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Ferroelectricity is one of the most studied phenomena in the scientific community due the importance of ferroelectric materials in a wide range of applications including high dielectric constant capacitors, pyroelectric devices, transducers for medical diagnostic, piezoelectric sonars, electrooptic light valves, electromechanical transducers and ferroelectric random access memories. Actually the ferroelectricity at nanoscale receives a great attention to the development of new technologies. The demand for ferroelectric systems with specific applications enforced the in-depth research in addition to the improvement of processing and characterization techniques. This book contains twenty two chapters and offers an up-to-date view of recent research into ferroelectricity. The chapters cover various formulations, their forms (bulk, thin films, ferroelectric liquid crystals), fabrication, properties, theoretical topics and ferroelectricity at nanoscale.
Frontiers of Thin Film Technology, Volume 28 focuses on recent developments in those technologies that are critical to the successful growth, fabrication, and characterization of newly emerging solid-state thin film device architectures. Volume 28 is a condensed sampler of the Handbook for use by professional scientists, engineers, and students involved in the materials, design, fabrication, diagnostics, and measurement aspects of these important new devices.
With information on the subject of dielectric materials, this volume brings important updates to electronic device engineers and researchers in the area of ferroelectric materials. Topics include materials, processes, properties, and electronic devices based on these materials and systems. Proceedings of the symposium held at the 103rd Annual Meeting of The American Ceramic Society, April 22-25, 2001, in Indiana; Ceramic Transactions, Volume 131.
This book constitutes the refereed proceedings of the 37th Computer Graphics International Conference, CGI 2020, held in Geneva, Switzerland, in October 2020. The conference was held virtually. The 43 full papers presented together with 3 short papers were carefully reviewed and selected from 189 submissions. The papers address topics such as: virtual reality; rendering and textures; augmented and mixed reality; video processing; image processing; fluid simulation and control; meshes and topology; visual simulation and aesthetics; human computer interaction; computer animation; geometric computing; robotics and vision; scientific visualization; and machine learning for graphics.