Academic literature on the topic 'Drama game'

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Journal articles on the topic "Drama game"

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Neto, J. P., and J. N. Silva. "Measuring Drama in Goose-like Games." Board Game Studies Journal 10, no. 1 (2016): 101–19. http://dx.doi.org/10.1515/bgs-2016-0005.

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Abstract For games of complete information with no chance component, like Chess, Go, Hex, and Konane, some parameters have been identified that help us understand what makes a game pleasant to play. One of these goes by the name of drama. Briefly, drama is linked to the possibility of recovering from a seemingly weaker position, if the player is strong enough. This is an important requirement to prevent initial advantages to be amplified into unavoidable and thus uninteresting victories. Drama is a feature that arguably good board games should have, since it is relevant in the perception of th
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Howard, Nigel. "Negotiation as Drama: How "Games" Become Dramatic." International Negotiation 1, no. 1 (1996): 125–52. http://dx.doi.org/10.1163/157180696x00322.

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AbstractThe metaphor of drama has recently been proposed as a means of extending game-theoretic methods of analysis to include an understanding of irrationality, emotion and the way in which players "reframe" their situation so as to create for themselves a new, different game. This paper attempts to describe in terms accessible to non-mathematicians how to model and analyze a negotiation process as a drama. The central idea is that by analyzing a game (renamed a "frame") and certain objects within it, we can find its gradient, i.e., the tendency of its different parts to change under the pres
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Smith, Adam M., and Daniel Shapiro. "Teaching Game AI as an Undergraduate Course in Computational Media." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 09 (2020): 13404–11. http://dx.doi.org/10.1609/aaai.v34i09.7064.

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We need to teach AI to students in and outside of traditional computer science degree programs, including those designer-engineer hybrid students who will design and implement games or engage in technical games research later. The need to rethink AI curriculum is pressing in a design education context because AI powers many emerging practical techniques such as drama management, procedural content generation, player modeling, and machine playtesting. In this paper, we describe a 5-year experimental effort to teach a Game AI course structured around a broad and expanding set of roles AI can pla
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Murakami, Ineke, and Donovan Sherman. "Performance beyond Drama." Journal of Medieval and Early Modern Studies 51, no. 3 (2021): 387–95. http://dx.doi.org/10.1215/10829636-9295002.

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The field of performance studies has invigorated premodern scholarship by directing critical attention to live, ephemeral events that unsettle the textual archive. This special issue of JMEMS builds on this work by stepping away from the usual emphasis on theater and its texts to examine “performance” conceived more broadly. With case studies that range from a pig-clubbing “game” in medieval festivals to the gnomic utterances of secretive eighteenth-century philosophical rituals, these essays ask how we study a medium that has, by its nature, disappeared. How, in other words, do we engage text
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Horn, Axel. "Game of Thrones: Cultural Pessimism as a Winning Formula." Sotsiologicheskoe Obozrenie / Russian Sociological Review 19, no. 1 (2020): 183–92. http://dx.doi.org/10.17323/1728-192x-2020-1-183-192.

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In the narrative of Game of Thrones, a fantasy television drama, well-known elements of fantasy-media products successfully blend with their new forms. These elements connect to a specific emotional regime which refers directly to the emotional cultures of contemporary societies through its pessimistic coloring. Cultural pessimism stems from the complex, problematic situations in Europe and America which shape the context in which the television drama originated, and provides a glimpse into the social and political subconsciousness of these societies. The article attempts to reveal these situa
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Silverman, Barry G., Michael Johns, Ransom Weaver, and Josh Mosley. "Gameplay, Interactive Drama, and Training: Authoring Edutainment Stories for Online Players (AESOP)." Presence: Teleoperators and Virtual Environments 16, no. 1 (2007): 65–83. http://dx.doi.org/10.1162/pres.16.1.65.

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This paper describes initial efforts at providing some of the technological advances of the videogame genres in a coherent, accessible format to teams of educators. By providing these capabilities inside an interactive drama generator, we believe that the full potential of educational games may eventually be realized. Sections 1 and 2 postulate three goals for reaching that objective: a toolset for interactive drama authoring, ways to insulate authors from game engines, and reusable digital casts to facilitate composability. Sections 3 and 4 present progress on those tools and an in-depth case
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Wahyuningtyas, Sri, Widowati Widowati, and Herning Puspitarini. "Alih Wahana Game Touken Ranbu Menjadi Drama Musikal sebagai Representasi Identitas Latar dan Budaya Jepang." Nusa: Jurnal Ilmu Bahasa dan Sastra 13, no. 1 (2018): 99. http://dx.doi.org/10.14710/nusa.13.1.99-109.

