Competence Center – Intelligent Mechatronic, Eco, and Energy Saving Systems and Technologies". Three different PV modules types have been used: monocrystalline silicon (mono-Si), cadmium telluride (CdTe), and copper indium gallium selenide (CIGS). New three power plants, together with the existing amorphous silicon and poly-crystalline silicon photovoltaic power plants at the TU-Gabrovo enhanced simultaneous testing of five different photovoltaic materials. A small 500 Wp mono-Si photovoltaic thermal hybrid solar collectors (PVT) PV system has also been constructed. The power plants feature a monitoring system for the meteorological and electrical operating parameters, which measures, displays, and stores data on solar radiation, temperature, wind speed, currents, voltages, and electrical power of each power plant. PV plants components' technical characteristics are given in the paper. The schemes describing the basic wiring diagram, disposition of the three PV subsystems on the roof of the building at the technology center have also been presented. The initial comparative software data for monitoring of meteorological and electrical operating characteristics of the three different types of PV subsystems are shown as well. According to the specific ecological equivalent of energy resources and energy for the region of Bulgaria, the data are presented on the saved CO2 emissions from the avoided production and transmission of electricity owing to the operation of photovoltaic power plants.


2020 ◽  
Vol 2 (5) ◽  
pp. 421-442
Author(s):  
Stéphanie Philippe ◽  
Alexis D. Souchet ◽  
Petros Lameras ◽  
Panagiotis Petridis ◽  
Julien Caporal ◽  
...  

2011 ◽  
Vol 179-180 ◽  
pp. 925-929
Author(s):  
Yi Yi Xu ◽  
Wei Long Li ◽  
Zi Guang Sun

The application of virtual reality in traffic simulation is the combination of the virtual world and real world. By feeling the traffic based on virtual reality people can understand the traffic in reality. Application of virtual reality technology to simulate traffic in reality can be used in the field of exercises and training of transport-related personnel. It can save a lot of human and financial resources by avoiding the on-site exercises and training.


2012 ◽  
Vol 239-240 ◽  
pp. 123-128
Author(s):  
Dan Wu ◽  
Jing Xue ◽  
Ting Ting Li

Due to the different PV modules and external conditions, large-scale photovoltaic power plants often show a multi-peak PV characteristics. But the traditional MPPT methods is only for single-peak P-V curve to strike a maximum power point. So we need to improve the conventional MPPT methods. In the MATLAB/Simulink environment, we combined the Hysteresis Comparison Method with Incremental Conductance to build the S-function to create a simulation model obtaining the maximum power point power, voltage and current. In the same simulation system the traditional Incremental Conductance was used to obtain the maximum power, voltage and current which compare with the maximum power, voltage and current which obtained by the proposed method . The results of simulation illustrated the effectiveness of the proposed method .


Author(s):  
Carolin Pletz

Although immersive virtual reality (IVR) is now accessible for large-scale use due to rapid technological developments, there appear to be few organizations in the German-speaking countries that are already actively using this technology on a large scale in education and training. Therefore, little is known about the technology acceptance. Questions arise as to how the technology acceptance can be explained and which technology-specific influencing factors can be identified in the field of training. 15 persons from 13 organizations, who are experienced with use of IVR in teaching-learning contexts such as training, were interviewed in an expert survey to identify promoting and inhibiting aspects of the technology acceptance of IVR in teaching-learning contexts. The results provide information about personal, organizational and technology-related promoting and inhibiting aspects for trainers and training participants. Furthermore, general aspects which are decisive for future use in the companies are derived.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


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