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1.
Sci Data ; 11(1): 255, 2024 Feb 29.
Article in English | MEDLINE | ID: mdl-38424074

ABSTRACT

With the aim of helping researchers to develop intelligent operation and maintenance strategies, in this manuscript, an extensive 3-years Supervisory Control and Data Acquisition database of five Fuhrländer FL2500 2.5 MW wind turbines is presented. The database contains 312 analogous variables recorded at 5-minute intervals, from 78 different sensors. The reported values for each sensor are minimum, maximum, mean, and standard deviation. The database also contains the alarm events, indicating the system and subsystem and a small description. Finally, a set of functions to download specific subsets of the whole database is freely available in Matlab, R, and Python. To demonstrate the usefulness of this database, an illustrative example is given. In this example, different gearbox variables are selected to estimate a target variable to detect whether or not the estimate differs from the actual value provided for the sensor. By using this normality modelling approach, it is possible to detect rotor malfunction when the estimate differs from the actual measured value.

2.
Sensors (Basel) ; 22(1)2021 Dec 31.
Article in English | MEDLINE | ID: mdl-35009844

ABSTRACT

The use of gamification elements has extended from being a complement for a product to being integrated into multiple public services to motivate the user. The first drawback for service designers is choosing which gamification elements are appropriate for the intended audience, in addition to the possible incompatibilities between gamification elements. This work proposes a clustering technique that enables mapping different user profiles in relation to their preferred gamification elements. Additionally, by mapping the best cluster for each gamification element, it is possible to determine the preferred game genre. The article answered the following research questions: What is the relationship between the genre of the game and the element of gamification? Different user groups (profiles) for each gamification element? Results indicate that there are cases where the users are divided between those who agree or disagree. However, other elements present a great heterogeneity in the number of groups and the levels of agreement.


Subject(s)
Gamification , Palliative Care , Cluster Analysis , Humans
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