In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-di...In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-dimensional terrain mesh data processing, a map editor, scene processing, collision processing, and walkthrough control. We also define an environment-specific semantic information editor, which can be applied using specific location obtained from the real world. Users can insert text information related to the characters real position in the real world during navigation in the game virtual environment.展开更多
Virtual organization uses information technology to achieve a closer integration and better management of business relationships between internal and external parties. There are many emerging issues in virtual organiz...Virtual organization uses information technology to achieve a closer integration and better management of business relationships between internal and external parties. There are many emerging issues in virtual organization and one of them is knowl- edge sharing. Knowledge sharing that is the core of knowledge management plays a key role in virtual organization. However, game theoretic exploration about knowledge sharing mechanism based on virtual organization is seldom published, In this study, knowledge sharing mechanism in virtual organization enterprise is explored using game theories from two aspects based on the features of knowledge sharing in virtual organization enterprise. Fi- nally, the critical model of knowledge sharing mechanism in virtual organization also is presented based on the perspective of game analysis.展开更多
In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the t...In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the technological solutions have made any process you can think of easier, faster and more efficient. Educational methodologies started off simple, having a teacher using simply his/her words and some writing along with it. With technology entering the field of education, teaching methods were enhanced and the quality of its outcomes was improved. However, sadly in Arab countries that was not the story. In other words, the use of new education technologies is still limited to basic and simple tasks. In fact, to add to the agony, most of the programs used are poorly implemented and rarely applied. Interestingly, as many studies confirm and from the simple observation of kids playing, it is found that most children are very attracted to new technologies and their applications. Those interests not only changed what a normal childhood would look like, but also introduced a multi-billion industry of electronic games. Virtual Reality (VR) games were introduced a few years back starting a gaming revolution, allowing gamers to enter the world of their dreams. Similar to most technologies, VR started to become more affordable with time. Multiple companies have competed to give us amazing VR products such as Samsung Gear. In this manuscript, we present a Virtual Reality Educational Game (VREG), which is an interactive 3D game with Arabic content that targets the students between age 4 and 8 and can be played on a smart phone. VREG includes multiple games that cover the different concepts of Arabic and English languages alongside math, aiming to help the student to learn through playing. In order to make sure that our game reaches wanted education standards, we put it to the test in two private schools;the feedback was very positive from both teachers and students where the majority of users enjoyed their experiments in VR games.展开更多
To address the issues that middleboxes as a fundamental part of today's networks are facing, Network Function Virtualization(NFV)has been recently proposed, which in essence asserts to migrate hardware-based middl...To address the issues that middleboxes as a fundamental part of today's networks are facing, Network Function Virtualization(NFV)has been recently proposed, which in essence asserts to migrate hardware-based middleboxes into software-based virtualized function entities.Due to the demands of virtual services placement in NFV network environment, this paper models the service amount placement problem involving with the resources allocation as a cooperative game and proposes the placement policy by Nash Bargaining Solution(NBS). Specifically,we first introduce the system overview and apply the rigorous cooperative game-theoretic guide to build the mathematical model, which can give consideration to both the responding efficiency of service requirements and the allocation fairness.Then a distributed algorithm corresponding to NBS is designed to achieve predictable network performance for virtual instances placement.Finally, with simulations under various scenarios,the results show that our placement approach can achieve high utilization of network through the analysis of evaluation metrics namely the satisfaction degree and fairness index. With the suitable demand amount of services, the average values of two metrics can reach above 90%. And by tuning the base placement, our solution can enable operators to flexibly balance the tradeoff between satisfaction and fairness of resourcessharing in service platforms.展开更多
Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patien...Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patients with Parkinson's disease were selected from January 2018 to October 2019.The random number table method was divided into the control group(n=30)and the observation group(n=30).Both groups were given conventional drugs and For rehabilitation training,the observation group was given a virtual reality balance game combined with strengthening muscle training.The upper limbs,lower limbs,balance function,comprehensive rehabilitation effect and daily living ability were compared before and after training.Results After training,the Brunnstrom score,FMA-UE,FMA-LE score,and cadence score of the two groups of patients increased.The common contraction rate(CR)of the biceps brachii in elbow flexion and the three heads of the brachii in elbow extension Muscle CR,standing walking test,10m walking test,reduced left and right step difference,and the observation group was better than the control group,which was significant(P<0.05).Conclusion Patients with Parkinson's disease have improved their upper and lower extremity motor capacity and balance function through virtual reality balance games combined with strengthening muscle training,which can improve the overall rehabilitation effect and ability of daily living.展开更多
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam...Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.展开更多
随着可再生能源并网比例增加及需求侧负荷多样化,多微网系统在促进分布式能源消纳方面发挥关键作用。为实现多微网系统内源荷储之间的高效协同配合,提出一种考虑虚拟储能(virtual energy storage,VES)的多微网混合博弈模型。首先根据空...随着可再生能源并网比例增加及需求侧负荷多样化,多微网系统在促进分布式能源消纳方面发挥关键作用。为实现多微网系统内源荷储之间的高效协同配合,提出一种考虑虚拟储能(virtual energy storage,VES)的多微网混合博弈模型。首先根据空调负荷等效热力学特性、电动汽车充放电特性,构建基于电动汽车集群、空调负荷集群的虚拟储能模型。其次构建以多微网运营商为领导者,负荷聚合商、储能运营商为跟随者的主从博弈模型,并在主从博弈基础上引入多微网运营商中各微网间的合作博弈,促进微网间的端对端(peer-to-peer,P2P)电能交易,在合作收益分配问题中,引入基于非线性函数贡献度的纳什议价模型,实现更加公平的微网间利益分配。最后基于结合求解器的自适应差分进化算法以及交替方向乘子法求解所提出的模型。仿真结果表明,所提多微网混合博弈模型有效均衡了各主体的效益,同时提升了多微网运营商的效益,使多微网内分布式可再生能源消纳率提升至100%,实体储能的充放电量减少16%的同时向上级电网的购电量也减少44%,降低了对实体储能以及上级电网的依赖。展开更多
针对多虚拟电厂(virtual power plant,VPP)协同运行中的源荷不确定性与隐私保护难题,提出一种融合点对点(peer to peer,P2P)电能共享与分布式优化的创新框架。首先,建立含云储能租赁系统的电热型VPP模型,设计多VPP点对点电能互济框架;其...针对多虚拟电厂(virtual power plant,VPP)协同运行中的源荷不确定性与隐私保护难题,提出一种融合点对点(peer to peer,P2P)电能共享与分布式优化的创新框架。首先,建立含云储能租赁系统的电热型VPP模型,设计多VPP点对点电能互济框架;其次,为克服传统不确定性优化方法的计算复杂度高与保守性强缺陷,构建计及最恶劣源荷场景概率的四层三阶段随机鲁棒优化模型,同步处理源荷出力及场景概率分布双重不确定性,并提出支持并行计算的改进型列与约束生成(column and constraint generation,C&CG)算法提升求解效率;最后,基于纳什谈判理论建立多VPP利益分配模型,将其建模为合作成本最小化与个体收益最大化子问题,采用融合改进C&CG的交替方向乘子法(alternating direction multiplier method,ADMM)分布式算法实现隐私保护下的高效求解。算例表明,所提模型使不确定环境下系统经济性显著提升,该分布式求解方法能同时保证系统隐私性与求解效率,实现各虚拟电厂收益的公平分配。展开更多
随着电动汽车和分布式电源接入电网的比例不断提升,虚拟电厂(virtual power plant,VPP)为有效解决电动汽车、分布式电源并网提供了新思路。针对VPP独立运行时面临的运行成本高、电价和源荷不确定性大等挑战,文中提出了一种基于纳什三阶...随着电动汽车和分布式电源接入电网的比例不断提升,虚拟电厂(virtual power plant,VPP)为有效解决电动汽车、分布式电源并网提供了新思路。针对VPP独立运行时面临的运行成本高、电价和源荷不确定性大等挑战,文中提出了一种基于纳什三阶段鲁棒优化的多VPP协同运行的优化方法。为协调VPP运营商与电动汽车用户的经济利益冲突,采用主从博弈理论刻画VPP运营商和电动汽车上下层之间的互动关系,上层VPP运营商充分考虑到电力市场购售电价以及源荷功率波动带来的不确定性影响,由三阶段鲁棒优化模型构造上层主体,三阶段鲁棒优化模型较以往的传统模型不同,文中采用了min-maxmin-maxmin的构造刻画模型内部关系;构建了基于纳什谈判理论的多VPP协同优化模型,为解决复杂非凸非线性优化的求解问题,将模型等效转化为多VPP合作成本最小化和电能谈判支付两个子问题;考虑到各VPP间信息隐私安全,采用交替方向乘子法(alternating direction method of multipliers,ADMM)对上述两个子问题进行分布式求解。算例验证表明,所提方法不仅在多重不确定性影响的情况下为参与合作的各VPP提供了可行且鲁棒性强的调度方案,而且为各VPP制定了合理的能源交互策略和利益分配方案,参与合作的各VPP均实现了经济效益的提升。展开更多
随着地区分布式能源快速发展,其单机装机容量小和出力随机性强的问题愈发凸显,导致分布式能源在单独参与市场交易时竞争力不足。为提升其市场参与能力,整合分布式能源形成虚拟电厂(virtual power plant,VPP)已成为一种有效途径。因此,...随着地区分布式能源快速发展,其单机装机容量小和出力随机性强的问题愈发凸显,导致分布式能源在单独参与市场交易时竞争力不足。为提升其市场参与能力,整合分布式能源形成虚拟电厂(virtual power plant,VPP)已成为一种有效途径。因此,针对含分布式能源的VPP市场交易策略进行研究,提出一种基于混合博弈强化学习的交易策略。首先,根据虚拟电厂内部单元的运行特性构建能源供应商和负荷聚合商的收益模型;然后,为了保证虚拟电厂内部运营商的整体收益建立社会福利最大化模型;最后,基于Stackelberg博弈和演化博弈的混合博弈强化学习算法求解该交易模型。算例分析表明,基于混合博弈强化学习算法的双层模型求解效果优于其他传统智能算法,求解时间减小近50%;此外,VPP同时参与能量市场和辅助服务市场时,可获得更高的收益。展开更多
