Academic literature on the topic 'Otakus'
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Journal articles on the topic "Otakus"
García Noyola, Fátima Itzel, and María Auxiliadora Gabino-Campos. "De Japón para el mundo: consumo y percepción de las jóvenes otakus mexicanas." Pangea. Revista de Red Académica Iberoamericana de Comunicación 7, no. 1 (September 27, 2016): 54–68. http://dx.doi.org/10.52203/pangea.v7i1.97.
Full textRicciardelli-Dusseldorp, Santiago José. "¿Otakus y gamers en Buenos Aires?: dinámica compleja y estereotipos negativos." Jangwa Pana 17, no. 1 (December 29, 2017): 41. http://dx.doi.org/10.21676/16574923.2311.
Full textÁlvarez Gandolfi, Federico Manuel. "¿Más allá de “subcultura”? Apuntes sobre el fanatismo por la animación japonesa desde los planteos de Dick Hebdige." Cuestiones de sociología, no. 17 (December 28, 2017): e044. http://dx.doi.org/10.24215/23468904e044.
Full textGushiken, Yuji, and Tatiane Hirata. "Processos de consumo cultural e midiático: imagem dos 'Otakus', do Japão ao mundo." Intercom: Revista Brasileira de Ciências da Comunicação 37, no. 2 (December 2014): 133–52. http://dx.doi.org/10.1590/1809-584420146.
Full textÁlvarez Gandolfi, Federico. "Culturas fan y cultura masiva Prácticas e identidades juveniles de otakus y gamers." La Trama de la Comunicación 19 (April 7, 2015): 045–65. http://dx.doi.org/10.35305/lt.v19i0.514.
Full textÁlvarez Gandolfi, Federico, and Gerardo Ariel Del Vigo. "«Yo soy Vegeta y cuando jugué con Messi me hice Súper Saiyajin»." apropos [Perspektiven auf die Romania], no. 7 (December 19, 2021): 60–77. http://dx.doi.org/10.15460/apropos.7.1834.
Full textAcevedo-Merlano, Álvaro Alfonso, and William Andrés Martínez Dueñas. "Circuitos transmediáticos en un mundo postanálogo." Jangwa Pana 17, no. 1 (December 29, 2017): 11. http://dx.doi.org/10.21676/16574923.2339.
Full textFitriani, Indah, Lina Meilinawati, and N. Rinaju Purnomowulan. "Otaku Subculture Character in Japanese Poetry Anthology Otaku Senryu." Jurnal Humaniora 28, no. 2 (November 12, 2016): 176. http://dx.doi.org/10.22146/jh.v28i2.16400.
Full textVan Haecke, Pieter-Jan. "Female idols in Japan: Desiring desire, fantasmatic consumption and drive satisfaction." East Asian Journal of Popular Culture 6, no. 1 (April 1, 2020): 77–92. http://dx.doi.org/10.1386/eapc.00016_1.
Full textSangani, K. "Otaku world." Engineering & Technology 3, no. 19 (November 8, 2008): 94–95. http://dx.doi.org/10.1049/et:20081920.
Full textDissertations / Theses on the topic "Otakus"
Perillán, Luis. "OTAKUS en Chile." Tesis, Universidad de Chile, 2009. http://repositorio.uchile.cl/handle/2250/106188.
Full textWinterstein, Claudia Pedro. "Mangás e animes : sociabilidade entre cosplayers e otakus." Universidade Federal de São Carlos, 2009. https://repositorio.ufscar.br/handle/ufscar/193.
Full textUniversidade Federal de Minas Gerais
The interest by the outbreak of a group of people that are admirers of the Japanese pop culture - especially by the comic books (mangas) and the cartoons (animes) is what led me to the developing of this research, in which my goal is to understand the logic of the sociability among the consumers of these medias, through the use of some very important anthropological concepts, such as the sociability, the cultural consume and life style. To do so, I started a study that began at the mangas and animes conventions, where the otakus meet to participate in contests and workshops, as well as to watch the animes and musical presentations, and also to discuss their own stories. Beyond the merely social nature, these conventions have eventually became the first step to those who wish to enter the pop culture universe, besides being a way of assertion of a specific juvenile condition to those who are already a part of it.
