• Title/Summary/Keyword: Virtual Boundary Method

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Thermal Compression of Copper-to-Copper Direct Bonding by Copper films Electrodeposited at Low Temperature and High Current Density (저온 및 고전류밀도 조건에서 전기도금된 구리 박막 간의 열-압착 직접 접합)

  • Lee, Chae-Rin;Lee, Jin-Hyeon;Park, Gi-Mun;Yu, Bong-Yeong
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2018.06a
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    • pp.102-102
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    • 2018
  • Electronic industry had required the finer size and the higher performance of the device. Therefore, 3-D die stacking technology such as TSV (through silicon via) and micro-bump had been used. Moreover, by the development of the 3-D die stacking technology, 3-D structure such as chip to chip (c2c) and chip to wafer (c2w) had become practicable. These technologies led to the appearance of HBM (high bandwidth memory). HBM was type of the memory, which is composed of several stacked layers of the memory chips. Each memory chips were connected by TSV and micro-bump. Thus, HBM had lower RC delay and higher performance of data processing than the conventional memory. Moreover, due to the development of the IT industry such as, AI (artificial intelligence), IOT (internet of things), and VR (virtual reality), the lower pitch size and the higher density were required to micro-electronics. Particularly, to obtain the fine pitch, some of the method such as copper pillar, nickel diffusion barrier, and tin-silver or tin-silver-copper based bump had been utillized. TCB (thermal compression bonding) and reflow process (thermal aging) were conventional method to bond between tin-silver or tin-silver-copper caps in the temperature range of 200 to 300 degrees. However, because of tin overflow which caused by higher operating temperature than melting point of Tin ($232^{\circ}C$), there would be the danger of bump bridge failure in fine-pitch bonding. Furthermore, regulating the phase of IMC (intermetallic compound) which was located between nickel diffusion barrier and bump, had a lot of problems. For example, an excess of kirkendall void which provides site of brittle fracture occurs at IMC layer after reflow process. The essential solution to reduce the difficulty of bump bonding process is copper to copper direct bonding below $300^{\circ}C$. In this study, in order to improve the problem of bump bonding process, copper to copper direct bonding was performed below $300^{\circ}C$. The driving force of bonding was the self-annealing properties of electrodeposited Cu with high defect density. The self-annealing property originated in high defect density and non-equilibrium grain boundaries at the triple junction. The electrodeposited Cu at high current density and low bath temperature was fabricated by electroplating on copper deposited silicon wafer. The copper-copper bonding experiments was conducted using thermal pressing machine. The condition of investigation such as thermal parameter and pressure parameter were varied to acquire proper bonded specimens. The bonded interface was characterized by SEM (scanning electron microscope) and OM (optical microscope). The density of grain boundary and defects were examined by TEM (transmission electron microscopy).

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Generation of Multi-view Images Using Depth Map Decomposition and Edge Smoothing (깊이맵의 정보 분해와 경계 평탄 필터링을 이용한 다시점 영상 생성 방법)

  • Kim, Sung-Yeol;Lee, Sang-Beom;Kim, Yoo-Kyung;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.471-482
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    • 2006
  • In this paper, we propose a new scheme to generate multi-view images utilizing depth map decomposition and adaptive edge smoothing. After carrying out smooth filtering based on an adaptive window size to regions of edges in the depth map, we decompose the smoothed depth map into four types of images: regular mesh, object boundary, feature point, and number-of-layer images. Then, we generate 3-D scenes from the decomposed images using a 3-D mesh triangulation technique. Finally, we extract multi-view images from the reconstructed 3-D scenes by changing the position of a virtual camera in the 3-D space. Experimental results show that our scheme generates multi-view images successfully by minimizing a rubber-sheet problem using edge smoothing, and renders consecutive 3-D scenes in real time through information decomposition of depth maps. In addition, the proposed scheme can be used for 3-D applications that need the depth information, such as depth keying, since we can preserve the depth data unlike the previous unsymmetric filtering method.

