Academic literature on the topic 'FEV Virtual Engine'

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Journal articles on the topic "FEV Virtual Engine"

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BUCZEK, Konrad, and Sven LAUER. "Firing order selection for a V20 commercial diesel engine with FEV Virtual Engine." Combustion Engines 169, no. 2 (May 1, 2017): 64–70. http://dx.doi.org/10.19206/ce-2017-211.

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The continuously increasing mechanical and thermal loads of modern engines require optimization of the designs with incorporation of a wide range of different aspects. Application of advanced computer simulations in the development process for most engine components is well established, leading to the creation of well optimized products. However, the optimization of such design variables ike the firing order, which influences engine operation in several disciplines, is still challenging. Considering the ever increasing peak firing pressure requirements, the layout of the firing order in multi-cylinder commercial engines is an efficient way to reduce crank train / overall engine vibration and main bearing loads, whilst controlling engine balancing and preserving adequate gas exchange dynamics. The proposed general firing order selection process for four-stroke engines and, in particular, its first part being the optimization of the firing order based on crank train torsional vibration, is the main topic of this paper. The exemplary study for a V20 high speed commercial Diesel engine regarding the influence of the firing sequence on crank train torsional vibration has been conducted with the multibody dynamics simulation software “FEV Virtual Engine”. It addresses various engine crankshaft layouts and engine applications.
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Kersten, T. P., G. Büyüksalih, F. Tschirschwitz, T. Kan, S. Deggim, Y. Kaya, and A. P. Baskaraca. "THE SELIMIYE MOSQUE OF EDIRNE, TURKEY – AN IMMERSIVE AND INTERACTIVE VIRTUAL REALITY EXPERIENCE USING HTC VIVE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5/W1 (May 16, 2017): 403–9. http://dx.doi.org/10.5194/isprs-archives-xlii-5-w1-403-2017.

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Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
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Kersten, Thomas Peter, Felix Tschirschwitz, Maren Lindstaedt, and Simon Deggim. "The historic wooden model of Solomon’s Temple." Journal of Cultural Heritage Management and Sustainable Development 8, no. 4 (November 19, 2018): 448–64. http://dx.doi.org/10.1108/jchmsd-09-2017-0067.

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PurposeRecent advances in contemporary virtual reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such an ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate himself from the physical world. Via the headset images are fed to the eyes through two small lenses. The purpose of this paper is to present the generation of a virtual 3D model of the wooden model of Solomon’s Temple, located at the Hamburg museum (Museum für Hamburgische Geschichte), and its processing for data integration into the two game engines Unity and Unreal.Design/methodology/approachCultural heritage (CH) monuments are ideally suited for both thorough multi-dimensional geometric documentation and realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places.FindingsThe project has been carried out by the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the VR System HTC Vive.Originality/valueThe workflow from data acquisition to VR visualisation, including the necessary programming for navigation and interaction, is described. Furthermore, the use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
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Armentani, E., R. Trapani, R. Citarella, A. Parente, and M. Pirelli. "FEM-BEM Numerical Procedure for Insertion Loss Assessment of an Engine Beauty Cover." Open Mechanical Engineering Journal 7, no. 1 (August 30, 2013): 27–34. http://dx.doi.org/10.2174/1874155x01307010027.

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In this paper a FEM-BEM numerical methodology to simulate soundproofing effects generated by an engine beauty cover was developed. Indeed, the engine beauty cover is not only an aesthetic element but also accomplishes the specific function of soundproofing and thus it is important to calculate the noise attenuation it can provide. The methodology was implemented by using the commercial software Virtual Lab, produced by LMS: the indirect BEM (IBEM), with a variational solution algorithm, was adopted to assess the acoustic scenario whereas the dynamic structural analysis was performed by the Finite Element Method (FEM). A correlation with experimental data obtained in the Fiat Research Centre in Pomigliano d'Arco (Naples) was carried out to verify the efficacy of such a method. The procedure can be applied to any structural element of the same typology (not only of automotive type), with the aim to numerically determine its effectiveness in noise attenuation. The numerical and experimental Insertion Loss showed a satisfactory degree of correlation in all the range of frequencies of relevant importance in the automotive field.
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Gardiyawasam, Tharindu, and G. K. A. Dias. "AN ONLINE VIRTUAL EDUCATIONAL CENTER." International Journal of Research -GRANTHAALAYAH 5, no. 1 (January 31, 2017): 22–32. http://dx.doi.org/10.29121/granthaalayah.v5.i1.2017.1686.

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During the past decade, Sri Lankan education system has transformed in to a highly competitive level and as a result private tuition has now become a necessity in Sri Lankan society. One main concern for most students when selecting a tuition class is the physical distance to the class from their home. As a result, most students have to waste a lot of time and money just for travel to the class. Although Individual and small/group classes provide a customized service compared to open classes, students have to bear a considerably higher tuition fee and that could prevent most students from getting such a service from teachers. Also most teachers have to address the issue of limited space availability and as a result they have to either rent a place or have to limit the number of students to fit in to the available limited space. This web based system enables both students and teachers to self-register in the system and engage in all the typical class room activities with the use of internet. Teachers will be able to conduct live online classes via the system and large number of students will be able to participate classes from their residences. Also various educational resources are available in the system which enables everyone to be fully interacted with each other. Additionally functionalities to generate administrative reports, track visitor details and user activities are also included in the system along with more other useful functionalities. Students will get a customized service and limited space will no longer be a problem for teachers as everyone will interact based on their own locations. So this system will provide a cheaper way of conducting classes than current tuition classes, and also it is expected to operate as a way of minimizing the issues of the current private tuition education sector. Currently the system is based on English language and supports only one local language ‘Sinhala’.
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Kim, Bachyun, Yoseop Woo, and Iksoo Kim. "Warning System Using Multicast Transmission for Pedestrian and Pedal-Cyclist Safety Against the Electric-Powered Driving Means in CVCN Network." International Journal of Engineering & Technology 7, no. 3.33 (August 29, 2018): 139. http://dx.doi.org/10.14419/ijet.v7i3.33.18594.

