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    NAND FLASH TECHNOLOGY 1

    CVR COLLEGE OF ENGINEERING M.TECH. 1ST YEAR-1ST SEMESTER VLSI-SD

    1. INTRODUCTION

    Flash memory has become a powerful and cost-effective solid-state

    storage technology widely used in mobile electronics devices and other consumer applications.

    Two major forms of Flash memory, NAND Flash and NOR Flash, have emerged as the

    dominant varieties of non-volatile semiconductor memories utilized in portable electronics

    devices. NAND Flash, which was designed with a very small cell size to enable a low cost-per-

    bit of stored data, has been used primarily as a high-density data storage medium for consumer

    devices such as digital still cameras and USB solid-state disk drives.

    NOR Flash has typically been used for code storage and direct execution inportable electronics devices, such as cellular phones and PDAs. Recently, however, the

    distinction between the two types of Flash memory has become less clear. New cell phone

    controllers that support NAND Flash as an alternative to or an addition to NOR Flash have

    helped make NAND a viable alternative for a broader array of applications. In addition, data

    storage capacity and performance requirements in cell phones have increased significantly with

    the growth of feature-rich phones that incorporate camera, music, video, gaming and other

    functionality. NAND Flash has become an attractive alternative for the data storage aspects of

    todays cell phones because of its higher speed write and erase performance as well as its low

    cost-per-bit. As a result, designers of memory subsystems in portable electronics are now using

    NAND in some traditional NOR-based applications. For todays full-featured cell phones, many

    designers are utilizing memory architectures that combine NOR with NAND for data storage, or

    are using NAND as the primary Flash memory in combination with low power DRAM in which

    the program code can be shadowed and run. In either case, the different types of memory are

    frequently stacked in Multi-Chip Packages (MCP) to create a single component. This overview

    will briefly discuss the history of Flash memory development, compare and contrast NAND and

    NOR Flash memory, and discuss the ways in which the two technologies are used today.

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    2. NAND FLASH MEMORY

    2.1 What is NAND flash memory: A form of memory, NAND flash is one of two flash

    technologies (the other being NOR). Low power, low cost and extremely durable, NAND offers

    high capacity data storage and brings faster erase, write, and read capabilities over NOR

    architecture. Flash technology is non-volatile, meaning that it keeps stored information even

    when the power is off. It got the name flash because it only took a few seconds to erase the

    chipas compared to the main technology at the time, EPROMs, which took about 20 minutes

    to erase under an ultraviolet light NAND Flash is a type of memory device called nonvolatile

    memory. It is by far the most common nonvolatile memory used for mass storage.the following

    table classifies different types of silicon memories:

    Type Sub-type Example

    Volatile: Retain data only

    when power is on. Loss data

    when power is off

    Static memory: Retain data

    indefinitelyas long as power is

    on. Consumes none or very

    little power to retain data.

    SRAM such asCPU cache

    Dynamic memory: Retain data

    for a small period of time whe

    power is on.require.periodoc

    refresh to retain data.

    Consumes power during

    refresh

    SDRAM

    Nonvolatile: Retains data

    regardless power

    Programmable memory: Data

    can be written into rhe device

    many times.

    NAND Flash, NOR Flash

    one-tmie programmbale

    memory:

    Mask programmable ROM

    Table: Major difference between NAND and other memory:

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    From the system designers perspective, the biggest difference is

    that NAND Flash is a serial storage device while most other memories are random access

    memory. Random access device can be designed easily as the primary storage of a system.

    Typical instriction and data fetch the CPU involved an address phase and data phase on the CPU

    bus.Random access device ca retrive the required data easily.Subsequently and different address

    locations can also be accesses with little penalty. To the contracy, serial storage device requieres

    long access time for the initial data subsequent access to any nonconsecutive location also

    requires large penalty. As a result, serial storage device such as NAND Flash requires special

    NAND Flash controller to access data and is seldom used as the main memory of the system.

    2.2 Difference between NAND and NOR:

    There are major differences between NAND and NOR highlighted in Table 1. It

    shows why NAND memories are ideal for high-capacity storages, while NOR memories are used

    for code storage and execution.

    NAND NOR

    Capacity*1 32Gbit ~1Gbit

    Access method Sequential Random

    Interface I/O interface Full memory interface

    Performance Fast read (serial access cycle)

    Fast write

    Fast erase (approx.

    2ms/block)*2

    Fast read (random access)

    Slow write

    Slow erase (approx.

    1s/block)*3

    Life Span 100 0001 000 000 10 000100 000

    Price Low High

    Table: The major difference between NAND and NOR

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    The NAND Flash is a new flash configuration that reduces memory cell area

    so that a lower bit cost can be achieved. In 1987, Toshiba proposed the NAND Flash, and its

    NAND structured cell arranged as eight memory transistors in series. The NAND flash cell

    array, fabricated by using conventional self-aligned dual polysilicon gate technology, had only

    one memory transistor, one forth of a select transistor and one sixteenth of the contact hole area

    per bit. This technology realizes a small cell area without scaling down the device dimensions.

