|Institution:||University of Skövde|
|Keywords:||colour; colour grading; perception; human visual system; preference; Engineering and Technology; Other Engineering and Technologies; Media Engineering; Teknik och teknologier; Annan teknik; Mediateknik; Computer Game Development - Graphics; Dataspelsutveckling - grafik; Media, Aesthetics and Narration; Medier, estetik och berättande|
|Full text PDF:||http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12362|
This research explores the differences between how game engine cameras and the human visual system (HVS) render colour. The study is motivated by a two part research question: will HVS colours or game camera colours be preferred when experiencing a virtual environment from a 1st-person perspective and how does light intensity relate to preference? While previous research defines perceptual processes which influence the interpretation of colour information this study advances the understanding of how these theories may be applied to 3D colour grading.When evaluating the two colour modes with a combination of quantitative data and qualitative reflections it was possible to establish a correlation between preference and light intensity, in the sense that HVS colours were preferred in high illumination and camera colours in low. The findings implicate that in order to be well received the colours of a virtual environment need to be adjusted according to illumination.