O interesse pelo surgimento de um grupo aficionado pela cultura pop japonesa especialmente pelas histórias em quadrinhos (mangás) e pelos desenhos animados (animes) , me levou ao desenvolvimento dessa pesquisa na qual busco compreender a lógica da sociabilidade existente entre os consumidores dessas mídias tangenciando alguns conceitos caros à antropologia, tais como a sociabilidade, bem como o consumo cultural e o estilo de vida. Para tanto dei início a uma etnografia que teve como ponto de partida as convenções de mangás e animes, nas quais os otakus se encontram para participar de concursos, oficinas, para assistirem aos animes e apresentações musicais e trocarem experiências. Para além do caráter puramente comercial, essas convenções acabaram se tornando espaços de iniciação para aqueles que desejam ingressar neste universo de cultura pop, além de serem espaço de afirmação de uma dada condição juvenil para aqueles que já fazem parte dele.
Galeana, Salinas Alicia. "Evento otaku como detonante de visitantes en el Municipio de Chimalhuacán." Tesis de Licenciatura, Universidad Autónoma del Estado de México, 2021. http://hdl.handle.net/20.500.11799/111437.
Full textActualmente, se conocen una gran variedad de mezclas culturales entre los cuales se encuentran los procesos de producción en alimentos industrializados, lo que permite percibir el fenómeno de la hibridación en la aceptación y cambios de conducta respecto a los patrones de alimentación en los jóvenes (Vera et al., 2014). También Valenzuela (2012) menciona que, a través de las nuevas tecnologías de la información, en las que ni siquiera los grupos más apartados se salvan por poner un ejemplo, la identidad de grupos étnicos se ve trastocada por el influjo de la cultura de consumo. Como en el caso de “Mare advertencia Lirika”, una mujer oaxaqueña de origen zapoteco que encontró en el género del Hip-Hop, una forma de expresar sus ideas que, por supuesto, son expresiones culturales híbridas. Estos son algunos casos de procesos de hibridación cultural. De este modo, la cultura otaku también es resultado de la apropiación y adaptación por la comunidad consumidora de productos generados en Japón. Como el anime que son producciones de animación japonesa y el manga mejor conocido como el cómic Japón en donde mayormente se han basan las creaciones animadas y que han sido bien recibidas por los fans de todo el mundo, lo que ha generado también movimientos turísticos, impactando en eventos masivos de aficionados. Las convenciones de anime y manga se han realizado en diferentes partes de mundo, de manera específicamente en la Ciudad de México se llevan efectuando desde el año de 1990, convocando a gran número de aficionados que mayoritariamente se denominan otakus. En este presente trabajo se plantea conocer las condiciones necesarias para generar un evento otaku como detonante de visitantes en el municipio de Chimalhuacán. De las cuales, las variantes de estudio para determinar las condiciones de un evento son; los jóvenes otakus, las áreas culturales administrativas y la gestión para la realización de eventos especiales, en este caso dedicados al anime y manga en el municipio de Chimalhuacán. Con el propósito de generar una convivencia para la población que forma parte del interés cultural otaku, en este sentido la propuesta aquí reflejada como una opción viable es la realización de un evento cultural en Chimalhuacán, para la población que esté interesada en asistir. En el caso de la comunidad otaku que ha asistido a convenciones, estos eventos de gran magnitud son del gusto y disfrute. Comprender que los procesos de la gestión cultural se adaptan a todo tipo de interés, como en este caso, intereses propios de una comunidad como el anime y el manga que son elementos también a considerar en el ámbito turístico de eventos culturales.
Cavalcante, JoÃo Paulo Braga. "ConexÃes entre o Mundo On-line e a "Vida Off-Line": Otakus e Cultura de Consumo na Era da Internet." Universidade Federal do CearÃ, 2008. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=4788.