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This paper deals with a warning system for the safety of pedestrians/pedal-cyclists against electric-powered driving means including hybrid/PHEV/EV/FCEV and electric wheel on minor roads. These roads are a subset of connected-vehicle communication network(CVCN). The fatalities of pedestrians/pedal-cyclists declined recently compared to the early 2000s, but fatality rate of vehicle accidents is increasing. Clearly, this phenomenon will continue because of the increasing number of virtually silent hybrid/PHEV/EV/FCEV and electric wheels on the road.The hybrid/PHEV/EV/FCEV such as green electric-powered ones that can reduce environmental pollution are much more dangerous than traditional vehicles to pedestrians/pedal-cyclists on minor roads. The main risk factor of the electric-powered vehicles is that they are very quiet on the road because of the use of electric motor instead of engine. Thus, the safety warning system that can notify pedestrians/pedal-cyclists the dangerous approaches of vehicles from their behind have to be provided on minor roads.The proposed framework for safety warning system using multicast informs pedestrians/pedal-cyclists through smartphone when electric powered driving means are closing from their behind on minor roads. This is a new technology that uses vibration or sound of smartphone instead of artificial noise generation which is equipped to the electric powered driving means recently.
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Davies, Huw C. "Learning to Google: Understanding classed and gendered practices when young people use the Internet for research." New Media & Society 20, no. 8 (September 21, 2017): 2764–80. http://dx.doi.org/10.1177/1461444817732326.

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This article builds on existing research by examining two groups of young people, one from an elite fee-paying school and the other from a vocational college, as they engage with information on the Web about, for example, conspiracies, climate change and immigration. The data include the results of group and individual interviews, digital search terms and web (http) traffic, videos of discussions and downloads of arguments on social media. This study’s contribution is to synthesise digital methods and sociological concepts of technology, information and youth with Bourdieu’s social theory. By capturing offline and online events and decisions as they are manifested online (and vice versa), this study challenges distinctions between ‘the virtual’ and ‘the real’. It reveals how young people’s class of conditions, including their relative position in the United Kingdom’s educational hierarchy are played out in the way they use digital technology to produce intersecting classed and gendered practices.
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Balaji, Srivi, Meghana Gopannagari, Svanik Sharma, and Preethi Rajgopal. "Developing a Machine Learning Algorithm to Assess Attention Levels in ADHD Students in a Virtual Learning Setting using Audio and Video Processing." International Journal of Recent Technology and Engineering 10, no. 1 (May 30, 2021): 285–95. http://dx.doi.org/10.35940/ijrte.a5965.0510121.

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Over the past few years, numerous technological advancements have modernized and eased access to educational materials, improving overall learning experiences for students with ADHD despite the transition to remote learning. However, the majority of these improvements address comprehension and practice outside of the classroom without recognizing the need for engagement during a lesson. Students are more likely to retain higher amounts of information outside of class, if they have a strong understanding of the lesson during class. A back-end model combined with an engaging front-end user interface can enhance the standard of education for students with ADHD and help them achieve the same level of understanding they would have during an in-person lesson. This project aimed to address the remote learning experiences of students with ADHD by creating a model using machine learning to analyze audio and video clips of a live online lesson, detect distractions in the student’s environment, and use this data in tandem with an interactive user interface to engage students and enhance their remote learning experience. The two means of data collection employed in this model were audio and video analysis. This data was fed into separate convolutional neural networks with reinforcement learning architecture to identify distractions. A genetic algorithm was used to weigh the outputs of both neural networks and produce coefficients determining the weight of each factor. This was then used to determine the distraction level of the student. This model can be implemented in a virtual lesson between an instructor and a student with ADHD, to constantly monitor the attention level of the student. Findings of this research suggested that this model could help an instructor acknowledge and manage symptoms of ADHD – which may lead to distractions, such as impulsivity, hyperactivity and boredom – by modifying their curriculum to further engage the student. This research has the potential to fill the notable gap between technology and education, using technology to improve online educational quality for students with ADHD.
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Lanzola, Giordano, Paolo Bossi, Silvana Quaglini, and Elisa M. Zini. "An Environment for Guidelinebased Decision Support Systems for Outpatients Monitoring." Methods of Information in Medicine 56, no. 04 (2017): 283–93. http://dx.doi.org/10.3414/me16-01-0142.