Fuzzy Shapley values are developed based on classical Shapley values and used to allocate profit among partners in virtual enterprises (VE). Axioms of the classical Shapley value are extended to Shapley values with ...Fuzzy Shapley values are developed based on classical Shapley values and used to allocate profit among partners in virtual enterprises (VE). Axioms of the classical Shapley value are extended to Shapley values with fuzzy payoffs by using fuzzy sets theory. Fuzzy Shapley function is defined based on these extended axioms. From the viewpoint the allocation for each partner should be a crisp value rather a fuzzy membership function at the end of cooperation, a crisp allocation scheme based on fuzzy Shapley values is proposed.展开更多
The present work investigates the application of virtual reality(VR)technology to neurorehabilitation.By consulting a wealth of data,the advantages of VR in neurorehabilitation are introduced,followed by the applicati...The present work investigates the application of virtual reality(VR)technology to neurorehabilitation.By consulting a wealth of data,the advantages of VR in neurorehabilitation are introduced,followed by the application status of VR in the rehabilitation of stroke patients,Parkinson’s patients,mental and psychological diseases.Besides,many research experiments on the application of VR technology in rehabilitation medicine at the present stage are investigated.The results indicate that compared with traditional balance training,the VR-based neurological rehabilitation training method can more effectively ease the tilt degree and strengthen the trunk control ability and balance function of patients with post-stroke tilt syndrome.When the effect of traditional rehabilitation training on the gait and balance of Parkinson’s patients is not good enough,VR-based rehabilitation training can at least be used as an alternative therapy.Moreover,VR games have made great breakthroughs in promoting limb rehabilitation and brain injury rehabilitation,which is of incredible benefit to those with motor and activity disorders.It is also beneficial to the treatment and recovery of mental disorders of patients with nerve injury.Although VR still has limitations such as high cost and technical breakthrough bottleneck,it has great advantages in relieving pain,enhancing interest,and recovering patients’mental health in neurological rehabilitation training.展开更多
This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are us...This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are used for the purpose of training and researching driver behavior and characteristics;3) the article addresses driver experience by involving new virtual reality technologies. A simulator has been used to assist novice drivers to learn how to drive in a very safe environment, and researching and collecting data for researchers has become easier due to this secure and user-friendly environment. The theoretical framework of this driving simulation has been designed by using the Unity3D game engine (5.4.f3 version) and was programmed with the C# programming language. To make the driving environment more realistic we, in addition, utilized the HTC Vive Virtual reality headset which is powered by Steamvr. We used Unity Game Engine to design our scenarios and maps because by doing this we are able to be more flexible with designing. In this study, we asked 10 people ranging from ages 19 - 37 to participate in this experiment. Four Japanese divers and six non-Japanese drivers engaged in this study, some of which do not have a driver’s license in Japan. A few Japanese drivers have a license and car, while others have a license but no car. In order to analyze the results of this experiment we are used MatlabR2016b to analyze the gathered data. The result of this research indicates that individual’s behavior and characteristics such as controlling the speed, remaining calm and relaxed when driving, driving at appropriate speeds depending on changes in road structures and etc. can affect their driving performance.展开更多
文摘In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-dimensional terrain mesh data processing, a map editor, scene processing, collision processing, and walkthrough control. We also define an environment-specific semantic information editor, which can be applied using specific location obtained from the real world. Users can insert text information related to the characters real position in the real world during navigation in the game virtual environment.
