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Ambiguous Figure
Ambiguous images or reversible figures are visual forms that create ambiguity by exploiting graphical similarities and other properties of visual system interpretation between two or more distinct image forms. These are famous for inducing the phenomenon of multistable perception. Multistable perception is the occurrence of an image being able to provide multiple, although stable, perceptions. One of the earliest examples of this type is the rabbit–duck illusion, first published in ''Fliegende Blätter'', a German humor magazine. Other classic examples are the Rubin vase, and the "My Wife and My Mother-in-Law" drawing, the latter dating from a German postcard of 1888. Ambiguous images are important to the field of psychology because they are often research tools used in experiments. There is varying evidence on whether ambiguous images can be represented mentally, but a majority of research has theorized that mental images cannot be ambiguous. Identifying and resolving ambig ...
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My Wife And My Mother-In-Law (Hill)
My or MY may refer to: Arts and entertainment * My (radio station), a Malaysian radio station * Little My, a fictional character in the Moomins universe * ''My'' (album), by Edyta Górniak * ''My'' (EP), by Cho Mi-yeon Business * Marketing year, variable period * Model year, product identifier Transport * Motoryacht * Motor Yacht, a name prefix for merchant vessels * Midwest Airlines (Egypt), IATA airline designation * MAXjet Airways, United States, defunct IATA airline designation Other uses * ''My'', the genitive form of the English pronoun ''I'' * Malaysia, ISO 3166-1 country code ** .my, the country-code top level domain (ccTLD) * Burmese language Burmese ( my, မြန်မာဘာသာ, MLCTS: ''mranmabhasa'', IPA: ) is a Sino-Tibetan language spoken in Myanmar (also known as Burma), where it is an official language, lingua franca, and the native language of the Burmans, the coun ... (ISO 639 alpha-2) * Megalithic Yard, a hypothesised, prehist ...
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Gestalt Proximity
Gestalt may refer to: Psychology * Gestalt psychology, a school of psychology * Gestalt therapy, a form of psychotherapy * Bender Visual-Motor Gestalt Test, an assessment of development disorders * Gestalt Practice, a practice of self-exploration * ''Gestalt Therapy'', a 1951 book detailing Gestalt psychology * Gestalt qualities * Gestalt theoretical psychotherapy, an application of Gestalt psychology Arts and media * ''Gestalt'' (album), a 2012 album by The Spill Canvas * ''Gestalt'' (manga), a manga series * Gestalt intelligence, or group mind, a science fiction plot device * Gestalt Publishing, an Australian publishing house * ''Nier Gestalt'', an alternative title to the video game Nier ''Nier'' is an action role-playing video game developed by Cavia and published by Square Enix for the PlayStation 3 and Xbox 360 in April 2010. In Japan, the game was released as for the PlayStation 3 with a younger main character, while an ... See also

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Prosopagnosia
Prosopagnosia (from Greek ''prósōpon'', meaning "face", and ''agnōsía'', meaning "non-knowledge"), also called face blindness, ("illChoisser had even begun tpopularizea name for the condition: face blindness.") is a cognitive disorder of face perception in which the ability to recognize familiar faces, including one's own face (self-recognition), is impaired, while other aspects of visual processing (e.g., object discrimination) and intellectual functioning (e.g., decision-making) remain intact. The term originally referred to a condition following acute brain damage (acquired prosopagnosia), but a congenital or developmental form of the disorder also exists, with a prevalence of 2.5%. The brain area usually associated with prosopagnosia is the fusiform gyrus, which activates specifically in response to faces. The functionality of the fusiform gyrus allows most people to recognize faces in more detail than they do similarly complex inanimate objects. For those with prosopagno ...
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Greeble (psychology)
The greebles are artificial objects designed to be used as stimuli in psychological studies of object and face recognition. They were named by the American psychologist Robert Abelson. The greebles were created for Isabel Gauthier's dissertation work at Yale, so as to share constraints with faces: they have a small number of parts in a common configuration. Greebles have appeared in psychology textbooks, Here: sect.4.5 on evolution and plasticity and in more than 25 scientific articles on perception. They are often used in mental rotation task experiments. Twelve undergraduates of Oberlin College were offered participation in the initial facial rotation experiment, wherein they took part in a rigorous training exercise, with the goal being the creation of experts in recognizing Greebles. For the second test, the "Brightness-Reversal Test," ten of the original participants were joined with twelve undergraduates of Brown University. 30 Greebles were employed in the initial exper ...
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Mental Representation
A mental representation (or cognitive representation), in philosophy of mind, cognitive psychology, neuroscience, and cognitive science, is a hypothetical internal cognitive symbol that represents external reality, or else a mental process that makes use of such a symbol: "a formal system for making explicit certain entities or types of information, together with a specification of how the system does this". Mental representation is the mental imagery of things that are not actually present to the senses. In contemporary philosophy, specifically in fields of metaphysics such as philosophy of mind and ontology, a mental representation is one of the prevailing ways of explaining and describing the nature of ideas and concepts. Mental representations (or mental imagery) enable representing things that have never been experienced as well as things that do not exist. Think of yourself traveling to a place you have never visited before, or having a third arm. These things have either ...
