Photovoltaic(PV)systems are environmentally friendly,generate green energy,and receive support from policies and organizations.However,weather fluctuations make large-scale PV power integration and management challeng...Photovoltaic(PV)systems are environmentally friendly,generate green energy,and receive support from policies and organizations.However,weather fluctuations make large-scale PV power integration and management challenging despite the economic benefits.Existing PV forecasting techniques(sequential and convolutional neural networks(CNN))are sensitive to environmental conditions,reducing energy distribution system performance.To handle these issues,this article proposes an efficient,weather-resilient convolutional-transformer-based network(CT-NET)for accurate and efficient PV power forecasting.The network consists of three main modules.First,the acquired PV generation data are forwarded to the pre-processing module for data refinement.Next,to carry out data encoding,a CNNbased multi-head attention(MHA)module is developed in which a single MHA is used to decode the encoded data.The encoder module is mainly composed of 1D convolutional and MHA layers,which extract local as well as contextual features,while the decoder part includes MHA and feedforward layers to generate the final prediction.Finally,the performance of the proposed network is evaluated using standard error metrics,including the mean squared error(MSE),root mean squared error(RMSE),and mean absolute percentage error(MAPE).An ablation study and comparative analysis with several competitive state-of-the-art approaches revealed a lower error rate in terms of MSE(0.0471),RMSE(0.2167),and MAPE(0.6135)over publicly available benchmark data.In addition,it is demonstrated that our proposed model is less complex,with the lowest number of parameters(0.0135 M),size(0.106 MB),and inference time(2 ms/step),suggesting that it is easy to integrate into the smart grid.展开更多
A 360°video stream provide users a choice of viewing one's own point of interest inside the immersive contents.Performing head or hand manipulations to view the interesting scene in a 360°video is very t...A 360°video stream provide users a choice of viewing one's own point of interest inside the immersive contents.Performing head or hand manipulations to view the interesting scene in a 360°video is very tedious and the user may view the interested frame during his head/hand movement or even lose it.While automatically extracting user's point of interest(UPI)in a 360°video is very challenging because of subjectivity and difference of comforts.To handle these challenges and provide user's the best and visually pleasant view,we propose an automatic approach by utilizing two CNN models:object detector and aesthetic score of the scene.The proposed framework is three folded:pre-processing,Deepdive architecture,and view selection pipeline.In first fold,an input 360°video-frame is divided into three sub frames,each one with 120°view.In second fold,each sub-frame is passed through CNN models to extract visual features in the sub-frames and calculate aesthetic score.Finally,decision pipeline selects the sub frame with salient object based on the detected object and calculated aesthetic score.As compared to other state-of-the-art techniques which are domain specific approaches i.e.,support sports 360°video,our syste m support most of the 360°videos genre.Performance evaluation of proposed framework on our own collected data from various websites indicate performance for different categories of 360°videos.展开更多
Teaching science through computer games,simulations,and artificial intelligence(AI)is an increasingly active research field.To this end,we conducted a systematic literature review on serious games for science educatio...Teaching science through computer games,simulations,and artificial intelligence(AI)is an increasingly active research field.To this end,we conducted a systematic literature review on serious games for science education to reveal research trends and patterns.We discussed the role of virtual reality(VR),AI,and augmented reality(AR)games in teaching science subjects like physics.Specifically,we covered the research spanning between 2011 and 2021,investigated country-wise concentration and most common evaluation methods,and discussed the positive and negative aspects of serious games in science education in particular and attitudes towards the use of serious games in education in general.展开更多
基金supported by the National Research Foundation of Korea (NRF)grant funded by the Korean government (MSIT) (No.2019M3F2A1073179).
文摘Photovoltaic(PV)systems are environmentally friendly,generate green energy,and receive support from policies and organizations.However,weather fluctuations make large-scale PV power integration and management challenging despite the economic benefits.Existing PV forecasting techniques(sequential and convolutional neural networks(CNN))are sensitive to environmental conditions,reducing energy distribution system performance.To handle these issues,this article proposes an efficient,weather-resilient convolutional-transformer-based network(CT-NET)for accurate and efficient PV power forecasting.The network consists of three main modules.First,the acquired PV generation data are forwarded to the pre-processing module for data refinement.Next,to carry out data encoding,a CNNbased multi-head attention(MHA)module is developed in which a single MHA is used to decode the encoded data.The encoder module is mainly composed of 1D convolutional and MHA layers,which extract local as well as contextual features,while the decoder part includes MHA and feedforward layers to generate the final prediction.Finally,the performance of the proposed network is evaluated using standard error metrics,including the mean squared error(MSE),root mean squared error(RMSE),and mean absolute percentage error(MAPE).An ablation study and comparative analysis with several competitive state-of-the-art approaches revealed a lower error rate in terms of MSE(0.0471),RMSE(0.2167),and MAPE(0.6135)over publicly available benchmark data.In addition,it is demonstrated that our proposed model is less complex,with the lowest number of parameters(0.0135 M),size(0.106 MB),and inference time(2 ms/step),suggesting that it is easy to integrate into the smart grid.
文摘A 360°video stream provide users a choice of viewing one's own point of interest inside the immersive contents.Performing head or hand manipulations to view the interesting scene in a 360°video is very tedious and the user may view the interested frame during his head/hand movement or even lose it.While automatically extracting user's point of interest(UPI)in a 360°video is very challenging because of subjectivity and difference of comforts.To handle these challenges and provide user's the best and visually pleasant view,we propose an automatic approach by utilizing two CNN models:object detector and aesthetic score of the scene.The proposed framework is three folded:pre-processing,Deepdive architecture,and view selection pipeline.In first fold,an input 360°video-frame is divided into three sub frames,each one with 120°view.In second fold,each sub-frame is passed through CNN models to extract visual features in the sub-frames and calculate aesthetic score.Finally,decision pipeline selects the sub frame with salient object based on the detected object and calculated aesthetic score.As compared to other state-of-the-art techniques which are domain specific approaches i.e.,support sports 360°video,our syste m support most of the 360°videos genre.Performance evaluation of proposed framework on our own collected data from various websites indicate performance for different categories of 360°videos.
文摘Teaching science through computer games,simulations,and artificial intelligence(AI)is an increasingly active research field.To this end,we conducted a systematic literature review on serious games for science education to reveal research trends and patterns.We discussed the role of virtual reality(VR),AI,and augmented reality(AR)games in teaching science subjects like physics.Specifically,we covered the research spanning between 2011 and 2021,investigated country-wise concentration and most common evaluation methods,and discussed the positive and negative aspects of serious games in science education in particular and attitudes towards the use of serious games in education in general.