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This paper adopts the phenomenon of electronic literature or hybrid literature in the form of online game namely Touken Ranbu which is converted to a musical drama entitled Touken Ranbu Bakumatsu Tenrouden. The object is examined by using transformation studies which is related to the technology utilization as a means to elevate culture and history to be recognized by society. The problem identification in this paper is analyzing the similarity and difference in the game and musical drama of Touken Ranbu as well as the setting and cultural elements contained in it.The result of this paper is t
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Fine, Gary Alan, and Harvey Young. "Still Thrills: The Drama of Chess." TDR/The Drama Review 58, no. 2 (2014): 87–98. http://dx.doi.org/10.1162/dram_a_00348.

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Although chess is a game that is played, it is also an event that is performed. An analysis of the Fischer-Spassky World Championship, the match between Garry Kasparov and IBM's Deep Blue, and the European tour of the 19th-century American champion Paul Morphy reveals the qualities that make competitive chess a theatrical event that relies both on bodies and on imaginations.
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Alardawi, Merfat. "The Impact of Exposure to the Game of Thrones on Saudi Male Identity." Asian Social Science 16, no. 11 (2020): 56. http://dx.doi.org/10.5539/ass.v16n11p56.

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The objective of this study is to examine the impact of Game of Thrones on the cultural identity of young Saudi males. The study also discovered the reasons why Saudi males watch American TV series (Game of Thrones) from a critical cultural perspective. This study has collected the data using an online survey conducted on 63 Saudi male adolescents with age ranging from 15 to 25 years who regularly watched Game of Thrones. The results show that the cultural identities of Saudi males are not negatively impacted because there are only limited viewers of this American drama series. The result reve
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Cooke, Lez. "Six and ‘Five More’: Experiments in Filmed Drama for BBC2." Journal of British Cinema and Television 14, no. 3 (2017): 298–323. http://dx.doi.org/10.3366/jbctv.2017.0375.

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In 1964–6 John McGrath produced two series of filmed dramas for BBC2, the first under the series title Six, while the second series, provisionally titled ‘Five More’, was transmitted without a series title. At a time when most drama was being produced from the television studio, some of it still being transmitted live, this was a new departure, with the first six films pre-dating Up the Junction (1965) and the second series predating Cathy Come Home (1966), the two Wednesday Plays which have been celebrated for making the breakthrough to filmed drama at the BBC. Unlike the Loach/Garnett films,
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Dissertations / Theses on the topic "Drama game"

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Andrade, Ivan Artur Miranda de. "Teatro vs. game: o drama gamificado." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/27/27156/tde-28012014-152029/.

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Com base na investigação prática \"INCUBADORA\", que ocorreu concomitantemente ao estudo teórico, esta dissertação tem o objetivo de confrontar teatro com games, usando como referência o jogo de simulação The Sims. O foco do experimento foi estudar a apropriação dos mecanismos de jogabilidade na dramaturgia, na encenação e na atuação. Esse procedimento se deu por meio de um software especialmente desenvolvido, que permitiu aos espectadores - usando seus próprios aparelhos celulares - interagir com o jogo cênico, o que foi denominado interfaceamento da cena. Esta proposta teve por objetivo pert
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Sensarma, Suman Ranjan. "Modeling and Analysis of the Process of Resolving Regional Conflicts under Disaster and Development Risks: Case Studies from Japan and India." 京都大学 (Kyoto University), 2007. http://hdl.handle.net/2433/49137.

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学位授与大学:京都大学 ; 取得学位: 博士(工学) ; 学位授与年月日: 2007-09-25 ; 学位の種類: 新制・課程博士 ; 学位記番号: 工博第2847号 ; 請求記号: 新制/工/1419 ; 整理番号: 25532<br>Kyoto University (京都大学)<br>0048<br>新制・課程博士<br>博士(工学)<br>甲第13376号<br>工博第2847号<br>新制||工||1419(附属図書館)<br>25532<br>UT51-2007-Q777<br>京都大学大学院工学研究科都市社会工学専攻<br>(主査)教授 岡田 憲夫, 教授 小林 潔司, 教授 多々納 裕一<br>学位規則第4条第1項該当
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Andersson, Oscar, and Tim Grödem. "Förenklade drama managers : Att producera emergenta narrativ medförenklade metoder." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17271.