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SummaryObjectives: We propose an architecture for monitoring outpatients that relies on mobile technologies for acquiring data. The goal is to better control the onset of possible side effects between the scheduled visits at the clinic.Methods: We analyze the architectural components required to ensure a high level of abstraction from data. Clinical practice guidelines were formalized with Alium, an authoring tool based on the PROforma language, using SNOMED-CT as a terminology standard. The Alium engine is accessible through a set of APIs that may be leveraged for implementing an application based on standard web technologies to be used by doctors at the clinic. Data sent by patients using mobile devices need to be complemented with those already available in the Electronic Health Record to generate personalized recommendations. Thus a middleware pursuing data abstraction is required. To comply with current standards, we adopted the HL7 Virtual Medical Record for Clinical Decision Support Logical Model, Release 2.Results: The developed architecture for monitoring outpatients includes: (1) a guideline-based Decision Support System accessible through a web application that helps the doctors with prevention, diagnosis and treatment of therapy side effects; (2) an application for mobile devices, which allows patients to regularly send data to the clinic. In order to tailor the monitoring procedures to the specific patient, the Decision Support System also helps physicians with the configuration of the mobile application, suggesting the data to be collected and the associated collection frequency that may change over time, according to the individual patient’s conditions. A proof of concept has been developed with a system for monitoring the side effects of chemo-radiotherapy in head and neck cancer patients.Conclusions: Our environment introduces two main innovation elements with respect to similar works available in the literature. First, in order to meet the specific patients’ needs, in our work the Decision Support System also helps the physicians in properly configuring the mobile application. Then the Decision Support System is also continuously fed by patient-reported outcomes.
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Miguel-Díez, Felipe de, Eduardo Tolosana-Esteban, and Tobias Cremer. "3D-Simulation of Wood Stacks to Analyze the Influence of Log Properties on Stack Volume." Environmental Sciences Proceedings 3, no. 1 (November 13, 2020): 76. http://dx.doi.org/10.3390/iecf2020-08063.

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The quantification of the solid wood content in a wood stack has been an object of investigation since the 18th century. Particularly, the log parameters exert a considerable influence on the volume of the stack, such as (1) the log midpoint diameter, (2) average bark thickness, (3) crookedness, and (4) log taper. Although many of these parameters have already been studied and some are already considered in many countries when measuring wood stacks, their influence has not been analyzed individually so far since a broad statistical database is needed and the data collection is very costly. Consequently, a 3D-simulation model was developed based on a cross-platform game engine. This model generates virtual wood stacks based on a data set of logs which are defined by the user. The simulation of a stack can be done in a few seconds only and each stack generated can be visualized once all iterations are done. The simulation results are the stacked cubic volume, solid wood cubic volume, and the respective conversion factors. The model, fed with both real data and user-defined data, allows for a detailed analysis of the effect of each parameter on the results, as the user can vary their values discretionary. To obtain the first results from real data, 1000 logs of Scots pine (Pinus sylvestris L.) were measured. The first simulations based on these data show reliable results and it is possible to quantify the influence of the proportion of crooked wood in a pile on the stack volume and the conversion factor. In addition, the results are highly in line with the real trials that have already been performed in parallel. A further scientific evaluation and statistical analysis will be done in a second study phase. However, the model already provides a reasonable tool that is easy to apply for the forest and wood industry in order to make the most accurate estimate possible of the solid wood content in a wood pile.
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Dissertations / Theses on the topic "FEV Virtual Engine"

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Zloch, Jan. "Možnosti zvětšení zdvihového objemu čtyřválcového motoru Zetor." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2016. http://www.nusl.cz/ntk/nusl-241715.

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Diploma thesis aims on mechanical design of new concept of Zetor UŘ III engine with displacement increase and solves calculations of main and pin hydrodynamic bearings of crankshaft. Creo 2 CAD software is used for preparing mechanical design of this new concept. For computation and analysis of hydrodynamic bearings multibody model of crankshaft mechanism is used with flexible FEM model of crankshaft for solving dynamics of mechanism and performing hydrodynamic analysis of bearings in FEV Virtual Engine. Results of this diploma thesis demonstrate the feasibility of new concept of engine and serve as a basis for next engineering tasks before realization of concept.
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Pacheco, Roman Oscar. "Evaluation of Finite Element simulation methods for High Cycle Fatigue on engine components." Thesis, Linköpings universitet, Mekanik och hållfasthetslära, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148779.

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This document reflects the results of evaluating three computational methods to analyse the fatigue life of components mounted on the cylinder block; two currently in use at Scania and one that has been further developed from its previous state. Due to the cost of testing and the exponential increase in computational power throughout the years, the cheaper computational analyses have gained in popularity. When a component is mounted in a fairly complex assembly such as an engine, simplifications need to be made in order to make the analysis as less expensive as possible while keeping a high degree of accuracy. The methods of Virtual Vibrations, VROM and VFEM have been evaluated and compared in terms of accuracy, computational cost, user friendliness and general capacities. Additionally, the method VFEM has been further developed and improved from its previous state. A in-depth investigation regarding the differences of the methods has been conducted and improvements to make them more efficient are suggested herein. The reader can also find a decision matrix and recommendations regarding which method to use depending on the general characteristics of the component of interest and other factors. Two components, which differ in complexity and mounting nature, have been used to do the research.
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Hlaváč, Štěpán. "Dvoudobý motor pro malý motocykl." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2008. http://www.nusl.cz/ntk/nusl-227891.