    The cell area per bit was half that of a DRAM using the same design rule of 1um (which was

    used for the 1M bit DRAM). As a result, Toshiba realized that it was possible for NAND Flash

    to be developed earlier than DRAM (for the same density) by one process generation. In

    comparison, conventional EEPROM was behind DRAM by one process generation at that time.

    The most important item regarding memories is the bit cost. In the case of a

    semiconductor memory, the bit cost is dependent on the memory cell area per bit. Since the cell

    area of NAND Flash is smaller than that of NOR Flash, NAND Flash always had the potential

    from the start to be less expensive than NOR Flash. However, it takes a rather long time for a

    NAND Flash to read out the first data byte compared to NOR Flash because of the resistance of

    the NAND cell array, although it is much faster than the seek time for a hard disc by several

    orders of magnitude. Therefore, the aim of NAND Flash is to replace hard disks.

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    Fig: NAND and NOR memory cell

    Figure below provides a summary of how NAND and NOR Flash vary for a number of important

    design characteristics

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    Figure: NAND cell

    Figure: NOR cell

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    The advantages of NAND Flash are that the erasing and programming times are short. The

    programming current is very small into the floating gate because NAND Flash uses Fowler-

    Nordheim tunneling for both erasing and programming. Therefore, the power consumption for

    programming does not significantly increase even as the number of memory cells being

    programmed is increased. As a result, many NAND Flash memory cells can be programmed

    simultaneously so that the programming time per byte becomes very short. Conversely, the NOR

    Flash can be programmed only by byte or word, and since it uses the hot electron injection

    mechanism for programming, it also consumes more power and the programming time per byte

    is longer.

    The programming time for NOR Flash is typically more than a order of

    agnitude greater than that of NAND Flash. The power consumption of NAND Flash or NOR

    Flash is about one tenth that of a hard disk drive. Also, the seek time for semiconductor emories

    is much faster than that of a hard disk. However, NAND Flash or NOR Flash must be erased

    before reprogramming while a hard disk requires no erasure. Therefore, in the case of continuous

    programming where the seek time is negligibly small, a hard disk drive can be programmed more

    quickly.

    For both for NOR Flash and NAND Flash, the endurance (which means the number of

    cycles a block or chip can be reprogrammed) is limited. In order to replace the UV-EPROM with

    Flash, and endurance of 1000 cycles was sufficient. It is estimated that at least 1,000,000 cycles

    are required to replace a hard disk drive. NOR Flash is typically limited to around 100,000

    cycles. Since the electron flow-path due to the hot electron injection for programming is different

    from the one due to tunneling from the floating gate to the source for erasing, degradation is

    enhanced. However, in NAND Flash, both the programming and erasing is achieved by uniform

    Fowler- Nordheim tunneling between the floating gate and the substrate. This uniform

    programming and uniform erasing technology guarantees a wide cell threshold window even

    after 1,000,000 cycles. Therefore, NAND Flash has better characteristics with respect to

    program/erase endurance. In some recent scaled NOR Flash memories, their erasing scheme has

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    been changed from source side erasing to uniform channel erasing, which is the same as the

    NAND Flash.

    From a practical standpoint, the biggest difference a designer will notice when

    comparing NAND Flash and NOR Flash is the interface. NOR Flash has a fully memory-mapped

    random access interface like an EPROM, with dedicated address lines and data lines. Because of

    this, it is easy to boot a system using NOR Flash. On the other hand, NAND Flash has no

    dedicated address lines. It is controlled using an indirect I/O-like interface and is controlled by

    sending commands and addresses through a 8 bit bus to an internal command and address

    register. For example, a typical read sequence consists of the following: writing to the command

    register the read command, writing to the address register 4 byte of address, waiting for the

    device to put the requested data in the output data register, and reading a page of data (typically

    528 bytes) from the data register. The NAND Flashs operation is similar to other I/O devices

    like the disk drive it was originally intended to replace. But because of its indirect interface, it is

    generally not possible to boot from NAND without using a dedicated state machine or

    controller. However, the indirect interfaces advantage is that the pinout does not change with

    different device densities since the address register is internal. Because NAND Flash is

    optimized for solid-state mass storage (low cost, high write speed, high erase speed, high

    endurance), it is the memory of choice for memory cards such as the SmartMediaTM, SDTM

    card, CompactFlashTM, and MemoryStickTM

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    3. NAND FLASH CONTROLLER

    The serial structure used in NAND Flash allows very high storage

    density but data from the memory block can only be read serially. The disadvantage, as

    compared to RAM, is that data cannot be randomly accessed. But once a page of memory is

    opened for read, data can be shifted out from the memory quickly. The NAND flash interface

    also requires that commands to the NAND flash be sent serially to the device as a command

    packet, instead of the parallel address and data signals in typical RAM. These are the major

    reason that make interfacing with NAND flash memory much more complicated than interfacing

    with typical SRAM or NOR flash devices. A NAND flash controller is design specifically to

    handle all required tasks of accessing NAND flash device efficiently.

