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1.
This study explored the effect of TV size, light source, and ambient illumination on the preferred viewing distance of portable liquid‐crystal‐display televisions. Results showed that the mean preferred viewing distance was 1389 mm. TV size had significant effects on preferred viewing distance. The larger the screen size, the greater the preferred viewing distance, at around 6.7–14.7 times the width of the screen (W). Light sources revealed no significant effect on preferred viewing distance. The effect of ambient illumination on preferred viewing distance was significant. The higher the ambient illumination was, the longer the preferred viewing distance.  相似文献   

2.
Lee DS 《Applied ergonomics》2012,43(1):151-156
This study explored the effect of TV size, illumination, and viewing angle on preferred viewing distance in high-definition liquid crystal display televisions (HDTV). Results showed that the mean preferred viewing distance was 2856 mm. TV size and illumination significantly affected preferred viewing distance. The larger the screen size, the greater the preferred viewing distance, at around 3-4 times the width of the screen (W). The greater the illumination, the greater the preferred viewing distance. Viewing angle also correlated significantly with preferred viewing distance. The more deflected from direct frontal view, the shorter the preferred viewing distance seemed to be.  相似文献   

3.
The paper describes a research study on visual discrimination of textual and graphic symbols on a visual display terminal (VDT) screen when viewed at eye-lo-screen distances of 61 cm and 152 cm (24 and 60 ins). Conducted as part of a development programme at McDonnell Douglas Corporation's St. Louis Aircraft Company for an Integrated Manufacturing Composites Centre (ICC), the study investigated symbol shapes, symbol sizes, symbol colours and background colours at the two viewing distances. The longer distance is representative of required placements of the VDTs at some manufacturing workstations to avoid interference with process or control equipment. Knowledge gained from the study was incorporated in the selection of the manufacturing computer information system (CIS) terminals.

All four treatments showed significant effects on visual discrimination at both viewing distances and, particularly at the 152 cm distance, the mix of symbol and background colours was highly significant. A black screen background colour with more luminous symbols such as orange, green, yellow provided much better visual discrimination at the extended viewing distance than less luminous symbols such as red and blue on a white background. Visual discrimination at the extended viewing distance, when compared with the shorter viewing distance and using symbols of equal size, was better than the loss in visual angle would suggest.

Sex and age (to age 65) did not significantly affect visual discrimination mean scores, but the variance among individuals in the 51-65 years age group was greater than for the younger age groups.

The visual discrimination scores for symbol sizes of 4 mm2 were not significantly different from the 6 mm2 symbols at the 61 cm viewing distance. The 4 mm2 symbol size was therefore adequate for visual discrimination of standalone symbols at this distance. Although 8 mm symbols were not used in this study, projections from the data indicate that such symbol sizes at 152 cm would provide comparable discrimination scores to the 4 mm2 at 61 cm.

Improved visual discrimination of standalone symbols occurs with gaps or changes in the angles of symbols, such as sets 'C' versus 'O' and 'Xl' versus'+'.  相似文献   

4.
《Ergonomics》2012,55(7):1034-1049
At office workplaces equipped with visual display units (VDU) that were adjustable to various positions relative to the eyes short and long viewing distances from the eyes to the screen were imposed (mean value of about 63 and 92 cm) at two levels of screen height so that the visual target was either at eye level or 18 cm below, on the average. The change from far to near viewing distance produced a larger increase in eyestrain when the VDUs were at eye level. High screens resulted in greater eyestrain than low screens, as shown by correlations over subjects. When operators were free to adjust the most comfortable screen position, the group of 22 participants preferred viewing distances between 60 and 100 cm and vertical inclination of gaze direction between horizontal and - 16° downwards. However, within most subjects the range of preferred screen positions was much smaller. Between 3 days during a 1-month period the test-retest correlations of the preferred screen positions were highly significant, both for viewing distance and vertical gaze inclination. When operators were forced to work at a shorter distance than their preferred viewing distance they reported more visual strain. Thus, operators appear to prefer an individual adjustment of the screen relative to the eyes in order to avoid visual strain and discomfort at VDU work.  相似文献   

5.
Some observers do not fixate accurately at the point of regard: Their vergence angle (between the visual axes of the two eyes) may correspond to points slightly nearer or farther away. This vergence error, or fixation disparity, was measured with nonius (vernier) lines at six positions of a visual display relative to the eyes. At viewing distances of 40, 60, and 100 cm, the display was located either at eye level or at a downward inclination of gaze direction of -25 degrees relative to horizontal. Viewing conditions resembled typical office work. Lowering the screen induced a near shift in mean vergence response of 0.6 min arc, irrespective of viewing distance; the closer the screen, the more distant was the vergence response relative to the target (by 2.5 min arc on average). The slope of this proximity-fixation-disparity curve is an individual parameter of the vergence system. Actual or potential applications of this research include recommendations for the comfortable viewing distance of visual displays.  相似文献   

6.
Abstract— This study investigates whether screen luminance or ambient illumination has a significant effect on the perception of 3‐D TV imagery for static images and dynamic films. Two types of stimuli were shown on a multi‐view stereoscopic display: the static image, which included computer‐generated and photographic images, and dynamic film, which contained real‐life and animation images. In each treatment with a different level of screen luminance, subjects completed psychophysical and physiological measurements and subjective comfort evaluations. The results showed that when subjects viewed 3‐D static images, the ambient illumination affected psychophysical visual fatigue and screen luminance had a significant effect on subjective comfort evaluation and visual discrimination performance. However, when subjects viewed 3‐D dynamic films, screen luminance was the major factor causing psychophysical visual fatigue, and ambient illumination significantly affected subjective comfort evaluation. The outcomes contribute to knowledge concerning the suitable viewing conditions for the 3‐D viewing experience. Future work will explore the intolerance threshold of the lowest display luminance or the effect of decomposition of the screen on other physiological measurements.  相似文献   

7.
Abstract— The problem with front‐projection displays is that the screen contrast ratio decreases under bright‐ambient conditions. To overcome this problem, the design of a special screen, composed of the diffuser whose diffusing property shows top‐hat characteristics and a sawtooth reflector, is proposed. The screen diffuses the incident image light arriving at a projection‐angle range that is a lower‐angle range than the viewing‐angle range, and reflects the ambient light out of the viewing‐angle range. In this paper, the projection‐angle range and the viewing‐angle range was optimized to improve the contrast ratio of a front‐projection display. As a result, a special screen with the above‐mentioned diffusing property was realized, and a high‐quality front‐projection display with a high contrast ratio, even in a bright room, was achieved.  相似文献   

8.
The influence of viewing distance and individual differences in the oculomotor resting states (dark vergence and dark focus) on both inspection performance and visual fatigue was investigated by asking 24 college students to perform a visual inspection task for 40 min twice, once with a 20 cm viewing distance and once with a 60 cm viewing distance. During the task participants visually searched enlarged images of contact lenses for six different types of defects. Lens images were presented at a constant visual angle (17.5 degrees) on a CRT. Inspection performance varied significantly across the two viewing distances: participants spent on average more than twice as much time inspecting individual lenses in the near condition (mean = 18.32 s lens(-1)) than in the far condition (mean = 7.25 s lens(-1)). Participants also reported greater visual fatigue in the near condition than in the far condition. At both viewing distances, participants who experienced relatively large inward shifts in dark vergence also tended to be slow inspectors. Neither inspection performance nor measures of fatigue were related to dark focus. These results support existing evidence against the use of near viewing distances and suggest that an oculomotor mechanism links inspection performance and visual fatigue to viewing distance.  相似文献   

9.
OBJECTIVE: Determine the effects of display viewing distance on both the visual and musculoskeletal systems while the text height is held constant across viewing distances. BACKGROUND: The distance from the eyes to a computer display may affect visual and neck comfort. If the angular size of the characters remains the same, it is recommended that the display be placed at a farther viewing distance (e.g., 70-100 cm). However, in common usage, the character sizes are not adjusted based on viewing distance. METHOD: Participants under the age of 35 years (N = 24) performed visually demanding tasks using a computer display for 2 hr each at three viewing distances (mean: 52.4, 73.0, and 85.3 cm) while torso and head posture were tracked. At the end of each task, eye accommodation was measured and symptoms were recorded. RESULTS: The near distance was associated with significantly less blurred vision, less dry or irritated eyes, less headache, and improved convergence recovery when compared with the middle and far distances. Participants moved their torsos and heads closer to the monitor at the far distance. CONCLUSION: If the computer screen character sizes are close to the limits of visual acuity, it is recommended that the computer monitor be positioned between the near (52 cm) and middle (73 cm) distance from the eyes. APPLICATION: The location of a computer display should take into account the size of the characters on the screen and the visual acuity of the user.  相似文献   

10.
Without fixation stimuli--for instance, in darkness--accommodation and convergence of the eyes reach an intermediate state that is relatively stable within a subject but which ranges from about 30 cm to infinity across subjects. This study investigated whether these oculomotor positions in darkness are related to visual strain. During work at a visual display unit (VDU), visual strain at a viewing distance of 50 cm was stronger than at 100 cm (with characters twice as large). The more distant the individual's dark convergence, the greater was the visual strain at the 50-cm viewing distance. When subjects were free to adjust the viewing distance to their comfort level, they chose distances between 51 and 99 cm (mean 74 cm) with characters 5 mm tall.  相似文献   

11.
The rapid success of 3D display technology and daily accessibility to 3D images has greatly increased the interest in such applications for a wide range of fields. This paper compares the effects of watching movies with 2D and 3D displays depending on the viewing distance (3H vs. 6H, where H is the height of the screen) and viewing time to determine the visual fatigue using electromyography (EMG) in terms of the percentage of maximum voluntary contraction (%MVC) of the orbicularis oculi (OO) muscle activity and a subjective visual discomfort score. Twenty healthy male university students with a mean age of 27.7 ± 2.53 years participated in this study as volunteers. None had color blindness, and all had normal vision acuity. A mixed-measures design was performed. The results showed that the viewing time and distance had significant effects on the %MVC and OO muscle activity depending on the display type. Watching the 3D display from a short viewing distance produced significantly high visual fatigue compared to watching the 2D display from a short viewing distance. However, the 3D display seemed to be less stressful than the 2D display at long viewing distances.  相似文献   

12.
Background: Tablet computers are increasingly widespread in this digital era. During tablet computer use, two important factors are display quality and ambient illumination. The purpose of this experiment was to understand the effects of the display quality of tablet computers (a Sony, a Samsung, and an iPad) and ambient illumination levels (200 lx, 500 lx) on visual fatigue, comfort perception, and task performance.

Methods: Thirty-five university students (17 males and 18 females) were recruited for this experiment. They performed six 40-min trials of playing computer games in all experimental conditions. Visual fatigue, comfort perception, and task performance were collected at the end of each trial.

Results and Discussion: There were no interactions between display model and ambient illumination. Display model had a significant effect on visual fatigue and visual performance, and the best display quality caused less visual fatigue during long periods of viewing. We found no significant effect between 200 lx and 500 lx of ambient illumination on visual fatigue or visual performance; therefore, further research should be conducted to determine what levels of ambient illumination, both high and low, can affect visual fatigue and task performance.  相似文献   


13.
The conflict between vergence and accommodation is the main perceptual factors contributing to visual discomfort when viewing autostereoscopic display. The key factors relevant to the accommodation and vergence are the ambient illumination and the contrast. The current study was a 2 × 3 × 3 mixed design comparing VFSI and VIMS symptoms between 2D and 3D video clips with three contrast levels under three ambient illumination levels on the autostereoscopic display. Twenty participants were required to evaluate the degree of discomfort by filing out questionnaires after watching those video clips. According to the result analysis, the 3D viewing participants reported more severe symptoms compared to 2D. The moderate contrast conditions were found to be the optimum for viewing comfort. The difference between VFSI and VIMS symptoms become larger with increasing contrast. The results also suggested the optimum 3D illumination condition should not be too high to effectively relieve visual discomfort. VIMS symptoms were more sensitive to the changes in ambient illumination than VFSI. Moreover, significant interaction between contrast and ambient illumination was found. Participants felt the most comfortable in the combination effect of moderate level of contrast and the high level of ambient illumination.  相似文献   

14.
The high interest in the display industry to produce curved or flexible displays for mobile, wearable, and television markets has raised concerns on the performance of displays in their bent state. Flexible display technologies have been developed for this purpose, but their optical characteristics have not been previously reported at various degrees of curvature. The measurement of flexible displays is possible only with special measurement arrangements using common display characterization devices. A conoscope with a working distance of 15 mm was used to demonstrate the curvature dependence of luminance, viewing angle, and color coordinates of the white point of a flexible active‐matrix organic light‐emitting display. The results show that the effect of curvature on the optical characteristics of the display is most evident at the smallest measured bending radii of +/?50 mm and that the effects are most visible when viewing the bent ends of the display, from the central normal vantage point, with uniform curvature along the display.  相似文献   

15.
The effects on the detection of objects moving in the peripheral field of adding ambient illumination (giving an illuminance of 5 lux) to that provided by a miner's cap lamp were examined in simulated underground conditions. The results indicated that an object moving into the visual field was detected at a significantly wider angle with the 5 lux ambient illuminance than without it and that greater target reflectance also increased the range of peripheral vision.  相似文献   

16.
The tendency of the display market is towards displays with higher resolutions. Therefore, patterned retarder‐based stereoscopic displays require smaller front glass thickness to maintain good vertical viewing angle and limited crosstalk. To properly design these stereoscopic displays and quantify these requirements, we developed a simulation platform to predict radiance, polarization profile, and crosstalk over viewing angles and over wavelengths. Tunable parameters such as the distance between the pixels and the patterned retarder, and the optical properties of the patterned retarder are included. The simulation platform has been validated by comparing outcomes of simulations with measurements. We predict crosstalk accounting for both the human eye field of view and the diameter of the pupil. We found that to obtain a vertical viewing angle of at least ± 30° and crosstalk of at most 0.11 for a display with a pixel pitch beyond 0.27 mm, the display should include black absorbers, and the thickness of the front glass should be at most 0.5 mm. For higher resolution displays (pixel pitch no more than 0.21 mm), a front glass thickness at most 0.15 mm is required to produce a vertical viewing angle beyond ± 14° and a minimum viewing distance of 0.3 m.  相似文献   

17.
Many different types of stereoscopic display devices are used for commercial and research applications. Stereoscopic displays offer the potential to improve performance in detection tasks for medical imaging diagnostic systems. Due to the variety of stereoscopic display technologies, it remains unclear how these compare with each other for detection and estimation tasks. Different stereo devices have different performance trade‐offs due to their display characteristics. Among them, crosstalk is known to affect observer perception of 3D content and might affect detection performance. We measured and report the detailed luminance output and crosstalk characteristics for three different types of stereoscopic display devices. We recorded the effect of other issues on recorded luminance profiles such as viewing angle, use of different eye wear, and screen location. Our results show that the crosstalk signature for viewing 3D content can vary considerably when using different types of 3D glasses for active stereo displays. We also show that significant differences are present in crosstalk signatures when varying the viewing angle from 0 degrees to 20 degrees for a stereo mirror 3D display device. Our detailed characterization can help emulate the effect of crosstalk in conducting computational observer image quality assessment evaluations that minimize costly and time‐consuming human reader studies.  相似文献   

18.
We are developing a new reflective display technology, based on total internal reflection, which achieves a large difference between the maximum and minimum reflectance values. This yields a surface with greatly improved legibility under a wide range of illumination conditions. Such devices can display an image with a maximum reflectance ranging from 55% under uniform background illumination to over 85% under common non-uniform illumination conditions, even at viewing angles greater than 80° from the surface normal. This approach, which we call ‘CLEAR’ (Charged Liquid Electro-Active Response), uses polymeric microstructures to efficiently redirect incoming ambient light back toward the viewer. One advantage of this technique is the ability to achieve bright, full-color images over a wide range of viewing angles, much like ink printed on paper. The displayed image can be updated rapidly since switching from the reflective state to the absorptive state requires only about a half-micron of motion of absorbing material into the evanescent field associated with TIR. This new approach offers significant advantages in a number of reflective display applications.  相似文献   

19.
Illumination is essential for modern life as colorful world is perceived by human visionary system. Display technology has been developing rapidly in recent decades, and the basic principle is related to the way that the image is illuminated and light is emanated. Traditional illumination is provided by different types of light sources, and the display image is visible in large viewing space until the emanating light decays to zero. This work proposes and demonstrates a novel illumination scheme for a display in which the displaying images are visible only in specific spatial regions. The directional backlight ensures the image propagating to specific direction while imaging visibility can be controlled to terminate abruptly at certain distance from the display screen while exerting no influence to nearby regions. The working principle for such an illumination scheme is the use of the modulated coherent directional backlight through an axicon lens. It is shown that the illumination scheme can robustly deliver carried image information to the designated viewing region. This new illumination scheme has many advantages over conventional illumination, including its usage for personal display, very lower energy consumption, as well as minimizing light hazard pollution.  相似文献   

20.
Abstract— The perceived colors of an image seen on a self‐luminous display are affected by ambient illumination. The ambient light reflected from the display faceplate is mixed with the image‐forming light emitted by the display. In addition to this direct physical effect of viewing flare, ambient illumination causes perceptual changes by affecting the adaptation state of the viewer's visual system. This paper first discusses these effects and how they can be compensated, outlining a display system able to adjust its output based on prevailing lighting conditions. The emphasis is on compensating for the perceptual effects of viewing conditions by means of color‐appearance modeling. The effects of varying the degree of chromatic adaptation parameter D and the surround compensation parameters c and Nc of the CIECAM97s color‐appearance model were studied in psychophysical experiments. In these memory‐based paired comparison experiments, the observers judged the appearance of images shown on an LCD under three different ambient‐illumination conditions. The dependence of the optimal parameter values on the level of ambient illumination was evident. The results of the final experiment, using a category scaling technique, showed the benefit of using the color‐appearance model with the optimized parameters in compensating for the perceptual changes caused by varying ambient illumination.  相似文献   

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