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This diploma thesis contains an engineering design of a two-stroke engine for small motorcycle. In the first part, the background research of these motors was made. Main dimensions of the engine and a calculation of the forces acting in crank mechanism were determined. Further check stress analysis of connection rod and calculation using a finite element method were performed. This diploma thesis also includes virtual 3D models of all designed parts and a drawing of cross section of the motor.
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Book chapters on the topic "FEV Virtual Engine"

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Talbert, Tony L., and Adeline Meira. "Visions, Voices, and Virtual Journeys." In Cases on Building Quality Distance Delivery Programs, 269–89. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-111-9.ch018.

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The future of distance education is certainly promising but frenetic as well. With the aid of technologies easily accessible to students and teachers alike the geographic barriers that once allowed only the few to engage in educational opportunities are now geographic bridges that promote distance learning where students and teachers from diverse latitudes and attitudes are able to engage in real time teaching and learning interactions. This teaching and learning environment is called “Viral Education,” where the process of education can be symmetrical or asymmetrical in the teaching and learning process as well as multi-task oriented in both product and idea development. This chapter looks at the future of distance education and provides a brief survey of emerging technologies that are just moments or months away from reality. In addition, this chapter explores the notion of customized education which is a continuation of democratic movements within and outside the classroom.
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Champion, Erik. "Enhancing Learning Through 3-D Virtual Environments." In E-Learning Methodologies and Computer Applications in Archaeology, 407–22. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-759-1.ch023.

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We cannot begrudge students their envy in looking at popular films and computer games as major contenders for their spare time. While we as teachers could attempt to fight the popularity of games, I suggest a more useful endeavor would be to attempt to understand both the temptation of games, and to explore whether we could learn from them, in order to engage students and to educate them at the same time. There are still few applicable theories and successful case studies on how we could do this using virtual environments and associated technology (referred to by some as virtual reality, or VR). To help answer the question of “but what can we do about it,” I will outline several simplified theories of cultural learning based on interaction, and the experience I gained from employing them in two different virtual environment projects.
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Bellotti, Francesco, Riccardo Berta, Alessandro De Gloria, and Ludovica Primavera. "Developing Web3D Tools for Promoting the European Heritage." In Tourism Informatics, 194–208. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-818-5.ch012.

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Virtual reality environments are ever more going online. This trend, opened by videogames, will open new important opportunities to enhance cultural tourism, given the possibility of creating compelling virtual adventures set in the context of artistic and natural beauties. The authors are exploring these challenges in the context of the Travel in Europe (TiE) project, and developing tools to build enriched virtual environments where the player could explore faithfully reconstructed places and live there information-rich, contextualized experiences. The TiE architecture is based on a state-of-the-art commercial game engine, with massive multiplayer online games (MMOG) facilities that support access to multiple concurrent users, plus ad-hoc designed modules. The 3D model is completely geo-referenced. In each covered area, a few points-of-interest (POIs) are implemented. These buildings are rigorously reconstructed at a high level of detail. The textures for the rest of the palaces are built dynamically by the TiE system using a statistical template-based algorithm that exploits local characterizations of common architectonic elements. The TiE virtual world is enriched by geo-localized, contextualized MicroGames (mGs). mGs are simple, short games that focus the player’s attention on a particular item that is found during exploration of the 3D world. mGs are typically taken from well known simple game models, such as Puzzle, MemoryGame, and FindTheWrongDetails. The main concept that underpins mGs is that, they should be intuitive and easy to play, so that the player can focus on the contents rather than on learning how to play. Preliminary informal tests have suggested that the approach is valid and that the enriched 3D environment supports the contextualized promotion of artifacts, products and services, which is an important growing demand from institutions and enterprises that want to valorize the resources of a territory.
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Jones, Melanie. "The Art of Communication in Meetings." In Communication in Emergency Medicine, edited by Maria E. Moreira and Andrew J. French, 180–98. Oxford University Press, 2019. http://dx.doi.org/10.1093/med/9780190852917.003.0013.

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Communication, when it’s effective, it’s nearly invisible. When it’s ineffective, it’s a roadblock that quickly becomes impassable. This chapter describes barriers to good communication, including ever-changing contexts, overcomplicating the message, and lack of clarity and consistency. It also discusses the importance of building a cohesive team, establishing a few basic ground rules for effective communication, determining a team’s conflict comfort scale (there are “red zones” and “blue zones,” and this chapter discusses the characteristics of both), avoiding the muddied minefield of “meeting stew,” and identifying meetings by type (among them, administrative, operational, and strategic), and offers specific tips for conducting successful virtual meetings. When is it time to bring in a subject matter expert? Should one attend a virtual meeting in pajamas? How does one engage the people attending one’s meeting and ensure they are ready to act on decisions? Leaders and administrators will benefit from the clear guidelines, relevant strategies, and conversational tone of this discussion.
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Peretti, Paola, Valentina Chiaudano, and Mohanbir Sawhney. "Examining the Integration of Virtual and Physical Platforms From Luxury Brand Managers' Perspectives." In Advances in Marketing, Customer Relationship Management, and E-Services, 44–61. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-5882-9.ch003.

