Electrification of transportation, communication, working and living continues worldwide. Televisions, telephones, servers are an important part of everyday life. These loads and most sustainable sources as well, have one thing in common: Direct Current. The Dutch research and educational programme ‘DC – road to its full potential’ studies the impact of feeding these appliances from a DC grid. An improvement in energy efficiency is expected, other benefits are unknown and practical considerations are needed to come to a proper comparison with an AC grid. This paper starts with a brief introduction of the programme and its first stages. These stages encompass firstly the commissioning, selection and implementation of a safe and user friendly testing facility, to compare performance of domestic appliances when powered with AC and DC. Secondly, the relationship between the DC-testing facility and existing modeling and simulation assignments is explained. Thirdly, first results are discussed in a broad sense. An improved energy efficiency of 3% to 5% is already demonstrated for domestic appliances. That opens up questions for the performance of a domestic DC system as a whole. The paper then ends with proposed minor changes in the programme and guidelines for future projects. These changes encompass further studying of domestic appliances for product-development purposes, leaving less means for new and costly high-power testing facilities. Possible gains are 1) material and component savings 2) simpler and cheaper exteriors 3) stable and safe in-house infrastructure 4) whilst combined with local sustainable generation. That is the road ahead. 10.1109/DUE.2014.6827758
Cahier #3 explores a series of concrete hackable citymaking practices in Athens, São Paulo and Shenzhen. Despite being situated on different continents and having distinct traditions and political systems, we found a number of dynamics around civic initiatives in these cities that further informed our Hackable city model.
A level designer typically creates the levels of a game to cater for a certain set of objectives, or mission. But in procedural content generation, it is common to treat the creation of missions and the generation of levels as two separate concerns. This often leads to generic levels that allow for various missions. However, this also creates a generic impression for the player, because the potential for synergy between the objectives and the level is not utilised. Following up on the mission-space generation concept, as described by Dormans, we explore the possibilities of procedurally generating a level from a designer-made mission. We use a generative grammar to transform a mission into a level in a mixed-initiative design setting. We provide two case studies, dungeon levels for a rogue-like game, and platformer levels for a metroidvania game. The generators differ in the way they use the mission to generate the space, but are created with the same tool for content generation based on model transformations. We discuss the differences between the two generation processes and compare it with a parameterized approach.
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