基金Supported by the Natural Science Foundation of Fujian Province(2012D135)
文摘Virtual organization uses information technology to achieve a closer integration and better management of business relationships between internal and external parties. There are many emerging issues in virtual organization and one of them is knowl- edge sharing. Knowledge sharing that is the core of knowledge management plays a key role in virtual organization. However, game theoretic exploration about knowledge sharing mechanism based on virtual organization is seldom published, In this study, knowledge sharing mechanism in virtual organization enterprise is explored using game theories from two aspects based on the features of knowledge sharing in virtual organization enterprise. Fi- nally, the critical model of knowledge sharing mechanism in virtual organization also is presented based on the perspective of game analysis.
文摘In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the technological solutions have made any process you can think of easier, faster and more efficient. Educational methodologies started off simple, having a teacher using simply his/her words and some writing along with it. With technology entering the field of education, teaching methods were enhanced and the quality of its outcomes was improved. However, sadly in Arab countries that was not the story. In other words, the use of new education technologies is still limited to basic and simple tasks. In fact, to add to the agony, most of the programs used are poorly implemented and rarely applied. Interestingly, as many studies confirm and from the simple observation of kids playing, it is found that most children are very attracted to new technologies and their applications. Those interests not only changed what a normal childhood would look like, but also introduced a multi-billion industry of electronic games. Virtual Reality (VR) games were introduced a few years back starting a gaming revolution, allowing gamers to enter the world of their dreams. Similar to most technologies, VR started to become more affordable with time. Multiple companies have competed to give us amazing VR products such as Samsung Gear. In this manuscript, we present a Virtual Reality Educational Game (VREG), which is an interactive 3D game with Arabic content that targets the students between age 4 and 8 and can be played on a smart phone. VREG includes multiple games that cover the different concepts of Arabic and English languages alongside math, aiming to help the student to learn through playing. In order to make sure that our game reaches wanted education standards, we put it to the test in two private schools;the feedback was very positive from both teachers and students where the majority of users enjoyed their experiments in VR games.
基金supported by The National Basic Research Program of China (973) (Grant No. 2012CB315901, 2013CB329104)The National Natural Science Foundation of China (Grant No. 61521003, 61372121, 61309019, 61572519, 61502530)The National High Technology Research and Development Program of China (863) (Grant No. 2015AA016102)
文摘To address the issues that middleboxes as a fundamental part of today's networks are facing, Network Function Virtualization(NFV)has been recently proposed, which in essence asserts to migrate hardware-based middleboxes into software-based virtualized function entities.Due to the demands of virtual services placement in NFV network environment, this paper models the service amount placement problem involving with the resources allocation as a cooperative game and proposes the placement policy by Nash Bargaining Solution(NBS). Specifically,we first introduce the system overview and apply the rigorous cooperative game-theoretic guide to build the mathematical model, which can give consideration to both the responding efficiency of service requirements and the allocation fairness.Then a distributed algorithm corresponding to NBS is designed to achieve predictable network performance for virtual instances placement.Finally, with simulations under various scenarios,the results show that our placement approach can achieve high utilization of network through the analysis of evaluation metrics namely the satisfaction degree and fairness index. With the suitable demand amount of services, the average values of two metrics can reach above 90%. And by tuning the base placement, our solution can enable operators to flexibly balance the tradeoff between satisfaction and fairness of resourcessharing in service platforms.
