Civil Rights
Movements, leaders, victories and the continuing fight for equality.
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Movements, leaders, victories and the continuing fight for equality.
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Mansa Musa was the ruler of the Mali Empire in West Africa. Details recorded here should be sourced; unknown information is left blank.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
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A VMOS (/ˈviːmɒs/) (vertical metal oxide semiconductor or V-groove MOS) transistor is a type of metal–oxide–semiconductor field-effect transistor (MOSFET). VMOS is also used to describe the V-groove shape vertically cut into the substrate material.[1]
The "V" shape of the MOSFET's gate allows the device to deliver a higher amount of current from the source to the drain of the device. The shape of the depletion region creates a wider channel, allowing more current to flow through it.
During operation in blocking mode, the highest electric field occurs at the N+/p+ junction. The presence of a sharp corner at the bottom of the groove enhances the electric field at the edge of the channel in the depletion region, thus reducing the breakdown voltage of the device.[2] This electric field launches electrons into the gate oxide and consequently, the trapped electrons shift the threshold voltage of the MOSFET. For this reason, the V-groove architecture is no longer used in commercial devices.
The device's use was a power device until more suitable geometries, like the UMOS (or Trench-Gate MOS) were introduced in order to lower the maximum electric field at the top of the V shape and thus leading to higher maximum voltages than in case of the VMOS.
The MOSFET was invented at Bell Labs between 1955 and 1960.[3][4][5][6][7][8] The V-groove construction was pioneered by Jun-ichi Nishizawa in 1969,[9] initially for the static induction transistor (SIT), a type of junction field-effect transistor (JFET).[10]
The VMOS was invented by Hitachi in 1969,[11] when they introduced the first vertical power MOSFET in Japan.[12] T. J. Rodgers, while he was a student at Stanford University, filed a US patent for a VMOS in 1973.[13] Siliconix commercially introduced a VMOS in 1975.[11] The VMOS later developed into what became known as the vertical DMOS (VDMOS).[14]
In 1978, American Microsystems (AMI) released the S2811.[15][16] It was the first integrated circuit chip specifically designed as a digital signal processor (DSP), and was fabricated using VMOS, a technology that had previously not been mass-produced.[16]
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A VMOS () (vertical metal oxide semiconductor or V-groove MOS) transistor is a type of metal–oxide–semiconductor field-effect transistor (MOSFET). VMOS is also used to describe the V-groove shape vertically cut into the substrate material. The "V" shape of the MOSFET's gate allows the device to deliver a higher amount of current from the source to the drain of the device. The shape of the depletion region creates a wider channel, allowing more current to flow through it. During operation in blocking mode, the highest electric field occurs at the N+/p+ junction. The presence of a sharp corner at the bottom of the groove enhances the electric field at the edge of the channel in the depletion region, thus reducing the breakdown voltage of the device. This electric field launches electrons into the gate oxide and consequently, the trapped electrons shift the threshold voltage of the MOSFET. For this reason, the V-groove architecture is no longer used in commercial devices. The device's use was a power device until more suitable geometries, like the UMOS (or Trench-Gate MOS) were introduced in order to lower the maximum electric field at the top of the V shape and thus leading to higher maximum voltages than in case of the VMOS.
A Virtual Military Organization (VMO) is a dedicated hobby organization that uses simulation to model the operations of a military. Virtual Military Organizations (VMOs) generally have a presence on the internet, similar to real military organizations. Most VMOs simulate military operations to varying degrees. A newer variant of Virtual Military is the MilSim unit. MilSim units differ from Virtual Military by placing emphasis on the simulation of military tactics in their chosen gaming platform, whereas traditionally, VMOs have placed emphasis on simulating the bigger picture, including a full military career path, logistics systems, coordinated movement of equipment around the world, and prolonged military operations. Although VMOs may appear to be a type of gaming clan, a key difference is that a gaming clan's primary purpose is to be an "organized group of players that regularly play together." VMOs are essentially role-playing environments within which an individual can immerse themselves. Realism groups are semantically similar; however, their primary focus is usually on following real-life procedures as much as possible. Therefore, tactical realism and MilSim are almost synonymous in the gaming world. A Google search for 'Virtual Military' reveals quite a few VMOs that go to varying degrees of depth to pursue their goal. Each VMO has their own mission. Some VMOs will simulate an individual military unit, others an entire branch of the military, and yet others attempt to simulate Joint Operations with multiple branches. Most VMOs offer a rank system that provides a career path within the organization. VMOs will often offer a variety of training, in order to allow new members to familiarize themselves with the organization's doctrine.
Time Sharing Operating System, or TSOS, is a discontinued operating system for RCA mainframe computers of the Spectra 70 series. TSOS was originally designed in 1968 for the Spectra 70/46, a modified version of the 70/45. TSOS quickly evolved into the Virtual Memory Operating System (VMOS) by 1970. VMOS continued to be supported on the later RCA 3 and RCA 7 computer systems. RCA was in the computer business until 1971 when it sold its computer division to Sperry Corporation. Sperry renamed TSOS to VS/9 and continued to market it into the early 1980s. In the mid seventies, an enhanced version of TSOS called BS2000 was offered by the German company Siemens. While Sperry – now Unisys – discontinued VS/9, the BS2000 variant, now called BS2000/OSD, is still offered by Fujitsu and used by their mainframe customers primarily in Germany and other European countries. As the name suggests, TSOS provided time sharing features. Similar to CTSS it provided a common user interface for both time sharing and batch, which was a big advantage over IBM's OS/360 or its successors MVS, OS/390 and z/OS.
A video game, computer game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971, which took inspiration from the earlier 1962 computer game Spacewar! In 1972 came the now-iconic video game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s, and companies like Atari, Mattel, and Coleco also released highly successful consoles for the home market: however, loss of publishing control and saturation of the console gaming market led to the crash of the North American video game market in 1983. Following the crash, the industry matured and diversified: by the late 1980s video game consoles became dominated by Japanese companies such as Nintendo, Sega, and later Sony, whereas the Microsoft Windows (and MS-DOS before it) line of operating systems increasingly came to dominate the computer gaming space, with multiplayer online PC games seeing the establishment of the nascent eSports scene. Arcades on the other hand steadily lost their technological edge and popularity by the end of the 1990s in the face of advancements in the console and computer space, especially in North America and Europe, while in the handheld space Nintendo achieved dominance with the Game Boy line. By the 2000s, Sega exited the console space, and from then on the landscape has been dominated by the "big three" console manufacturers of Nintendo, Sony, and Microsoft. At this time the core industry also increasingly centered on "AAA" games, leaving less room for riskier, experimental, and lower-budget games. Coupled with increasing availability of high-speed Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual and cozy gaming, and increasing monetization by incorporating games as a service. Today, video game development requires numerous skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019, making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Brown v. Board of Education in 1954.