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    3.1 COMMANDS SUPPORTED BY NAND FLASH DEVICES:

    There are many commands, some manufacturer specific and supported only by a few devices

    while some commands are universal to all NAND flash manufacturers. The most common

    commands are

    Reset ERASE PROGRAM PROGRAM CONFIRMATION READ DATA READ STATUS READ ID RANDOM READ RANDOM WRITE PAGE CACHE WRITE PAGE CACHE READ INTERNAL DATA MOVE TWO-PLANES READ TWO-PLANE WRITE , and others based on the manufacturers

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    4. SLC and MLC

    Single-level cell (SLC) and multi-level cell (MLC) Flash memory

    are similar in their design. MLC Flash devices cost less and allow for higher storage density.

    SLC Flash devices provide faster write performance and greater reliability, even at temperatures

    above the operating range of MLC Flash devices. Table 1 provides a summary of the advantages

    and disadvantages of SLC Flash and MLC Flash.

    SLC MLC

    High Density *

    Low Cost per Bit *

    Endurance *

    temperature range *

    Low Power Consumption *

    Write/Erase Speeds *

    Write/Erase Endurance *

    Table: Qualities of SLC and MLC

    These factors make SLC Flash a good fit in embedded systems, while MLC flash makes it

    possible to create affordable mobile devices with large amounts of data storage.

    4.1 Flash Memory Explained

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    It is important to understand what makes up a Flash cell before explaining the variation between

    SLC and MLC Flash. Each cell consists of a single transistor, with an additional floating gate

    that can store electrons. Figure 2 shows the architecture of an SLC cell.

    Figure : floating gate

    A large voltage difference between the drain and the source, VdVs, creates a large

    electric field between the drain and the source. The electric field converts the previously

    nonconductive poly-Si material to a conductive channel, which allows electrons to flow between

    the source to the drain.

    The electric field caused by a large gate voltage, Vg, is used to bump electrons up

    from the channel onto the floating gate. As an electron travels closer to the drain, it gains more

    momentum and thus, more energy. But, this amount of energy is not enough to push an electron

    onto the floating gate. Electrons with high momentum near the drain can sometimes bump into Si

    (Silicon) atoms. This bump gives the electron enough energy to be pushed onto the floating gate.

    The number of electrons on the floating gate affects the threshold voltage of the cell Vt. This

    effect is measured to determine the state of the cell.

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    4.2 Single-Level Cell (SLC) Flash

    As the name suggests, SLC Flash stores one bit value per cell, which basically is a voltage

    level. The bit value is interpreted as a 0 or a 1.

    Value State

    0 Programmed

    1 Erased

    Table :SLC levels

    Since there are only two states, it represents only one bit value. As seen in Table

    2, each bit can have a value of programmed or erased.

    Figure: voltage reference for SLC

    A 0 or 1 is determined by the threshold voltage Vt of the cell. The threshold voltage can be

    manipulated by the amount of charge put on the floating gate of the Flash cell. Placing charge on

    the floating gate will increase the threshold voltage of the cell. When the threshold voltage is

    high enough, around 4.0V, the cell will be read as programmed. No charge, or threshold voltage

    < 4.0V, will cause the cell to be sensed as erased.

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    SLC Flash is used in commercial and industrial applications that require high performance and

    long-term reliability. Some applications include industrial grade Compact Flash cards or Solid

    State Drives (SSDs).

    4.3 Multi-Level Cell (MLC) Flash

    As the name suggests, there are multiple values that an MLC cell can represent. The values can

    be interpreted as four distinct states: 00, 01, 10, or 11.

    value State

    00 Fully programmed

    01 Partially programmed

    10 Partially erased

    11 Fully erased

    Table: MLC Levels

    These four states yield two bits of information. As seen in table 3, the value of the two bits range

    from fully programmed to fully erased.

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    Figure :voltage reference for MLC

    As seen in figure 2, a Flash cells ability to store charge is why MLC technology works. Since

    the delta between each level has decreased, the sensitivity between each level increased. Thus,

    more rigidly controlled programming is needed to manipulate a more precise amount of charge

    stored on the floating gate. In order for a Flash cell to be considered MLC technology, the cell

    must exhibit two characteristics:

    1. Precise charge placement

    2. Precise charge sensing

    Thus, MLC Flash works the same way as SLC Flash. The threshold voltage Vt, is used to

    manipulate the state of the Flash. Once again, the amount of charge on the floating gate is what

    determines the threshold voltage.

    As seen in figure 4, current MLC technology uses two bits, or 4 levels. However, it is possible to

    hold more bits. Equation 1 is a generic equation to follow to determine how many states are

    needed for the desired bits.

    Equation 1 States = 2N

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    N is equal to the number of desired bits per cell. For example, for a cell to hold three bits, you

    need eight states equal to: 000, 001, 010, 011, 100, 101, 110, 111 . MLC Flash is used in

    consumer applications that do not require long term reliability such as consumer grade USB

    Flash drives, portable media players, and Compact Flash cards.

    4.4 SLC and MLC Compared

    Now that the differences between SLC and MLC have been explained, lets compare their

    specifications to help further make a distinction between the two grades.

    SLC MLC

    Density 16Mbit 32Mbit 64Mbit

    Read Speed 100ns 120ns 150ns

    Block Size 64Kbyte 128Kbyte

    Architecture x8 x8 / x16

    Endurance 100,000 cycles 10,000 cycles

    Operating

    Temperature

    Industrial Commercial

    Table: specification comparison of SLC and MLC

    Lets compare each characteristic in table 4. Using the same wafer size, you can double the

    density of the MLC Flash by using the charge placement technology. Thus, MLC has greater

    densities.