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“The internet dilemma” was the concept used to describe luxury brand companies' initial reluctance to integrate online technologies into their business model. However, over time, luxury brand companies have understood that moving towards digital transformation is the only way to survive on the market and appeal to the new luxury brand consumers. In a few years, digitalisation has become a priority for all luxury brand companies that started to integrate digital and physical platforms to engage consumers through all touchpoints of their shopping journey. In light of the topic's relevance and considering the primary focus of research on consumers, this chapter aims to deepen the digitalisation phenomenon in the luxury market involving the little-explored luxury brand managers' perspective. The authors conducted a longitudinal study to compare the main changes in integrating digital and physical platforms from the managers' perspective between 2014 and 2020. In this endeavour, they also considered how the COVID-19 pandemic had affected luxury brand companies' digitalisation.
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Mohd Yusof, Shafiz Affendi. "Building Social Relationships in a Virtual Community of Gamers." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 171–77. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch024.

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The explosive growth of the Internet has enabled virtual communities to engage in social activities such as meeting people, developing friendships and relationships, sharing experiences, telling personal stories, or just listening to jokes. Such online activities are developed across time and space with people from different walks of life, age groups, and cultural backgrounds. A few scholars have clearly defined virtual community as a social entity where people relate to one another by the use of a specific technology (Jones, 1995; Rheingold, 1993; Schuler, 1996) like computer-mediated communication (CMC) technologies to foster social relationships (Wood & Smith, 2001). It is further supported by Stolterman, Agren, and Croon (1999) who refers to virtual community as a new social “life form” surfacing from the Internet and CMC. There are several types of virtual community such as the virtual community of relationship, the virtual community of place, the virtual community of memory, the virtual community of fantasy, the virtual community of mind/interest, and the virtual community of transaction (Bellah, 1985; Hagel & Armstrong, 1997; Kowch & Schwier, 1997). These types of virtual community all share a common concept, which is the existence of a group of people who are facilitated with various forms of CMCs. With the heightened use of CMCs, people begin to transit and replicate the same sense of belonging through meaningful relationships by creating a new form of social identity and social presence. As emphasized by Hiltz and Wellman (1997), people can come from many parts of the world to form “close-knit” relationships in a virtual community. The purpose of this article is to understand how online gamers as a virtual community build social relationships through their participation in online games. Empirically, several aspects in the context of virtual community are still not fully understood, such as: (1) What types of rules, norms, and values are grounded in virtual community? (2) How do people institutionalize their members in a virtual community? and (3) Why do they create social relationships in virtual environment? The identified gap thus explains why studies have produced inconsistent findings on the impacts of online game play (Williams, 2003), in which many studies in the past have only looked at aggression and addiction. A more detailed understanding of the social context of in-game interactions would help to improve our understanding of the impact of online games on players and vice versa. Therefore, this article will present a case study of a renowned online game, Ever Quest (EQ), with the aim of understanding how players establish and develop social relationships. In specific, the Institutional Theory was applied to examine the social relationships among the players, and a hermeneutic- interpretive method was used to analyze the data in order to address the following general research question, “How is the social world of EQ constituted in terms of building social relationships?”
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Guo, Zhiyan, and Zhizhuo Guo. "Learner Engagement in Computer-Mediated Chinese Learning." In Computer-Assisted Foreign Language Teaching and Learning, 104–17. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2821-2.ch007.

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Learner engagement has been a topical discussion for decades in both face-to-face teaching of the classroom and computer-mediated virtual learning environment. It is becoming increasingly essential in the agenda of British Higher Education institutions, especially with the tripling of the tuition fee. This chapter focuses on how to engage students with various online activities to improve their proficiency in Chinese as a foreign language. The study shows that students enhanced their learning experience by using voice tools to improve their speaking and listening, by sharing their writing within the learning community, and by documenting their own learning journeys with e-portfolio pages. Using the data from various instruments, the authors evaluate the effectiveness of the tools, analyse and discuss the advantages and problems with blended learning in the context of teaching Chinese as a foreign language.
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Fusic, S. Julius, Anandh N., and M. Thangavel. "A Case Study on Improving Learner Engagement by Incorporating ICT Tool Usage and Active Learning Strategies in Engineering Courses." In Methodologies and Outcomes of Engineering and Technological Pedagogy, 224–46. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2245-5.ch011.

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In the present scenario, the innovation in teaching is necessary to engage the students for the course of 36 to 40 hours. At the end of the course, the average student's strength will excel in performance and attains the course outcome with in-depth knowledge. To overcome the difficulties of slow and inactive learners for attaining the course outcome, it is necessary to renovate the teaching methodology. A few innovative learning methods like think pair share (TPS) activity, flipped classroom, online education, virtual classroom techniques, project-based learning, activity-based learning provoke the inactive or slow learners to be more active in learning the course. From studies, the current generation students are smart, and they feel conventional teaching methods like blackboard and PowerPoint presentations are monotonous. Here, the significance and impact of using ICT tools over conventional teaching methods is discussed on the fluid power automation course as a case study.
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Hoornbeek, John A., Kent Sowards, and Brian Kelley. "Small Communities and the Limits of E-Government Engagement." In Digital Democracy, 1655–74. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-1740-7.ch082.

