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  • Tuesday, April 10, 2007

    White LED: The Future Lamp

    LED stands for Light Emitting Diode. An LED is a semiconductor chip that converts electrical energy into light. The conversion of energy into light happens on the quantum level within the molecular makeup of the semiconductor chip. The process begins with the chip acting as a diode with two terminals, a P (Positive hole carrier) and N (Negative electron) region in its basic structure, which allow the chip to conduct in one direction for operation. In addition, there are added chemical layers called epitaxy layers that enhance the ability of the device to emit light (Photons). As electrical energy passes through the P and N regions of the LED, electrons move to higher energy levels called band gap potentials. To meet the conservation of energy law, the electron's excess energy, gained while moving energy levels, will then produce a photon that our eye will perceive as light. At this point, the band gap potentials equal the energy of the photon created when the electron that was moving energy levels comes back to the ground state.

    The colour of the light emitted directly relates to the size of the band gap potentials or the amount of energy the photons produce. Since different colours occur at different band gap potentials, or energy levels, this explains why different colour LEDs exhibit different forward voltages to operate. Recent advances in LED technology have led to brighter LEDs due to higher quantum efficiencies and higher chip extraction efficiencies. Another recent development of a blue color LED has led to RGB (Red Green Blue) white lighting as well as Phosphor on Blue to form white LEDs. The technique of Phosphor coating on Blue has shown that in the near future, white lighting from solid-state sources is a possibility, which has led to a lot of excitement.


    Bright LEDs For Outdoor Applications
    The first LEDs bright enough for use in outdoor applications were made of aluminium-gallium arsenide (AlGaAs). These red LEDs appeared as high mount-stop lights on automobiles and in a limited number of traffic lights. The recent advent of efficient green, blue and white LEDs may lead to more applications. Aluminium-gallium-indium phosphide (AlGaInP) and indium-gallium-nitride (InGaN) LEDs have succeeded AlGaAs as the brightest available LEDs. AlGaInP LEDs range in color from red to amber and produce about 3 lumens with efficacies greater than 20 lumens per electrical watt, although green and yellow AlGaInP LEDs have much lower efficacies. Hewlett-Packard plans to release AlGaInP LEDs with a light output of more than 10 lumens per LED.

    Guided Missiles

    Presently there are many types of guided missiles. They can be broadly classified on the basis of their features such as type of target, method of launching, range, launch platform, propulsion or guidance and tye of trajectory.
    On the basis of target they are classified as Antitank/ Antiarmour, Antipersonnel, Antiaircraft, Antiship/ Antisubmarine, Antisatallites or Antimissiles.Another classification of missiles which depends upon the method of launching. They are surface- to- surface Missiles [ SSM], Surface-to-Air Missiles [SAM], Air -to-Air Missiles [AAM] and Air- to- Surface Missiles. Surface- to - Surface Missiles are common Ground-to-Ground ones. Although these may be launched from a ship to another ship. Under water weapons, which are launched from a submarine, also come under this classification.Surface-to-Air Missiles ar3 essential complaint of modern air defence systems along with Antiaircraft guns which are used against hostile aircrafts. Air-to-air Missiles are for air born battle among fighter or bomber aircraft. These are usually mounted under the wings of the aircraft and are fired against the target. The computer and radar networks control these missiles.


    On the basis of range, missiles can be broadly classified as short range missiles, medium range missiles, intermediate range missiles and long range missiles. These classifications is mainly used in the care of SSM missiles which travel a distance of about a distance of about 50 to 100 km. Are designated as short range missiles. Those with a range of 100 to 1500 km. Are called medium range missiles and missiles having a range up to 5000 km. Are said to be intermediate- range missiles. Missiles, which travel a distance of 12000 km, are called long-range missiles.
    On the basis of launch platform missiles can be termed as shoulder fired, Land/ Mobile fired, Aircraft/ Helicopter borne, Ship/ submarine- launched.