Expression of Good and Evil in Animation Film from a Perspective of Dionysian : Focusing on , a 3D Animation Film (디오니소스적 관점에서 본 애니메이션 영화의 선악 표현 : 3D 애니메이션 <빅 히어로>를 중심으로)

  • An, Se-Ung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.31-55
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    • 2015
  • The purpose of this study is to pay attention to the expression of good and evil which has Been significantly developed out of the existing dichotomous good and evil in animation films and to identify for them. Even though 3D animation films provides us with a sense of realistic existence due to surprising technical powers, the stories contained in such films tend to remain in the limit of family films. However, recently, some films have been presented beyond such limit with a scenario that makes people introspect their inner side. Among them, this study considered the expression of good and evil of , which extended the meaning of didactic morality into the dimension of 'Philosophy of Dionysian yes', as significant for research purpose. More specifically, this study looked at and discussed this film in more details in the aspect of focusing on the value of good and evil for eliminating the boundary of the existing perspective and pursuing positive overcoming. The frame of the concept for discussion used the philosophical statements of Kant and Hegel as well as Nietzsche who explained the meaning of good and evil with Dionysian view. As to the method of research, this study attempted to understand the theoretically related concepts and discuss the meaning, along with the presentation of examples, by inputting such meaning into the expression of good and evil presented in the film. This study has the implication in identifying that an animation film, as a virtual world, plays a role of opening a new prospect for conversion of thought in our real world and expecting a future progress.

An Analysis on the Title Sequence of Disney Full-length Animation (디즈니 장편애니메이션 타이틀 시퀀스 분석)

  • Kim, Seol-Mi;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.183-214
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    • 2015
  • For a long time, Disney has made animations including world views such as family-focused, conservative ideology, happy ending, etc. for families. Periodical situation and spectators' demands have been changed little by little, but Disney is still a company who is the most successful both nominally and virtually in animation industry. For the secrets of their success, there is fantasy world of fabricated animation, thoroughly organized story and image. When spectators watch animations, their sufficient immersion in the fantasy is to let them forget realities. In the introduction of Disney animations, spectators turn off the switch of realities and turn on the switch of fantasy world through the procedure to recognize and confirm virtual world sufficiently. In the switch of the introduction used frequently by Disney, there are four methods. First is to start while opening the cover of storybook. Second is to start while storyteller gives a talk directly. Third is to start with live action film and continue to animation. Fourth is musical method. Those four switches play a role of the gate which distinguishes spectators' realities from Disney's fantasy clearly. The process makes an opportunity to set spectators who feel uneasy due to the vague boundary between realities and fantasy at ease and let them immerse in animation sufficiently with mind at ease.

A Study on the Development of Cyberpolice Volunteer System Using the Collective Intellectual Network (집단지성 네트워크형 사이버폴리스 자원봉사시스템 구축에 관한 연구)

  • Kim, Doo-Hyun;Park, Sung-Joon;Na, Gi-Sung
    • Korean Security Journal
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    • no.61
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    • pp.59-85
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    • 2019
  • In the reality that the boundary between the real world and the virtual world disappears with the 4th Industrial Revolution, cyber crimes that occur beyond time and space have clear limitations in fulfilling their duties only with the police force of government organizations established under the real law system. The research method of this thesis is based on the literature research and the experience of security work. The purpose of this paper is to establish a social system where collective intelligence of each social field can participate voluntarily to respond to cyber crimes occurring beyond the time and space before the law and institutionalization. In addition, the social system in which collective intelligence in each social sector can participate voluntarily was established to define crime types in cyberspace in real time and to prevent crimes defined by the people themselves and the counter-measures had been proposed in order to form social consensus. First, it is necessary to establish a collective intelligent network-type cyberpolice volunteer system. The organization consists of professors of security and security related departments at universities nationwide, retired public officials from the National Intelligence Service, the National Police Agency, and the National Emergency Management Agency, security companies and the organizations, civilian investigators, security & guard, firefighting, police, transportation, intelligence, security, national security, and research experts. Second, private sector regulation should be established newly under the Security Business Act. Third, the safety guard of the collective intelligent cyberpolice volunteer system for the stability of the people's lives should strengthen volunteer work. Fourth, research lessons and legal countermeasures against cybercrime in advanced countries should be introduced. Fifth, the Act on the Protection of Personal Information, the Act on Promotion of Information and Communication Network Utilization and Information Protection, the Act on the Utilization and Protection of Credit Information, and the Special Act on the Materials and Parts Industry should be amended. Sixth, police officers should develop cybercrime awareness skills for proactive prevention activities.

Analysis of news bigdata on 'Gather Town' using the Bigkinds system

  • Choi, Sui
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.53-61
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    • 2022
  • Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.


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