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    The read speeds between SLC and MLC are comparable. Reading the level of the Flash cell

    compares the threshold voltage using a voltage comparator. Thus, the architecture change does

    not affect sensing. In general, the read speeds of Flash are determined by which controller is

    used.

    The endurance of SLC Flash is 10* more than MLC Flash. The endurance of MLC Flash

    decreases due to enhanced degradation of Si. This is a main reason why SLC Flash is considered

    industrial grade Flash and MLC Flash is considered consumer grade Flash.

    Higher temperatures cause more leakage in the cells. Combined with the increased sensitivity

    required to differentiate between the levels, this leakage will cause the sensors to read the wrong

    level. As a result, the operating temperature of MLC spans only the commercial range. Leakage

    is not significant in SLC Flash and thus, it can operate in an industrial temperature range.

    4.5 SPARE COLUMN

    NAND flash devices organize 512bytes or 2048 bytes of data into a page. There are also

    16 or 64 bytes of extra data called the spare column associated with each page. The spare

    columns are fully addressable by the user and is typically used for storing error correction code

    (ECC) and other management information to improve data integrity.

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    5.MANAGING NAND FLASH

    In order to use NAND flash effectively, the NAND flash must be managed by some kind of a

    controller (either software or hardware). This is necessary in order to make the NAND flash

    appear to the system as ideal block device.

    5.1 Bad Block Management

    In a brand new device, the standard NAND flash specification allows for the existence of initial

    bad blocks. Standard NOR flash devices have extra spare memory blocks that are used to replace

    bad blocks, but NAND flash devices have a minimal amount of redundant memory blocks

    because it was always expected that an intelligent controller would ignore the bad blocks. Since

    it was expected that NAND flash would be used for solid state mass storage, blocks would

    eventually wear out; therefore, it was expected that the system be able to handle bad blocks that

    would form during use. The standard factory location for the bad block byte is byte 517 (the

    518th byte) of a NAND page. If this byte is FFh, the block is good, otherwise, the block is bad

    (typically indicated by 00h). This format for marking bad blocks is from SmartMedia card

    (NAND flash in a removable card package) and was standardized by the SSFDC Forum (Solid

    State Floppy Disk Cardthe former name of SmartMedia). If additional bad blocks form during

    use, the block is marked bad. Generally, this is possible even if the block that you are marking is

    considered bad. To distinguish between factory marked bad blocks and blocks that go bad during

    use, two flag values are defined in the SmartMedia format: 00h (for initial factory marked bad

    blocks) and F0h (for blocks that go bad during system use). An alternative approach to the in

    block method of keeping track of bad blocks is to maintain a bad block table. However, where

    to you store a bad block table since blocks could be bad? For NAND TSOP devices only, the

    first block of the NAND flash (block 0) is guaranteed to be good. Thus, block 0 could be used to

    hold a bad block table if desired. However, at power up, many systems simply scan the first page

    of each block to determine whether they are good or bad and build a bad block table in RAM.

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    5.2 Error Correcting Code

    The use of an error correcting code is essential in order to maintain the integrity of stored code.

    Soft errors (especially during programming) occur at a rate of approximately 10-10 or about 1 bit

    per 10 billion bits programmed. Single bit correcting (two bit error detecting) Hamming code

    issufficient for NAND flash. Toshiba has developed C sample code for implementing Hamming

    code. It is available in a separate document entitled the SmartMediaTM ECC Reference Manual.

    5.3 Wear Leveling

    If flash memory had infinite write/erase endurance, wear leveling would not be necessary.

    However, unlike magnetic media, flash memory eventually wears out and no longer programs

    or26 erases in the allotted amount of time. Because the design of typical file systems assumedthe characteristics of magnetic media, certain physical locations may be repeatedly rewritten. For

    example, in the DOS FAT file system, the FAT and directory areas must be modified multiple

    times each time a file is written or appended. When multiplied by the thousands of files in a

    typical file system, the FAT and directory areas of the disk will experience vastly more writes

    than any other area of the disk. When flash memory is used to emulate a disk drive, the physical

    areas of the flash that contain the FAT and directory would be worn out first, leading to early

    failure of the file system stored on the flash. In order to spread out the writes across as much of

    the flash as possible, a wear levelling algorithm is implemented by the controller (software or

    firmware in a hardware controller) which translates a logical address to different physical

    addresses for each write. Generally, this logical to physical lookup table is implemented in RAM

    and is initialized at power up by reading each physical block in the NAND flash to determine its

    logical block value. Ideally, wear leveling is intrinsic to the file system itself. Several new file

    system exist which write new data sequentially rather than overwriting a fixed location. These

    file systems use a technique known as journaling. For flash memory, JFFS2 (Journaling Flash

    File System 2) and YAFFS (Yet Another Flash File System) exist which automatically spread of

    2KB) is updated when writing a 10MB file to a NAND Flash memory with a physical erase out

    wear by writing sequentially to free flash space.

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    5.4 Lifetime Without Wear Leveling

    For systems that have a file allocation table (FAT) based file system, the FAT table is always

    stored in the same virtual blocks. Frequent FAT table updates are required during data WRITE

    operations, which implies frequent erase cycles on the same physical blocks, hence a reduced

    NAND Flash lifetime.