    Based on guidance, missiles are broadly classified as command guider missiles, Homing guidance, Beam rider guidance, inertial navigation guidance and stellar guidance.One more classification is based on the type of trajectory and a missile is called as a ballistic missile or a cruise missile. By definition ballistic missile is the one, which covered a major part of its range outside the atmosphere where the only external force active on the missile is the gravitational force of earth, while the cruise is the one, which travels its entire range within the atmosphere at aim nearly constant height and speed.Another classification based on the propulsion system provided in the missile. So they are classified solid propulsion systems, liquid propulsion systems and hybrid propulsion systems.

    SyncML

    The popularity of mobile computing and communications devices can be traced to their ability to deliver information to users when needed. Users want ubiquitous access to information and applications from the device at hand, plus they want to access and update this information on the fly. The ability to use applications and information on one mobile device, then to synchronize any updates with the applications and information back at the office, or on the network, is key to the utility and popularity of this pervasive, disconnected way of computing. Unfortunately, we cannot achieve these dual visions: Networked data that support synchronization with any mobile device Mobile devices that support synchronization with any networked data Rather, there is a proliferation of different, proprietary data synchronization protocols for mobile devices. Each of these protocols is only available for selected transports, implemented on a selected subset of devices, and able to access a small set of net-worked data.

    The absence of a single synchronization standard poses many problems for end users, device manufacturers, application developers, and service providers. SyncML is a new industry initiative to develop and promote a single, common data synchronization protocol that can be used industry-wide. Driving the initiative are Ericsson, IBM, Lotus, Motorola, Nokia, Palm Inc., Psion, Starfish Software. Additional companies are being recruited to join and participate. Founded in February 2000, the SyncML initiative recognized the worldwide need for one common data synchronization protocol. With the industry-wide proliferation of mobile devices and the evolution toward mobile devices as the major means of information exchange, remote synchronization of data will be of integral importance. The SyncML initiative, officially supported by well over 200 device manufacturers, service providers and application developers, is currently developing and promoting an open global specification for mobile data synchronization.

    The popularity of mobile computing and communication devices can be traced to their ability to deliver information to users when needed. Users want ubiquitous access to information and applications from the device at hand, plus they want to access and update this information on the fly.A long-standing obstacle to the advancement of ubiquitous computing has been the lack of a generalized synchronization protocol. Until recently, the available synchronization protocols were proprietary, vendor-specific, and supported synchronization only on selected transports, implemented on a selected subset of devices, and able to access a small set of net-worked data. This has slowed development in the area of mobile computing and been a common source of frustration for users, device manufacturers, service providers, and application developers.


    SyncML is a new industry initiative to develop and promote a single, common data synchronization protocol that can be used industry-wide. Driving the initiative are Ericsson, IBM, Lotus, Motorola, Nokia, among others. SyncML is intended as a common language that enables smooth, efficient synchronization of personal and business information over fixed or mobile networks. Its aim is to facilitate the synchronization of networked information with various devices running SyncML-compatible applications.

    EDGE

    EDGE is the next step in the evolution of GSM and IS- 136. The objective of the new technology is to increase data transmission rates and spectrum efficiency and to facilitate new applications and increased capacity for mobile use. With the introduction of EDGE in GSM phase 2+, existing services such as GPRS and high-speed circuit switched data (HSCSD) are enhanced by offering a new physical layer. The services themselves are not modified. EDGE is introduced within existing specifications and descriptions rather than by creating new ones. This paper focuses on the packet-switched enhancement for GPRS, called EGPRS. GPRS allows data rates of 115 kbps and, theoretically, of up to 160 kbps on the physical layer. EGPRS is capable of offering data rates of 384 kbps and, theoretically, of up to 473.6 kbps.

    A new modulation technique and error-tolerant transmission methods, combined with improved link adaptation mechanisms, make these EGPRS rates possible. This is the key to increased spectrum efficiency and enhanced applications, such as wireless Internet access, e-mail and file transfers.