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Det finns ett antal berättarmetoder inom datorspel. De vanligaste formerna som används är linjärt och förgrenat berättande, men det finns en metod som inte används i samma utsträckning, kallad emergent berättande. Detta är en typ av berättande där spelaren själv baserat på samspelet mellan spelets system kan forma sitt egna narrativ. Det är dock inte helt definierat vad emergent berättande innebär. Denna studie använder sig av en artefakt för att utforska emergent berättande med hjälp av system kallade Drama Managers som syftar till att kontrollera händelseförloppet i ett spel så det bildar et
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Aristeidou, Vaso. "The relationship between teacher talk and children's possibility thinking in the Drama Game method in Cypriot primary education." Thesis, Open University, 2013. http://oro.open.ac.uk/49070/.

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Drawing on a socio-constructivist conceptual framework and connecting to current work in the area of creativity, drama and teacher talk, this study seeks to reveal features of children's possibility thinking (PT), types of teacher talk and the relationship between these two strands during the Drama Game (DG) method in Cypriot primary classrooms. This is the first empirical study in Cyprus concerning the DG method; drama is a new curriculum area in primary education (CMEC, 201Ib). Possibility thinking has been conceptualized as a process of thinking leading to creative development (Craft, 2000)
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Sarturi, André. "Quando os dados (não) rolam : jogo, teatralidade e performatividade na interação entre o roleplaying game e o process drama." Universidade do Estado de Santa Catarina, 2012. http://tede.udesc.br/handle/handle/1267.

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Made available in DSpace on 2016-12-08T16:51:58Z (GMT). No. of bitstreams: 1 andre.pdf: 2189502 bytes, checksum: 1b7754d59cdba007a21afe49938f8a37 (MD5) Previous issue date: 2012-06-28<br>This research looks at similarities between ROLEPLAYING GAME and Process Drama by identifying their elements of theatricality and performativity, both common aspects to roleplaying and theatre. This investigation focus on theory and practice. In theoretical terms, studies on Performance and Theatre were carried out, based on Schechner (2006) and Feral (2003); the relationship between game and theatre was exa
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Silva, Aline Conceição Job da. "O videogame como desejo de simulação: dois gêneros de jogos virtuais em perspectiva." Pontifícia Universidade Católica do Rio Grande do Sul, 2012. http://hdl.handle.net/10923/6827.

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Made available in DSpace on 2014-09-20T02:01:27Z (GMT). No. of bitstreams: 1 000461412-Texto+Completo-0.pdf: 1572028 bytes, checksum: b1366795c58bfa836116f8f5ed5448ae (MD5) Previous issue date: 2012<br>Considering the action-adventure and RPG (with elements from the genre shooter) video games as transpositions of dramatic representation (the role playing), this Master's thesis aims to analyze the game as a virtual media for simulation and as a contemporary form of art, bringing forth a new possible model to the reception of artwork, the game itself being a form of art. Thus, the game is take
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Tagliari, Mariana. "Teatro/educação: ludopedagogia crítica pelo jogo teatral potencializado pelo conflict game com alunos do ensino fundamental de Goiânia - GO." Universidade Federal de Goiás, 2015. http://repositorio.bc.ufg.br/tede/handle/tede/5332.

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Submitted by Cláudia Bueno (claudiamoura18@gmail.com) on 2016-03-11T18:03:10Z No. of bitstreams: 2 Dissertação - Mariana Tagliari - 2015.pdf: 5266844 bytes, checksum: bb72eb3bab36cb6781c38291fd9d9ef0 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-03-14T15:31:13Z (GMT) No. of bitstreams: 2 Dissertação - Mariana Tagliari - 2015.pdf: 5266844 bytes, checksum: bb72eb3bab36cb6781c38291fd9d9ef0 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Made av
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Zanesco, Liane Mroginiski. "Tramas, teias e jogos dramáticos em Edward Albee, Patrick Marber e Mike Nichols." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/27945.

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O presente trabalho explora a questão da interdisciplinaridade e da transposição de obras literárias para o cinema. Focalizando a adaptação de textos dramáticos ao cinema, o estudo propõe em um primeiro momento uma investigação teórica sobre gênero ficcional mimético; drama, a partir da perspectiva do jogo dramático como elemento construtor do metadrama implícito e explícito; transtextualidade e cinema. Num segundo momento, a investigação analisa dois textos dramáticos, Who’s afraid of Virginia Woolf? , de Edward Albee, e Closer , de Patrick Marber, e suas respectivas transposições para o cine
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Parra, Cláudia [UNESP]. "Imaginary irishness: the feminine in dramatisations of the Paster Rising in Sean O’Casey’s the plough and the stars and Tom Murphy’s The Patriot Game." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/136336.

