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Fig. 1. HSL (a–d) and HSV (e–h). Above (a, e): cut-away 3D models of each. Below: two-dimensional plots showing two of a model's three parameters at once, holding the other constant: cylindrical shells (b, f) of constant saturation, in this case the outside surface of each cylinder; horizontal cross-sections (c, g) of constant HSL lightness or HSV value, in this case the slices halfway ...
By using color psychology to cause immersion in players, players can have fewer errors playing video games in comparison to a game that does not utilize color psychology immersion. [1] "The Impact of Avatar Color on Game Experience in Educational Games" color selector. Color psychology can even affect someone through the avatars they choose to use.
The Munsell color system, showing: a circle of hues at value 5 chroma 6; the neutral values from 0 to 10; and the chromas of purple-blue (5PB) at value 5. In colorimetry , the Munsell color system is a color space that specifies colors based on three properties of color: hue (basic color), value ( lightness ), and chroma (color intensity).
A uniform color space (UCS) is a color model that seeks to make the color-making attributes perceptually uniform, i.e. identical spatial distance between two colors equals identical amount of perceived color difference. A CAM under a fixed viewing condition results in a UCS; a UCS with a modeling of variable viewing conditions results in a CAM.
The CIE 1931 color space chromaticity diagram rendered in terms of the colors of lower saturation and value than those displayed in the diagram above that can be produced by pigments, such as those used in printing. The color names are from the Munsell color system.
In color science, a color model is an abstract mathematical model describing the way colors can be represented as tuples of numbers, typically as three or four values or color components. When this model is associated with a precise description of how the components are to be interpreted (viewing conditions, etc.), taking account of visual ...
As of 2011, most graphic cards define pixel values in terms of the colors red, green, and blue. The typical range of intensity values for each color, 0–255, is based on taking a binary number with 32 bits and breaking it up into four bytes of 8 bits each. 8 bits can hold a value from 0 to 255.
A chromatic value diagram is a plot of (horizontal axis) against () (vertical axis). The 2 + 1 ⁄ 2 scale factor is intended to make radial distance from the white point correlate with the Munsell chroma along any one hue radius (i.e., to make the diagram perceptually uniform).