The document discusses Finland's expertise in space technology and its applications in daily life, including weather forecasting, transportation, and environmental monitoring. It highlights the role of satellites in improving accuracy for weather predictions, tracking climate change, and assessing natural resources. Furthermore, it emphasizes Finland's participation in international space programs and cooperation with European organizations to boost innovation and business opportunities in the space industry.
Tiesitk旦 ett辰 k辰yt辰t avaruusteknologiaa joka p辰iv辰 ja ett辰 Suomessa on merkitt辰v辰 m辰辰r辰 avaruusalan osaamista? Tutustu muun muassa satelliittidataa hy旦dynt辰v辰辰n merenkulkuun, avaruuskaupunki Sodankyl辰辰n sek辰 suomalaisiin yrityksiin ja avaruustutkimukseen.
https://www.businessfinland.fi
http://spacefinland.fi/
The 2017 report by Business Finland and Neogames explores the current and future landscape of virtual reality (VR) and augmented reality (AR), highlighting trends, technology advancements, and market challenges. It discusses the fragmented nature of the consumer VR market, the technological demands for better user experiences, and the need for more affordable casual VR devices to reach mainstream audiences. The report identifies the continued potential for VR in gaming despite early struggles, emphasizing the importance of understanding user expectations and addressing market demands.
The document provides an overview of the virtual reality (VR), augmented reality (AR), and mixed reality (MR) ecosystem in Finland in 2017. It details the types of companies involved, including their sizes, years founded, locations, revenues, funding stages, and platforms used. The majority of Finnish XR companies have less than 10 employees, were founded after 2010, and are located in Helsinki or Oulu. Their combined revenues grew significantly between 2015-2016, though most generate less than 100k annually. Many companies rely on grants and angel funding. Key platforms include HTC Vive, Oculus Rift, smartphones, and HoloLens. A total of 60 companies are profiled that represent the diversity of the
The document provides information about Business Finland's research funding services beginning in 2018. It outlines three main funding services - Co-Creation, Co-Innovation, and New Business from Research Ideas. Co-Creation funding supports developing research ideas and building cooperative networks between research organizations and companies. Co-Innovation funding supports joint R&D projects between companies and research organizations. New Business from Research Ideas funding helps research organizations prepare research ideas for commercialization. The document explains the eligibility and evaluation criteria for each funding service.
The Finnish game industry saw slower growth in 2016 compared to previous years. The number of new studios founded decreased to 16 in 2016 from 30-55 annually from 2012-2015. While the number of active studios declined slightly, the industry turnover remained similar to 2015 and the number of large studios increased. Competition in mobile markets and a shortage of experienced talent have contributed to the slowing growth. However, the future remains promising for areas like VR, mobile esports, and PC downloadable games.
The ECSEL Call 2017-1 and 2017-2 outlines two-phase funding opportunities for innovation and research actions in Finland, with specific deadlines for project proposals. Innovation actions focus on pilot lines and demonstrators aiming at technology development (TRL 5-8), while research actions emphasize establishing new knowledge with a focus on feasibility (TRL 3-4). Eligibility criteria include types of participants and financial conditions, along with specific funding allocations for large enterprises, SMEs, and public research institutions.
Ensimm辰inen kysely Research Benefit -k辰rkihankerahoitusta saaneille projekteille osoittaa, ett辰 rahoitus on vahvistanut tutkimuksen ja elinkeinoel辰m辰n yhteisty旦t辰. Rahoituksella vauhditetaan tutkimusyhteis旦jen l辰hes valmiiden tutkimustulosten hy旦dynt辰mist辰 yritystoiminnassa.
The document outlines the significant growth of the Finnish game industry from 2004 to 2014, highlighting a turnover increase to 1.8 billion in 2015 and the role of Tekes funding, which provided 28 million specifically for game development during the Skene program. The total number of Finnish game companies rose from approximately 40 to 260 over the decade, supported by private investments of 53 million and strategic funding that contributed to higher turnover per employee compared to traditional industries. Overall, the Finnish game industry has become a crucial part of the national economy, projected to account for nearly 20% of the ICT sector's turnover by 2014.
The Industrial Internet programme by Tekes aims to encourage Finnish companies to renew their business models through new technologies. It will provide 100 million in funding over 5 years to networks combining ICT and other industries. This supports competitiveness by creating new business partnerships and models. Examples show potential for optimizing waste removal and ship operations through sensors and data analysis. However, Finland still lags in industrial ICT usage, so international cooperation is needed to develop areas like big data analytics and innovative business models leveraging new technologies. The objectives are opening new multidisciplinary networks, extracting value from meaningful data, and supporting business growth through digital transformation.