    GPRS/EGPRS will be one of the pacesetters in the overall wireless technology evolution in conjunction with WCDMA. Higher transmission rates for specific radio resources enhance capacity by enabling more traffic for both circuit- and packet-switched services. As the Third-generation Partnership Project (3GPP) continues standardization toward the GSM/EDGE radio access network (GERAN), GERAN will be able to offer the same services as WCDMA by connecting to the same core network. This is done in parallel with means to increase the spectral efficiency. The goal is to boost system capacity, both for real- time and best-effort services, and to compete effectively with other third-generation radio access networks such as WCDMA and cdma2000.

    D-Blast

    The explosive growth of both the wireless industry and the Internet is creating a huge market opportunity for wireless data access. Limited Internet access, at very low speeds, is already available as an enhancement to some existing cellular systems. However those systems were designed with purpose of providing voice services and at most short messaging, but not fast data transfer. Traditional wireless technologies are not very well suited to meet the demanding requirements of providing very high data rates with the ubiquity, mobility and portability characteristics of cellular systems. Increased use of antenna arrays appears to be the only means of enabling the type of data rates and capacities needed for wireless Internet and multimedia services. While the deployment of base station arrays is becoming universal it is really the simultaneous deployment of base station and terminal arrays that can unleash unprecedented levels of performance by opening up multiple spatial signaling dimensions. Theoretically, user data rates as high as 2 Mb/sec will be supported in certain environments, although recent studies have shown that approaching those might only be feasible under extremely favorable conditions-in the vicinity of the base station and with no other users competing for band width. Some fundamental barriers related to the nature of radio channel as well as to the limited bandwidth availability at the frequencies of interest stand in the way of high data rates and low cost associated with wide access.

    In wireless systems, radio waves do not propagate simply from transmit antenna to receive antenna, but bounce and scatter randomly off objects in environment. This scattering is known as multipath as it result in multiple copies of the transmitted signals arriving at the receiver via different scattered paths. Multipath has always been regarded as impairment, because the images arrive at the receiver at slightly different times and thus can interfere destructively, canceling each other out. However recent advances in information theory have shown that, with simulations use of antenna arrays at both base station and terminal, multipath interference can be not only mitigated, but actually exploited to establish multiple parallel channels that operate simultaneously and in the same frequency band. Based on this fundamental idea, a class of layered space-time architecture was proposed and labeled BLAST. Using BLAST the scattering characteristics of the propagation environment is used to enhance the transmission accuracy by treating the multiplicity of the propagation environment is used to enhance the transmission accuracy by treating the multiplicity of scattering paths as separate parallel sub channels.

    Blu Ray Disc

    Optical disks share a major part among the secondary storage devices.Blu .ray Disc is a next .generation optical disc format. The technology utilizes a blue laser diode operating at a wavelength of 405 nm to read and write data. Because it uses a blue laser it can store enormous more amounts of data on it than was ever possible.
    Data is stored on Blu .Ray disks in the form of tiny ridges on the surface of an opaque 1.1 .millimetre .thick substrate. This lies beneath a transparent 0.1mm protective layer. With the help of Blu .ray recording devices it is possible to record up to 2.5 hours of very high quality audio and video on a single BD.


    Blu ray also promises some added security, making ways for copyright protections. Blu .ray discs can have a unique ID written on them to have copyright protection inside the recorded streams. Blu .ray disc takes the DVD technology one step further, just by using a laser with a nice color.

    History of Blu ray Disc


    First Generation
    When the CD was introduced in the early 80s, it meant an enormous leap from traditional media. Not only did it offer a significant improvement in audio quality, its primary application, but its 650 MB storage capacity also meant a giant leap in data storage and retrieval. For the first time, there was a universal standard for pre .recorded, recordable and rewritable media, offering the best quality and features consumers could wish for themselves, at very low costs.
    1.2 Second Generation

    Although the CD was a very useful medium for the recording and distribution of audio and some modest data .applications, demand for a new medium offering higher storage capacities rose in the 90s. These demands lead to the evolution of the DVD specification and a five to ten fold increase in capacity. This enabled high quality, standard definition video distribution and recording. Furthermore, the increased capacity accommodated more demanding data applications. At the same time, the DVD spec used the same form factor as the CD, allowing for seamless migration to the next generation format and offering full backwards compatibility.

