In practice, faults in building installations are seldom noticed because automated systems to diagnose such faults are not common use, despite many proposed methods: they are cumbersome to apply and not matching the way of thinking of HVAC engineers. Additionally, fault diagnosis and energy performance diagnosis are seldom combined, while energy wastage is mostly a consequence of component, sensors or control faults. In this paper new advances on the 4S3F diagnose framework for automated diagnostic of energy waste in HVAC systems are presented. The architecture of HVAC systems can be derived from a process and instrumentation diagram (P&ID) usually set up by HVAC designers. The paper demonstrates how all possible faults and symptoms can be extracted on a very structured way from the P&ID, and classified in 4 types of symptoms (deviations from balance equations, operational states, energy performances or additional information) and 3 types of faults (component, control and model faults). Symptoms and faults are related to each other through Diagnostic Bayesian Networks (DBNs) which work as an expert system. During operation of the HVAC system the data from the BMS is converted to symptoms, which are fed to the DBN. The DBN analyses the symptoms and determines the probability of faults. Generic indicators are proposed for the 4 types of symptoms. Standard DBN models for common components, controls and models are developed and it is demonstrated how to combine them in order to represent the complete HVAC system. Both the symptom and the fault identification parts are tested on historical BMS data of an ATES system including heat pump, boiler, solar panels, and hydronic systems. The energy savings resulting from fault corrections are estimated and amount 25%. Finally, the 4S3F method is extended to hard and soft sensor faults. Sensors are the core of any FDD system and any control system. Automated diagnostic of sensor faults is therefore essential. By considering hard sensors as components and soft sensors as models, they can be integrated into the 4S3F method.
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Analyzing historical decision-related data can help support actual operational decision-making processes. Decision mining can be employed for such analysis. This paper proposes the Decision Discovery Framework (DDF) designed to develop, adapt, or select a decision discovery algorithm by outlining specific guidelines for input data usage, classifier handling, and decision model representation. This framework incorporates the use of Decision Model and Notation (DMN) for enhanced comprehensibility and normalization to simplify decision tables. The framework’s efficacy was tested by adapting the C4.5 algorithm to the DM45 algorithm. The proposed adaptations include (1) the utilization of a decision log, (2) ensure an unpruned decision tree, (3) the generation DMN, and (4) normalize decision table. Future research can focus on supporting on practitioners in modeling decisions, ensuring their decision-making is compliant, and suggesting improvements to the modeled decisions. Another future research direction is to explore the ability to process unstructured data as input for the discovery of decisions.
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Productivity in construction is relatively low compared to other industries. This is particularly true for labour productivity. Problems that contribute to low labour productivity are often related to unorganised workspace, and inefficient organisation of work, materials and equipment. In terms of time use, site workers spend time on various activities including installing, waiting, walking etc. In lean production terms time use should be value adding and not wasteful or non-value adding. The study reported in this paper has endeavoured to measure the time use and movement applying an automated data system. The case study reflected a limited application to a specific kind of activity, namely doors installation. The study investigated time use and movements based on interviews and on automated detection of workforce. The interviews gave insights in the time build-up of work and value-added time use per day. The automated tracking indicated time intervals and uninterrupted presence of site workers on work locations giving indications of value adding time. The time measurements of the study enable comparison of time use categories of site workers. The study showed the data system calculated the same amounts of productive and value adding time one would expect based on the organisation and characteristics of the work. However, the discussion of the results underlined that the particular characteristics of individual projects and types of team work organisation may well have an impact on productivity levels of workers. More application and comparative studies of projects and further development and extension of the automated data system should be helpful.
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The PhD research by Joris Weijdom studies the impact of collective embodied design techniques in collaborative mixed-reality environments (CMRE) in art- and engineering design practice and education. He aims to stimulate invention and innovation from an early stage of the collective design process.Joris combines theory and practice from the performing arts, human-computer interaction, and engineering to develop CMRE configurations, strategies for its creative implementation, and an embodied immersive learning pedagogy for students and professionals.This lecture was given at the Transmedia Arts seminar of the Mahindra Humanities Center of Harvard University. In this lecture, Joris Weijdom discusses critical concepts, such as embodiment, presence, and immersion, that concern mixed-reality design in the performing arts. He introduces examples from his practice and interdisciplinary projects of other artists.About the researchMultiple research areas now support the idea that embodiment is an underpinning of cognition, suggesting new discovery and learning approaches through full-body engagement with the virtual environment. Furthermore, improvisation and immediate reflection on the experience itself, common creative strategies in artist training and practice, are central when inventing something new. In this research, a new embodied design method, entitled Performative prototyping, has been developed to enable interdisciplinary collective design processes in CMRE’s and offers a vocabulary of multiple perspectives to reflect on its outcomes.Studies also find that engineering education values creativity in design processes, but often disregards the potential of full-body improvisation in generating and refining ideas. Conversely, artists lack the technical know-how to utilize mixed-reality technologies in their design process. This know-how from multiple disciplines is thus combined and explored in this research, connecting concepts and discourse from human-computer interaction and media- and performance studies.This research is a collaboration of the University of Twente, Utrecht University, and HKU University of the Arts Utrecht. This research is partly financed by the Dutch Research Council (NWO).Mixed-reality experiences merge real and virtual environments in which physical and digital spaces, objects, and actors co-exist and interact in real-time. Collaborative Mix-Reality Environments, or CMRE's, enable creative design- and learning processes through full-body interaction with spatial manifestations of mediated ideas and concepts, as live-puppeteered or automated real-time computer-generated content. It employs large-scale projection mapping techniques, motion-capture, augmented- and virtual reality technologies, and networked real-time 3D environments in various inter-connected configurations.This keynote was given at the IETM Plenary meeting in Amsterdam for more than 500 theatre and performing arts professionals. It addresses the following questions in a roller coaster ride of thought-provoking ideas and examples from the world of technology, media, and theatre:What do current developments like Mixed Reality, Transmedia, and The Internet of Things mean for telling stories and creating theatrical experiences? How do we design performances on multiple "stages" and relate to our audiences when they become co-creators?Contactjoris.weijdom@hku.nl / LinkedIn profileThis research is part of the professorship Performative Processes