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NAND FLASH TECHNOLOGY 1
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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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