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Existing research suggests that progress toward a “virtual state” is inconsistent – at least at the local level of government. Coursey and Norris (2008) argue that few governments have moved beyond an informational presence on the internet and Cassell and Hoornbeek (2010) suggest that populist engagements (Kakabadse et al., 2003) between citizens and local governments remain the exception rather than the rule. This chapter examines two questions regarding e-government engagement among small communities in northeast Ohio. First, it assesses the extent to which small communities in northeast Ohio use websites to engage their citizens. And second, it analyzes factors that lead these governments to create websites and develop them to enable citizen engagement. We find that limited capacities and uncertain demand both limit small community website operations. We also suggest that these findings can help us understand constraints to E-government transformations and perhaps also the inconsistent nature of e-government citizen engagements.
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Hoornbeek, John, Kent Sowards, and Brian Kelley. "Small Communities and the Limits of E-Government Engagement." In E-Governance and Civic Engagement, 272–91. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-61350-083-5.ch014.

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Existing research suggests that progress toward a “virtual state” is inconsistent – at least at the local level of government. Coursey and Norris (2008) argue that few governments have moved beyond an informational presence on the internet and Cassell and Hoornbeek (2010) suggest that populist engagements (Kakabadse et al., 2003) between citizens and local governments remain the exception rather than the rule. This chapter examines two questions regarding e-government engagement among small communities in northeast Ohio. First, it assesses the extent to which small communities in northeast Ohio use websites to engage their citizens. And second, it analyzes factors that lead these governments to create websites and develop them to enable citizen engagement. We find that limited capacities and uncertain demand both limit small community website operations. We also suggest that these findings can help us understand constraints to E-government transformations and perhaps also the inconsistent nature of e-government citizen engagements.
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Conference papers on the topic "FEV Virtual Engine"

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Barthel, Ralf, and Ju¨rgen Dohmen. "Virtual Cooling System Development." In ASME 2006 Internal Combustion Engine Division Spring Technical Conference. ASMEDC, 2006. http://dx.doi.org/10.1115/ices2006-1438.

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The cooling system of today’s engines has to fulfill certain requirements which results from fuel consumption reduction, efficiency increase and tightened emission legislation. Additionally the warm-up behavior especially of the passenger cabin and the resulting heater performance requirement leads to controversial targets. Beside these aspects the main function of the cooling system, the limitation of fluid and material temperatures has to be guaranteed. Following the trend that one engine will be integrated in a few different vehicles, with different vehicle-sided cooling system components, the cooling system development gets more and more complex with the result of an increase of the necessary testing effort to develop the system to series status. With focus on this trend, FEV has extended the well proven 1-dimensional thermal management simulation model to a complete closed loop development approach starting from the engine internal coolant flow distribution in the early engine concept phase up to the virtual testing model, which allows to simulate common vehicle test rows on the climate chamber or at hot ambient conditions at rod tests.
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Alt, Norbert, Christoph Steffens, and Christof Nussmann. "Low Noise Engine Development." In ASME 2006 Internal Combustion Engine Division Spring Technical Conference. ASMEDC, 2006. http://dx.doi.org/10.1115/ices2006-1429.

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Nowadays power trains face an increased customer expectation regarding noise and vibration. This trend requires the use of simulation tools beginning in early phases of the development process to ensure a ‘low noise engine’ at the end of the development process. Therefore FEV is using virtual development methods for NVH optimization of power trains for more than ten years. Fully parameterized simulation models allow the utilization in all phases of the development. Depending on the current design status of the development the detailing of the simulation models can be adapted. Based on comparative simple rigid body models in the beginning decisions regarding engine global data like bore, stroke cylinder distance and positioning of balancer shafts can be made. Later on, when more design parameters are fixed the depth of simulation models is increased until a fully flexible model allows the prediction of the NVH behavior of the complete power train. Such a simulation is performed using a hybrid simulation approach based on Finite-Element and Multi-Body simulation. The FE model of the power train is loaded with excitation forces calculated with MBS in order to calculate surface velocity. Based on these results further simulation allows the simulation of the airborne noise radiation. Here, the simulated airborne noise simulation is combined with the so called virtual interior noise simulation (VINS) developed by FEV. This method allows a target-oriented engine development with focus on an excellent vehicle interior noise behavior. Within the scope of this paper the above described procedure is applied to a development of a gasoline inline four cylinder engine. The simulation methods are verified in each step of the development.
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Forslund, Anders, Rikard So¨derberg, Johan Lo¨o¨f, and Alejandro Vega Galvez. "Virtual Robustness Evaluation of Turbine Structure Assemblies Using 3D Scanner Data." In ASME 2011 International Mechanical Engineering Congress and Exposition. ASMEDC, 2011. http://dx.doi.org/10.1115/imece2011-62517.

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In this paper, the functional robustness of a jet engine component is investigated. Located at the rear part of the engine, the Turbine Rear Structure (TRS) provides a support structure for the low-pressure shaft, while redirecting the exhaust flow from the low-pressure turbine to the exit nozzle. For larger engines, TRSs are fabricated assemblies consisting of cast, wrought and sheet metal parts. In a case study, virtual tools are used to examine how geometrical variation in cast parts of the TRS assembly affects performance. Variation data are obtained by scanning cast parts in a 3D laser scanner. The resulting data are fed into a CAD model as surface point parameters. The parts are then assembled virtually using CAT software. The assemblies are subsequently fed into a simulation platform where they are meshed, and CFD and FEM are used to evaluate the structural and aerodynamic effects of the variation. To quantitatively analyze the effects of variation, five cast parts with different geometrical variations are virtually assembled into 25 geometries and analyzed with respect to sixteen functional properties. Results show that geometric variation has a noticeable effect on performance. We believe this approach to be a useful tool in engine design. Being able to virtually examine the geometrical robustness of a design in early phases reduces the need for redesign loops. This leads not only to faster and less expensive product development, but also to better and more reliable engine designs.
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Morinishi, Koji, and Tomohiro Fukui. "Fluid-Structure Interactive Simulation Using a Virtual Flux Method." In ASME-JSME-KSME 2011 Joint Fluids Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/ajk2011-20011.