    The following example calculates how many times a FAT table (FAT32 and a cluster size unit of

    16KB (NAND small page device). To write a file of 10MB, 5KB entries in FAT and 5KB

    clusters in the file system are required. This corresponds to 640 physical NAND Flash blocks.

    This means that the file can be written at the same location 20 times:

    20 5120 = 102400

    This is greater than the maximum number of program/erase cycles. The expected NAND Flash

    lifetime can be calculated as follows:

    >Expected lifetime=size of nand flash*no of erase cycles*FAT overhead/bytes written per day

    This means that if the application writes at 3KB/s, the expected lifetime of the NAND blocks is:

    Expected lifetime = 10Mbyte 20 0.7 /(3Kbytes) 24 60 60 = 0.55 days

    In a NAND Flash, when virtual blocks are mapped to the same physical blocks, the lifetime of

    the device is significantly reduced, independently of its size.

    5.5 Lifetime with Wear Leveling

    Wear leveling extends the lifetime of NAND Flash devices because it ensures that even if an

    application writes to the same virtual blocks over and over again, the PROGRAM/ ERASEcycles will be distributed evenly over the NAND Flash memory.

    For example, the expected lifetime of a 64MB (512Mb) NAND Flash device can be calculated

    as follows:

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    Expected lifetime =64Mbyte*100Kcycles *0.7/3KBbyte/s*24*60 *60 = 18,124 days (about 49.7

    years)

    In this example, 0.7 is the file system overhead.

    5.6 Wear Leveling Algorithms

    Wear leveling is associated with a block aging table (BAT) to store information about which

    blocks have been erased in a selected period of time. There are two kinds of wear leveling that

    can be implemented in the FTL:

    Dynamic wear leveling

    Static wear leveling

    Dynamic Wear Leveling

    When applying the dynamic wear leveling, new data is programmed to the free blocks (among

    blocks used to store user data) that have had the fewest WRITE/ERASE cycles.

    Static Wear Leveling

    With static wear leveling, the content of blocks storing static data (such as code) is copied to

    another block so that the original block can be used for data that is changed more frequently.

    Static wear leveling is triggered when the difference between the maximum and the minimum

    number of WRITE/ERASE cycles per block reaches a specific threshold. With this particular

    technique, the mean age of physical NAND blocks is maintained constant.

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    6.APPLICATIONS

    Consumer: Smartphones, tablets, readers, GPS systems, MP3 players, digital still cameras, digital video cameras, ultra books, USB memory sticks, SD and uSD cards, set

    top boxes, digital voice recorders

    Enterprise: Servers, printers, cloud computing

    Industrial: Robots, vending machines, security systems, factory automation, automotiveaudio

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    Figure: NAND applications growth

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    7. CONCLUSON

    The NAND Flash memories are suitable for using in applications

    where a large amount of data has to be stored in memory, in other words, where it is desired to

    use a file system for stored data. Due to specific characteristics of NAND Flash architecture,

    there is need to implement the invalid block management system, ECC coding, and eventually

    requested file system to the target device. In most cases an embedded memory must contain data

    in requested format before assembling in production (e.g. Boot data, pre-formated file system)

    with selected invalid block management method and ECC coding. These data has to be

    programmed into NAND Flash memory using the device programmer.

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    8. REFERENCE

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    e weather. When I draw a magnifying glass, show me the map. You might want to useother gestures that you use in everyday life. This system is very customizable.

    The technology is mainly based on hand gesture recognition, image capturing, processing,

    and manipulation, etc. The map application lets the user navigate a map displayed on a nearby

    surface using hand gestures, similar to gestures supported by multi-touch based systems, letting

    the user zoom in, zoom out or pan using intuitive hand movements. The drawing application lets

    the user draw on any surface by tracking the fingertip movements of the users index finger.

    1.RELATED TECHNOLOGIESSixthSense technology takes a different approach to computing and tries to make the digital

    aspect of our lives more intuitive, interactive and, above all, more natural. We shouldnt have to

    think about it separately. Its a lot of complex technology squeezed into a simple portable device.

    When we bring in connectivity, we can get instant, relevant visual information projected on any

    object we pick up or interact with the technology is mainly based on hand augmented reality,

    gesture recognition, computer vision based algorithm etc.

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    4.1 Augmented reality

    Augmented reality (AR) is a term for a live direct or indirect view of a physical real-

    world environment whose elements are augmentedby virtual computer-generated imagery. It is

    related to a more general concept called mediated reality in which a view of reality is modified

    (possibly even diminished rather than augmented) by a computer. The augmentation is

    conventionally in real-time and in semantic context with environmental elements.

    Sixth sense technology which uses Augmented Reality concept to super imposes digital

    information on the physical world. With the help of advanced AR technology (e.g. adding

    computer vision and object recognition) the information about the surrounding real world of the

    user becomes interactive and digitally usable. Artificial information about the environment and

    the objects in it can be stored and retrieved as an information layer on top of the real world view.

    The main hardware components for augmented reality are: display, tracking, input devices,

    and computer. Combination of powerful CPU, camera, accelerometers, GPS and solid state

    compass are often present in modern Smartphone, which make them prospective platforms.

