IEEE Organizations related to Utility Interface

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Conferences related to Utility Interface

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2015 IEEE Energy Conversion Congress and Exposition

The scope of ECCE 2015 includes all technical aspects of research, design, manufacture, application and marketing of devices, components, circuits and systems related to energy conversion, industrial power and power electronics.

  • 2014 IEEE Energy Conversion Congress and Exposition (ECCE)

    Those companies who have an interest in selling to: research engineers, application engineers, strategists, policy makers, and innovators, anyone with an interest in energy conversion systems and components.

  • 2013 IEEE Energy Conversion Congress and Exposition (ECCE)

    The scope of the congress interests include all technical aspects of the design, manufacture, application and marketing of devices, components, circuits and systems related to energy conversion, industrial power conversion and power electronics.

  • 2012 IEEE Energy Conversion Congress and Exposition (ECCE)

    The IEEE Energy Conversion Congress and Exposition (ECCE) will be held in Raleigh, the capital of North Carolina. This will provide a forum for the exchange of information among practicing professionals in the energy conversion business. This conference will bring together users and researchers and will provide technical insight as well.

  • 2011 IEEE Energy Conversion Congress and Exposition (ECCE)

    IEEE 3rd Energy Conversion Congress and Exposition follows the inagural event held in San Jose, CA in 2009 and 2nd meeting held in Atlanta, GA in 2010 as the premier conference dedicated to all aspects of energy processing in industrial, commercial, transportation and aerospace applications. ECCE2011 has a strong empahasis on renewable energy sources and power conditioning, grid interactions, power quality, storage and reliability.

  • 2010 IEEE Energy Conversion Congress and Exposition (ECCE)

    This conference covers all areas of electrical and electromechanical energy conversion. This includes power electrics, power semiconductors, electric machines and drives, components, subsystems, and applications of energy conversion systems.

  • 2009 IEEE Energy Conversion Congress and Exposition (ECCE)

    The scope of the conference include all technical aspects of the design, manufacture, application and marketing of devices, circuits, and systems related to electrical energy conversion technology


2007 Power Conversion Conference - Nagoya (PCC)



Periodicals related to Utility Interface

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Power Electronics, IEEE Transactions on

Fundamental technologies used in the control and conversion of electric power. Topics include dc-to- dc converter design, direct off-line switching power supplies, inverters, controlled rectifiers, control techniques, modeling, analysis and simulation techniques, the application of power circuit components (power semiconductors, magnetics, capacitors), and thermal performance of electronic power systems.



Most published Xplore authors for Utility Interface

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Xplore Articles related to Utility Interface

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An evaluation of the DC-link capacitor heating in adjustable speed drive systems with different utility interface options

D. Rendusara; E. Cengelci; P. Enjeti; D. C. Lee Applied Power Electronics Conference and Exposition, 1999. APEC '99. Fourteenth Annual, 1999

In this paper, an evaluation of DC-link capacitor heating in adjustable speed drive systems with different utility interface options is presented. The evaluation is based on the level of ripple currents DC-link capacitors can endure that lead to self-heating and reduction of capacitors' operating life. Three popular utility interface options for ASD systems are considered for evaluation. First, a standard ...


Low cost PWM converter for utility interface of variable speed wind turbine generators

A. M. El-Tamaly; H. H. El-Tamaly; E. Cengelci; P. N. Enjeti; E. Muljadi Applied Power Electronics Conference and Exposition, 1999. APEC '99. Fourteenth Annual, 1999

In this paper, a low cost PWM power converter for a variable speed wind turbine generator (WTG) is discussed. A six-switch PWM converter is utilized to convert a three-phase power from a WTG to a single-phase electric utility. The proposed converter consists of two stages. The first stage is a variable frequency PWM converter with 4-IGBTs to control the output ...


A novel three-phase utility interface minimizing line current harmonics of high-power telecommunications rectifier modules

J. W. Kolar; F. C. Zach Proceedings of Intelec 94, 1994

Based on the combination of a three-phase diode bridge and DC/DC boost converter a new three-phase three-switch three-level PWM rectifier system is developed. It can be characterized by sinusoidal mains current consumption, controlled output voltage and low blocking voltage stress on the power transistors. The application could be, e.g., for feeding the DC link of a telecommunications power supply module. ...


Modelling, simulation and analysis on various front-end rectifiers schemes for PMSM motor drives

K. Shrinath; S. Paramasivam; C. Sai Bhavani 2016 3rd International Conference on Electrical Energy Systems (ICEES), 2016

This paper presents different types of rectifier schemes such as 12, 18, 24 and 36 for grid utility interface with low power variable frequency drives (VFD). To demonstrate Ithd at a Point of Common Coupling (PCC), system level modelsare developed for different rectifier systems. The configurations are simulated and implemented using MATLAB-Simulink. The study involves comparison of different rectifier schemes ...


