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OD
oculus dexter, right eye
OS
oculus sinister, left eye
OU
oculus uterque, both eyes
lens
combination of front & back curves
F1+F2= total power
cornea
vison begins when light enters eye through cornea
20/40 vision
when a person can see an object at 20ft that a normally sighted person can see at 40ft
emmetropia
light comes to focus precisely on retina, no corrective lenses needed.
myopia
also known as nearsightedness. near objects are clear, light rays are focused in front of the retina
hyperopia
also known as farsightedness. far objects are near, light rays are focused behind the retina
concave lens
refocus light on retina for a myopic eye
convex
focus light rays on retina for a hyperopic eye
astigmatism
light rays don’t come into a single focus, focus on more than one spot
simple myopic astigmatism
one point comes to focus on the retina and one point comes to focus in front of the retina
simple hyperopic astigmatism
one point comes to focus on the retina and one point comes to focus behind the retina
compound myopic astigmatism
both points of light come to focus in front of the retina
compound hyperopic astigmatism
both points of light come to focus behind the retina
mixed astigmatism
one point comes to focus in front of the retina, while the other comes to focus behind the retina.
wavelength
measured in nanometers. seen by human eye between 380nm-750nm
UVA
315nm-380nm, ages skin
UVB
290nm-315nm, source of sunburns
UVC
200nm-290nm, absorbed by atmosphere
snow
reflects 80% of light
water
reflects 25% of light
sand
reflects 15% of light g
grass and soil
reflect 10% of light
index of refraction
index of refraction= speed of light in air/speed of light in medium
speed of light in air
186,000
surfacing lab standard
1.53 index of refraction
blue wavelength
shorter high energy wavelength, contributes to blurry vision
angle of reflection
angle which ray leaves reflecting surface
angle of incidence
always equals angle of reflection
Snell’s Law
formula used to calculate angle of refraction