96,938 research outputs found

    Development of a Monolithically Integrated GaN Nanowire Memory Device

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    Gallium nitride (GaN) devices are of particular interest for a variety of fields and application spaces. The materials properties of GaN make it an ideal semiconductor for electronics and optoelectronics. Within electronics, GaN is of great interest for high-power and high-frequency electronics. Within optoelectronics, GaN has enabled efficient lighting and continues to be scaled for augmented reality and virtual reality (AR/VR) application spaces through the realization of micro-LEDs. In scaling such devices for incorporation into larger systems that span multiple fields, monolithically integrating other devices and components would provide greater flexibility and improve system-level performance. One such avenue for explored here is the development and integration of a GaN-based memory device with a light-emitting diode (LED). Specifically, a nanowire memory device integrated vertically with an LED. Initial work involved developing and verifying a high-κ dielectric memory stack on Si for memory characteristics. This was followed by fabrication of the integrated memory device and LED on a green LED GaN-on-sapphire substrate through a top-down approach. Initial electrical testing showed a functional, blue-shifted LED and the existence of a 2.5V memory window for a +/-10V program/erase window. Finally, a new self-limiting etch technique was examined to address possibilities for further scaling nanowires

    Metasurface-based compact light engine for AR headsets

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    Despite the great advances, potentials of augmented reality to fundamentally transform the way people use computers is partially hindered by the size and weight of the AR headsets. In waveguide-based devices, the light engine constitutes a significant portion of the total volume and weight. Dielectric metasurfaces have in recent years been used to demonstrate various high performance optical elements like blazed gratings and wide field of view lenses with small thicknesses, high efficiencies, and little stray light. Here, we report our work on the design of a compact light engine based on multi-metasurface optics with wide fields of view, integrated with three monochrome μ-LED displays for red, green, and blue. The metasurfaces image the μ-LEDs on the prism or grating couplers. This design avoids an important shortcoming of μ-LEDs and metasurface lenses, i.e., each work well for a single wavelength. As an example, we present a design for 532 nm, with over 3000 resolved angular points in an 8-mm-diameter field of view, and a total volume less than 0.65 cc (<2 cc for the three wavelengths). Limited by the total internal reflection region inside a waveguide with a 1.78 refractive index, the light engine can produce an image with over 1500x1500 points over a field of view slightly larger than 85°x85° in air. To the best of our knowledge, this is the first proposal and demonstration of such a system and therefore opens the path towards exploring the potentials of the metasurface diffractive optics technology for compact AR headsets with enhanced optical capabilities

    Rancang Bangun Aplikasi Pengenalan Hewan Dengan Teknologi Augmented Reality Menggunakan Metode MDLC

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    The role of technology has many benefits in various fields and aspects of life, one of which is a smartphone. The rapid development of Android smartphones, Augmented Reality technology appears on smartphones. Augmented Reality is a technology that combines the real is a learning medium that can be used in Kindergarten (TK).introduction to animals for early childhood by utilizing Augmented Reality as a learning method for animal recognition which is expected to become a learning medium and provide a new learning atmosphere for children. Animals or can be called by the name of the animal is an organism that lives on earth. Another name is fauna or wildlife. Not all parents can take their children to go the zoo due to time constraints due to busy work and the considerable distance to the zoo. The results of this study are in the form of an application that can be run on a smartphone with the Android operating system. Based on the results of testing the application, it is known that this application can display 3D objects in dim light with an intensity of 35 lux at a distance of 10 cm-60 cm and a viewing angle of 10Ëš-90Ëš. this research aims to make animal recognition applications as learning aids for children who are able to recognize animals. In this study using the Multimedia Development Life Cycle (MDLC) method. It is hoped that further applications can be developed and can provide information about animal recognition

    Augmented Reality in Astrophysics

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    Augmented Reality consists of merging live images with virtual layers of information. The rapid growth in the popularity of smartphones and tablets over recent years has provided a large base of potential users of Augmented Reality technology, and virtual layers of information can now be attached to a wide variety of physical objects. In this article, we explore the potential of Augmented Reality for astrophysical research with two distinct experiments: (1) Augmented Posters and (2) Augmented Articles. We demonstrate that the emerging technology of Augmented Reality can already be used and implemented without expert knowledge using currently available apps. Our experiments highlight the potential of Augmented Reality to improve the communication of scientific results in the field of astrophysics. We also present feedback gathered from the Australian astrophysics community that reveals evidence of some interest in this technology by astronomers who experimented with Augmented Posters. In addition, we discuss possible future trends for Augmented Reality applications in astrophysics, and explore the current limitations associated with the technology. This Augmented Article, the first of its kind, is designed to allow the reader to directly experiment with this technology.Comment: 15 pages, 11 figures. Accepted for publication in Ap&SS. The final publication will be available at link.springer.co

    Negotiating Reality

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    Our understanding of research through design is demonstrated by a close examination of the methods used in the project lifeClipper2. This design research project investigates the applicability of immersive outdoor Augmented Reality (AR). lifeClipper2 offers an audiovisual walking experience in a virtually extended public space and focuses on audiovisual perception as well as on the development of the appropriate technology. The project involves contributions of partners from different fields of research. Thus, lifeClipper2 is able to test the potential of AR for visualizing architecture and archaeological information and to challenge our understanding of perception and interaction. Using examples from our research, the paper reflects on how scenario design contributes to the production of design knowledge and explores the possibilities and variations of AR. Finally, the paper drafts our approach to design research. The three tenets of our work are: the use of scenarios as a tool of interdisciplinary research, the experimental exploration of media and the intention to make design knowledge explicit. Keywords: augmented reality; locative media; hybrid environment; immersion; perception; experience design; research through design; scenario design</p
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