Pet Chean Ang, Computer Science ‘05
Advisor: James A. Ferwerda, Program of Computer
Graphics
Abstract:
Anomalies of color vision
affect approximately ten percent of the male population and a smaller
percentage of females. With recent advances in desktop publishing and printing
technologies, color is now commonly used in teaching materials in K-12
classrooms. Therefore it is becoming increasingly important to identify
children with color-anomalous vision so appropriate accommodations can be made.
Existing tests such as the Ishihara plates and the Farnsworth D-15 test are
both expensive to acquire and difficult to administer to the pediatric
population. To address these issues we have developed a PC-based video game
called
Motivation:
§
~ 1 in 10 males
and a smaller percentage of females are color “blind”
§
use of color is
becoming increasingly common in K-12 teaching materials
§
need to identify
children with color vision problems for appropriate accommodations can be made
Fundamentals of color vision:
§
3 types of cones
sensitive to different wavelengths
o long – “red”
o medium – “green”
o short – “blue”
§
produces a trichromatic
color space
Color “blindness”:
§
3 types: protanopia, deuteranopia, tritanopia related to different cone anomalies
§
hues along
particular lines in color space are indistinguishable
§
dichromatic
confusion lines
§
colors are
misperceived
§
player’s goal is
to find animals that emerge out of the jungle foliage
§
color
differences between animals and foliage increase over time
§
colors change
along dichromatic lines from turn to turn
§
game measures
player’s color discrimination thresholds
§
generates PDF
report showing results in tabular and graphical forms
Impact:
§
new method for
testing children’s color vision
§
enjoyable game
context
§
standard PC
platform
§
wide potential distribution
Screenshots:
Acknowledgements:
§
National Science
Foundation, ITR/PE-0113310
§
Cornell Program
of Computer Graphics
For more information:
§
http://www.graphics.cornell.edu/~jaf