    There are three major display techniques for Augmented Reality:

    Head Mounted Displays Handheld Displays Spatial Displays

    Head Mounted DisplaysA Head Mounted Display (HMD) places images of both the physical world and

    registered virtual graphical objects over the user's view of the world. The HMD's are either

    optical see-through or video see-through in nature.

    Handheld Displays

    Handheld Augment Reality employs a small computing device with a display that fits in a

    user's hand. All handheld AR solutions to date have employed video see-through techniques to

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    overlay the graphical information to the physical world. Initially handheld AR employed sensors

    such as digital compasses and GPS units for its six degree of freedom tracking sensors.

    Spatial Displays

    Instead of the user wearing or carrying the display such as with head mounted displays or

    handheld devices; Spatial Augmented Reality (SAR) makes use of digital projectors to display

    graphical information onto physical objects.

    Modern mobile augmented reality systems use one or more of the following tracking

    technologies: digital cameras and/or other optical sensors, RFID, wireless sensors etc. Each of

    these technologies have different levels of accuracy and precision. Most important is the tracking

    of the pose and position of the user's head for the augmentation of the user's view.

    For users with disabilities of varying kinds, AR has real potential to help people with a

    variety of disabilities. Only some of the current and future AR applications make use of a

    Smartphone as a mobile computing platform.

    4.2 Gesture Recognition

    Gesture recognition is a topic in computer science and language technology with the

    goal of interpreting human gestures via mathematical algorithms. Gestures can originate from

    any bodily motion or state but commonly originate from the face or hand. Current focuses in the

    field include emotion recognition from the face and hand gesture recognition. Many approaches

    have been made using cameras and computer vision algorithms to interpret sign language.

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    Gestures can exist in isolation or involve external objects. Free of any object, we wave,

    beckon, fend off, and to a greater or lesser degree (depending on training) make use of more

    formal sign languages. With respect to objects, we have a broad range of gestures that are almost

    universal, including pointing at objects, touching or moving objects, changing object shape,

    activating objects such as controls, or handing objects to others.

    Gesture recognition can be seen as a way for computers to begin to understand human

    body language, thus building a richer bridge between machines and humans than primitive text

    user interfaces or even GUIs (graphical user interfaces), which still limit the majority of input to

    keyboard and mouse. Gesture recognition enables humans to interface with the machine (HMI)

    and interact naturally without any mechanical devices.

    Gestures can be used to communicate with a computer so we will be mostly concerned

    with empty handed semiotic gestures. These can further be categorized according to their

    functionality.

    Symbolic gesturesThese are gestures that, within each culture, have come to a single meaning. An Emblem

    such as the OK gesture is one such example, however American Sign Language gestures also

    fall into this category.

    Deictic gesturesThese are the types of gestures most generally seen in HCI and are the gestures of pointing,

    or otherwise directing the listeners attention to specific event or objects in the environment.

    Iconic gestures

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    As the name suggests, these gestures are used to convey information about the size, shape or

    orientation of the object of discourse. They are the gestures made when someone says The plane

    flew like this, while moving their hand through the air like the flight path of the aircraft.

    Pantomimic gestures:These are the gestures typically used in showing the use of movement of some invisible tool

    or object in the speakers hand. When a speaker says I turned the steering wheel hard to the

    left, while mimicking the action of turning a wheel with both hands, they are making a

    pantomimic gesture.

    Using the concept of gesture recognition, it is possible to point a finger at the computer

    screen so that the cursor will move accordingly. This could potentially make conventional input

    devices such as mouse, keyboards and even touch-screens redundant. Gesture recognition can be

    conducted with techniques from computer vision and image processing. The literature includes

    ongoing work in the computer vision field on capturing gestures or more general human pose

    and movements by cameras connected to a computer.

    4.3 Computer vision based algorithm

    Computer vision is the science and technology of machines that see. As a scientific

    discipline, computer vision is concerned with the theory behind artificial systems that extract

    information from images. The image data can take many forms, such as video sequences, views

    from multiple cameras, or multi-dimensional data from a medical scanner.

    Computer vision, on the other hand, studies and describes the processes implemented in

    software and hardware behind artificial vision systems. The software tracks the users gestures

    using computer-vision based algorithms. Computer vision is, in some ways, the inverse ofcomputer graphics. While computer graphics produces image data from 3D models, computer

    vision often produces 3D models from image data. There is also a trend towards a combination

    of the two disciplines, e.g., as explored in augmented reality.

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    The fields most closely related to computer vision are image processing, image analysis

    and machine vision. Image processing and image analysis tend to focus on 2D images, how to

    transform one image to another. His characterization implies that image processing/analysis

    neither require assumptions nor produce interpretations about the image content. Computer

    vision tends to focus on the 3D scene projected onto one or several images, e.g., how to

    reconstruct structure or other information about the 3D scene from one or several images.

    Machine vision tends to focus on applications, mainly in manufacturing, e.g., vision based

    autonomous robots and systems for vision based inspection or measurement.

