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Description / Abstract:
The challenge of precise terminology is large and begins with
the use of the word "light". The 1978 CIE document "Light as a true
visual quantity" defined light as "...radiant power weighted
according to the spectral sensitivity of the human eye" (CIE 1978).
The CIE presently offers two international standard definitions
(CIE 2011):
1: characteristic of all sensations and perceptions that is
specific to vision
2: radiation that is considered from the point of view of its
ability to excite the human visual system
The International Lighting Vocabulary goes on to specify that if
there is a possibility of confusion between these meanings, the
term "perceived light" is to be used in place of the first meaning.
This second meaning is the sense in which the word "light" is used
in this report. Light is the medium that carries information to the
visual system (in the form of variations in radiant energy over
time, wavelength and intensity). This electromagnetic radiation,
both direct and reflected from objects in space, stimulates
chemical reactions in the eye that, interpreted, lead to
perception, emotion and action (Figure 2). The scale of information
conveyed visually extends from the largest expanse of the
surroundings through the smallest details.
Light is the stimulus, the physical quantity that initiates
sensory, perceptual, cognitive and behavioural processes that
researchers study and that are the outcomes that lighting designers
seek to animate in the people who experience their creations. The
aim of most behavioural or human factors research in lighting is to
understand the specifics of this sequence. For example: What room
surface luminance makes a room appear pleasantly bright? How does a
dark ceiling make a space appear cave-like; or when might it appear
intimate? It may be said that lighting designers use this sequence
in reverse: they begin from understanding the desired end-point;
knowing the viewer, understanding the emotions or actions that are
wanted in response to the lighting installation. The job of the
lighting designer is to work backwards, to develop a lighting
scheme that will elicit the desired response.
There are three senses in which one might use the phrase "to
describe lighting":
1) to specify the lighting equipment, controls and layout for
the purposes of design and installation;
2) to report the physical parameters that produce the visual
sensation in the person in the space; and
3) to describe the distribution of light as it affects the
appearance of the space and the objects in it under a given set of
physical parameters.
The focus of this committee report is on the specification of
the physical quantities encompassed by items 1 and 2 above. This
report draws a clear distinction between the physical and the
experiential. We are concerned here with describing the stimulus,
not the response; we find that in some respects the lighting
literature confuses the two.
Consider, for example, complex mathematical formulae for
combining physical quantities into indices, such as the Unified
Glare Rating (UGR) or the Daylight Glare Index. The values in the
index are not the same as the experience. If one has calculated
UGR, one has applied a particular model about the inter-relation of
adaptation luminance, source luminance, size and position, and has
made a prediction concerning the likely degree of discomfort that
occupants might experience. We tend to overlook or to forget that
this is a prediction, not a measurement of discomfort, and that the
prediction of a psychological phenomenon has random error. Although
few people may believe that UGR or other glare prediction models
fully account for the experience, we rarely discuss other variables
that could influence whether or not that set of physical conditions
will or will not lead to discomfort – for in some contexts, areas
of high relative luminance that mathematical formulae would predict
to be uncomfortable are perceived as interesting points of sparkle.
Our imprecision leads us to think we fully understand the
phenomenon.