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  2. Throw (projector) - Wikipedia

    en.wikipedia.org/wiki/Throw_(projector)

    If the distance and width are known, calculate the throw ratio using the formula: R = D / W [1] If the screen width and throw ratio are known, calculate the distance using the equivalent formula: D = W x R. Although it is often stated as a single value (or range of values), throw ratio is a comparison of D : W. [2]

  3. 10-foot user interface - Wikipedia

    en.wikipedia.org/wiki/10-foot_user_interface

    This is why, in television, distance is expressed in picture heights (H) and not in metres (or feet). [8] Furthermore, this 10-foot distance does not correspond to the optimal viewing distance or the Lechner distance (3.2 H for 1080 HD resolution and 1.6 H for 4K UHD resolution). Nor does it represent the actual distance at which televisions ...

  4. Optimum HDTV viewing distance - Wikipedia

    en.wikipedia.org/wiki/Optimum_HDTV_viewing_distance

    Stating optimum viewing distance as a range rather than as fixed distance is on the rise; possibly because of changes in the profile of the typical HDTV purchaser. Early adopters of HDTV were typically videophiles , [ 29 ] the technically adventurous [ 30 ] and the sports enthusiast [ 31 ] looking to have the ultimate viewing experience.

  5. Talk:Optimum HDTV viewing distance - Wikipedia

    en.wikipedia.org/wiki/Talk:Optimum_HDTV_viewing...

    However, this optimal distance has the characteristic of being objective and simple to implement. The latest version of the ITU BT.500 uses it: "The design viewing distance (DVD), or optimal viewing distance, for a digital system is the distance at which two adjacent pixels subtend an angle of 1 arc-min at the viewer's eye". The TABLE 1-1 :

  6. Viewing cone - Wikipedia

    en.wikipedia.org/wiki/Viewing_cone

    The viewing cone refers to the effective viewing directions of an LCD display, as seen from the eye. This collection of angles resembles a cone. The concept has been introduced as an international standard ISO 13406-2, which defines it as the range of viewing directions that can safely be used for the intended task without "reduced visual performance".

  7. 360-degree video - Wikipedia

    en.wikipedia.org/wiki/360-degree_video

    Generally, the only area that cannot be viewed is the view toward the camera support. [ 9 ] [ 10 ] 360-degree video is typically formatted in an equirectangular projection [ 11 ] and is either monoscopic, with one image directed to both eyes, or stereoscopic , viewed as two distinct images directed individually to each eye for a 3D effect. [ 9 ]

  8. Multi-screen video - Wikipedia

    en.wikipedia.org/wiki/Multi-screen_video

    In the fields of broadcasting and content delivery, multiscreen video describes video content that is transformed into multiple formats, bit rates and resolutions for display on devices such as televisions, mobile phones, tablets and computers. Additional devices may include video game consoles such as the Xbox 360, or internet enabled television.

  9. Video wall - Wikipedia

    en.wikipedia.org/wiki/Video_wall

    Here the aspect ratio remains the same but the source-image is scaled across the number of displays in the matrix. More advanced controllers enable grid layouts of any configuration (e.g., 1x5, 2x8, etc.) where the aspect ratio of the video wall can be very different from that of individual displays.