    AC Performance Of Nanoelectronics

    Nano electronic devices fall into two classes: tunnel devices and ballistic transport devices. In Tunnel devices single electron effects occur if the tunnel resistance is larger than h/e = 25 K §Ù. In Ballistic devices with cross sectional dimensions in the range of quantum mechanical wavelength of electrons, the resistance is of order h/e = 25 K §Ù. This high resistance may seem to restrict the operational speed of nano electronics in general. However the capacitance values and drain source spacing are typically small which gives rise to very small RC times and transit times of order of ps or less. Thus the speed may be very large, up to THz range. The goal of this seminar is to present the models an performance predictions about the effects that set the speed limit in carbon nanotube transistors, which form the ideal test bed for understanding the high frequency properties of Nano electronics because they may behave as ideal ballistic 1d transistors.


    Ballistic Transport- An Outline
    When carriers travel through a semiconductor material, they are likely to be scattered by any number of possible sources, including acoustic and optical phonons, ionized impurities, defects, interfaces, and other carriers. If, however, the distance traveled by the carrier is smaller than the mean free path, it is likely not to encounter any scattering events; it can, as a result, move ballistically through the channel. To the first order, the existence of ballistic transport in a MOSFET depends on the value of the characteristic scattering length (i.e. mean free path) in relation to channel length of the transistor.


    This scattering length, l , can be estimated from the measured carrier mobility where t is the average scattering time, m* is the carrier effective mass, and vth is the thermal velocity. Because scattering mechanisms determine the extent of ballistic transport, it is important to understand how these depend upon operating conditions such as normal electric field and ambient temperature.

    Smart Fabrics

    Based on the advances in computer technology, especially in the field of miniaturization, wireless technology and worldwide networking, the vision of wearable computers emerged. We already use a lot of portable electronic devices like cell phones, notebooks and organizers. The next step in mobile computing could be to create truly wearable computers that are integrated into our daily clothing and always serve as our personal assistant. This paper explores this from a textile point of view. Which new functions could textiles have? Is a combination of textiles and electronics possible? What sort of intelligent clothing can be realized? Necessary steps of textile research and examples of current developments are presented as well as future challenges.


    Introduction
    Today, the interaction of human individuals with electronic devices demands specific user skills. In future, improved user interfaces can largely alleviate this problem and push the exploitation of microelectronics considerably. In this context the concept of smart clothes promises greater user-friendliness, user empowerment, and more efficient services support. Wearable electronics responds to the acting individual in a more or less invisible way. It serves individual needs and thus makes life much easier. We believe that today, the cost level of important microelectronic functions is sufficiently low and enabling key technologies are mature enough to exploit this vision to the benefit of society. In the following, we present various technology components to enable the integration of electronics into textiles.


    Electronic textiles (e-textiles) are fabrics that have electronics and interconnections woven into them. Components and interconnections are a part of the fabric and thus are much less visible and, more importantly, not susceptible to becoming tangled together or snagged by the surroundings. Consequently, e-textiles can be worn in everyday situations where currently available wearable computers would hinder the user. E-textiles also have greater flexibility in adapting to changes in the computational and sensing requirements of an application.


    The number and location of sensor and processing elements can be dynamically tailored to the current needs of the user and application, rather than being fixed at design time. As the number of pocket electronic products (mobile phone, palm-top computer, personal hi-fi, etc.) is increasing, it makes sense to focus on wearable electronics, and start integrating today's products into our clothes. The merging of advanced electronics and special textiles has already begun. Wearable computers can now merge seamlessly into ordinary clothing. Using various conductive textiles, data and power distribution as well as sensing circuitry can be incorporated directly into wash-and-wear clothing.

