Chapter 5 Flashcards

1
Q

cornea

A

hard transparent surface thorugh whichl ligt enters and provides greates optical power

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2
Q

sclera

A

hard white layer on outer surface of eye

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3
Q

vitreous humor

A

eye interior that is a transparant gelatinous mass allowing light rays to penetrate with little distortion

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4
Q

aqueous humor

A

as light rays cross the cornea they pass through this chamber that is transparent and galtinous

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5
Q

lens

A

cross aqueious humor and hit this through the pupil

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6
Q

size of the pupil is controlled by what

A

iris - provides aperture regulating amount of ligth allowed to pass

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7
Q

ciliary muscles

A

optical power of lens altered by these

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8
Q

retina

A

after lens and vitreous humor hits this which is more than 180 degrees of inner eye boundary

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9
Q

photorecpetors

A

catch light from output pixels and behave like input pixes

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10
Q

fovea

A

highest visual acuity and measure of the shapness or clarity of vision- greatest concentration of photoreceptors and almost entirely cones

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11
Q

optic disc

A

small hole on reitna where neural pulses are transmitted outside of the eye thorugh the optic nerve

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12
Q

types of photoreceptors

A

rods and cones

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13
Q

rods

A

triggered by low loevel so flightt

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14
Q

cones

A

require more light and distinguish between coloes

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15
Q

how many rods and cones does the retina have

A

120 millions and 6 million respectively

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16
Q

three categories of cones

A

red green blue

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17
Q

luminance measured in what

A

si units of candelas per square meter - correspond directly to amount of ligh power per area

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18
Q

scotopic vision

A

eye take up to 35 mins to fully adapt to low light reulting in monocrhomatic mode

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19
Q

photopic vision

A

adaptation to trichromatic mode in birght light that takes 10 minutes

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20
Q

peripheral vision

A

rays that enter cornea from sides alnd on parts of reitna with lower rod density and very low cone density/ better at detecting movement but cannot distinguish colors

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21
Q

blind spot

A

not photoreceptors - retinas are inside out

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22
Q

layers of neurons

A

rods and cones to bipolar to amacrine to horizontal cells

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23
Q

inner nuclear layer

A

holds bipolar amacrine and horizonatl cells

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24
Q

ganglion cell layer

A

signals from inner nuiclear then reach thie gangilion cells and axons of ganglion are not directly connect to optic nerve but a hole punctured lets them reroute

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25
Q

bipolar cells

A

tranmit signals from photorecptors to gnaglion. some connect only to cones (1-10) and others connect only to rods (30-50)

26
Q

types of bipolar cells

A

on bipolar when rae of photon absorption increases and off for decreasing photon absorption

27
Q

bipolars connected to cones have what types

A

on and off

28
Q

bipolars connected to rods ahve what types

A

only on

29
Q

vertical versus horizontal cells

A

vertical are bipolar but horizontal are connnected by input or dendrites to photorecpetors and bipolar /

30
Q

lateral inhibition

A

activation of one photoreceptor tends to decrease activation of neightbors

31
Q

types of ganglion clels

A

midget, parasol bistratified

32
Q

types of filteriing operations performed by ganglion cells

A

spatial temporal and spectral or color vairations

33
Q

spatial opponency

A

nerual structures are disigned to detect local image variations

34
Q

connection of optic nerve

A

thalamus called lateral geniculate nucleus

35
Q

lgn

A

sends signal sfrom sense to the brain but also processing - send inof to priamry visual cortex (V1)

36
Q

rotation of each eye controlled by how many muscles attached to the sclera

A

six

37
Q

the tendons pull

A

in opposite pairs

38
Q

movements based on purpose

A

saccades, smooth pursuit, vestibulo ocular reflex, optokinetic relfex, vergence, microsacccades

39
Q

saccades

A

rapid motion to quickly relocate the fovea so important features from scene are sensed with highest acuity

40
Q

saccadic masking

A

hide intervals of time over which saccades occur from our memory - distorted time perception

41
Q

smooth pursuit

A

eyes slowly rotate to track moving target features like a car - reduce motion blue (image stabilization)

42
Q

vestibulo ocular reflex

A

most important/ eyes rotate to coutneract rotation of head / involuntary/ based on angular accelerations sensed by vestibutlar organs, signals sent ot eyye muslce to counter motion/ provide image stabilitization

43
Q

optokinetic reflex

A

occurs when fast object speeds along/ eyes rapidly and involuntarily choose features for tracking while alternating between smooth pursuit and saccade

44
Q

vergence

A

align eyes with the object/ if object is closer than previous fixation, then convergence but if object is farther then divergence mtoion (pupils move father)

45
Q

microsaccades

A

small involuntary jerks of less than one degree that trace out erratic path/ augment other processes like control of ficaton, reduction of perceptual fading due to adaptation, improve visual acuity and resolve perceptula ambiguityes

46
Q

factors of good vr visual display

A

spatial resolution, intensity resolution and range, temporal resolution

47
Q

spatial resolution

A

how many pixes per square area are needed

48
Q

intensity reosltuion

A

how many intesity values can be produced and what are min and max/ also color resolutionand range

49
Q

temporal resolutio

A

how fast do displays need to change their pixels

50
Q

aliasing

A

perceive sharp diagoal lines as being jagged (spatial resolution)

51
Q

screen door effect

A

image produced by digital lcd projector(spatial resolution)

52
Q

retina display

A

326 pixels per linear inch

53
Q

factors that contribute to acuity tasks

A

brightness, contrast, eye movements, time exposure, part of retina ctimulated

54
Q

cycles per degree

A

corresponds to number of stripes or sinusoidal peaks that can be seen as separate along viewing arc

55
Q

how much field of view is enough

A

max is 270, larger than provided by flat screen of less than 180/ inc field of fiew by ringin screenig closer would require high pixed density but lens aberrations at periphery may limit effective/ if eye could be tracked and tiny movable display was always positioned in front of pupil with zero delay, fewer pixels needed

56
Q

foveated rendering

A

simulate moving tiny screen by keeping fixed display but focusing graphical rendering only in spot where eye is looking

57
Q

VOR gain

A

ratio comparing eye rotation rate numberator to coutner rotation and translation rate of head in denominator

58
Q

VOR gain is close to

A

1 with respet to pitch and yaw

59
Q

rolling scannout

A

raster scan, rather than glbal because pixels are updated line by line/ dipslays are output analog/ dont perceive the scannout pattern during use because of slow charge and resopnse time of photoreceptors

60
Q

retinal image slip

A

eyes move and image of feature may move slightly on retina due to motions and optical distortions

61
Q

vergence accommodation mismatch

A

eyes would strongly converge if object redered to screen appeared only 10cm away but theydont need to change optical power of eye lens/ eyes would try to accommodate with effect of blurred perceived image/ stimulus provided by vr is inconsistent with rela world