基金Hainan natural science foundation project 2017(No.817325)
文摘Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patients with Parkinson's disease were selected from January 2018 to October 2019.The random number table method was divided into the control group(n=30)and the observation group(n=30).Both groups were given conventional drugs and For rehabilitation training,the observation group was given a virtual reality balance game combined with strengthening muscle training.The upper limbs,lower limbs,balance function,comprehensive rehabilitation effect and daily living ability were compared before and after training.Results After training,the Brunnstrom score,FMA-UE,FMA-LE score,and cadence score of the two groups of patients increased.The common contraction rate(CR)of the biceps brachii in elbow flexion and the three heads of the brachii in elbow extension Muscle CR,standing walking test,10m walking test,reduced left and right step difference,and the observation group was better than the control group,which was significant(P<0.05).Conclusion Patients with Parkinson's disease have improved their upper and lower extremity motor capacity and balance function through virtual reality balance games combined with strengthening muscle training,which can improve the overall rehabilitation effect and ability of daily living.
文摘Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.
文摘随着可再生能源并网比例增加及需求侧负荷多样化,多微网系统在促进分布式能源消纳方面发挥关键作用。为实现多微网系统内源荷储之间的高效协同配合,提出一种考虑虚拟储能(virtual energy storage,VES)的多微网混合博弈模型。首先根据空调负荷等效热力学特性、电动汽车充放电特性,构建基于电动汽车集群、空调负荷集群的虚拟储能模型。其次构建以多微网运营商为领导者,负荷聚合商、储能运营商为跟随者的主从博弈模型,并在主从博弈基础上引入多微网运营商中各微网间的合作博弈,促进微网间的端对端(peer-to-peer,P2P)电能交易,在合作收益分配问题中,引入基于非线性函数贡献度的纳什议价模型,实现更加公平的微网间利益分配。最后基于结合求解器的自适应差分进化算法以及交替方向乘子法求解所提出的模型。仿真结果表明,所提多微网混合博弈模型有效均衡了各主体的效益,同时提升了多微网运营商的效益,使多微网内分布式可再生能源消纳率提升至100%,实体储能的充放电量减少16%的同时向上级电网的购电量也减少44%,降低了对实体储能以及上级电网的依赖。
文摘针对多虚拟电厂(virtual power plant,VPP)协同运行中的源荷不确定性与隐私保护难题,提出一种融合点对点(peer to peer,P2P)电能共享与分布式优化的创新框架。首先,建立含云储能租赁系统的电热型VPP模型,设计多VPP点对点电能互济框架;其次,为克服传统不确定性优化方法的计算复杂度高与保守性强缺陷,构建计及最恶劣源荷场景概率的四层三阶段随机鲁棒优化模型,同步处理源荷出力及场景概率分布双重不确定性,并提出支持并行计算的改进型列与约束生成(column and constraint generation,C&CG)算法提升求解效率;最后,基于纳什谈判理论建立多VPP利益分配模型,将其建模为合作成本最小化与个体收益最大化子问题,采用融合改进C&CG的交替方向乘子法(alternating direction multiplier method,ADMM)分布式算法实现隐私保护下的高效求解。算例表明,所提模型使不确定环境下系统经济性显著提升,该分布式求解方法能同时保证系统隐私性与求解效率,实现各虚拟电厂收益的公平分配。
文摘随着电动汽车和分布式电源接入电网的比例不断提升,虚拟电厂(virtual power plant,VPP)为有效解决电动汽车、分布式电源并网提供了新思路。针对VPP独立运行时面临的运行成本高、电价和源荷不确定性大等挑战,文中提出了一种基于纳什三阶段鲁棒优化的多VPP协同运行的优化方法。为协调VPP运营商与电动汽车用户的经济利益冲突,采用主从博弈理论刻画VPP运营商和电动汽车上下层之间的互动关系,上层VPP运营商充分考虑到电力市场购售电价以及源荷功率波动带来的不确定性影响,由三阶段鲁棒优化模型构造上层主体,三阶段鲁棒优化模型较以往的传统模型不同,文中采用了min-maxmin-maxmin的构造刻画模型内部关系;构建了基于纳什谈判理论的多VPP协同优化模型,为解决复杂非凸非线性优化的求解问题,将模型等效转化为多VPP合作成本最小化和电能谈判支付两个子问题;考虑到各VPP间信息隐私安全,采用交替方向乘子法(alternating direction method of multipliers,ADMM)对上述两个子问题进行分布式求解。算例验证表明,所提方法不仅在多重不确定性影响的情况下为参与合作的各VPP提供了可行且鲁棒性强的调度方案,而且为各VPP制定了合理的能源交互策略和利益分配方案,参与合作的各VPP均实现了经济效益的提升。
文摘随着地区分布式能源快速发展,其单机装机容量小和出力随机性强的问题愈发凸显,导致分布式能源在单独参与市场交易时竞争力不足。为提升其市场参与能力,整合分布式能源形成虚拟电厂(virtual power plant,VPP)已成为一种有效途径。因此,针对含分布式能源的VPP市场交易策略进行研究,提出一种基于混合博弈强化学习的交易策略。首先,根据虚拟电厂内部单元的运行特性构建能源供应商和负荷聚合商的收益模型;然后,为了保证虚拟电厂内部运营商的整体收益建立社会福利最大化模型;最后,基于Stackelberg博弈和演化博弈的混合博弈强化学习算法求解该交易模型。算例分析表明,基于混合博弈强化学习算法的双层模型求解效果优于其他传统智能算法,求解时间减小近50%;此外,VPP同时参与能量市场和辅助服务市场时,可获得更高的收益。
基金the National Natural Science Foundation of China (70471063 , 70171036)the Second Phase of "985"Project of China(107008200400024) the Main/Subject Project of Beijing of China(XK100070534)
