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A Study of Additional-Body Effects in Isolation-Last Quasi-SOI MOSFETsEng, Yi-Chuen 25 July 2012 (has links)
As semiconductor device sizes continue to decrease, the traditional bulk CMOS technology is seen as an obstacle itself by the physical device limitations. One of the physical limitations of MOSFETs is to ensure that the SCEs and related issues can be controlled to maintain device performance targets. For SOI MOSFETs, due to the presence of BOX, short-channel behavior is improved, as compared to bulk Si. But self-heating plays a key role in affecting device reliability. Thus, these challenges make the future of planar technology being difficult to be continuously implemented.
In this thesis we introduce the concept of the isolation-last process which moves the ¡§FET active region definition¡¨ to the back of the S/D activation process. There are two kinds of devices to be fabricated: BOSDT-APSB MOSFET and ZBOSDT-APSB MOSFET. BOSDT is the acronym of block-oxide S/D-tie and APSB is the acronym of additional poly-Si body. It should be noted that the ZBO is the acronym of zero BO (absence of BO). Actually, the two above-mentioned devices can be referred to as the poly-Si TFTs, due to the presence of poly-Si active region. However, for the ultimate scaling, the two proposed devices can have an additional silicon body or ASB. Two proposed devices, being a consideration of fabrication aspects, have a different design compared to their scaled-down sizes. But we can still hold the ASB¡¦s core values.
According to the simulation, the ASB shows its ability to alleviate the SCEs and offers improved cooling capability, which is because the additional body provides extra space for heat dissipation. The unwanted results are that the large gate leakage current and parasitic capacitances are observed as the ASB is created. Fortunately, these results are still within acceptable limits. Experimental results show that the APSB is desirable to suppress the SCEs in both BOSDT and ZBOSDT MOSFETs. We also verify that the device¡¦s cooling capability can be improved by introducing an APSB into MOSFETs. In other words, the APSB is useful for enhanced performance and reliability, although some disadvantages exist also. The BO has been proven to have a better channel controllability than its counterpart. But the ZBO can be seen as the ultimately scaled BO. And after scaling, the schemes of ZBO and ASB become more pronounced.
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Vikten av Ljud för Navigation i Virtuell Miljö : Orientering med Binaural ljudsimuleringMårtensson, Dennis, Persson, Jonatan, Sundberg, Simon January 2015 (has links)
Dagens digitala spel är oerhört komplexa produktioner som ofta kräver en multitud av sofistikerade verktyg för att förverkligas. Ett intrikat nätverk av moderna lösningar där såväl visuella som audiovisuella element samverkar för att frambringa fängslande och entusiasmerande upplevelser är vad som gör dagens spelproduktioner, och ingen annan bransch har sett samma raketutveckling som spelbranschen sedan dess begynnelse. Ljuddesignens roll i digitala spel har dock förblivit passiv där andra element tagit an mer dynamiska roller i varierande form. Generellt sett är ljudet oftast mer ett komplement till de visuella elementen än ett fristående förmedlingsredskap. Då audiovisuell kommunikation ej delar vissa av de begränsningar som visuell kommunikation innehar, såsom grafisk processeringskraft, bildskärmsavgränsningar etc, så ser vi att ljuddesign besitter en stor mängd outnyttjad potential som i teorin hade kunnat förgylla spelupplevelser kolossalt. Det här arbetet undersöker både genom analoga och digitala medel hur införandet av binaural lyssning i spelproduktioner kan förbättra navigationsförutsättningarna för användaren avsevärt då djup och höjd kan skildras mycket mer effektivt, samt hur dess applicering i tredimensionella miljöer kan främja såväl nöjes som lärosyften i så kallade Audio based Environment Simulators (AbES). / Today’s digital games are incredibly complex productions which often requires a multitude of sophisticated tools to be fulfilled. An intricate network of modern solutions where visual as well as audiovisual elements consociates to produce intriguing and engaging experiences is what makes up todays game productions, and no other industry has seen the same rapid growth as the games industry since it’s commencement. The role of sound design in digital games however have remained passive whereas other elements have taken on more dynamic roles in varying forms. Sound is generally speaking more of a complement to the visual elements than an independent mediation tool. Since audiovisual communication does not share some of the limitations that visual communication possess, such as graphical processing power, the boundaries of the computer monitor etc, we can see that sound design possess a large amount of untapped potential that in theory could tremendously enhance gaming experiences. This paper researches, both through analog and digital means, how the implementation of binaural listening in game productions could improve navigational prerequisites for the user considerably so that depth and height can be depicted with much better effeciency, as well as how it’s application in three dimensional environments could support both purposes of entertainment and learning in so called Audio based Environment Simulators (AbES).
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