Full textEsta pesquisa teve como meta analisar questÃes relacionadas a mudanÃas na cultura de consumo contemporÃnea decorrentes da interaÃÃo entre agentes sociais e novas mÃdias eletrÃnicas nos moldes da World Wide Web Tal interaÃÃo resultou na crescente autonomia do agente perante os emissores oficiais de produtos e informaÃÃo Constatou-se que redes de consumidores organizadas em subculturas tÃm criado canais nÃo oficiais de compartilhamento de mensagens burlando barreiras legais e territoriais Este fenÃmeno foi observado na subcultura de consumo conhecida como otaku de origem japonesa O termo designa indivÃduos aficionados em animes e mangÃs animaÃÃes e quadrinhos japoneses respectivamente O otakismo à um movimento inerente a globalizaÃÃo cultural e retrata uma forte ligaÃÃo das novas tecnologias digitais com uma juventude pÃs-dÃcada de 1980 mais individualista e mais independe dos meios de comunicaÃÃes oficiais O crescimento do otakismo pÃde ser observado na cidade de Fortaleza onde ocorre todos os anos uma das maiores convenÃÃes de animes do Brasil a Super Amostra Nacional de Animes (SANA) com um nÃmero cada vez maior de freqÃentadores Os mÃtodos de anÃlise foram qualitativos e quantitativos com enquete exploratÃria na ocasiÃo da SANA entrevistas nÃo-estruturadas e etnografia em ambientes virtuais direcionada para a descoberta da natureza das relaÃÃes sociais nestas novas mÃdias multidirecionais (todos os envolvidos sÃo emissores receptores e produtores ao mesmo tempo) Concluiu-se que a subcultura otaku vem adaptando as novas tecnologias digitais particularmente a Internet para seus propÃsitos de consumo e para a ampliaÃÃo das possibilidades de relacionamento interpessoal
This research aimed to analyze the subjects related to social changes in the contemporary consumption culture due to interaction between social players and new electronic medias according to World Wide Web This interaction comes from the social playerâs growing autonomy against the authorized issuer of product and information Iâve founded that consumer networks structured by subcultures have created unauthorized channels of sharing of messages circumventing the law This phenomenon was observed in a consumption subculture known as otaku whose origin is Japanese This term means an enthusiast of Japanese animes mangas cartoon and comics The otakism is a movement intrinsic to culture globalization and it looks at a powerful connection between new digital technologies and post-1980s youth that is more individualistic and more independent of authorized medias The growth of otakism could be observed in Fortaleza a city that hosts every year one of the biggest anime convention in Brazil called Super Amostra Nacional de Animes (SANA) Its numbers of visitors grows years after years The qualitative and quantitative methods of analyze were used in this research including exploratory poll in SANA event non-structured interviews and ethnography in virtual ambients The last one was designed to understand the quality of social relations in the multidirectional new medias where all players are issuers receptors and creators at the same time The research discovered that otaku subculture has been adapting the new digital technologies particularly the Internet for its consumption purposes and expansion of the possibilities of interpersonal relationships
CAVALCANTE, João Paulo Braga. "Conexões entre o mundo on-line e a vida off-line: otakus e cultura de consumo na era da internet." http://www.teses.ufc.br, 2008. http://www.repositorio.ufc.br/handle/riufc/1463.
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This research aimed to analyze the subjects related to social changes in the contemporary consumption culture due to interaction between social players and new electronic medias according to World Wide Web This interaction comes from the social player’s growing autonomy against the authorized issuer of product and information I’ve founded that consumer networks structured by subcultures have created unauthorized channels of sharing of messages circumventing the law This phenomenon was observed in a consumption subculture known as otaku whose origin is Japanese This term means an enthusiast of Japanese animes mangas cartoon and comics The otakism is a movement intrinsic to culture globalization and it looks at a powerful connection between new digital technologies and post-1980s youth that is more individualistic and more independent of authorized medias The growth of otakism could be observed in Fortaleza a city that hosts every year one of the biggest anime convention in Brazil called Super Amostra Nacional de Animes (SANA) Its numbers of visitors grows years after years The qualitative and quantitative methods of analyze were used in this research including exploratory poll in SANA event non-structured interviews and ethnography in virtual ambients The last one was designed to understand the quality of social relations in the multidirectional new medias where all players are issuers receptors and creators at the same time The research discovered that otaku subculture has been adapting the new digital technologies particularly the Internet for its consumption purposes and expansion of the possibilities of interpersonal relationships
Esta pesquisa teve como meta analisar questões relacionadas a mudanças na cultura de consumo contemporânea decorrentes da interação entre agentes sociais e novas mídias eletrônicas nos moldes da World Wide Web Tal interação resultou na crescente autonomia do agente perante os emissores oficiais de produtos e informação Constatou-se que redes de consumidores organizadas em subculturas têm criado canais não oficiais de compartilhamento de mensagens burlando barreiras legais e territoriais Este fenômeno foi observado na subcultura de consumo conhecida como otaku de origem japonesa O termo designa indivíduos aficionados em animes e mangás animações e quadrinhos japoneses respectivamente O otakismo é um movimento inerente a globalização cultural e retrata uma forte ligação das novas tecnologias digitais com uma juventude pós-década de 1980 mais individualista e mais independe dos meios de comunicações oficiais O crescimento do otakismo pôde ser observado na cidade de Fortaleza onde ocorre todos os anos uma das maiores convenções de animes do Brasil a Super Amostra Nacional de Animes (SANA) com um número cada vez maior de freqüentadores Os métodos de análise foram qualitativos e quantitativos com enquete exploratória na ocasião da SANA entrevistas não-estruturadas e etnografia em ambientes virtuais direcionada para a descoberta da natureza das relações sociais nestas novas mídias multidirecionais (todos os envolvidos são emissores receptores e produtores ao mesmo tempo) Concluiu-se que a subcultura otaku vem adaptando as novas tecnologias digitais particularmente a Internet para seus propósitos de consumo e para a ampliação das possibilidades de relacionamento interpessoal
Katekawa, Henrique Eidin. "Fenômeno otaku: de problema social à solução política." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/8/8157/tde-13032017-110556/.