The document outlines various innovative educational solutions from Finland funded by Tekes, focusing on adaptive learning tools, gamified homework, and digital storytelling, among others. These solutions aim to enhance learning outcomes, increase engagement, and support educators by leveraging technology across different subjects and educational levels. Key beneficiaries include children, teachers, and educational institutions, emphasizing a user-centric approach to modern learning.
Mik辰 on kasvun merkitys? Miten ennustaa startup-yritysten menestyst辰? Tekes seuraa tarkasti my旦nt辰m辰ns辰 innovaatiorahoituksen vaikutuksia kansantalouteen ja yritysten liiketoimintaan. N辰k旦kulma innovaatiorahoitukseen -katsaus tarkastelee muun muassa Tekesin asiakasyritysten kasvua ja startup-yritysten menestystekij旦it辰.
The Finnish game industry saw slower growth in 2016 compared to previous years. The number of new studios founded decreased to 16 in 2016 from 30-55 annually from 2012-2015. While the number of active studios declined slightly, the industry turnover remained similar to 2015 and the number of large studios increased. Competition in mobile markets and a shortage of experienced talent have contributed to the slowing growth. However, the future remains promising for areas like VR, mobile esports, and PC downloadable games.
The ECSEL Call 2017-1 and 2017-2 outlines two-phase funding opportunities for innovation and research actions in Finland, with specific deadlines for project proposals. Innovation actions focus on pilot lines and demonstrators aiming at technology development (TRL 5-8), while research actions emphasize establishing new knowledge with a focus on feasibility (TRL 3-4). Eligibility criteria include types of participants and financial conditions, along with specific funding allocations for large enterprises, SMEs, and public research institutions.
Ensimm辰inen kysely Research Benefit -k辰rkihankerahoitusta saaneille projekteille osoittaa, ett辰 rahoitus on vahvistanut tutkimuksen ja elinkeinoel辰m辰n yhteisty旦t辰. Rahoituksella vauhditetaan tutkimusyhteis旦jen l辰hes valmiiden tutkimustulosten hy旦dynt辰mist辰 yritystoiminnassa.
The document outlines the significant growth of the Finnish game industry from 2004 to 2014, highlighting a turnover increase to 1.8 billion in 2015 and the role of Tekes funding, which provided 28 million specifically for game development during the Skene program. The total number of Finnish game companies rose from approximately 40 to 260 over the decade, supported by private investments of 53 million and strategic funding that contributed to higher turnover per employee compared to traditional industries. Overall, the Finnish game industry has become a crucial part of the national economy, projected to account for nearly 20% of the ICT sector's turnover by 2014.
The Industrial Internet programme by Tekes aims to encourage Finnish companies to renew their business models through new technologies. It will provide 100 million in funding over 5 years to networks combining ICT and other industries. This supports competitiveness by creating new business partnerships and models. Examples show potential for optimizing waste removal and ship operations through sensors and data analysis. However, Finland still lags in industrial ICT usage, so international cooperation is needed to develop areas like big data analytics and innovative business models leveraging new technologies. The objectives are opening new multidisciplinary networks, extracting value from meaningful data, and supporting business growth through digital transformation.
The document outlines various innovative educational solutions from Finland funded by Tekes, focusing on adaptive learning tools, gamified homework, and digital storytelling, among others. These solutions aim to enhance learning outcomes, increase engagement, and support educators by leveraging technology across different subjects and educational levels. Key beneficiaries include children, teachers, and educational institutions, emphasizing a user-centric approach to modern learning.
Mik辰 on kasvun merkitys? Miten ennustaa startup-yritysten menestyst辰? Tekes seuraa tarkasti my旦nt辰m辰ns辰 innovaatiorahoituksen vaikutuksia kansantalouteen ja yritysten liiketoimintaan. N辰k旦kulma innovaatiorahoitukseen -katsaus tarkastelee muun muassa Tekesin asiakasyritysten kasvua ja startup-yritysten menestystekij旦it辰.
6. Tavoite
Selvitet辰辰n rakennuksen vaipan osien:
Ulkosein辰n (US)
Yl辰pohjan (YP)
Alapohjan (AP)
l辰mm旦neristystason vaikutus pientalon,
kerrostalon ja toimiston l辰mmityksen ja
j辰辰hdytyksen ostoenergiankulutukseen.