文摘Fuzzy Shapley values are developed based on classical Shapley values and used to allocate profit among partners in virtual enterprises (VE). Axioms of the classical Shapley value are extended to Shapley values with fuzzy payoffs by using fuzzy sets theory. Fuzzy Shapley function is defined based on these extended axioms. From the viewpoint the allocation for each partner should be a crisp value rather a fuzzy membership function at the end of cooperation, a crisp allocation scheme based on fuzzy Shapley values is proposed.
文摘The present work investigates the application of virtual reality(VR)technology to neurorehabilitation.By consulting a wealth of data,the advantages of VR in neurorehabilitation are introduced,followed by the application status of VR in the rehabilitation of stroke patients,Parkinson’s patients,mental and psychological diseases.Besides,many research experiments on the application of VR technology in rehabilitation medicine at the present stage are investigated.The results indicate that compared with traditional balance training,the VR-based neurological rehabilitation training method can more effectively ease the tilt degree and strengthen the trunk control ability and balance function of patients with post-stroke tilt syndrome.When the effect of traditional rehabilitation training on the gait and balance of Parkinson’s patients is not good enough,VR-based rehabilitation training can at least be used as an alternative therapy.Moreover,VR games have made great breakthroughs in promoting limb rehabilitation and brain injury rehabilitation,which is of incredible benefit to those with motor and activity disorders.It is also beneficial to the treatment and recovery of mental disorders of patients with nerve injury.Although VR still has limitations such as high cost and technical breakthrough bottleneck,it has great advantages in relieving pain,enhancing interest,and recovering patients’mental health in neurological rehabilitation training.
文摘This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are used for the purpose of training and researching driver behavior and characteristics;3) the article addresses driver experience by involving new virtual reality technologies. A simulator has been used to assist novice drivers to learn how to drive in a very safe environment, and researching and collecting data for researchers has become easier due to this secure and user-friendly environment. The theoretical framework of this driving simulation has been designed by using the Unity3D game engine (5.4.f3 version) and was programmed with the C# programming language. To make the driving environment more realistic we, in addition, utilized the HTC Vive Virtual reality headset which is powered by Steamvr. We used Unity Game Engine to design our scenarios and maps because by doing this we are able to be more flexible with designing. In this study, we asked 10 people ranging from ages 19 - 37 to participate in this experiment. Four Japanese divers and six non-Japanese drivers engaged in this study, some of which do not have a driver’s license in Japan. A few Japanese drivers have a license and car, while others have a license but no car. In order to analyze the results of this experiment we are used MatlabR2016b to analyze the gathered data. The result of this research indicates that individual’s behavior and characteristics such as controlling the speed, remaining calm and relaxed when driving, driving at appropriate speeds depending on changes in road structures and etc. can affect their driving performance.