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Submitted by CLAUDIA PARRA null (cla_parra@hotmail.com) on 2016-03-18T17:08:22Z No. of bitstreams: 1 Texto final.pdf: 3519088 bytes, checksum: d357387adaed832b2e20a3e4ae3bbbdb (MD5)<br>Approved for entry into archive by Juliano Benedito Ferreira (julianoferreira@reitoria.unesp.br) on 2016-03-22T12:38:37Z (GMT) No. of bitstreams: 1 parra_c_me_sjrp.pdf: 3519088 bytes, checksum: d357387adaed832b2e20a3e4ae3bbbdb (MD5)<br>Made available in DSpace on 2016-03-22T12:38:37Z (GMT). No. of bitstreams: 1 parra_c_me_sjrp.pdf: 3519088 bytes, checksum: d357387adaed832b2e20a3e4ae3bbbdb (MD5) Previous i
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Silva, Laura Argento Luis da. "É forjando que nos tornamos ferreiros = criação teatral e criatividade na educação." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/251232.

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Orientador: Márcia Maria Strazzacappa Hernandéz<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação<br>O exemplar da FE acompanha um Clipe de apresentação da pesquisa.<br>Made available in DSpace on 2018-08-18T16:14:43Z (GMT). No. of bitstreams: 1 Silva_LauraArgentoLuisda_M.pdf: 2394194 bytes, checksum: dfa02cff7ef8b5498f381748e1bb1fd8 (MD5) Previous issue date: 2009<br>Resumo: A pesquisa apoiada pela FAPESP, insere-se na busca atual de novos paradigmas na formação continuada de educadores, buscando ampliar a reflexão em torno das contribuições mútuas das áre
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Books on the topic "Drama game"

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Gaining the game: Drama. NAB Ventures, 2010.

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ʻEdnah, Mazya, ed. Fair game. Faber and Faber, 1997.

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Mirror game. Blizzard Pub., 1992.

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Yerimah, Amed P. Kaffir's last game. Kraft Books Limited, 1998.

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Spurway, John. The numbers game. Playwrights Guild of Canada, 2013.

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Ray, Kathy. Play the game. Baker's Plays, 2004.

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Nwaeze, Arinze Steve. The silly game: A drama sketch. Ezu Books, 2005.

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The English game. Oberon Books, 2008.

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Robshaw, Brandon. Not just a game. Hodder & Stoughton [1998., 1998.

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Friel, Brian. The Yalta game: After Chekhov. Gallery Press, 2001.

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Book chapters on the topic "Drama game"

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Bryant, Jim. "From Game Theory to Drama Theory." In Handbook of Group Decision and Negotiation. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-12051-1_14-1.

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Bryant, Jim. "From Game Theory to Drama Theory." In Handbook of Group Decision and Negotiation. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-12051-1_14-2.

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Bryant, Jim. "From Game Theory to Drama Theory." In Handbook of Group Decision and Negotiation. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-12051-1_14-3.

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Bryant, Jim. "From Game Theory to Drama Theory." In Handbook of Group Decision and Negotiation. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-12051-1_14-4.

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Martineau, Stephen. "Pinter’s Old Times: The Memory Game." In Contemporary British Drama, 1970–90. Palgrave Macmillan UK, 1993. http://dx.doi.org/10.1007/978-1-349-10819-0_2.

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McElroy, Ruth, and Caitriona Noonan. "Cultural Intermediaries and the Value of Game of Thrones." In Producing British Television Drama. Palgrave Macmillan UK, 2019. http://dx.doi.org/10.1057/978-1-137-57875-4_6.

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Burkman, Katherine H. "Narcissus and Dionysus: The Bacchae and The Crying Game." In The Drama of the Double. Palgrave Macmillan US, 2016. http://dx.doi.org/10.1057/9781137573889_3.

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Shen, Xiaoyu, and Emilia I. Barakova. "My Drama: Story-Based Game for Understanding Emotions in Context." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49616-0_21.

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Johnstone, Richard. "Television Drama and the People’s War: David Hare’s Licking Hitler, Ian McEwan’s The Imitation Game, and Trevor Griffiths’s Country." In Contemporary British Drama, 1970–90. Palgrave Macmillan UK, 1993. http://dx.doi.org/10.1007/978-1-349-10819-0_20.

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Corradini, Andrea, Manish Mehta, and Santiago Ontañón. "Evaluation of a Drama Manager Agent for an Interactive Story-Based Game." In Interactive Storytelling. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10643-9_29.

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Conference papers on the topic "Drama game"

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Gasselseder, Hans-Peter. "Re-orchestrating Game Drama: The Immersive Experience of Dynamic Music in Video Games." In Electronic Visualisation and the Arts (EVA 2013). BCS Learning & Development, 2013. http://dx.doi.org/10.14236/ewic/eva2013.58.