    The Recognition Algorithms

    The computer vision system for tracking and recognizing the hand postures that control

    the menus is based on a combination of multi-scale color feature detection, view based

    hierarchical hand models and particle filtering. The hand postures or states are represented in

    terms of hierarchies of multi-scale color image features at different scales, with qualitative inter-

    relations in terms of scale, position and orientation. In each image, detection of multiscale color

    features is performed. The hand postures are then simultaneously detected and tracked using

    particle filtering, with an extension of layered sampling referred to as hierarchical layered

    sampling. To improve the performance of the system, a prior on skin color is included in the

    particle filtering.

    4.4 Technologies that uses Sixth Sense as Platform

    SixthSense technology takes a different approach to computing and tries to make the

    digital aspect of our lives more intuitive, interactive and, above all, more natural. When you

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    bring in connectivity, you can get instant, relevant visual information projected on any object

    you pick up or interact with. So, pick up a box of cereal and your device will project whether it

    suits your preferences. Some of the technologies that uses this are Radio Frequency

    Identification, gesture gaming, washing machine.

    4.4.1 Radio Frequency Identification

    SixthSense is a platform for Radio Frequency Identification based enterprise intelligence

    that combines Radio Frequency Identification events with information from other enterprise

    systems and sensors to automatically make inferences about people, objects, workspaces, and

    their interactions.

    Radio Frequency Identification is basically an electronic tagging technology that allowsthe detection and tracking of tags and consequently the objects that they are affixed to. This

    ability to do remote detection and tracking coupled with the low cost of passive tags has led to

    the widespread adoption of RFID in supply chains worldwide.

    Pranav Mistry, a researcher at the media lab of the Massachusetts Institute Technology,

    has developed a 'sixth sense' device a gadget worn on the wrist that can function as a 'touch

    screen' device for many modern applications. The gadget is capable of selecting a product either

    by image recognition or radio frequency identification (RFID) tags and project information, like

    an Amazon rating.

    The idea of SixthSense is to use Radio Frequency Identification technology in

    conjunction with a bunch of other enterprise systems such as the calendar system or online

    presence that can track user activity. Here, we consider an enterprise setting of the future where

    people (or rather their employee badges) and their personal objects such as books, laptops, and

    mobile phones are tagged with cheap, passive RFID tags, and there is good coverage of RFID

    readers in the workplace.

    SixthSense incorporates algorithms that start with a mass of undifferentiated tags and

    automatically infer a range of information based on an accumulation of observations. The

    technology is able to automatically differentiate between people tags and object tags, learn the

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    identities of people, infer the ownership of objects by people, learn the nature of different zones

    in a workspace (e.g., private office versus conference room), and perform other such inferences.

    By combining information from these diverse sources, SixthSense records all tag-level

    events in a raw database. The inference algorithms consume these raw events to infer events at

    the level of people, objects, and workspace zones, which are then recorded in a separate

    processed database. Applications can either poll these databases by running SQL queries or set

    up triggers to be notified of specific events of interest.

    SixthSense infers when a user has interacted with an object, for example, when you pick

    up your mobile phone. It is a platform in that its programming model makes the inferences made

    automatically available to applications via a rich set of APIs. To demonstrate the capabilities of

    the platform, the researchers have prototyped a few applications using these APIs, including a

    misplaced object alert service, an enhanced calendar service, and rich annotation of video with

    physical events.

    4.4.2 Sixth Sense Washing Machine

    Whirlpool AWOE 8758 White Washing Machine is a remarkable front loader that

    incorporates the unparalleled Sixth Sense technology. Whirlpools 2009 range of washing

    machines comes integrated with enhanced 6th sense technology that gives more optimisation of

    resources and also increased saving in terms of energy, water and time.

    Ideal washing machine for thorough washing that requires sixth sense to detect stubborn

    stains and adjust wash impact. It is a feature packed washing ally with Sixth Sense Technology

    and several customized programs to enhance the washing performance and dexterously assist

    you in heavy washing loads.

    The New Generation 6th Sense appliances from Whirlpool are helping to protect theenvironment and to reduce your energy bills. Whirlpool 6th Sense appliances are designed to be

    intelligent and energy efficient appliances that adapt their performance to better suit your needs.

    All Whirlpool appliances with intelligent 6th Sense technology work on three key principles;

    Sense, Adaption and Control, to ensure that they achieve optimal performance each and every

    time that they are used.

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    Whirlpool 6th Sense washing machines can save you up to 50% less water, energy and

    time during the cycle. These intelligent machines sense the size of the load and adjust and

    control the cycle dependent on the load inside in order to optimise the use of water, energy and

    time. Some models also contain a detergent overdosing monitor to make sure that you do not use

    too much washing detergent. Tumble dryers use 6th Sense technology to minimise energy and

    time wastage by monitoring the humidity inside your laundry and adjusting the drying time

    accordingly.

    2.APPLICATIONSThe SixthSense prototype implements several applications that demonstrate the usefulness,

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    viability and flexibility of the system.

    The SixthSense device has a huge number of applications. The following are few of the

    applications of Sixth Sense Technology.