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This paper describes the resent development of a virtual flux method for simulating fluid-structure interaction problems. The virtual flux method is one of the sharp interface Cartesian grid methods. The numerical flux across the interface is replaced with the virtual flux so that proper interface conditions must be satisfied there. In this study, the virtual flux method is applied to numerical flow simulations about reciprocating engines. The compressible Navier-Stokes equations are coupled with the equation of motion of the piston, connecting rod, and crank system. Intake and exhaust valves are lifted up and down according with the crank angle in the intake and exhaust strokes. Instead of modeling the complex fuel combustion process, a proper amount of energy is added to the Navier-Stokes equation at the beginning of each expansion stroke, to retain the four stroke engine cycle at a constant revolution rate. Initially the engine is started by starter motor force, which is added for a few seconds. The engine comes to work at the revolution rate intended after some initial transition cycles. With designing the intake and exhaust valve lift properly, intake mass and revolution rate are improved by several percent. It is confirmed that the virtual flux method is easily applicable to the simulation of fluid-structure interaction problems.
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Zhang, Zhou, Mingshao Zhang, Yizhe Chang, El-Sayed Aziz, Sven K. Esche, and Constantin Chassapis. "Real-Time 3D Model Reconstruction and Interaction Using Kinect for a Game-Based Virtual Laboratory." In ASME 2013 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/imece2013-64518.

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Over the last few years, academic institutions have started to explore the potential of using computer game engines for developing virtual laboratory environments. Recent studies have shown that developing a realistic visualization of a physical laboratory space poses a number of challenges. A significant number of modifications are required for adding customized interactions that are not built into the game engine itself. For example, a major challenge in creating a realistic virtual environment using a computer game engine is the process of preparing and converting custom models for integration into the environment, which is too complicated to be performed by untrained users. This paper describes the usage of the Microsoft Kinect for rapidly creating a 3D model of an object for implementation in a virtual environment by retrieving the object’s depth and RGB information. A laboratory experiment was selected to demonstrate how real experimental components are reconstructed and embedded into a game-based virtual laboratory by using the Kinect. The users are then able to interact with the experimental components. This paper presents both the technical details of the implementation and some initial results of the system validation.
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Szasz, Christoph, and Sven Lauer. "Sensitivity Analysis of Cylinder Head Fatigue Life Prediction Using Statistical Models." In ASME 2014 Internal Combustion Engine Division Fall Technical Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/icef2014-5559.

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For the efficient virtual development of combustion engine cylinder heads in terms of high cycle fatigue (HCF) it is highly important to have a reliable development process that represents reality in the best possible way. Most of today’s standard HCF procedures are capable of delivering high quality results for a specific load combination. However, loads are usually subject to variation. This is also valid for loads the cylinder head is subjected to. Assembly loads and operating loads considered during the virtual development process are widely determined by the production process which again is subject to variation due to certain tolerances, wear of the tooling equipment etc. As it is highly important to ensure the fatigue design of a cylinder head, there is the need for new analysis models capable of capturing every possible load variation. Within the framework of this paper the influence of different variable loading parameters on the cylinder head HCF margin of a heavy duty diesel engine will be discussed. A design of experiments (DoE) analysis is used together with the 3-d finite element method (FEM) for the investigations. Furthermore a methodology for the probabilistic assessment of the cylinder head HCF margin based on stochastic loading data is introduced. At the same time an effective methodology for the identification of the worst case boundary conditions for HCF analysis will be presented. With the presented probabilistic method it is possible to achieve a highly accurate prediction of the HCF design margin. Due to the probabilistic approach a better understanding of the entire system is possible, as the interaction between input and output parameters can be illustrated. Therefore HCF optimization problems can be encountered more effectively. Furthermore the presented methodology can be used for error estimation of analysis results and assessment of the result sensitivity. Thus, a borderline layout of the cylinder head can be achieved. Also the minimum input information quality, which is required for a profound HCF analysis, can be assessed by using the sensitivity analysis presented. Therefore the proposed methods enable a fast and reliable development of cylinder heads and other combustion engine components.
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Wilson, Lee, Ferdinand Velez, Jason Lim, and Leah Boyd. "Incorporating Digital Solutions to Foster Greater Remote Engagement with Personnel." In Offshore Technology Conference. OTC, 2021. http://dx.doi.org/10.4043/30976-ms.