7. Laskennan l辰ht旦tietoja
L辰mm旦neristystaso: Rakennus U-arvot, W/m族K L辰mm旦neristystason valintaperuste:
US YP AP
Pientalo
A 0.24 0.15 0.24 Normitaso C3 (2008)
B 0.17 0.09 0.16 Normitaso C3 (2010)
C 0.12 0.08 0.12 Matalaenergiapientalo (RIL 249-2009)
D 0.08 0.07 0.10 Passiivipientalo (RIL 249-2009)
Kerrostalo ja toimisto 孫
A 0.24 0.15 0.24 Normitaso C3 (2008)
B 0.17 0.09 0.16 Normitaso C3 (2010)
C 0.14 0.08 0.12 Matalaenergiakerrostalo (RIL 249-2009)
D 0.12 0.08 0.10 Passiivikerrostalo (RIL 249-2009)
E 0.08 0.07 0.10 Passiivipientalo (RIL 249-2009)
孫 Toimistossa vain US ja YP:n l辰mm旦nersitystaso otettu huomioon. (Toimistossa AP:n
l辰mp旦h辰vi旦it辰 ei ole otettu huomioon kellarikerroksessa sijaitsevan paikotustilan vuoksi.)
Muita l辰ht旦tietoja:
Kaikissa tapauksissa: - MSE ikkunat (1.0 W/m族K, g=0.56, ST = 0.44)
- Vaipan ilmanpit辰vyys n50 = 1.0 1/h
Rakennusten sijainti: Vantaa
Sis辰iset l辰mp旦kuormat:
D3 (2012) m辰辰r辰ystaso (laitteet, valaistus ja hl旦)
J辰辰hdytyksen asetusarvo:
Pientalo ja kerrostalo: (kon. j辰辰hdytys k辰yt旦ss辰 tarpeen mukaan 7/24h)
24/27属C = kes辰kuukausina (1.6-31.8) 27属C ja muina aikoina 24属C
Toimisto: (kon. j辰辰hdytys k辰yt旦ss辰 tarpeen mukaan ark klo 6-21)
24/25属C = kes辰kuukausina (1.6-31.8) 25属C ja muina aikoina 24属C
8. Tilojen ja IV:n l辰mmitys- ja
j辰辰hdytystarve 2012-2100
Pientalo: Kerrostalo:
90 45
A (l辰m.)
J辰辰hdytys-
B (l辰m.)
80 C (l辰m.) 40 tarve
D (l辰m.) A (l辰m.)
70 A (j辰辰hd.) 35 B (l辰m.)
B (j辰辰hd.) C (l辰m.)
C (j辰辰hd.) D (l辰m.)
60 D (j辰辰hd.)
30
E (l辰m.)
kWh/m族a
kWh/m族a
A (j辰辰hd.)
50 L辰mmitys- 25 B (j辰辰hd.)
tarve C (j辰辰hd.)
40 20 D (j辰辰hd.)
E (j辰辰hd.)
30 J辰辰hdytys- 15
tarve L辰mmitys-
tarve
20 10
10 5
0 0
1990 2010 2030 2050 2070 2090 2110 2130 1990 2010 2030 2050 2070 2090 2110 2130
50
Toimisto: 45 J辰辰hdytys-
tarve
40
35
30 L辰mmitys-
kWh/m族a
tarve
25
A (l辰m.)
B (l辰m.)
20 C (l辰m.)
D (l辰m.)
15 E (l辰m.)
A (j辰辰hd.)
10 B (j辰辰hd.)
C (j辰辰hd.)
5 D (j辰辰hd.)
E (j辰辰hd.)