    Make a call Call up a map Check the time Create multimedia reading experience Drawing application Zooming features Get product information Get book information Get flight updates Feed information on people Take pictures Check the email

    5.1 Make a call

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    Figure 5.1: Make a call

    You can use the Sixth Sense to project a keypad onto your hand, and then use that virtual

    keypad to make a call. Calling a number also will not be a great task with the introduction of

    Sixth Sense Technology. No mobile device will be required, just type in the number with your

    palm acting as the virtual keypad. The keys will come up on the fingers. The fingers of the other

    hand will then be used to key in the number and call.

    5.2 Call up a map

    Figure 5.2: Map

    The sixth sense also implements map which lets the user display the map on any physical

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    surface and find his destination and he can use his thumbs and index fingers to navigate the map,

    for example, to zoom in and out and do other controls.

    5.3 Check the time

    Figure 5.3: Wrist Watch

    Sense all we have to do is draw a circle on our wrist with our index finger to get a virtual

    watch that gives us the correct time. The computer tracks the red marker cap or piece of tape,

    recognizes the gesture, and instructs the projector to flash the image of a watch onto his wrist.

    5.4 Create multimedia reading experiences

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    Figure 5.4: Video in Newspaper

    The SixthSense system also augments physical objects the user is interacting with by

    projecting more information about these objects projected on them. For example, a newspaper

    can show live video news or dynamic information can be provided on a regular piece of paper.

    Thus a piece of paper turns into a video display.

    5.5 Drawing application

    Figure 5.5: Drawing

    The drawing application lets the user draw on any surface by tracking the fingertip

    movements of the users index finger.

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    5.6Zooming features

    Figure 5.6: Zoom in and Zoom out

    The user can zoom in or zoom out using intuitive hand movements.

    5.7Get product information

    Figure 5.7: Product information

    Maes says Sixth Sense uses image recognition or marker technology to recognize

    products you pick up, and then feeds you information on those products. For example, if you're

    trying to shop "green" and are looking for paper towels with the least amount of bleach in them,

    the system will scan the product you pick up off the shelf and give you guidance on whether this

    product is a good choice for you.

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    5.8 Get book information

    Figure 5.8: Book information

    Maes says Sixth Sense uses image recognition or marker technology to recognize

    products you pick up, then feeds you information on books. The system can project Amazon

    ratings on that book, as well as reviews and other relevant information

    5.9Take pictures

    Figure 5.9: Take Pictures

    If we fashion our index fingers and thumbs into a square (the typical "framing" gesture),

    the system will snap a photo. After taking the desired number of photos, we can project them

    onto a surface, and use gestures to sort through the photos, and organize and resize them.

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    5.10Get flight updates

    Figure 5.10: Flight updates

    The system will recognize your boarding pass and let you know whether your flight is on

    time and if the gate has changed.

    5.11 Feed information on people

    Figure 5.11: Information on people

    Sixth Sense also is capable of "a more controversial use. When you go out and meet

    someone, projecting relevant information such as what they do, where they work, and also m it

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    could display tags about the person floating on their shirt. It could be handy if it displayed their

    facebook relationship status so that you knew not to waste your time.

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    3.ADVANTAGES6.1 Advantages

    SixthSense is a user friendly interface which integrates digital information into thephysical world and its objects, making the entire world your computer.

    SixthSense does not change human habits but causes computer and other machines toadapt to human needs.

    It uses hand gestures to interact with digital information. Supports multi-touch and multi-user interaction Data access directly from machine in real time It is an open source and cost effective and we can mind map the idea anywhere It is gesture-controlled wearable computing device that feeds our relevant information

    and turns any surface into an interactive display.

    It is portable and easy to carry as we can wear it in our neck. The device could be used by anyone without even a basic knowledge of a keyboard or

    mouse.

    There is no need to carry a camera anymore. If we are going for a holiday, then fromnow on wards it will be easy to capture photos by using mere fingers

    http://mobilebeyond.net/mobility-portability-and-accessibility-in-a-wireless-age/http://mobilebeyond.net/mobility-portability-and-accessibility-in-a-wireless-age/
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    7. FUTURE SCOPE

    7.1 Future Enhancements

    To get rid of colour markers To incorporate camera and projector inside mobile computing device. Whenever we place pendant- style wearable device on table, it should allow us to use

    the table as multi touch user interface.

    Applying this technology in various interest like gaming, education systems etc. To have 3D gesture tracking. To make sixth sense work as sixth sense for disabled person.

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    8.CONCLUSIONThe key here is that Sixth Sense recognizes the objects around you, displaying

    information automatically and letting you access it in any way you want, in the simplest way

    possible.

    Clearly, this has the potential of becoming the ultimate "transparent" user interface for

    accessing information about everything around us. If they can get rid of the colored finger caps

    and it ever goes beyond the initial development phase, that is. But as it is now, it may change the

    way we interact with the real world and truly give everyone complete awareness of the

    environment around us.

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    9.REFERENCES1. www.blendernation.com/sixth-sense-technology/ 2. http://boingboing.net/2009/11/12/sixth-sense-technolo.html 3. http://gizmodo.com/5167790/sixth-sense-technology-may-change-how-we-look-at-

    the-world-forever

    4. http://theviewspaper.net/sixth-sense-technology-will-revolutionize-the-world/ 5. http://lucasrichter.wordpress.com/2009/03/13/pattie-maes-sixth-sense-technology-

    whats-stopping-this/

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