Gravity on a Space Station is roughly 90% of what it is on the Earth's surface, a far cry from 0! You and the Space Station are continuously falling together. Your sideways velocity is so high that you fall just as fast as the Earth curves with gravity always pulling sideways relative to your velocity. So in actuality astronauts have experienced perpetual falling without hitting the ground, not zero g.
You can't feel gravity directly, though you can feel it indirectly. such as your feet pushing against the Earth's surface as gravity tries to accelerate your body.
Tuesday, November 22, 2016
Monday, November 14, 2016
Calibrate faucet valves
Usually max fluid flow is achieve by say just a quarter or a half turn of the knob, opening the rest of the way does nothing. Typically with hot and cold valves opened to max. slowly closing cold to warm it up does nothing until you reach a certain threshold.
Properly calibrated would mean:
1/4 turn of the knob = 1/4 max fluid flow
1/2 turn of the knob = 1/2 max fluid flow
full turn of the knob = full max fluid flow
This will also give you more fine tuned control over the flow.
Properly calibrated would mean:
1/4 turn of the knob = 1/4 max fluid flow
1/2 turn of the knob = 1/2 max fluid flow
full turn of the knob = full max fluid flow
This will also give you more fine tuned control over the flow.
Tuesday, April 19, 2016
Musings on discernible display resolution (color and geometry) (part 2)
Something that I think is often overlooked: Some think that it's a total waste if you sit so far from a 4K 2160p display that 4 pixels effectively blend into 1 pixel, as far as the eye is concerned. So in essence it becomes a 2K 1080p display.
That's not the whole story.
Those 4 pixels color average, and that color averaging effectively quadruples the color depth. So instead of a 2160p 24bit color display, you now have a 1080p 30bit color display, and that's not too shabby from where I'm sitting (pun intended! ) Same idea with 8K: Imagine a 4320p 24bit color display, sit too far from that and it effectively becomes a 2160p 30bit color display. Sit even farther and it become a 1080p 36bit color display.
As you can see quadrupling the pixel resolution will quadruple the color resolution for those whom sit far away from the display. Correct me if I'm wrong, but 24->30 and 30->36 are both quadrupling, adding 2 bits to each of the 3 primary colors. It's still better to sit close and see all of the pixels, I'm just suggesting that it isn't a total loss sitting far from the display.
You could have 1 bit per primary color per pixel and that would suffice if you had an enormous number of pixels giving you full res and full color depth that the eye can discern. Not practical of course, but just for illustrative purposes.
You could have 1 bit per primary color per pixel and that would suffice if you had an enormous number of pixels giving you full res and full color depth that the eye can discern. Not practical of course, but just for illustrative purposes.
Sunday, April 17, 2016
Musings on discernible display resolution (color and geometry)
Abbreviations
Smallest Discernible Solid Angle (SDSA): 0.01x0.01deg FOV. This is approximately the smallest area a human eye can discern.
Quadruple color resolution
Ideally 1 pixel would take up 1 SDSA, however, if a square of 4 pixels takes up 1 SDSA it is not entirely wasteful. Those pixels would color average together, effectively quadrupling the color resolution. For example, instead of just color steps of 4, you now have color steps of 1.
Increased pixel density requires more color depth
Generally the closer spots are on a surface the less color difference there is. Now with 8.3 megapixel displays this is very important. To be able to express this color difference, high color resolution is required (30bit or 36bit instead of just 24bit.) Otherwise those pixels would look the same and blend into apparent larger pixels. Also contrast (difference between lowest to highest brightness) is important, it must be high enough so that humans can detect the difference.
Smallest Discernible Solid Angle (SDSA): 0.01x0.01deg FOV. This is approximately the smallest area a human eye can discern.
Quadruple color resolution
Ideally 1 pixel would take up 1 SDSA, however, if a square of 4 pixels takes up 1 SDSA it is not entirely wasteful. Those pixels would color average together, effectively quadrupling the color resolution. For example, instead of just color steps of 4, you now have color steps of 1.
Increased pixel density requires more color depth
Generally the closer spots are on a surface the less color difference there is. Now with 8.3 megapixel displays this is very important. To be able to express this color difference, high color resolution is required (30bit or 36bit instead of just 24bit.) Otherwise those pixels would look the same and blend into apparent larger pixels. Also contrast (difference between lowest to highest brightness) is important, it must be high enough so that humans can detect the difference.
Sunday, April 10, 2016
Thoughts on pass through augmented reality
Pass-through augmented reality (AR) without actually being able to see the world directly could cause problems, such as the AR showing an open field (due to a software glitch or showing the wrong app or a malicious hack) in front of you while in reality there's a real life cliff in front of you, just as an example. It's a cool idea, just make sure you're in a safe environment while using it. Maybe briefly remove the goggles now and then to verify.
Pass-through AR could show everything with an infinite depth of view allowing you to rest your eye focus muscles and still see things near and far equally as well, 'in focus'. Alternately have an artificial depth of view you can control and you can also rest your eye focus muscles. One can already rest one's eye rotate muscles simply by moving their heads. Many birds can't rotate their eyes relative to their skulls which explains why they constantly turn their heads (for fovea clarity and perhaps also for triangulation.)
Another cool idea with Pass-through AR is to see yourself in a virtual mirror. Not your real self however, but as some Avatar! So at least to yourself you're walking around the real world as someone completely different.
Yet another cool idea is the Geordi LaForge effect, see wavelengths you normally can't see with your real eyes, it translates ultraviolet down to say regular violet allowing you to see these frequencies. Perhaps some UV rays are reflected into the house through a window. Same with infrared to regular red, see if the stove-top is hot without sacrificing your finger!
Pass-through AR could show everything with an infinite depth of view allowing you to rest your eye focus muscles and still see things near and far equally as well, 'in focus'. Alternately have an artificial depth of view you can control and you can also rest your eye focus muscles. One can already rest one's eye rotate muscles simply by moving their heads. Many birds can't rotate their eyes relative to their skulls which explains why they constantly turn their heads (for fovea clarity and perhaps also for triangulation.)
Another cool idea with Pass-through AR is to see yourself in a virtual mirror. Not your real self however, but as some Avatar! So at least to yourself you're walking around the real world as someone completely different.
Yet another cool idea is the Geordi LaForge effect, see wavelengths you normally can't see with your real eyes, it translates ultraviolet down to say regular violet allowing you to see these frequencies. Perhaps some UV rays are reflected into the house through a window. Same with infrared to regular red, see if the stove-top is hot without sacrificing your finger!
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