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#semiconductor material market
marketreserachtreands · 8 months
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severetacoartisan · 2 years
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aarunresearcher · 3 months
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japanbizinsider · 11 months
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annunews · 1 year
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infinityinsights · 1 year
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analyticsmarkets12 · 1 year
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amr-packaging · 1 year
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industryexperts · 1 year
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sravanthirudroju · 2 years
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manideep8 · 2 years
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Ceramic Green Sheet Market - Forecast(2022 - 2027)
The ceramic green sheet market size is projected to grow at a CAGR of 2.9% from 2022-to 2027. A ceramic green sheet is used in the formation of a sintered ceramic substrate, which contains ceramic powder and photosensitive resin composition. Ceramic sheets are formed from ceramic powders like alumina, zirconia, aluminum nitride, zirconia, and silicon nitride while ceramics are formed by barium titanate, boron nitride (BN), and alumina. It is majorly used in air conditioners which are placed for heat exchange and thus keep the room cooler in less time. It is also used in semiconductors in automotive and electrical industries due to its flexible shape capability and bonding applications, which is driving its market growth. Many countries experienced a setback in the production and development of applications, including the electrical and electronics industries, as a result of COVID-19. However, many ceramic manufacturers declared their operations essential for industrial applications such as televisions and smartphones while the country was in lockdown.
For More Info @ https://www.industryarc.com/Report/19936/ceramic-green-sheet-market.html
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poojascmi · 2 years
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Chemical mechanical planarization (CMP) is one of the crucial steps used multiple times during the manufacture of semiconductors. This process is used at every layer of wafer for removing excess material and for creating a smooth surface with the help of a liquid known as CMP slurry. 
Read more- https://cmiblogdailydose.blogspot.com/2022/07/cmp-slurry-is-abrasive-powder-used-in.html
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precedenceresearch · 2 years
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Semiconductor Materials Market Revenue to Exceed US$ 87.4 Billion by 2030
Semiconductor Materials Market Revenue to Exceed US$ 87.4 Billion by 2030
The global semiconductor materials market size is predicted to reach around US$ 87.4 billion by 2030, growing at a CAGR of 4.6 percent from 2022 to 2030, according to a 2022 study by Precedence Research, the Canada-based market Insight Company. semiconductor The semiconductor materials market has been forecast based on volume (kilo tons) and value (US$ Mn) from 2022 to 2030. The report analyses…
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marketnewsblog · 2 years
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Semiconductor Substrate Material Market
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zvaigzdelasas · 4 months
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A Chinese-US research team has synthesised a functional semiconductor out of graphene for the first time, in a possible leap forward for superfast computing beyond silicon chips.[...]
Chinese state media hailed the feat as a momentous step forward for the use of graphene in chip manufacturing. “This research has not only maintained graphene’s remarkable stability but also introduced fresh electronic traits, clearing the path for graphene-based chips,” Beijing-based Science and Technology Daily said in a report on Friday.[...]
The new method creates a special layer on graphene that generates the needed gap for electrons and allows them to move very quickly, much faster than in silicon and similar materials.[...]
“It not only opens new paths for high-performance electronic devices beyond traditional silicon-based technology but also injects new energy into the semiconductor industry,” a report on the Tianjin University website said.
“The emergence of graphene semiconductors is timely, heralding a fundamental transformation in electronics. This innovation fulfils the growing demand for higher computing speeds and miniaturised integrated electronic devices.”
As for the practical application of graphene semiconductors, Ma said the material could be cost-competitive in comparison with semiconductor materials currently in the market, while offering superior performance.
However, the journey is likely to be a long one. Ma estimated that it might take another 10 to 15 years to fully realise the industrial implementation of graphene semiconductors.
5 Jan 24
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tangibletechnomancy · 5 months
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The problem with AI and the entertainment industry in particular is that...okay, fine, technology marches on. Digital art made physical ink-on-cels animation into mostly a hobbyist novelty (though boy howdy did it ever make it an impressive one). Photography turned portrait painting into a luxury, rather than something everyone who could afford it saved to do at least once for every family member because it was the only way to keep their likenesses alive. Photo editing has gone through so many changes that it's almost unrecognizable compared to what it looked like as recently as the 80s and 90s, and the older methods are, again, super impressive hobbyist passion projects now. Digital painting made physical painting less viable in an economy of scale, but way more impressive as an art form. These kinds of changes always really fucking suck for some people, but you can't really prevent them without stifling human development in general.
But.
The entertainment industry wants to make it suck way more than it has to for everyone but their executives and shareholders. They want to have their cake and eat it too. They want to take advantage of the inherent marketing power of celebrity culture without ACTUALLY involving, let alone paying, the people whose names and likenesses they're using. That, I hope we can all agree, is vile.
Now, the logical endpoint of this is that we push back against that, and as an alternative we get more fictional celebrities in the near-ish future, and as a Vocaloid fan, theoretically, I dont see much of a problem with that. Theoretically, at least. In the best case scenario, I think it could be a lot of fun! But the problem is, well...
See, in the early days, Vocaloid producers tended to take a very backstage role. Very few people were fans of specific producers; they were fans of Miku or any other character. Eventually, though, producers just kind of came more into the spotlight on their own because everyone has their own style and taste. We still love the characters, but we all started to notice when half our favorite songs by Miku were produced by the same person, well, perhaps we were fans of that producer as well!
But in American-born entertainment culture...
You may notice that CGI was conspicuously absent from my Technology Marches On breakdown. That's because while, yes, it has made for an interesting highlight of practical effects, with love for the work and nostalgia for their jank the same way other new art media has shone a spotlight on its predecessors, it hasn't actually gotten to be recognized as an art form the way the others listed have. We've barely moved on from the attitude that got Tron disqualified from the Academy Awards for SFX because "the computer did those effects, not you" (in 1982). In fact, I'm strongly of the belief that if Disney were a halfway decent company, they would be bragging about how they're pioneering photorealistic animation, rather than trying to pass off 90+% CGI animated films, usually (but not always; see: The Lion King remake) with live celebrity actors' faces composited in, as "live-action". Instead, they treat the VFX department as mindless dancing monkeys, and perpetuate the idea that VFX is just "select material, press button, get polished scene" - because to brag about it as its own art form might imply that the people doing it are skilled artists who deserve to be paid fairly and treated like human beings, and oh, we can't have THAT, now can we?
VFX labor is all hidden; very few people have a favorite VFX artist or director, instead we treat the artists, who put the time and effort into wrangling code and semiconductors and routines and layers into creating a professional-looking end product, as just part of the machine themselves, to save the companies some money - and culturally, I fear we're well on the way to regarding AI exactly the same way but worse.
As such, I fear that we wouldn't have the same effect with any digital idols produced by Silicon Valley.
Now, I don't fear virtual celebrities being able to fully replace human ones. Half of the draw of celebrity culture is the illusion of human connection. As much as the word "parasociality" has grown to be associated with only the negative effects of this, in reality, it's also the driving mechanism behind why representation matters. It's fun to be able to feel a connection to a fictional celebrity, but it doesn't replace the feeling of knowing that your fave is a human being with a real life - ...whether you use that knowledge for better or worse.
What I do fear is the fight against using AI to replicate real humans without their input, or with their manufactured consent, being long and drawn-out and doing a lot of harm before we can fully put a lock on it, and virtual celebrities being used to hide the work that the human directors and producers put into them for the sake of saving a parent company a buck.
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