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Isometric Projection
Isometric projection is a method for visually representing three-dimensional objects in two dimensions in technical and engineering drawings. It is an axonometric projection in which the three coordinate axes appear equally foreshortened and the angle between any two of them is 120 degrees. Overview The term "isometric" comes from the Greek for "equal measure", reflecting that the scale along each axis of the projection is the same (unlike some other forms of graphical projection). An isometric view of an object can be obtained by choosing the viewing direction such that the angles between the projections of the ''x'', ''y'', and ''z'' axes are all the same, or 120°. For example, with a cube, this is done by first looking straight towards one face. Next, the cube is rotated ±45° about the vertical axis, followed by a rotation of approximately 35.264° (precisely arcsin or arctan , which is related to the Magic angle) about the horizontal axis. Note that with the cub ...
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Rhombille Tiling
In geometry, the rhombille tiling, also known as tumbling blocks, reversible cubes, or the dice lattice, is a tessellation of identical 60° rhombi on the Euclidean plane. Each rhombus has two 60° and two 120° angles; rhombi with this shape are sometimes also called diamonds. Sets of three rhombi meet at their 120° angles, and sets of six rhombi meet at their 60° angles. Properties The rhombille tiling can be seen as a subdivision of a hexagonal tiling with each hexagon divided into three rhombi meeting at the center point of the hexagon. This subdivision represents a regular compound tiling. It can also be seen as a subdivision of four hexagonal tilings with each hexagon divided into 12 rhombi. The diagonals of each rhomb are in the ratio 1:. This is the dual tiling of the trihexagonal tiling or kagome lattice. As the dual to a uniform tiling, it is one of eleven possible Laves tilings, and in the face configuration for monohedral tilings it is denoted .6.3.6 It is al ...
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Necker Cube
The Necker cube is an optical illusion that was first published as a Rhomboid in 1832 by Swiss crystallographer Louis Albert Necker. It is a simple wire-frame, two dimensional drawing of a cube with no visual cues as to its orientation, so it can be interpreted to have either the lower-left or the upper-right square as its front side. Ambiguity The Necker cube is an ambiguous drawing. Each part of the picture is ambiguous by itself, yet the human visual system picks an interpretation of each part that makes the whole consistent. The Necker cube is sometimes used to test computer models of the human visual system to see whether they can arrive at consistent interpretations of the image the same way humans do. Humans do not usually see an inconsistent interpretation of the cube. A cube whose edges cross in an inconsistent way is an example of an impossible object, specifically an impossible cube (compare Penrose triangle). With the cube on the left, most people see the lower ...
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Optical Illusion
Within visual perception, an optical illusion (also called a visual illusion) is an illusion caused by the visual system and characterized by a visual perception, percept that arguably appears to differ from reality. Illusions come in a wide variety; their categorization is difficult because the underlying cause is often not clear but a classification proposed by Richard Gregory is useful as an orientation. According to that, there are three main classes: physical, physiological, and cognitive illusions, and in each class there are four kinds: Ambiguities, distortions, paradoxes, and fictions. A classical example for a physical distortion would be the apparent bending of a stick half immerged in water; an example for a physiological paradox is the motion aftereffect (where, despite movement, position remains unchanged). An example for a physiological fiction is an afterimage. Three typical cognitive distortions are the Ponzo illusion, Ponzo, Poggendorff illusion, Poggendorff, an ...
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Accidental Viewpoint
An accidental viewpoint (i.e. eccentric or fixed viewpoint) is a singular position from which an image can be perceived, creating either an ambiguous image or an illusion. The image perceived at this angle is viewpoint-specific, meaning it cannot be perceived at any other position, known as generic or non-accidental viewpoints. These view-specific angles are involved in object recognition. In its uses in art and other visual illusions, the accidental viewpoint creates the perception of depth often on a two-dimensional surface with the assistance of monocular cues. Object recognition According to the recognition-by-components theory, object recognition is viewpoint-invariant. However, viewpoint specific angles are a necessity in object recognition when identifiable features cannot be viewed from all angles. Object recognition is more accurate when identifying similarities between objects that are moving compared to objects that are static. In this case, viewing an object from a ...
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Visual Perception
Visual perception is the ability to interpret the surrounding environment through photopic vision (daytime vision), color vision, scotopic vision (night vision), and mesopic vision (twilight vision), using light in the visible spectrum reflected by objects in the environment. This is different from visual acuity, which refers to how clearly a person sees (for example "20/20 vision"). A person can have problems with visual perceptual processing even if they have 20/20 vision. The resulting perception is also known as vision, sight, or eyesight (adjectives ''visual'', ''optical'', and ''ocular'', respectively). The various physiological components involved in vision are referred to collectively as the visual system, and are the focus of much research in linguistics, psychology, cognitive science, neuroscience, and molecular biology, collectively referred to as vision science. Visual system In humans and a number of other mammals, light enters the eye through the cornea and is ...
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