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TECHNICAL AND ECONOMIC FEASIBILITY OF INTEGRATING ENERGY STORAGE SYSTEM INTO GRID CONNECTED PV SYSTEM - CASE STUDY APPROACH
(An-Najah National University, 2025-07-30) Yaqoub, Rami
This study investigates the technical and economic impacts of integrating energy storage systems into grid-connected PV systems using the electrical network of Jenin's Arraba village as a case study. Four different configurations of PV and sizes of energy storage systems are compared to assessing their impact on the most critical grid performance parameters, including voltage regulation, energy loss reduction, and dynamic load control. Utilizing ETAP for simulation, the study also analyzes actual grid behavior under real conditions, harmonic distortion due to the PV inverter, and reverse power flow when there is high PV penetration. Harmonic distortion was found to be moderate in Case 0 and increases notably in Cases 1 and 3, with the highest distortion observed at low-voltage buses in Case 3. Reverse power flow was observed in Case 3 with negligible export to the upstream grid, highlighting the importance of control mechanisms at high penetration levels. Economic efficiency is assessed considering the System Advisor Model with high focus on main indicators like payback period, net present value, and levelized cost of energy. Among the four cases, Case 1 is the most efficient cost-saving setting with the smallest levelized cost of energy of 17.4 cents/kWh and a payback period of 8.2 years. While having superior technical performance in Case 2 and Case 3, their increased investment cost reduces their economic efficiency. The conclusion is that Case 1 has the optimal trade-off between technical effectiveness and economic viability, and it is an acceptable solution for grid stability, power quality management, and peak-shaving in small- to medium-size applications. The report wraps up by recommending longer-term investigation of hybrid energy storage technology, predictive algorithms, and long-term service reliability of energy storage under the conditions of diverse grids. Keywords: Energy Storage System, Grid-Connected Photovoltaic System, Technical Feasibility, Economic Benefits, Voltage Regulation
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NNU Bike Campus Hub
(2024) Dima Eid; Sema Hodali
BikeCampusHub is a smart bike rental station system designed for students at university campuses. With the long distance between campuses, this project aims to provide an efficient and convenient mode of transportation for students which was inspired by European bike rental systems. The system contains a smart bike, a connected vest wirelessly, and rental stations that communicate continuously. Students have two ways to access bikes either by using their student ID or by receiving a verification code on their mobile phones. The system tracks essential student information, including phone numbers, student IDs, names, and rental status, ensuring that a student cannot rent another bike until the previous one is returned. Additionally, students can view all stations on their phones to check their availability, whether they have bikes, and whether they are active or deactivated by the admin. The system also provides real-time updates on the remaining time to return a rented bike. The admin has full control and visibility over the system through a dedicated dashboard and website, allowing them to monitor all student activities, manage bike rentals, track the location of each student via GPS on a real-time map, control rental timing for stations, and deactivate or activate the stations. The Firebase database serves as the centralised system for storing and managing all data. The smart bike is equipped with an RFID system and communicates with the connected vest using ESP modules configured as an access point and client. The system also includes directional detection to activate LED lights, enhancing safety by indicating when the bike stops or changes direction. Additionally, a locking mechanism provides security by locking the bike at the station when the user doesn’t return it on time or when the user goes outside of the college boundaries. BikeCampusHub offers a practical solution for student transportation within the university, combining convenience, security, and smart technology to improve campus mobility.
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EduPro
(2025) Dima Eid; Sema Hodali
EduPro is an educational and social media platform that supports microlearning principles. We have created this project to serve students and experts in our community in the fi rst place and people all around the world. EduPro has three users, the admin has full view and control of the system. Students can learn many skills through courses, test their understanding with quizzes, track their progress, chat with others, follow their tutors, and add reminders. Tutors can perform all user actions in addition to creating posts, and courses which is the core feature of the project. Tutors have the fl exibility to create many sections inside courses that may include videos, documents, quizzes, and coding exercises, also they have the guidance to do so. They can interact with their students by creating posts others can comment on or like, also they have profi les so users can view their courses and general info. Our chatting system supports sharing documents and photos. We developed using a combination of modern technologies, including TypeScript for frontend and Django for the backend. Our Project has a creative and interactive user experience and a friendly user interface. User has access to the same features seamlessly on both web and mobile applications.
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Grip And Win
(2025) Shorooq Zaian Sousa; Dya'a Talal Derieh
A Grip And Win machine is a popular vending machine commonly found in places like movie theaters, bowling alleys, shopping malls, and arcades. It offers entertainment and can help individuals stay focused and motivated. The machine consists of a large box filled with Toys and a claw that can be moved in three directions (x, y, z). To operate the machine, The player can insert coins of two, five, or ten shekels. The machine will provide change for ten or five shekels, but if two shekels are inserted, no change will be given since the game operates using two shekels, The machine operates for a set duration of fifty seconds. Once this time limit is reached, the player is unable to continue and must insert another coin to play again. To win the game, the player must move the claw using the joystick to the appropriate location, then after making sure that the location has been determined, he presses the green button to lower the claw to the game and pick it up. The claw automatically returns to location (0, 0), then the claw opens and throws the game for the player to pick it up. This machine is divided into four parts: The logic control consists of an Arduino Mega for motor control, an Arduino Uno for handling the LCD and coin acceptor, three TB6600 stepper motor drivers, an ESP8266, and a power supply for the entire system. Control part consists of lcd for displaying game instructions and remaining play time, joystick to control the gripper position before gripping item, and a green button that lowers the claw to pick up the toy. After that, it automatically returns to the starting position, opens the claw, and releases the toy to the player. The mechanics part consists of gripper that carried by motor and rope which this motor can be moved through (x, y) plane and the gripper that tied with rope is the z axis, one stepper motors for y movement, two stepper motors for x movement, one stepper for z movement and one servo motor for the gripper, The playing area contains the toys that the player can grip, and RGB led strips.
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Quran sensoryREADY
(2025) Mai Salameh; Fatina Al Taher
Technology has been infused into education in the past years, which has completely changed the ways children learn, interact, and engage with information. Nevertheless, a lot of modern tools, such as computers and tablets designed for older children, do not take into account younger children ages 3 to 12 and their unique sensory, cognitive, and developmental needs. This gap in educational technology is especially pertinent within special education and religious learning, early childhood development, and early childhood care. In response to these hurdles, SensoryREADY has been developed as a communication platform that is customizable, interactive, and sensory-friendly, providing help in various learning environments. With its use by teachers, therapists, and parents, the platform enhances learning and communication for children who require strong, structured, visual, and auditory stimuli. One of the key innovations of SensoryREADY is its Controller-Receiver-User model, which guarantees a combination of high flexibility alongside low intuitive interaction. Adaptive learning interventions can be gained from this model, which are crafted to the needs of every single child. The app’s modern educational techniques make it stand out and provide purpose alongside the more advanced applications. Alongside the more advanced applications for the Quran, the app serves as a purpose-built aid for kids and adults, memorizing and reciting the Quran.