A multi-featured single-phase utility interface with reduced DC link capacitor for distributed power sources

Zhixiang Luo; L. A. C. Lopes; H. Sun 30th Annual Conference of IEEE Industrial Electronics Society, 2004. IECON 2004, 2004

This paper discusses the operating principles and implementation of a multi- featured single-phase utility interface for distributed power sources. It controls the active power injected into the utility grid to keep the DC bus voltage regulated and compensates for the reactive power demanded and the current harmonics created by a local load. The DC bus voltage control loop includes a ...


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Educational Resources on Utility Interface

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eLearning

An evaluation of the DC-link capacitor heating in adjustable speed drive systems with different utility interface options

D. Rendusara; E. Cengelci; P. Enjeti; D. C. Lee Applied Power Electronics Conference and Exposition, 1999. APEC '99. Fourteenth Annual, 1999

In this paper, an evaluation of DC-link capacitor heating in adjustable speed drive systems with different utility interface options is presented. The evaluation is based on the level of ripple currents DC-link capacitors can endure that lead to self-heating and reduction of capacitors' operating life. Three popular utility interface options for ASD systems are considered for evaluation. First, a standard ...


Low cost PWM converter for utility interface of variable speed wind turbine generators

A. M. El-Tamaly; H. H. El-Tamaly; E. Cengelci; P. N. Enjeti; E. Muljadi Applied Power Electronics Conference and Exposition, 1999. APEC '99. Fourteenth Annual, 1999

In this paper, a low cost PWM power converter for a variable speed wind turbine generator (WTG) is discussed. A six-switch PWM converter is utilized to convert a three-phase power from a WTG to a single-phase electric utility. The proposed converter consists of two stages. The first stage is a variable frequency PWM converter with 4-IGBTs to control the output ...


A novel three-phase utility interface minimizing line current harmonics of high-power telecommunications rectifier modules

J. W. Kolar; F. C. Zach Proceedings of Intelec 94, 1994

Based on the combination of a three-phase diode bridge and DC/DC boost converter a new three-phase three-switch three-level PWM rectifier system is developed. It can be characterized by sinusoidal mains current consumption, controlled output voltage and low blocking voltage stress on the power transistors. The application could be, e.g., for feeding the DC link of a telecommunications power supply module. ...


Modelling, simulation and analysis on various front-end rectifiers schemes for PMSM motor drives

K. Shrinath; S. Paramasivam; C. Sai Bhavani 2016 3rd International Conference on Electrical Energy Systems (ICEES), 2016

This paper presents different types of rectifier schemes such as 12, 18, 24 and 36 for grid utility interface with low power variable frequency drives (VFD). To demonstrate Ithd at a Point of Common Coupling (PCC), system level modelsare developed for different rectifier systems. The configurations are simulated and implemented using MATLAB-Simulink. The study involves comparison of different rectifier schemes ...


A multi-featured single-phase utility interface with reduced DC link capacitor for distributed power sources

Zhixiang Luo; L. A. C. Lopes; H. Sun 30th Annual Conference of IEEE Industrial Electronics Society, 2004. IECON 2004, 2004

This paper discusses the operating principles and implementation of a multi- featured single-phase utility interface for distributed power sources. It controls the active power injected into the utility grid to keep the DC bus voltage regulated and compensates for the reactive power demanded and the current harmonics created by a local load. The DC bus voltage control loop includes a ...


More eLearning Resources

IEEE-USA E-Books

  • No title

    This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions

  • No title

    Improvements in network bandwidth along with dramatic drops in digital storage and processing costs have resulted in the explosive growth of multimedia (combinations of text, image, audio, and video) resources on the Internet and in digital repositories. A suite of computer technologies delivering speech, image, and natural language understanding can automatically derive descriptive metadata for such resources. Difficulties for end users ensue, however, with the tremendous volume and varying quality of automated metadata for multimedia information systems. This lecture surveys automatic metadata creation methods for dealing with multimedia information resources, using broadcast news, documentaries, and oral histories as examples. Strategies for improving the utility of such metadata are discussed, including computationally intensive approaches, leveraging multimodal redundancy, folding in context, and leaving precision-recall tradeoffs under user control. Interfaces building from auto atically generated metadata are presented, illustrating the use of video surrogates in multimedia information systems. Traditional information retrieval evaluation is discussed through the annual National Institute of Standards and Technology TRECVID forum, with experiments on exploratory search extending the discussion beyond fact-finding to broader, longer term search activities of learning, analysis, synthesis, and discovery. Table of Contents: Evolution of Multimedia Information Systems: 1990-2008 / Survey of Automatic Metadata Creation Methods / Refinement of Automatic Metadata / Multimedia Surrogates / End-User Utility for Metadata and Surrogates: Effectiveness, Efficiency, and Satisfaction

  • Notes

    Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real- world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture o f computing.