0
1990 2010 2030 2050 2070 2090 2110 2130
14. Laskentaesimerkki
L辰ht旦tietoja:
Vuosi 2012
Rakennusten sijainti: Vantaa
Vaipan l辰mm旦neristystaso kaikilta osin
normin C3 (2010) mukainen
Vaipan ilmanpit辰vyys n50 = 1.0 1/h
L辰mmitystapa: S辰hk旦, MLP tai kaukol辰mp旦
J辰辰hdytystapa: Koneellinen j辰辰hdytys tai
vapaaj辰辰hdytys MLP:n maapiirill辰
15. L辰mmitys- ja j辰辰hdytysj辰rjestelm辰t
vs. ostoenergians辰辰st旦 2012
Pientalo: J辰rjestelm辰 Ostoenergiankulutus, kWh/m族a
L辰mmitys J辰辰hdytys yht
Tilat ja IV LKV Tilat
Vesik. s辰hk旦l辰mmitys + kon. j辰辰hdytys孫 64.5 38.0 5.8 108.4
MLP-l辰mmitys +vapaaj辰辰hdytys族 21.9 16.5 0.6 39.0
Ostoenergians辰辰st旦 (I - II) 42.6 21.5 5.3 69.4
Kerrostalo:
J辰rjestelm辰 Ostoenergiankulutus, kWh/m族a
L辰mmitys J辰辰hdytys yht
Tilat ja IV LKV Tilat
Kaukol辰mp旦 + kon. j辰辰hdytys孫 19.7 36.1 11.2 66.9
MLP-l辰mmitys +vapaaj辰辰hdytys族 6.5 15.7 1.1 23.3
Ostoenergians辰辰st旦 (I - II) 13.2 20.4 10.0 43.6
Toimisto: J辰rjestelm辰 Ostoenergiankulutus, kWh/m族a
L辰mmitys J辰辰hdytys yht
Tilat ja IV LKV Tilat ja IV
Kaukol辰mp旦 + kon. j辰辰hdytys孫 49.2 6.8 9.9 65.9
MLP-l辰mmitys + vapaaj辰辰hdytys族 15.9 3.0 0.8 19.7
Ostoenergians辰辰st旦 (I - II) 33.3 3.9 9.0 46.2
孫 Ilmalauhdutteinen kompressorikylm辰laite, jonka vuotuinen kylm辰kerroin on 3.0 (pientalo ja kerrostalo) tai 2.5 (toimisto)
族 Maal辰mp旦pumpun SPF-luku (tilojen l辰mmitys = 3.1, LKV = 2.3), vapaaj辰辰hd. vuotuinen kylm辰kerroin = 30
16. Yhteenveto
Rakennusten tilojen ja ilmanvaihdon l辰mmitystarve tulee
v辰henem辰辰n ilmastonmuutoksen vaikutuksesta vuoteen 2050
menness辰 15-25% ja vuoteen 2100 menness辰 30-50%
rakennustyypist辰 riippuen.
Rakennusten tilojen ja ilmanvaihdon j辰辰hdytystarve tulee
kasvamaan vastaavasti vuoteen 2050 menness辰 10-30% ja
vuoteen 2100 menness辰 20-75% rakennustyypist辰 riippuen.
Tutkittujen rakennuksen vaipan osien l辰mm旦neristystason
lis辰辰minen 2008 normitasoa paremmaksi kasvattaa
rakennuksen j辰辰hdytystarvetta.
Rakennuksen j辰辰hdytystarve tulee ensisijaisesti kattaa
passiivisilla j辰辰hdytysratkaisuilla ja vasta tarvittaessa
koneellisilla j辰辰hdytysratkaisuilla.
17. Yhteenveto
Tutkittujen vaipan osien l辰mm旦neristystason kasvattaminen
nykyist辰 normitasoa C3 (2010) paremmaksi:
Ei ole kerrostaloissa ja toimistoissa kannattavaa, vaikka tilojen
j辰辰hdytystarve katetaan ensisijaisesti passiivisilla ratkaisuilla, koska
lis辰erist辰misen tuoma ostoenergians辰辰st旦 on marginaalinen.
Pientalossa lis辰erist辰misell辰 saavutetaan enemm辰n
ostoenergians辰辰st旦辰 kuin kerrostaloissa ja toimistoissa. S辰辰st旦 on
nykyilmastossa suurimmillaan 6-17kWh/m族a k辰ytetyist辰 l辰mmitys- ja
j辰辰hdytystavoista riippuen.
Kerrostaloissa ja toimistorakennuksissa jo vuoden 2008
normitason l辰mm旦neristystaso tutkittujen vaipan osien osalta
olisi ollut energians辰辰st旦n kannalta varsin riitt辰v辰.
L辰mm旦neristystason lis辰辰misell辰 saavutettava energian-
s辰辰st旦 tulee ilmastonmuutoksen my旦t辰 edelleen pienenem辰辰n.
L辰mmitys- ja j辰辰hdytysj辰rjestelmien valinnalla voidaan
vaikuttaa rakennuksen energiatahokkuuteen huomattavasti
enemm辰n kuin tutkituilla vaipan l辰mm旦neristystasoilla.