Fehlermöglichkeits- und Einflussanalyse (FMEA) eines Second-Life- Batteriespeichers bei einem Energieversorgungsunternehmen
In: Nachhaltige Energieversorgung und Integration von Speichern, S. 117-120
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In: Nachhaltige Energieversorgung und Integration von Speichern, S. 117-120
In: Global networks: a journal of transnational affairs, Band 13, Heft 3, S. 363-376
ISSN: 1471-0374
AbstractReflecting on recent literature on digital literacies, I consider the use of the virtual world Second Life in distance education. To do so, I draw on theories of learning that accommodate elements of instability and uncertainty. Tacit learning is the process of acquiring knowledge from interaction and experience, or mess and play growing out of interactive and networked processes, as opposed to understanding teaching as passing knowledge down. I explore these points through a case study, Isola del Giglio, which is a learning site built in Second Life as part of a double degree in international studies at the University of Technology, Sydney. In the article, I describe the students' learning experiences during their exchange year in Italy and the in‐world learning experience in Second Life.
none ; 8 ; no ; This project has received funding from the European Union's Horizon 2020 research and innovation program under grant agreement No 769506. ; The aging behavior of lithium cell has a profound impact on its performance in terms of energy and power efficiency, especially when it is considered in End Of Life (EOL) in automotive field. Lithium battery is considered in EOL if at 85-80% of nominal capacity. Today, the reusing of Electric and Hybrid Vehicles EOL batteries on stationary applications, giving a second life to these batteries, is a solution to reduce high potential cost of lithium batteries. Currently, there is a lack of investigation of the performances of these second life batteries. This paper depicts the performance results of five NMC cells at different SOH, where four of these cells are considered in EOL, so ready to be investigated for possible second use. By results, there are many way to correlate battery SOH and battery performance, e.g. an increase of the internal resistance and the constant-voltage (CV) phase charging duration, the change of the open circuit voltage shape curve. Finally, a battery model based on electrical equivalent circuit is build and implemented in Matlab/Simulink, which is validated by comparison between voltage experimental and simulated data. ; none ; Locorotondo E.; Cultrera V.; Pugi L.; Berzi L.; Pasquali M.; Andrenacci N.; Lutzemberger G.; Pierini M. ; Locorotondo, E.; Cultrera, V.; Pugi, L.; Berzi, L.; Pasquali, M.; Andrenacci, N.; Lutzemberger, G.; Pierini, M.
BASE
In: THE ECOLOGY OF GAMES: CONNECTING YOUTH, GAMES, AND LEARNING, Katie Salen, ed., MIT Press, 2008
SSRN
In: Social science computer review: SSCORE, Band 30, Heft 3, S. 324-338
ISSN: 1552-8286
Online virtual worlds are 3D graphical environments in which users create avatars that live, work, and play—some are actual games; others are social networking sites. These worlds offer significant potential for expanding the study of social and economic behavior. One of these worlds, Second Life (SL), began in 2003 and now has more than millions of unique accounts held by virtual residents and approximately 800,000 users who log in each month. Although few results from SL surveys have been published, automated surveys are common in the virtual world. They are conducted through links to web surveys, by in-world "survey bots" (programs that administer questionnaires), and through e-mail invitation to panel members recruited through SL. This article evaluates the effectiveness of recruitment techniques to complete a self-administered survey within SL. The authors tested several techniques: a billboard in an SL public space, classified ads in SL publications, paid search engine advertisements, and SL web forum posts. All survey recruits completed the same survey administered at the RTI SL facility kiosk. Our findings suggest that a diverse convenience sample can be obtained in SL at a minimal cost.
In: Distinktion: scandinavian journal of social theory, Band 15, Heft 1, S. 6-22
ISSN: 2159-9149
In: Contemporary sociology, Band 39, Heft 3, S. 324-325
ISSN: 1939-8638
In: Strategie- und Informationsmanagement 30
In: Legal Information Alert (March 2008), Band 27
SSRN
In: Comunicação & sociedade, Band 28, Heft 47, S. 13-27
ISSN: 2175-7755
In: O'Reilly short cut
Calling Second Life a game is a lot likesaying that an airport is a nice place totake a trip. To some degree it is true, butmost airports are not featured in travelbrochures. This Short Cut is not about the airport.Rather, it is about a destination. The destinationis about how to make a profitablepresence within Second Life--or, atthe least, general guidelines on how toavoid losing money
Bamberger Hegelwoche 2008. Mit Einführungen von Roland Simon-Schaefer sowie einer Podiumsdiskussion zum Thema "Identität und Religion - gibt es ein zweites Leben?" Ach, Sie sind neu hier? Dann bestimmen Sie bitte zunächst einmal Ihre Identität! Heute vielleicht mal rothaarige Medienspezialistin, reich und verliebt? – Der "Newbie" im Multiplayer-Game kreiert sich eine Wunschversion des Ich und lädt sie hoch. Das neue Leben lebt dann zwar ein Avatar für ihn, aber immerhin. Der Traum von einem anderen Leben ist so alt wie die Menschheit. Neu sind heute die nahezu unbegrenzten Möglichkeiten der Selbstverwirklichung und Kommunikation in den virtuellen Welten des Internet. Mit bald elf Millionen registrierten Nutzern allein im 3-D-Online-Spiel Second Life ist der Cyberspace schon ziemlich voll. Steckt dahinter die Sehnsucht nach einer anderen Identität? Oder nach einer Antwort auf die großen Fragen: Wer bin ich? Und wodurch? Wie virtuell ist das wirkliche Leben geworden – und wieviel wirkliches Leben steckt im virtuellen?