10,361 research outputs found
Unphysical features in the application of the Boltzmann collision operator in the time dependent modelling of quantum transport
In this work, the use of the Boltzmann collision operator for dissipative
quantum transport is analyzed. Its mathematical role on the description of the
time-evolution of the density matrix during a collision can be understood as
processes of adding and subtracting states. We show that unphysical results can
be present in quantum simulations when the old states (that built the density
matrix associated to an open system before the collision) are different from
the additional states generated by the Boltzmann collision operator. As a
consequence of the Fermi Golden rule, the new generated sates are usually
eigenstates of the momentum or kinetic energy. Then, the different
time-evolutions of old and new states involved in a collision process can
originate negative values of the charge density, even longer after the
collision. This unphysical feature disappears when the Boltzmann collision
operator generates states that were already present in the density matrix of
the quantum system before the collision. Following these ideas, in this paper,
we introduce an algorithm that models phonon-electron interactions through the
Boltzmann collision operator without negative values of the charge density. The
model only requires the exact knowledge, at all times, of the states that build
the density matrix of the open system.Comment: 14 pages, 4 figure
Time-dependent simulation of particle and displacement currents in THz graphene transistors
Although time-independent models provide very useful dynamical information
with a reduced computational burden, going beyond the quasi-static
approximation provides enriched information when dealing with TeraHertz (THz)
frequencies. In this work, the THz noise of dual-gate graphene transistors with
DC polarization is analyzed from a careful simulation of the time-dependent
particle and displacement currents. From such currents, the power spectral
density (PSD) of the total current fluctuations are computed at the source,
drain and gate contacts. The role of the lateral dimensions of the transistors,
the Klein tunneling and the positive-negative energy injection on the PSD are
analyzed carefully. Through the comparison of the PSD with and without
Band-to-Band tunneling and graphene injection, it is shown that the unavoidable
Klein tunneling and positive-negative energy injection in graphene structures
imply an increment of noise without similar increment on the current, degrading
the (either low or high frequency) signal-to-noise ratio. Finally, it is shown
that the shorter the vertical height (in comparison with the length of the
active region in the transport direction), the larger the maximum frequency of
the PSD. As a byproduct of this result, an alternative strategy (without length
scaling) to optimize the intrinsic cut-off frequency of graphene transistors is
envisioned.Comment: 22 pages, 9 figures, proceeding of UPoN201
From cyber-security deception to manipulation and gratification through gamification
Over the last two decades the field of cyber-security has experienced numerous changes associated with the evolution of other fields, such as networking, mobile communications, and recently the Internet of Things (IoT) [3]. Changes in mindsets have also been witnessed, a couple of years ago the cyber-security industry only blamed users for their mistakes often depicted as the number one reason behind security breaches. Nowadays, companies are empowering users, modifying their perception of being the weak link, into being the center-piece of the network design [4]. Users are by definition "in control" and therefore a cyber-security asset. Researchers have focused on the gamification of cyber- security elements, helping users to learn and understand the concepts of attacks and threats, allowing them to become the first line of defense to report anoma- lies [5]. However, over the past years numerous infrastructures have suffered from malicious intent, data breaches, and crypto-ransomeware, clearly showing the technical "know-how" of hackers and their ability to bypass any security in place, demonstrating that no infrastructure, software or device can be consid- ered secure. Researchers concentrated on the gamification, learning and teaching theory of cyber-security to end-users in numerous fields through various techniques and scenarios to raise cyber-situational awareness [2][1]. However, they overlooked the users’ ability to gather information on these attacks. In this paper, we argue that there is an endemic issue in the the understanding of hacking practices leading to vulnerable devices, software and architectures. We therefore propose a transparent gamification platform for hackers. The platform is designed with hacker user-interaction and deception in mind enabling researchers to gather data on the techniques and practices of hackers. To this end, we developed a fully extendable gamification architecture allowing researchers to deploy virtualised hosts on the internet. Each virtualised hosts contains a specific vulnerability (i.e. web application, software, etc). Each vulnerability is connected to a game engine, an interaction engine and a scoring engine
Eco-efficiency of introducing water efficiency at the chicken feet processing line at the chicken slaughtering house HK Scan in Vinderup Denmark
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