Full textIn Japan, the otaku phenomenon became popular in the late 1980s because of the serial killer Tsutomu Miyazaki. Japanese media identified him quickly as an otaku, a person obsessed with the entertainment industry, and in the 1990s the otaku became known as a major social problem. However, in 2004, the Japanese government started its political plan named Cool Japan, which promoted the dissemination of Japanese pop culture to the world. Being a major consumer of Japanese pop culture, the otaku was no longer considered a problem, but became part of a political solution. The otaku phenomenon has been investigated in order to find out how this transformation occurred. Thereunto, it has been researched: the otakus origin; his relationship with society; and the philosophical theory of Hiroki Azuma on the relationship between Japanese consumers and the Japanese pop culture. It was possible to state that the otakus image improved because Japanese society changed its consumer relationship with cultural products. As well as those considered otaku, Japanese society began to consume not because of the product itself, but because of its settings in Japanese images. There was not enough evidence to affirm, but in the end there was the assumption that perhaps the otakus image has improved because Japanese society itself is becoming otaku.
Visockis, Edvinas. "Otaku Kultūros Tapatumo Formavimas: Šiaulių Klubo "Yorokonde" Atvejo Analizė." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2013~D_20140717_083851-87360.
Full textThe Bachelor‘s thesis analyses otaku cultural identity formation in Šiauliai Japanese culture enthusiasts club „Yorokonde“. The work consists of two parts, theoretical and practical. The theoretical part analyses the various authors talking about identity theories of self construction or socially constructed person. It also examines different approaches to the pop culture. In the empirical part Japanese culture spreading chronology is reconstructed. The concept of otaku term issues and implications is examined. Otaku identity and its formation through the activities of the otaku is analysed. Anime and manga importance to the interest of Japanese culture is extracted in the work.Examined relation between punk „Do-it-yourself“ ideas and cosplay, and also what cosplay is. Examined homosexual manga genre yaoi, and Japanese language usage in otaku speech.
Issa, Victor Eiji. "Otaku: um sujeito entre dois mundos. Refletindo sobre o diálogo existente entre ficção e realidade." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/8/8134/tde-01062015-154037/.
Full textThe central characters of this research are the otakus, who can be described as fans of mangá and anime, who spend much of their time entertained with these (and some others) elements of Japanese pop culture, a linkage that influences their worldview and the way they act in their daily lives. The central focus of the research is the quest for understanding the relationship between fiction and reality. My assumption is the idea that fiction is not simply a product of the sociocultural context in which it is produced: in fact it is a product of this context, but as it is a way of reading, a way of seeing, which goes beyond the limits of reality, fiction may be thought of as an active agent, transformer, an agent that stimulates the construction of new insights about the world around us.
Shedd, Jesse Bernard. "Portrait of an anonymous image board: the board-tans of 4chan." Thesis, Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53595.
Full textBrisset, Maxime. "Médias et stéréotypes sociaux : Représentations de l’otaku japonais." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/33181.
Full textBooks on the topic "Otakus"
Quintana, Mario Javier Bogarín. Otakus bajo el sol: La construcción sociocultural y estética del fanático de Manga y Anime en Mexicali. Mexicali, Baja California, México: Universidad Autónoma de Baja California, 2012.
Find full textOtaku: Japan's database animals. Minneapolis, MN: University of Minnesota Press, 2009.
Find full textTřešňák, Zdeněk. Otakar Borůvka. Brno: Nadace Universitas Masarykiana Brno v nakl. Granos Plus, 1996.
Find full textBook chapters on the topic "Otakus"
Galbraith, Patrick W. "Otaku Consumers." In Japanese Consumer Dynamics, 146–61. London: Palgrave Macmillan UK, 2011. http://dx.doi.org/10.1057/9780230302228_8.
Full textSteinberg, Marc, and Edmond Ernest dit Alban. "Otaku Pedestrians." In A Companion to Media Fandom and Fan Studies, 289–304. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119237211.ch18.
Full textLarsen, Miranda Ruth. "Fandom and Otaku." In A Companion to Media Fandom and Fan Studies, 277–88. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119237211.ch17.
