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v. t. e. A simulation is an imitative representation of a process or system that could exist in the real world. [1] [2] [3] In this broad sense, simulation can often be used interchangeably with model. [2] Sometimes a clear distinction between the two terms is made, in which simulations require the use of models; the model represents the key ...
Process of building a computer model, and the interplay between experiment, simulation, and theory. Computer simulation is the process of mathematical modelling, performed on a computer, which is designed to predict the behaviour of, or the outcome of, a real-world or physical system. The reliability of some mathematical models can be ...
The RTS is a fully digital electromagnetic transient power system simulator that operates in real time. HYPERSIM is one of the commercial RTS available, it has been developed by Hydro-Québec and eMEGAsim has been developed by OPAL-RT Technologies Inc. which was born within Hydro-Québec. HYPERSIM is now available from OPAL-RT Technologies ...
Modeling and simulation ( M&S) is the use of models (e.g., physical, mathematical, behavioral, or logical representation of a system, entity, phenomenon, or process) as a basis for simulations to develop data utilized for managerial or technical decision making. [1] [2]
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Digital economy. The digital economy is a portmanteau of digital computing and economy, and is an umbrella term that describes how traditional brick-and-mortar economic activities (production, distribution, trade) are being transformed by the Internet and World Wide Web technologies. [1] [2]
Digital transformation (DT) is the process of adoption and implementation of digital technology [1] [2] [3] by an organization in order to create new or modify existing products, services and operations by the means of translating business processes into a digital format. The goal for its implementation is to increase value through innovation ...
Digital citizenship is a term used to define the appropriate and responsible use of technology among users. Three principles were developed by Mike Ribble to teach digital users how to responsibly use technology to become a digital citizen: respect, educate, and protect. [38]