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Corradini, Andrea, Manish Mehta, and Santi Ontanon. "Evaluating a Drama Management Approach in an Interactive Fiction Game." In 2009 IEEE/WIC/ACM International Joint Conference on Web Intelligence and Intelligent Agent Technology. IEEE, 2009. http://dx.doi.org/10.1109/wi-iat.2009.143.

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Handayani, Noviyani, and Susy Ong. "Mother’s Role in Japanese Family That Reflected in Movie and Serial Drama TV Kazoku Game (Family Game)." In Proceedings of the 2nd International Conference on Strategic and Global Studies, ICSGS 0218, October 24-26, 2018, Central Jakarta, Indonesia. EAI, 2019. http://dx.doi.org/10.4108/eai.24-10-2018.2289670.

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Moallem, Jonathan D., and William L. Raffe. "A Review of Agency Architectures in Interactive Drama Systems." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231655.

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Lorenz, H., та C. Engel. "Investigations of Leakage Paths in Sub-0.35μm DRAM Products Using Advanced Focused Ion Beam Techniques". У ISTFA 1998. ASM International, 1998. http://dx.doi.org/10.31399/asm.cp.istfa1998p0289.

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Abstract Due to the continuously decreasing cell size of DRAMs and concomitantly diminishing thickness of some insulating layers new failure mechanisms appear which until now had no significance for the cell function. For example high resistance leakage paths between closely spaced conductors can lead to retention problems. These are hard to detect by electrical characterization in a memory tester because the involved currents are in the range of pA. To analyze these failures we exploit the very sensitive passive voltage contrast of the Focused Ion Beam Microscope (FIB). The voltage contrast c
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Ruprecht, Michael W., Shengmin Wen, and Rolf-P. Vollertsen. "Sample Preparation for Vertical Transistors in DRAM." In ISTFA 2002. ASM International, 2002. http://dx.doi.org/10.31399/asm.cp.istfa2002p0307.

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Abstract This paper describes a newly developed preparation technique for vertical transistors in DRAM. The recently developed concept of DRAM cells combining a deep trench storage capacitor and a vertical access transistor promises a significant reduction in cell size. In the vertical transistor concept two gates are used to access one storage cell, which creates a challenge for the analysis of gate oxide fails. A gate oxide breakdown is determined and localized in the memory array by electrical probing and photoemission microscopy. The preparation technique combines focused ion beam (FIB) mi
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Justo, Marcio Ribeiro, and Joao Ricardo Bittencourt. "Minuano: A Fuzzy-Logic-Based Drama Manager." In 2011 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). IEEE, 2011. http://dx.doi.org/10.1109/sbgames.2011.30.

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Lue, Jen-Lang, Jack Lee, Esther Chen, and Jian-Shing Luo. "A Review of TEM Observations of Failures of the Memory Cell in a Deep Trench Capacitor DRAM." In ISTFA 2003. ASM International, 2003. http://dx.doi.org/10.31399/asm.cp.istfa2003p0144.

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Abstract Application of the high resolution of Transmission Electron Microscopy (HRTEM) plays a very important role in structural analysis and materials characterization for process evaluation and failure analysis in the Integrated Circuit (IC) industry. We summarize TEM observation experience of the common memory failures of a BEST deep trench cell with an N-MOS gate used in CMOS DRAM technology. Memory cell failures are categorized into three areas for discussion – the deep trench (DT) capacitor, the transfer gate (GC), and the borderless bit-line contact (CB) between a transistor and a bit
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Kim, D.-J., I.-G. Kim, J.-Y. Noh, et al. "Impact of Metal Pad Etch-Induced Plasma Damage on Dynamic Retention Time Degradation during High Temperature Stress in High Density DRAM Technology." In ISTFA 2005. ASM International, 2005. http://dx.doi.org/10.31399/asm.cp.istfa2005p0407.

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Abstract As DRAM technology extends into 12-inch diameter wafer processing, plasma-induced wafer charging is a serious problem in DRAM volume manufacture. There are currently no comprehensive reports on the potential impact of plasma damage on high density DRAM reliability. In this paper, the possible effects of floating potential at the source/drain junction of cell transistor during high-field charge injection are reported, and regarded as high-priority issues to further understand charging damage during the metal pad etching. The degradation of block edge dynamic retention time during high
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Utsch, Milo N. R., Gisele Lobo Pappa, and Luiz Chaimowicz. "Implementation and Analysis of a Non-deterministic Drama Manager." In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2018. http://dx.doi.org/10.1109/sbgames.2018.00028.

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