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眼鏡式3D顯示器光串擾量測探討

Crosstalk Measurement Investigation of Glasses Type Stereoscopic Displays

摘要


本文列出五個常用來計算光串擾量的公式,其中有一個為黑白光串擾、四個為灰階光串擾(其中兩個可計算成單一數值)。透過標準化2D顯示器的亮度量測方式,針對市售的三台3D電視進行量測,TV1(主動式眼鏡和電漿顯示器)、TV2(被動式眼鏡和液晶顯示器)及TV3(主動式眼鏡和液晶顯示器),所得到的光串擾量利用五個公式計算並且互相比較。各個公式計算出的結果不盡相同,有些數值超過100%,其中CMI提出的計算方法僅以數值表示而不用百分比表示。此外,在較低的光串擾量下,並沒有一致性的判定出何種顯示器較好,但在較嚴重的光串擾量下,五個光串擾公式認為TV3的左眼在三台電視中是表現較差的。但因各家計算方式不同,所以得到的量化結果也無法說明TV3的光串擾程度。利用友達光電提出的灰階光串擾單一數值表示,TV3在左眼為測試眼時可達2746.9%,若使用黑白光串擾表示,則在18.24%,明顯的相差許多。因此,未來將規劃人因實驗去驗證何種公式的表示是最接近以及較正確的。

並列摘要


This study investigates five similar crosstalk formulas, one of them is dealing black to white crosstalk, four of them are dealing gray to gray crosstalk (among these four formulas, two of them can be dealing single value) to quantize 3D crosstalk. We test three 3D TVs, including TV1 (Plasma display with shutter glasses), TV2 (Liquid crystal display with passive glasses) and TV3 (Liquid crystal display with shutter glasses), by using the typical luminance measuring method of 2D TV. The crosstalk are determined by the five formulas and then compared with each other. Some crosstalk values are over 100%, but crosstalk calculated by CMI method is presented by index with numerical value only. The determined results of five formulas have large variation in the low crosstalk region, i.e. no consistency crosstalk evaluation among in the TV performance. In the noticeable crosstalk region, determined results of four gray to gray crosstalk evaluation formulas are consistent to illustrate the left channel of TV3 is the worse one. Due to the formulas with different ways determining, the calculated crosstalk seems not able to fully quantize the crosstalk effect of 3D TVs. In the left channel of TV3, the result is 2746.9% by using the method, single value of gray to gray crosstalk, proposed by AUO. The result of black to white crosstalk method, 18.24%, is quite different in comparison with AUO proposed method. In this circumstance, the human factor experiments will be performed to verify which formulas are consistent with the human perception.

被引用紀錄


呂志益(2012)。快門式三維立體視訊眼鏡之設計與實現〔碩士論文,國立臺北科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0006-0308201213301800

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