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If only it were that simple. Consider the end goal: to write a program that causes your monitor to invoke a certain visual experience in the viewer. It's not simply "To show blue" or "To show a certain shade of purple." Those are all meaningless terms without context. Their results are entirely relative, right? If you put some purple next to some blue, whether or not it looks good depends on the background color (called the "surround").

The trouble is, "whether or not it looks good" is also determined by your environment. Some people have crappy monitors, some people have perfect monitors, sometimes it's nighttime, sometimes your room is being lit by the early morning sun. When you look at a screen, all of these factors combine, and leaves you with the impression that something looks good or looks bad.

It gets worse. When you look at a monitor, what's behind your monitor is usually the most important thing. I.e. is the wall in front of you white, or green? Is it dark, or lit by the sun? That's going to affect how you see what's on the monitor. What's behind you is irrelevant, because you can't see it! It doesn't matter at all if the wall behind you is white or black, except insofar as it affects the colors of the wall in front of you. So not only do you need to account for all of the factors outlined above, but the damn thing needs to be aimed properly. I'm pretty sure that the right answer will look something like a sensor that mounts to the back of a laptop screen. But it also needs a sensor pointed at your face, and another sensor pointed straight at your monitor. Only at that point do you begin to have enough information to start writing a program that can make correct decisions.

Fiendishly difficult, no? Quite fun in any case.




Well calibrated AR glasses seems to be what you'd want to target.




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