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Burst noise is a type of electronic noise that occurs in semiconductors and ultra-thin gate oxide films. [1] It is also called random telegraph noise ( RTN ), popcorn noise , impulse noise , bi-stable noise , or random telegraph signal ( RTS ) noise.
Different types of noise are generated by different devices and different processes. Thermal noise is unavoidable at non-zero temperature (see fluctuation-dissipation theorem), while other types depend mostly on device type (such as shot noise, [1] [3] which needs a steep potential barrier) or manufacturing quality and semiconductor defects, such as conductance fluctuations, including 1/f noise.
It models burst noise (also called popcorn noise or random telegraph signal). If the two possible values that a random variable can take are c 1 {\displaystyle c_{1}} and c 2 {\displaystyle c_{2}} , then the process can be described by the following master equations :
Noise reduction, the recovery of the original signal from the noise-corrupted one, is a very common goal in the design of signal processing systems, especially filters. The mathematical limits for noise removal are set by information theory .
While each individual Type I burst does not drift in frequency, a chain of Type I bursts in a noise storm may slowly drift from higher to lower frequencies over a few minutes. Noise storms can last from hours to weeks, and they are generally observed at relatively low frequencies between around 50 and 500 MHz.
Burst phase, a feature of the PAL television format; Burst fracture, a type of spinal injury; Burst charge, a component of some fireworks; Burst noise, type of electronic noise that occurs in semiconductors; Burst (coin), a cryptocurrency; Burst finish, a two- or three-color faded effect applied to musical instruments e.g. sunburst (finish)
Impulse noise is a category of noise that includes unwanted, almost instantaneous (thus impulse-like) sharp sounds (like clicks and pops)—typically caused by electromagnetic interference, scratches on disks, gunfire, explosions, pickleball play, and synchronization issues in digital audio.
It is based on a Markov chain with two states G (for good or gap) and B (for bad or burst). In state G the probability of transmitting a bit correctly is k and in state B it is h . Usually, [ 4 ] it is assumed that k = 1.