Full textGere, Charlie. "Cute, Otaku, and Posthuman Aesthetics." In Palgrave Handbook of Critical Posthumanism, 1–19. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-42681-1_45-1.
Full textMerkle, Walter. "OTAS." In Risk Management in Medicine, 89–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-47407-5_10.
Full textUhrmann, Heimo, Robert Kolm, and Horst Zimmermann. "Operational Transconductance Amplifiers (OTAs)." In Analog Filters in Nanometer CMOS, 27–38. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-38013-6_4.
Full textChatterjee, Shouri, Kong Pang Pun, Nebojša Stanić, Yannis Tsividis, and Peter Kinget. "Fully Differential Operational Transconductance Amplifiers (OTAs)." In Analog Circuit Design Techniques at 0.5 V, 17–47. Boston, MA: Springer US, 2007. http://dx.doi.org/10.1007/978-0-387-69954-7_2.
Full textMerkle, W. "OTAS (Observational Teamwork Assessment for Surgery)." In Risikomanagement und Fehlervermeidung im Krankenhaus, 109–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-38045-7_10.
Full textKing, Edward. "Otaku Culture and the Virtuality of Immaterial Labor in Maurício de Sousa’s Turma da Mônica Jovem." In Virtual Orientalism in Brazilian Culture, 47–71. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1057/9781137462190_3.
Full textUemura, Genki, and Toru Yaegashi. "The Actuality of States and Other Social Groups. Tomoo Otaka’s Transcendental Project?" In The Phenomenological Approach to Social Reality, 349–79. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-27692-2_15.
Full textConference papers on the topic "Otakus"
Okuno, Keitaro. "The Japanese OTAKUs' One Month Activity Just after the 3.11 Earthquake." In 2013 International Conference on Signal-Image Technology & Internet-Based Systems (SITIS). IEEE, 2013. http://dx.doi.org/10.1109/sitis.2013.72.
Full textChang, Che-Chang, and Fang-Tzu Chen. "A study for Chinese Otaku while web shopping." In INTERNATIONAL CONFERENCE OF COMPUTATIONAL METHODS IN SCIENCES AND ENGINEERING 2014 (ICCMSE 2014). AIP Publishing LLC, 2014. http://dx.doi.org/10.1063/1.4897762.
Full textDedan, Danzeng. "An Investigation on People’s Perception of the Otaku Subculture in China." In 2021 2nd International Conference on Mental Health and Humanities Education(ICMHHE 2021). Paris, France: Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210617.137.
Full textChang, Che-Chang. "What Otaku consumers care about: The factors influential to online purchase intention." In 11TH INTERNATIONAL CONFERENCE OF NUMERICAL ANALYSIS AND APPLIED MATHEMATICS 2013: ICNAAM 2013. AIP, 2013. http://dx.doi.org/10.1063/1.4825523.
Full textEftekhari, Shayan, Behrouz Shahgholi Ghahfarokhi, and Neda Moghim. "Otanes: A live TV simulator for Content-Centric Networking." In 2015 7th Conference on Information and Knowledge Technology (IKT). IEEE, 2015. http://dx.doi.org/10.1109/ikt.2015.7288785.
Full textHabibi, Elaheh, and Seyed-Hassan Mirian-Hosseinabadi. "On-demand Test as a Web Service Process (OTaaWS Process)." In 2021 7th International Conference on Web Research (ICWR). IEEE, 2021. http://dx.doi.org/10.1109/icwr51868.2021.9443109.
Full textSrivastava, Jyoti, Ram Bhagat, and Pragati Kumar. "Analog Inverse Filters Using OTAs." In 2020 6th International Conference on Control, Automation and Robotics (ICCAR). IEEE, 2020. http://dx.doi.org/10.1109/iccar49639.2020.9108048.
Full textSingh, Vikramjeet, and Pragati Kumar. "Fractional Order Oscillator Using OTAs." In 2020 6th International Conference on Control, Automation and Robotics (ICCAR). IEEE, 2020. http://dx.doi.org/10.1109/iccar49639.2020.9108095.
Full textFernandes, Rafael, Diego Kreutz, Giulliano Paz, Rodrigo Mansilha, and Roger Immich. "SAAS: Uma Solução de Autenticação para Aplicativos de Smartphones." In XVII Escola Regional de Redes de Computadores. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/errc.2019.9235.
Full textGoras, Liviu, and Paul Puscasu Mihai. "Spatio-temporal dynamics in Cellular Neural Networks with nonideal OTA's." In 2011 International Semiconductor Conference (CAS 2011). IEEE, 2011. http://dx.doi.org/10.1109/smicnd.2011.6095831.
Full text