  • Photovoltaic EnergySolar Cells and Solar Power Systems

    This chapter contains sections titled: Photovoltaic Energy - How it Works Advantages of Photovoltaic Energy Disadvantages of PV Energy Solar Thermal Density - Insolation Output of a PV Cell Variation with Ambient Temperature Voltage-Versus-Current Characteristics of a Solar Cell Matching the PV with the Load Old Working Model of an MPPT Maximizing the Output of a Solar Panel Interface with a Power System Power Conditioning Systems Super Capacitors and Storage Batteries NERC Guidelines for Connecting a PV Systm to a Grid Problems of Interfacing PV Systems with the Grid Penetration Percentage by a PV Energy System into a Utility Grid Progress in Application of PV Energy References

  • Bibliography

    Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real- world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture o f computing.

  • No title

    This book focuses on design of work from the human-factors (HF) perspective. In the approach referred to as Core-Task Design (CTD), work is considered practice, composed of human actors, the physical and social environment, and the tools used for reaching the actors' objectives. This book begins with consideration of an industrial case, the modernization of a nuclear power plant automation system, and the related human-system interfaces in the control room. This case illustrates generic design dilemmas that invite one to revisit human-factors research methodology: Human factors should adopt practice as a new unit of analysis and should accept intervention as an inherent feature of its methodology. These suggestions are put into practice in the CTD approach, according to which three general design functions are performed, those being: -understand-to-generalize--empirical analysis of the work at hand, -foresee-the-promise--creation of concepts for future work, and -in ervene-to-develop--participatory development and design of work. For fulfillment fulfillment of each of the design functions, several CTD methods are introduced. The methods are aimed at modeling the core task and analyzing how the actors actually take the core task features into account in order to achieve balance between potentially conflicting demands in action. Thereby, new understanding of the core task is acquired. Further methods focus on projecting the roles and functionality of technologies in the future work and on implementing changes to the work. Specific studies of the nuclear power plant's control-room renewal constitute an example demonstrating a core task and the associated methods. We argue that the CTD approach offers clear utility for the design of future technology, work, and everyday services and environments. CTD utilizes achievements of practice theory in the social sciences to generate a creative synthesis of Cognitive Work Analysis, semiotic analy is of practice, and the cultural-historical theory of activity. Core- Task Design facilitates dialogue among human-factors experts, design engineers, and end users in their joint development of work. The intended audience of this book is students, researchers, and practitioners of human factors, industrial art and design, and instrumentation and control-system design.

  • “The Future Is Here”

    Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real- world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture o f computing.

  • Design and lmplementation or the WordNet Lexical Database and Searching Sortware

    This chapter contains sections titled: Lexical Flles, Archive System, Tile Wordnet Lexical Database, Grinder Utility, Retrieving Lexical Information, X Windows Interface, Morphology, Portability And Distribution, Notes, References

  • Glossary

    Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real- world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture o f computing.

  • Index

    Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real- world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform--from Deluxe Paint to AmigaOS to Cinemaware--in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture o f computing.



Standards related to Utility Interface

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IEEE Recommended Practice for Electronic Power Subsystems: Parameters, Interfaces, Elements, and Performance

The Recommended Practice applies to ac-dc and dc-dc electronic power subsystems. The range of power subsystems includes dc, single phase, and three-phase inputs, with elements having power levels from a fraction of a watt to 20 kW. The voltage range is 600 V and below, at a frequency or frequencies of dc -1 kHz. The recommended practice may be used ...


IEEE Standard for Information Technology - Portable Operating System Interface (POSIX) - Part 26: Device Control Application Program Interface (API) [C Language]

This work will define an application program interface to device drivers. The interface will be modeled on the traditional ioctl() function, but will have enhancements designed to address issues such as type safety" and reentrancy. "


IEEE Standard for Information Technology - POSIX Ada Language Interfaces - Part 1: Binding for System Application Program Interface (API)

This document is part of the POSIX series of standards for applications and user interfaces to open systems. It defines the Ada language bindings as package specifications and accompanying textual descriptions of the applications program interface (API). This standard supports application portability at the source code level through the binding between ISO 8652:1995 (Ada) and ISO/IEC 9945-1:1990 (IEEE Std 1003.1-1990 ...


IEEE Standard for Information Technology - Standardized Application Environment Profile (AEP) - POSIX Realtime and Embedded Application Support

The project will define Application Environment Profiles for embedded and realtime applications utilizing POSIX interfaces. At least three separate profile definitions are expected: a large one for full-function realtime systems, a small one for embedded control systems, and one or more profiles of intermediate size. It will also update the existing profiles to reflect lessons learned through recent experience; for ...


IEEE Standard for Information Technology—POSIX® Ada Language Interfaces—PART 1: Binding for System Application Program Interface (API)

To provide an ISO Ada language binding to ISO 9945-1:1990 (IEEE Std. 1003.1-1990).


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Jobs related to Utility Interface

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