    Smart Dust

    Smart dust is tiny electronic devices designed to capture mountains of information about their surroundings while literally floating on air. Nowadays, sensors, computers and communicators are shrinking down to ridiculously small sizes. If all of these are packed into a single tiny device, it can open up new dimensions in the field of communications.
    The idea behind 'smart dust' is to pack sophisticated sensors, tiny computers and wireless communicators in to a cubic-millimeter mote to form the basis of integrated, massively distributed sensor networks. They will be light enough to remain suspended in air for hours. As the motes drift on wind, they can monitor the environment for light, sound, temperature, chemical composition and a wide range of other information, and beam that data back to the base station, miles away.

    Smart Dust requires both evolutionary and revolutionary advances in miniaturization, integration, and energy management. Designers can use microelectromechanical systems to build small sensors, optical communication components, and power supplies, whereas microelectronics provides increasing functionality in smaller areas, with lower energy consumption. The power system consists of a thick-film battery, a solar cell with a charge-integrating capacitor for periods of darkness, or both. Depending on its objective, the design integrates various sensors, including light, temperature, vibration, magnetic field, acoustic, and wind shear, onto the mote. An integrated circuit provides sensor-signal processing, communication, control, data storage, and energy management. A photodiode allows optical data reception. There are presently two transmission schemes: passive transmission using a corner-cube retro reflector, and active transmission using a laser diode and steerable mirrors.

    Optical Burst Switching

    Optical burst switching is a promising solution for all optical WDM networks It combines the benefits of optical packet switching and wavelength routing while taking into account the limitations of current all optical technology In OBS the user data is collected at the edge of the network, sorted based on destination address,and grouped into variable sized bursts Prior to transmitting a burst, a control packet is created and immediately send toward the destination in order to setup a buffer less optical path for its corresponding burst After an offset delay time, the data burst itself is transmitted without waiting for positive acknowledgement from the destination node the OBS framework has been widely studied in the past few years because it achieves high traffic throughput and high resource utilization .

    Optical communication has been used for a long time and it very much popular with the invention of wavelength-division multiplexing(WDM) Current WDM works over point-to-point links,where optical-to-electrical-to-optical(OEO) conversion is required over each step The elimination of OEO conversion in all optical networks(AON) allows for unprecedented transmission rates AON's can further be categorized as wavelength-routed networks(WRNs).,optical burst switched networks(OBSNs),or optical packet switched networks(OPSNs).Now we discuss here about optical burst switching(OBS)


    In optical burst switching(OBS) data is transported in variable sized units called bursts Due to the great variability in the duration of bursts the OBS network can be viewed as lying between OPSNs and WRNS That is, when all burst durations are very short,equal to the duration of an optical packet,OBSN can be seen as resembling an OPSN On the other hand,when all the burst durations are extremely long the OBSN may seem resembling a WRN In OBS there is strong separation between the data and control planes,which allows for greater network manageability and flexibility In addition its dynamic nature leads to high network adaptability and scalability,which makes it quite suitable for transmission of bursty traffic .

    Virtual Keyboard

    A virtual keyboard is actually a key-in device, roughly a size of a fountain pen, which uses highly advanced laser technology, to project a full sized keyboard on to a flat surface. Since the invention of computers they had undergone rapid miniaturization. Disks and components grew smaller in size, but only component remained same for decades -its keyboard. Since miniaturization of a traditional keyboard is very difficult we go for virtual keyboard. Here, a camera tracks the finger movements of the typist to get the correct keystroke. A virtual keyboard is a keyboard that a user operates by typing on or within a wireless or optical -dectable surface or area rather than by depressing physical keys.

    Since their invention, computers have undergone rapid miniaturization from being a 'space saver' to 'as tiny as your palm'. Disks and components grew smaller in size, but one component still remained the same for decades - it's the keyboard. Miniaturization of keyboard had proved nightmare for users. Users of PDAs and smart phones are annoyed by the tiny size of the keys. The new innovation Virtual Keyboard uses advanced technologies to project a full-sized computing key-board to any surface. This device has become the solution for mobile computer users who prefer to do touch-typing than cramping over tiny keys. Typing information into mobile devices usually feels about as natural as a linebacker riding a Big Wheel. Virtual Keyboard is a way to eliminate finger cramping. All that's needed to use the keyboard is a flat surface. Using laser technology, a bright red image of a keyboard is projected from a device such as a handheld. Detection technology based on optical recognition allows users to tap the images of the keys so the virtual keyboard behaves like a real one. It's designed to support any typing speed.

    3G Vs WiFi

    The two most important phenomena impacting telecommunications over the past decade have been explosive parallel growth of both the internet and mobile telephone services. The internet brought the benefits of data communications to the masses with email, the web, and ecommerce; while mobile service has enabled "follow-me anywhere/always on" telephony. The internet helped accelerate the trend from voice-centric to data-centric networking. Data already exceeds voice traffic and the data share continues to grow. Now these two worlds are converging. This convergence offers the benefits of new interactive multimedia services coupled to the flexibility and mobility of wireless. To realize the full potential of this convergence, however, we need broadband access connections.


    Here we compare and contrast two technologies that are likely to play important roles: Third Generation mobile ("3G") and Wireless Local Area Networks ("WLAN") . The former represents a natural evolution and extension of the business models of existing mobile providers. In contrast, the WiFi approach would leverage the large installed base of WLAN infrastructure already in place. We use 3G and WiFi as shorthand for the broad classes of related technologies that have two quiet distinct industry origins and histories.


    Speaking broadly, 3G offers a vertically -integrated , top -down , service - provider approach to delivering wireless internet access , while WiFi offers an end -user -centric , decentralized approach to service provisioning. We use these two technologies to focus our speculations on the potential tensions between these two alternative world views. The wireless future will include a mix of heterogenous wireless access technologies. Moreover, we expect that the two world views will converge such that vertically-integrated service providers will integrate WiFi or other WLAN technologies into their 3G or wire line infrastructure when this make sense. The multiplicity of potential wireless access technologies and /or business models provided some hope that we may be able to realize robust facilities - based competition for broadband local access services. If this occurs, it would help solve the "last mile" competition problem that has been deviled telecommunication policy.

    Stereoscopic Imaging

    A stereoscopic motion or still picture in which the right component of a composite image usually red in color is superposed on the left component in a contrasting color to produce a three-dimensional effect when viewed through correspondingly colored filters in the form of spectacles. The modes of 3D presentation you are most familiar with are the paper glasses with red and blue lenses. The technology behind 3D, or stereoscopic, movies is actually pretty simple. They simply recreate the way humans see normally.


    Since your eyes are about two inches apart, they see the same picture from slightly different angles. Your brain then correlates these two images in order to gauge distance. This is called binocular vision - ViewMasters™ and binoculars mimic this process by presenting each eye with a slightly different image. Now you're learning! Need to know more about how do 3D glasses work? Read on. The binocular vision system relies on the fact that our two eyes are spaced about 2 inches (5 centimeters) apart. Therefore, each eye sees the world from a slightly different perspective, and the binocular vision system in your brain uses the difference to calculate distance. Your brain has the ability to correlate the images it sees in its two eyes even though they are slightly different. If you've ever used a ViewMaster™ or a stereoscopic viewer, you have seen yourbinocular vision system in action. In a View-Master, each eye is presented with an image. Two cameras photograph the same image from slightly different positions to create these images. Your eyes can correlate these images automatically because each eye sees only one of the images.


    A 3D film viewed without glasses is a very strange sight and may appear to be out of focus, fuzzy or out of register. The same scene is projected simultaneously from two different angles in two different colors, red and cyan (or blue or green). Here's where those cool glasses come in -- the colored filters separate the two different images so each image only enters one eye. Your brain puts the two pictures back together and now you're dodging a flying meteor!
    3D glasses make the movie or television show you're watching look like a 3-D scene that's happening right in front of you. With objects flying off the screen and careening in your direction, and creepy characters reaching out to grab you, wearing 3-D glasses makes you feel like you're a part of the action - not just someone sitting there watching a movie. Considering they have such high entertainment value, you'll be surprised at how amazingly simple 3-D glasses are.

    Java Ring

    A Java Ring is a finger ring that contains a small microprocessor with built-in capabilities for the user, a sort of smart card that is wearable on a finger. Sun Microsystem's Java Ring was introduced at their JavaOne Conference in 1998 and, instead of a gemstone, contained an inexpensive microprocessor in a stainless-steel iButton running a Java virtual machine and preloaded with applets (little application programs). The rings were built by Dallas Semiconductor.

    Workstations at the conference had "ring readers" installed on them that downloaded information about the user from the conference registration system. This information was then used to enable a number of personalized services. For example, a robotic machine made coffee according to user preferences, which it downloaded when they snapped the ring into another "ring reader."

    Although Java Rings aren't widely used yet, such rings or similar devices could have a number of real-world applications, such as starting your car and having all your vehicle's components (such as the seat, mirrors, and radio selections) automatically adjust to your preferences.

    The Java Ring is an extremely secure Java-powered electronic token with a continuously running, unalterable real-time clock and rugged packaging, suitable for many applications. The jewel of the Java Ring is the Java iButton -- a one-million transistor, single chip trusted microcomputer with a powerful Java Virtual Machine (JVM) housed in a rugged and secure stainless-steel case. The Java Ring is a stainless-steel ring, 16-millimeters (0.6 inches) in diameter, that houses a 1-million-transistor processor, called an iButton. The ring has 134 KB of RAM, 32 KB of ROM, a real-time clock and a Java virtual machine, which is a piece of software that recognizes the Java language and translates it for the user's computer system.

    Night Vision Technology

    Night vision is a spy or action movie you've seen, in which someone straps on a pair of night-vision goggles to find someone else in a dark building on a moonless night. With the proper night-vision equipment, you can see a person standing over 200 yards (183 m) away on a moonless, cloudy night. Night vision can work in two very different ways, depending on the technology used.

    " Image enhancement - This works by collecting the tiny amounts of light, including the lower portion of the infrared light spectrum, that are present but may be imperceptible to our eyes, and amplifying it to the point that we can easily observe the image.
    " Thermal imaging - This technology operates by capturing the upper portion of the infrared light spectrum, which is emitted as heat by objects instead of simply reflected as light. Hotter objects, such as warm bodies, emit more of this light than cooler objects like trees or buildings.


    To study about night vision technology we should first know about ligt.
    The amount of energy in a light wave is related to its wavelength: Shorter wavelengths have higher energy. Of visible light, violet has the most energy, and red has the least. Just next to the visible light spectrum is the infrared spectrum.
    Night vision technology consists of two major types: light amplification (or intensification) and thermal (infrared).
    Most consumer night vision products are light amplifying devices. All ITT Night Vision products use light-amplifying technology.

    This technology takes the small amount of light that's in the surrounding area (such as moonlight or starlight), and converts the light energy (scientists call it photons) into electrical energy (electrons).
    These electrons pass through a thin disk that's about the size of a quarter and contains more than 10 million channels. As the electrons go through the channels, they strike the channel walls and thousands more electrons are released. These multiplied electrons then bounce off of a phosphor screen which converts the electrons back into photons and lets you see an impressive nighttime view even when it's really dark.

    Firewire

    FireWire, originally developed by Apple Computer, Inc is a cross platform implementation of the high speed serial data bus -define by the IEEE 1394-1995 [FireWire 400],IEEE 1394a-2000 [FireWire 800] and IEEE 1394b standards-that move large amounts of data between computers and peripheral devices. Its features simplified cabling, hot swapping and transfer speeds of up to 800 megabits per second. FireWire is a high-speed serial input/output (I/O) technology for connecting peripheral devices to a computer or to each other. It is one of the fastest peripheral standards ever developed and now, at 800 megabits per second (Mbps), its even faster .

    Based on Apple-developed technology, FireWire was adopted in 1995 as an official industry standard (IEEE 1394) for cross-platform peripheral connectivity. By providing a high-bandwidth, easy-to-use I/O technology, FireWire inspired a new generation of consumer electronics devices from many companies, including Canon, Epson, HP, Iomega, JVC, LaCie, Maxtor, Mitsubishi, Matsushita (Panasonic), Pioneer, Samsung, Sony and FireWire has also been a boon to professional users because of the high-speed connectivity it has brought to audio and video production systems.

    In 2001, the Academy of Television Arts & Sciences presented Apple with an Emmy award in recognition of the contributions made by FireWire to the television industry. Now FireWire 800, the next generation of FireWire technology, promises to spur the development of more innovative high-performance devices and applications. This technology brief describes the advantages of FireWire 800 and some of the applications for which it is ideally suited.

    Blade servers

    Blade servers are self-contained computer servers, designed for high density. Slim, hot swappable blade servers fit in a single chassis like books in a bookshelf - and each is an independent server, with its own processors, memory, storage, network controllers, operating system and applications. The blade server simply slides into a bay in the chassis and plugs into a mid- or backplane, sharing power, fans, floppy drives, switches, and ports with other blade servers.

    Blade servers are self-contained computer servers, designed for high density. Whereas a standard rack-mount server can exist with (at least) a power cord and network cable, blade servers have many components removed for space, power and other considerations while still having all the functional components to be considered a computer .A blade enclosure provides services such as power, cooling, networking, various interconnects and management - though different blade providers have differing principles around what should and should not be included in the blade itself (and sometimes in the enclosure altogether). Together these form the blade system.

    In a standard server-rack configuration, 1U (one rack unit, 19" wide and 1.75" tall) is the minimum possible size of any equipment. The principal benefit of, and the reason behind the push towards, blade computing is that components are no longer restricted to these minimum size requirements. The most common computer rack form-factor being 42U high, this limits the number of discrete computer devices directly mounted in a rack to 42 components. Blades do not have this limitation; densities of 100 computers per rack and more are achievable with the current generation of blade systems.


    Slim, hot swappable blade servers fit in a single chassis like books in a bookshelf - and each is an independent server, with its own processors, memory, storage, network controllers, operating system and applications. The blade server simply slides into a bay in the chassis and plugs into a mid- or backplane, sharing power, fans, floppy drives, switches, and ports with other blade servers.

    Sunday, March 04, 2007

    Electronics Seminars

    Digital cinema

    Digital cinema encompasses every aspect of the movie making process, from production and post-production to distribution and projection. A digitally produced or digitally converted movie can be distributed to theaters via satellite, physical media, or fiber optic networks. The digitized movie is stored by a computer/server which "serves" it to a digital projector for each screening of the movie. Projectors based on DLP Cinema® technology are currently installed in over 1,195 theaters in 30 countries worldwide - and remain the first and only commercially available digital cinema projectors.

    When you see a movie digitally, you see that movie the way its creators intended you to see it: with incredible clarity and detail. In a range of up to 35 trillion colors. And whether you're catching that movie on opening night or months after, it will always look its best, because digital movies are immune to the scratches, fading, pops and jitter that film is prone to with repeated screenings.Main advantage of digital movies are that, expensive film rolls and postprocessing expenses could be done away. Movie would be transmitted to computers in movie theatres, hence the movie could be released in a larger number of theatres.


    Digital technology has already taken over much of the home entertainment market. It seems strange, then, that the vast majority of theatrical motion pictures are shot and distributed on celluloid film,just like they were more than a century ago. Of course, the technology has improved over the years, but it's still based on the same basic principles. The
    reason is simple: Up until recently, nothing could come close to the image quality of projected film. Digital cinema is simply a new approach to making and showing movies. The basic idea is to use bits and bytes (strings of 1s and 0s) to record, transmit and replay images, rather than using chemicals on film.

    Sunday, February 18, 2007

    Seminar Topics

    The site www.seminarsonly.com and the site www.guidance4all.info contains a fantasic collection of Seminar Topics which will be helpul for the students to choose a seminar topic for their presentation. The site also contains latest seminar and project ideas. The site is really dedicated to Engineering and Business students in India and is a real hit among the engineering students.