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High mobility, electrolyte-gated transistors (EGTs) show high DC performance at low voltages (< 2 V). To model those EGTs, we have used different models for the below and the above threshold regime with appropriate interpolation to ensure continuity and smoothness over all regimes. This empirical model matches very well with our measured results obtained by the electrical characterization of EGTs.
Printed electronics offers certain technological advantages over its silicon based counterparts, such as mechanical flexibility, low process temperatures, maskless and additive manufacturing process, leading to extremely low cost manufacturing. However, to be exploited in applications such as smart sensors, Internet of Things and wearables, it is essential that the printed devices operate at low supply voltages. Electrolyte gated field effect transistors (EGFETs) using solution-processed inorganic materials which are fully printed using inkjet printers at low temperatures are very promising candidates to provide such solutions. In this paper, we discuss the technology, process, modeling, fabrication, and design aspect of circuits based on EGFETs. We show how the measurements performed in the lab can accurately be modeled in order to be integrated in the design automation tool flow in the form of a Process Design Kit (PDK). We also review some of the remaining challenges in this technology and discuss our future directions to address them.
E-Tutoren-Ausbildung: Lernerfahrungen reflektieren – Lehrhandlungskompetenzen dialogisch aufbauen
(2014)
Flashcards are a well known and proven method to learn and memorise. Such a way of learning is perfectly suited for “learning on the way,” but carrying all the flashcards could be awkward. In this scenario, a mobile device (mobile phone) is an adequate solution. The new mobile device operating system Android from Google allows for writing multimedia-enriched applications.
The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning, thus creating new possibilities in the area of e-learning worldwide. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer.
“Today’s network landscape consists of quite different network technologies, wide range of end-devices with large scale of capabilities and power, and immense quantity of information and data represented in different formats” [9]. A lot of efforts are being done in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including mobile considering individual situation of the end user. This is very difficult because various kinds of devices used by different users or in different times/parallel by the same user which is not predictable and have to be recognized by the system in order to know device capabilities. Not only the devices but also Content and User Interfaces are big issues because they could include different kinds of data format like text, image, audio, video, 3D Virtual Reality data and upcoming other formats. Language Learning Game (LLG) is such an example of a device independent application where different kinds of devices and data formats, as a content of a flashcard is used for a collaborative learning. The idea of this game is to create a short story in a foreign language by using mobile devices. The story is developed by a group of participants by exchanging sentences/data via a flashcard system. This way the participants can learn from each other by knowledge sharing without fear of making mistakes because the group members are anonymous. Moreover they do not need a constant support from a teacher.
Structures for interconnecting active microwave semiconductor-devices, e.g. FET's and MIC's, with the electrical surrounding or with each other have to be designed more and more carefully when increasing the desired upper frequency limit. Therefore, several connecting structures for device embedding have been examined. Mainly, their applicability for the frequency range from 10 GHz to 100 GHz was considered. Additionally, different equivalent circuits were developed to approximately describe their behaviour for CAD-applications.
Der Übergang Schule-Studium wird an der Hochschule Offenburg im Vorbereitungskurs Mathematik per Smartphone bzw. Tablet unterstützt. Eine Mathe-App gibt zu den Trainingsaufgaben bei Bedarf Tipps, Teilschritte und ausführliche Erklärungen und hilft so den Studierenden, die Lösungen in ihrer individuellen Lerngeschwindigkeit zu entwickeln. Der mobile Ansatz erlaubt, die ca. 400 Teilnehmer des Präsenz-Kurses in normalen Klassenräumen ohne PC-Ausstattung mit E-Learning vertraut zu machen und unterstützt die Flexibilisierung von Übungszeit und -ort über die Präsenzzeit hinaus. Durch die inhaltliche Orientierung am hochschulübergreifenden COSH (Cooperation Schule Hochschule) Mindestanforderungskatalog Mathematik entstand eine Lösung, die jedem Studienanfänger zur Vorbereitung auf das Studium nutzen kann, die zu den Brückenkurs-Inhalten vieler Hochschulen passt und für die aktuell schon Kooperationsprojekte mit Schulen starten.
Die Einhaltung der innerhalb der Designphase festgelegten Architektur eines Softwareprojektes muss w ̈ahrend der Entwicklungsphase sichergestellt werden. Dieses Papier beschreibt eine Erweiterung des Eclipse-Plugins JDepend4Eclipse, die die Verwaltung von Regels ̈atzen erlaubt und die Pr ̈ufung auf in einem Projekt vorhandene, unerlaubte Abh ̈angigkeiten auf Knopfdruck innerhalb der Entwicklungsumgebung vornimmt. Die Erweiterung des Plugins wird bereits erfolgreich in internen Projekten der Hochschule Offenburg eingesetzt und soll demn ̈achst ̈offentlich verf ̈ugbar sein.