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As a measure of light emitted per unit area, this unit is frequently used to specify the brightness of a display device. The sRGB spec for monitors targets 80 cd/m 2 . [ 3 ] Typically, monitors calibrated for SDR broadcast or studio color grading should have a brightness of 100 cd/m 2 . [ 4 ]
In video gaming, the HUD (heads-up display) or status bar is the method by which information is visually relayed to the player as part of a game's user interface. [1] It takes its name from the head-up displays used in modern aircraft .
LCDs do not produce light by themselves, so they need illumination (ambient light or a special light source) to produce a visible image. Backlights are often used in smartphones, computer monitors, and LCD televisions. They are used in small displays to increase readability in low light conditions such as in wristwatches. [1]
MM2 may refer to: MM2, a class of force fields; see force field (chemistry) MM2 (MMS), an interface utilized by the Multimedia Messaging Service standard; Mega Man 2, a 1988 video game for the NES; Mega Man II, a 1991 video game for the Game Boy; Midtown Madness 2, a 2000 video game for the PC; Motocross Madness 2, a 2000 video game for the PC
TV, computer monitor: Yes Aperture grille CRT: Cylindrical curve or flat 43 [2] 109 TV, computer monitor: Yes Monochrome CRT: Spherical curve or flat 30 [3] 76 TV, computer monitor, radar display, oscilloscope: Yes Direct view Charactron CRT: Spherical curve 24 61 Computer monitor, radar display: No CRT self-contained rear-projection Flat ...
A flat-panel display (FPD) computer monitor A cathode-ray tube (CRT) computer monitor. A computer monitor is an output device that displays information in pictorial or textual form. A discrete monitor comprises a visual display, support electronics, power supply, housing, electrical connectors, and external user controls.
Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...
The first detection method, used by the NES Zapper, involves drawing each target sequentially in white light after the screen blacks out. The computer knows that if the diode detects light as it is drawing a square (or after the screen refreshes), then that is the target at which the gun is pointed.