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 ambi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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), ''My'' (album), by Edyta Górniak * My (EP), ''My'' (EP), by Cho Mi-yeon Business * Marketing year, variable period * Model year, product identifier Transport * Motoryacht * Merchant vessel#Name prefixes, 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 I (pronoun), the English pronoun ''I'' * Malaysia, ISO 3166-1 country code ** .my, the country-code top level domain (ccTLD) * Burmese language (ISO 639 alpha-2) * Megalithic Yard, a hypothesised, prehistoric unit of length * Million years See also * MyTV (other) * μ ("mu"), a letter of the Greek alphabet * Mi (other) * Me (other) * Myself (other) {{Disa ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Gestalt Proximity
Gestalt may refer to: Psychology * Gestalt psychology, a school of psychology * Gestalt therapy, a form of psychotherapy Arts and media * ''Gestalt'' (album), a 2012 album by the Spill Canvas * ''Gestalt'' (manga), a manga series by Yun Kōga * Gestalt et Jive, a rock group from West Germany * Gestalt intelligence, or group mind, a science fiction plot device * Gestalt Publishing, an Australian publishing house Miscellaneous * GESTALT Gestalt may refer to: Psychology * Gestalt psychology, a school of psychology * Gestalt therapy Gestalt therapy is a form of psychotherapy that emphasizes Responsibility assumption, personal responsibility and focuses on the individual's exp ..., method of genetic lineage tracing See also * * {{disambiguation ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Prosopagnosia
Prosopagnosia, also known as 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%. Etymology ''Prosopagnosia'' is a medical Latin term adopted in 1948 into English from the German . It is derived from the Greek , , and , . The latter is formed from , , and , . Physiology 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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Greeble (psychology)
The Greebles are artificial objects designed to be used as stimuli in psychological studies of object and face perception, face recognition. They were named by the American psychologist Robert Abelson. The greebles were created by Scott Yu using AliasSketch! software (Macintosh version) for Isabel Gauthier's dissertation work at Yale University working with her PhD advisor, Michael J. Tarr, Michael Tarr. They were created as visual stimuli for human cognitive and cognitive neuroscience experiments and were intentionally designed to share some constraints with faces: they have a small number of unique parts in a common configuration that defines an individual's membership in both a particular "family" and being of a particular "gender". Greebles have appeared in a variety of textbooks, Here: sect.4.5 on evolution and plasticity and in more than 100 scientific articles on human perception and cognition. They have most often been used in as stimuli in face-like tasks where the goal i ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 its abstractions. 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. Our brains and mental imageries allow us to imagine things have either never happened or are impossible and do not exist. Although visual imagery is more likely to be recalled, mental imagery may involve representations in any of the sensory modalities, such as hearing, smell, or taste. S ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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. With the cube on the left, most people see the lower-left face as being in ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Optical Illusion
In 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 immersed 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, and M� ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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 Depth perception, monocular cues. Object recognition According to the Recognition-by-components theory, 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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Visual Perception
Visual perception is the ability to detect light and use it to form an image of the surrounding Biophysical environment, environment. Photodetection without image formation is classified as ''light sensing''. In most vertebrates, visual perception can be enabled by photopic vision (daytime vision) or scotopic vision (night vision), with most vertebrates having both. Visual perception detects light (photons) in the visible spectrum reflected by objects in the environment or emitted by light sources. The light, visible range of light is defined by what is readily perceptible to humans, though the visual perception of non-humans often extends beyond the visual spectrum. 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 s ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |