Lighting & Acoustics Flashcards

1
Q

Definition of light

A

visually evaluable radiant energy

visible spectrum on EM radiation

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2
Q

Coefficient of transmission

A

total light transmitted through a material

clear glass = 85% transmittance

translucent = transmits light, but not a clear image

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3
Q

Reflectance/reflectance coefficient

A

ratio of total reflected light to total incident light

reflection can be specular (mirror-like), diffuse (from uniformly rough surfaces), or combined (brighter and duller points)

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4
Q

Eye parts to process light

A

cones perceive detail and color, more near the fovea

rods perceive motion and light, surround the fovea

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5
Q

Candlepower

A

unit of luminous intensity that is equal to horizontal output of a wax candle

aka candela

radiant energy output

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6
Q

Illuminance

A

density of luminous flux incident on a surface (lumens per unit area)

one lumen uniformly incident on 1 sq ft = 1 foot-candle (fc)

radiant energy shining on a surface

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7
Q

Lumen

A

(lm) = the unit of luminous flux equal to a unit solid angle of 1 steradian (square radian, like a 3D ray) from a uniform point source of 1 candlepower

radiant energy in a given 3D shape

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8
Q

Luminance

A

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)

aka brightness w/o subjectivity of pupil adjustment

how much illuminance from a lumen

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9
Q

Luminous intensity

A

solid angular flux density in a given direction

measured in candlepower or candelas

how much radiant energy, non geometrically defined

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10
Q

Illuminance targets

A

set by IESNA, Illuminating Engineering Society of North America

based on ppl 25-65 yrs old

for older, double values,

for younger, half the values

restricted overall for efficiency, set in watts/sq ft

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11
Q

Glare

A

direct (bright light source) and reflected (off a surface), aka veilng glare (reduces contrast)

both worse when surrounding area is dark

visual comfort probability (VCP) metric used to evaluate glare = percentage of viewers likely to experience discomfort

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)

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12
Q

Contrast

A

difference in illumination level of adjacent areas

means by which ppl see, vital, but must be balanced

should be limited to 3:1 task:adj area, 5:1 task:remote dark areas, 10:1, task:remote light areas

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13
Q

Uniformity & Color

A

uniformity = perception of light being comfortable, pleasant

color = light source and incident surface interactions

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14
Q

Light source types

A

incandescent lamps

fluorescent lamps

high-intensity discharge (HID) lamps

light-emitting diodes (LED)

must balance color, cost (initial & operational), efficacy (ratio of luminous flux emitted:total power input), size, operating life, ability to control output

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15
Q

Incandescent lamps

A

tungsten filament, sealed glass bulb w/ inert/noble gas, filament glows w/ electrical current

inexpensive, compact, easy to dim, turning on/off doesn’t reduce lifespan, warm colored, lenses and reflectors easy to use

low efficacy, high heat production, short lifespan, not energy efficient

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, but still high heat (and can explode)

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)

elliptical reflector lamps (ER lamps) are more efficient, focus, then throw light, so smaller, bc less light trapped in fixture

low-voltage miniature reflector lamps (MR lamps), small halogen lamps

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16
Q

Fluorescent lamps

A

inert/noble gas + low-pressure mercury vapor; mercury arc formed when electricity added, creates UV light, which strikes the phosphor-coated bulb, causing fluorescence

have high efficacy, low cost, long life, can be dimmed, but expensive

too UV-ish light, large, hard to control, better for general illumination, but CFLs (compact fluorescent lamps) improve this

preheat lamps: do not carry current unless in use, takes awhile to produce light

rapid-start lamps: maintain a low-voltage current so that start time reduced to ~2 seconds

instant-start lamps: maintain constant voltage

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

17
Q

Ballasts

A

device that supplies proper start/operating/control of power/voltage

magnetic: (older), lam. steel plates wrapped in copper
electronic: solid state, operate at high frequency, less noise/heat/flicker, easier to dim
multilevel: to easily change lighting levels

energy-saving: lower current, efficient ballast design

ballast factor (BF) = ratio of light output w/ particular ballast to that of a reference ballast, not used directly

ballast efficacy factor (BEF) = ballast factor x 100, used to compare same kind, number of lamps on different ballasts

power factor = how effectively a ballast converts supplied power to useable power

rated for noise (+ A-F noisy)

18
Q

High Intensity Discharge (HID) Lamps

A

mercury vapor: electric arc passes through high-pressure mercury vapor, produces UV + visible light, phosphors can be added to warm up light

metal halide: metal halides have been added, improves color & efficacy, shortens life span (most commonly used), color shifts over life span

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

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)

all have significant start up and cool off times

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

19
Q

LEDs

A

semiconductor, solid-state electroluminescence

OLEDs: organic

PLEDs: polymer

bright, long-lived, low heat, low power consumption

low efficacy, high cost

20
Q

Other lamps

A

neon: gas filled tubes, different colors = different gases

cold-cathode lamps: higher efficacy than neon, mostly white, larger tube

fiber optic luminaire: light conducted, often for museums, pools, near flammable storage

21
Q

Articulation index

A

measure of speech intelligibility; words read from a preset list

low (less than .15) desired for privacy

high (above .6) for presentations

22
Q

IIC

A

Impact Insulation Class, measures floor/ceiling assembly’s impact sound transmission

23
Q

NC/NIC/NR/NRC

A

noise criteria: single-number ratings of acceptable background noise

noise isolation class: noise isolation class: single number rating of noise reduction

noise reduction: noise difference btwn barrier of given transmission loss

noise reduction coefficient: average sound absorption coefficient measured at fixed frequencies

24
Q

Sabin formula

A

relates reverberation time to a room’s volume and total acoustical absorption

25
Q

STC/TL

A

sound transmission class: average of a barrier’s ability to reduce sound (higher is better)

transmission loss: decibel difference of sound at source and sound received across barrier

26
Q

Sound intensity

A

intensity level measured in decibels (dB) goes from 0 dB to 130 dB, threshold of hearing to painful

intensity of sound at a given point is inversely proprotional to the square of the distance from that point

27
Q

Loudness

A

subjective, but gains of 5 dB are noticeable, 10 dB is twice as loud, 20 dB is four times as loud

decibels are logarithmic, so they don’t add up directly

use the table or:

ILtotal = IL source = 10 log n, where n is the number of noise sources

28
Q

Sound transmission

A

thicker barriers reduce it more, less stiff barriers reduce it more (if weight is equal)

transmission loss is the difference between sound power falling on a barrier and sound power received on other side of barrier (not the same for all frequencies with one type of barrier, STC combines these)

noise reduction is difference between intensity levels in two different rooms div. by barrier, so area, and absorptive surfaces in rooms is accouted for

29
Q

Noise criteria curves

A

depends on type of space

low frequency noises tolerated better than high

some noise required for spaces to not feel dead

preferred noise criteria is for noises that are better than acceptable

30
Q

Guidelines for transmission loss

A

easier to block high frequency sounds

a wall w/0.1% open area will have max 30 dB transmission loss

a wall w/1.0% open are will have max 20 dB transmission loss

hairline cracks decrease transmission loss by 6 dB

a 1 sq in opening in a 100 sq ft non-absorptive wall will transmit as much sound as having no wall at all

fibrous insulation increases the STC, but the density of the insulation doesn’t matter

25 STC, normal speech can be heard

45-50 STC, only loud sounds heard faintly

31
Q

Sound absorption

A

in free space, each doubling of distance from sound source reduces it by 6 dB, but in a room, you start to have noise reflectance

coefficient of absorption: ratio of sound intensity absorbed to the total sound receive by a surface

below 0.2 is a reflective surface, above, is absorptive, max is 1.0

NRC/noise reduction coefficient combines the coeff. abs. for different frequencies and materials (since those are all different)

NRC has been superceded by SAA/sound absorption average, which focuses on averaging only the most important frequencies

32
Q

Guidelines for sound absorption

A

average coeff. abs. for a room should be at least 0.2

0.5 not desirable & too expensive

each doubling of coeff. abs. only reduces noise by 3 dB

if it’s going to be worth it, adding absorptive material should target a 5 dB reduction, so three times an increase from original

an increase of 10 times original is usu. the max possible

each doubling of coeff. abs. reduces reverberation times by 1/2

in large rooms, put abs. material on ceilings; in small rooms, put it on the walls

increasing abs. material will increase abs., but not very much for low frequency sounds

want a porous, interconnected web of voids for your material

33
Q

Reverberation

A

reverb time = the time it takes for sound to be reduced by 60 dB after source has stopped

  1. 5-1.8-3.0 sec for music auditoriums
  2. 3-0.6 for small offices or broadcast studios