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Abstract Like most business sectors, the oil and gas industry had to adapt to virtual meetings and working from home in the new reality of the global COVID-19 pandemic. This has introduced new complications to completing activities that traditionally require personnel to be on site and collaborate in teams. This paper reviews digital initiatives that allow workers to collaborate virtually on EHS (Environmental, Health, & Safety)-driven practices such as safety audits and engage remotely for improved morale. Specifically, the paper reviews the recent implementation of digital connectivity solutions for remote workers to join virtual ‘Safety Walk and Talks’ in processing facilities and offshore platforms. It also reviews programs to promote connectivity between workers, including virtual town halls and online coffee-hours conversations. While these digitally enabled remote engagement initiatives are still relatively new, they have quickly provided benefits to the safe operation of offshore assets and the morale and mental wellbeing of the workforce. The first virtual ‘Safety Walk and Talk,’ which was conducted in Indonesia, brought together a cross-functional team that was split between a few in-person attendees and a majority of people joining virtually from remote locations. While the digital connection was not seamless, this first-of-its-kind virtual meeting proved the concept. The process improves EHS metrics by minimizing travel of teams to and from the site. It also keeps more people out of potentially hazardous work environments and minimizes exposure to coronavirus or other health hazards. Other digital connectivity measures such as virtual town halls and worker-submitted videos have increased engagement between management, workers, and teams located around the globe. A virtual ‘Coffee Roulette’ program, in which workers spin a virtual wheel that connects them with other employees for informal chats, has allowed people to make new connections and feel less isolated.
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Kulkarni, Davendu Y., and Luca di Mare. "Virtual Gas Turbines Part II: an Automated Whole-Engine Secondary Air System Model Generation." In ASME Turbo Expo 2021: Turbomachinery Technical Conference and Exposition. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/gt2021-59720.

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Abstract The design and analysis of the secondary air system (SAS) of gas turbine engine is a complex and time-consuming process because of its complicated geometry topology. The conventional SAS design-analysis model generation process is quite tedious, time consuming. It is still heavily dependent on human expertise and thus incurs high time-cost. This paper presents an automated, whole-engine SAS flow network model generation methodology. During the SAS preprocessing step, the method accesses a pre-built whole-engine geometry model created using a novel, in-house, feature-based geometry modelling environment. It then transforms the engine geometry features into the features suitable for SAS flow network analysis. The proposed method not only extracts the geometric information from the computational geometry but also retrieves additional non-geometric attributes such as, rotational frames, boundary types, materials and boundary conditions etc. Apart from ensuring geometric consistency, this methodology also establishes a bi-directional information exchange protocol between engine geometry model and SAS flow network model, which enables making engine geometry modifications based on SAS analysis results. The application of this feature mapping methodology is demonstrated by generating the secondary air system (SAS) flow network model of a modern three-shaft gas turbine engine. This capability is particularly useful for the integration of geometry modeler with the simulation framework. The present SAS model is generated within a few minutes, without any human intervention, which significantly reduces the SAS design-analysis time-cost. The proposed method allows performing a large number of whole-engine SAS simulations, design optimisations and fast re-design activities.
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Johansson, Joel. "Manufacturability Analysis Using Integrated KBE, CAD and FEM." In ASME 2008 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/detc2008-49019.

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Finite element analyses (FEA) are often used to test product properties virtually. The process of setting up FEA is many times manual and not strictly formalized; the assumptions made in those calculations highly depend on the analysts’ former experiences and gut feeling. Sometimes there exist parametric FEA-models, but they are hard to interpret for others than the developers. These parametric FEA-models are also highly inflexible. It is beneficial to formalize and automate the process of developing such calculations in order to automate the product development process for mature and variant-rich products where predictions and validations using FEA are demanded in the whole or parts of the design space. Making the automated FEA-models more flexible and more transparent makes them live longer and be more available for engineers that are not FEA-specialists. The FEA-specialists will have more time to solve general problems rather than focusing on instances of the product. In this paper, a proposal is made on how to integrate Knowledge Based Engineering (KBE), CAD and FEM to make the automation of FEA flexible, transparent, and easy to use. The method proposed includes the usage of an inference engine that handles knowledge objects that connect to auxiliary software applications. In the paper, an implementation example is presented where toolsets for the rotary draw bending of aluminium tubing are analyzed for manufacturability.
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McCorkle, Douglas S., Kenneth M. Bryden, and David A. Swensen. "Using Virtual Engineering Tools to Reduce NOx Emissions." In ASME 2004 Power Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/power2004-52021.

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The use of computational fluid dynamics (CFD) to improve an engineer’s understanding of methods to reduce NOxemissions is becoming more prevalent as high-end computational resources become more economically accessible. These trends have allowed engineers to better design and improve the efficiency of power plants and thus reduce NOx. While these computational models have proven very useful over the past few years, the full extent to which they can be used to gain a better intuition about a design has not been fully explored. One such way to extract more information from these simulations is to use virtual engineering tools to interrogate these models. Currently, there are many virtual engineering tools that are being developed to facilitate the investigation of power plant systems. One such suite of virtual engineering tools is called Virtual Engineering Suite (VE-Suite). The capabilities of this suite include rapid CFD recalculation, optimization routines for large thermal fluids systems, coupling of multiple computational resources, hybrid CFD solvers, interaction with multiple CFD data sets, and manipulation of system geometry. VE-Suite is discussed as an initial platform for this integrated hierarchy of models that can provide a foundation for virtual engineering. VE-Suite has an extensible software architecture and is composed of several tools including VE-Builder, VE-Conductor, VE-Explorer, VE-Designer, and a Computational Engine. One example of the potential use of these virtual engineering tools in the reduction of NOx is presented. In addition, the factors for successful implementation of future virtual engineering tools for the reduction of NOx are proposed.
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