Light & Acoustics Flashcards
<p>Definition of light</p>
<p>visually evaluable radiant energy</p>
<p>visible spectrum on EM radiation</p>
<p>Coefficient of transmission</p>
<p>total light transmitted through a material</p>
<p>clear glass = 85% transmittance</p>
<p>translucent = transmits light, but not a clear image</p>
<p>Reflectance/reflectance coefficient</p>
<p>ratio of total reflected light to total incident light</p>
<p>reflection can be specular (mirror-like), diffuse (from uniformly rough surfaces), or combined (brighter and duller points)</p>
<p>Eye parts to process light</p>
<p>cones perceive detail and color, more near the fovea</p>
<p>rods perceive motion and light, surround the fovea</p>
<p>Candlepower</p>
<p>unit of luminous intensity that is equal to horizontal output of a wax candle</p>
<p>aka candela</p>
<p>radiant energy output</p>
<p>Illuminance</p>
<p>density of luminous flux incident on a surface (lumens per unit area)</p>
<p>one lumen uniformly incident on 1 sq ft = 1 foot-candle (fc)</p>
<p>radiant energy shining on a surface</p>
<p>Lumen</p>
<p>(lm) = the unit of luminous flux equal to a unit solid angle of 1 steradian (square radian, like a 3D ray)Âfrom a uniform point source of 1 candlepower</p>
<p>radiant energy in a given 3D shape</p>
<p>Luminance</p>
<p>the luminous flux per unit of projected/apparent area and unit solid angle leaving a surface, either reflected or transmitted, unit of candela/sq meter or nit, or US system, footlambert (fL)</p>
<p>aka brightness w/o subjectivity of pupil adjustment</p>
<p>how much illuminance from a lumen</p>
<p>Luminous intensity</p>
<p>solid angular flux density in a given direction</p>
<p>measured in candlepower or candelas</p>
<p>how much radiant energy, non geometrically defined</p>
<p>Illuminance targets</p>
<p>set by IESNA, Illuminating Engineering Society of North America</p>
<p>based on ppl 25-65 yrs old</p>
<p>for older, double values,Â</p>
<p>for younger, half the values</p>
<p>restricted overall for efficiency, set in watts/sq ft</p>
<p>Glare</p>
<p>direct (bright light source) and reflected (off a surface), aka veilng glare (reduces contrast)</p>
<p>both worse when surrounding area is dark</p>
<p>visual comfort probability (VCP) metric used to evaluate glare = percentage of viewers likely to experience discomfort</p>
<p>direct glare comes from more horizontal light (so cut off at 45 deg), reflected glare from more perpendicular (so make angles of incidence and reflection unequal)</p>
<p>Contrast</p>
<p>difference in illumination level of adjacent areas</p>
<p>means by which ppl see, vital, but must be balanced</p>
<p>should be limited to 3:1 task:adj area, 5:1 task:remote dark areas, 10:1, task:remote light areas</p>
<p>Uniformity & Color</p>
<p>uniformity = perception of light being comfortable, pleasant</p>
<p>color = light source and incident surface interactions</p>
<p>Light source types</p>
<p>incandescent lamps</p>
<p>fluorescent lamps</p>
<p>high-intensity discharge (HID) lamps</p>
<p>light-emitting diodes (LED)</p>
<p>must balance color, cost (initial & operational), efficacy (ratio of luminous flux emitted:total power input), size, operating life, ability to control output</p>
<p>Incandescent lamps</p>
<p>tungsten filament, sealed glass bulb w/ inert/noble gas, filament glows w/ electrical current</p>
<p>inexpensive, compact, easy to dim, turning on/off doesn't reduce lifespan, warm colored, lenses and reflectors easy to use</p>
<p>low efficacy, high heat production, short lifespan, not energy efficient</p>
<p>halogen lamps are incandescents (tungsten halogen lamp or quartz-halogen lamp), where filament is burned away & redeposited, burns cooler light, more uniformly, better efficacy, so, samller, longer life, butÂstill high heat (and can explode)</p>
<p>reflector lamps (R lamps) & parabolic aluminized reflector lamps (PAR lamps) used metallic backing to focus beam, either flood or narrow/spot beams (most of these outlawed for inefficiency)</p>
<p>elliptical reflector lamps (ER lamps) are more efficient, focus, then throw light, so smaller, bc less light trapped in fixture</p>
<p>low-voltage miniature reflector lamps (MR lamps), small halogen lamps</p>
<p>Fluorescent lamps</p>
<p>inert/noble gas + low-pressure mercury vapor; mercury arc formed when electricity added, creates UV light, which strikes the phosphor-coated bulb, causing fluorescence</p>
<p>have high efficacy, low cost, long life, can be dimmed, but expensive</p>
<p>too UV-ish light, large, hard to control, better for general illumination, but CFLs (compact fluorescent lamps) improve this</p>
<p>preheat lamps: do not carry current unless in use, takes awhile to produce light</p>
<p>rapid-start lamps: maintain a low-voltage current so that start time reduced to ~2 seconds</p>
<p>instant-start lamps: maintain constant voltage</p>
<p>some low-efficiency fluorescent lamps outlawed, but CFL bases (not Edison screw base, but GU-24, 2-pin base) are becoming most common energy-efficient lamp base</p>
<p>Ballasts</p>
<p>device that supplies proper start/operating/control of power/voltage</p>
<p>magnetic: (older), lam. steel plates wrapped in copper</p>
<p>electronic: solid state, operate at high frequency, less noise/heat/flicker, easier to dim</p>
<p>multilevel: to easily change lighting levels</p>
<p>energy-saving: lower current, efficient ballast design</p>
<p>ballast factor (BF) = ratio of light output w/ particular ballast to that of a reference ballast, not used directly</p>
<p>ballast efficacy factor (BEF) = ballast factor x 100, used to compare same kind, number of lamps on different ballasts</p>
<p>power factor = how effectively a ballast converts supplied power to useable power</p>
<p>rated for noise (+ A-F noisy)</p>
<p>High Intensity Discharge (HID) Lamps</p>
<p>mercury vapor: electric arc passes through high-pressure mercury vapor, produces UV + visible light, phosphors can be added to warm up light</p>
<p>metal halide: metal halides have been added, improves color & efficacy, shortens life span (most commonly used), color shifts over life span</p>
<p>high & low pressure sodium: electric arc through hot sodium vapor, tube from ceramic to resist salt corrosion, very high efficacy, long life, but very yellow light, though can be color corrected; low pressure even more efficient, but deep yellow in color</p>
<p>all use an outer bulb to protect from UV light: clear (optical control required), phosphor coated (to warm up light), diffuse (for recessed downlights in low ceilings)</p>
<p>all have significant start up and cool off times</p>
<p>ceramic metal halide (CMH): ceramic arc tube, not quartz, burns at higher temp, better color & control, better efficacy, but expensive, hard to dim, requires a ballast</p>
<p>Â</p>
<p>Â</p>