The Necker cube is an optical illusion that was first published as a rhomboid in 1832 by Swiss crystallographer Louis Albert Necker. [1] 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.
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.[ citation needed ] 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 front most of the time. This is possibly because people view objects from above, with the top side visible, far more often than from below, with the bottom visible, so the brain "prefers" the interpretation that the cube is viewed from above. [2] [3] [4]
There is evidence that by focusing on different parts of the figure, one can force a more stable perception of the cube. The intersection of the two faces that are parallel to the observer forms a rectangle, and the lines that converge on the square form a "y-junction" at the two diagonally opposite sides. If an observer focuses on the upper "y-junction" the lower left face will appear to be in front. The upper right face will appear to be in front if the eyes focus on the lower junction. [5] Blinking while being on the second perception will probably cause you to switch to the first one.
It is possible to cause the switch to occur by focusing on different parts of the cube. If one sees the first interpretation on the right it is possible to cause a switch to the second by focusing on the base of the cube until the switch occurs to the second interpretation. Similarly, if one is viewing the second interpretation, focusing on the left side of the cube may cause a switch to the first.
The Necker cube has shed light on the human visual system. [6] The phenomenon has served as evidence of the human brain being a neural network with two distinct equally possible interchangeable stable states. [7] Sidney Bradford, blind from the age of ten months but regaining his sight following an operation at age 52, did not perceive the ambiguity that normal-sighted observers do, but rather perceived only a flat image. [8] [2]
During the 1970s, undergraduates in the Psychology Department of City University, London, were provided with assignments to measure their Introversion-Extroversion orientations by the time it took for them to switch between the Front and Back perceptions of the Necker Cube. [9]
The orientation of the Necker cube can also be altered by shifting the observer's point of view. When seen from apparent above, one face tends to be seen closer; and in contrast, when seen from a subjective viewpoint that is below, a different face comes to the fore. [10]
The Necker cube is discussed to such extent in Robert J. Sawyer's 1998 science fiction novel Factoring Humanity that "Necker" becomes a verb, meaning to impel one's brain to switch from one perspective or perception to another. [11]
The Necker cube is used to illustrate how vampires in Peter Watts' science fiction novels Blindsight (2006) and Echopraxia (2014) have superior pattern recognition skills. One of the pieces of evidence is that vampires can see both interpretations of the Necker Cube simultaneously, which sets them apart from baseline humanity. [12]
Perception is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous system, which in turn result from physical or chemical stimulation of the sensory system. Vision involves light striking the retina of the eye; smell is mediated by odor molecules; and hearing involves pressure waves.
In visual perception, an optical illusion is an illusion caused by the visual system and characterized by a visual 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. An example for a physiological fiction is an afterimage. Three typical cognitive distortions are the Ponzo, Poggendorff, and Müller-Lyer illusion. Physical illusions are caused by the physical environment, e.g. by the optical properties of water. Physiological illusions arise in the eye or the visual pathway, e.g. from the effects of excessive stimulation of a specific receptor type. Cognitive visual illusions are the result of unconscious inferences and are perhaps those most widely known.
Gestalt psychology, gestaltism, or configurationism is a school of psychology and a theory of perception that emphasises the processing of entire patterns and configurations, and not merely individual components. It emerged in the early twentieth century in Austria and Germany as a rejection of basic principles of Wilhelm Wundt's and Edward Titchener's elementalist and structuralist psychology.
Blindsight is the ability of people who are cortically blind to respond to visual stimuli that they do not consciously see due to lesions in the primary visual cortex, also known as the striate cortex or Brodmann Area 17. The term was coined by Lawrence Weiskrantz and his colleagues in a paper published in a 1974 issue of Brain. A previous paper studying the discriminatory capacity of a cortically blind patient was published in Nature in 1973. The assumed existence of blindsight is controversial, with some arguing that it is merely degraded conscious vision.
Depth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions. Depth perception happens primarily due to stereopsis and accommodation of the eye.
Wishful thinking is the formation of beliefs based on what might be pleasing to imagine, rather than on evidence, rationality, or reality. It is a product of resolving conflicts between belief and desire. Methodologies to examine wishful thinking are diverse. Various disciplines and schools of thought examine related mechanisms such as neural circuitry, human cognition and emotion, types of bias, procrastination, motivation, optimism, attention and environment. This concept has been examined as a fallacy. It is related to the concept of wishful seeing.
The Ternus illusion, also commonly referred to as the Ternus Effect, is an illusion related to human visual perception involving apparent motion. In a simplified explanation of one form of the illusion, two discs, are shown side by side as the first frame in a sequence of three frames. Next a blank frame is presented for a very short, variable duration. In the final frame, two similar discs are then shown in a shifted position. Depending on various factors including the time intervals between frames as well as spacing and layout, observers perceive either element motion, in which L appears to move to R while C remains stationary or they report experiencing group motion, in which L and C appear to move together to C and R. Both element motion and group motion can be observed in animated examples to the right in Figures 1 and 2.
Figure–ground organization is a type of perceptual grouping that is a vital necessity for recognizing objects through vision. In Gestalt psychology it is known as identifying a figure from the background. For example, black words on a printed paper are seen as the "figure", and the white sheet as the "background".
Multistable perception is a perceptual phenomenon in which an observer experiences an unpredictable sequence of spontaneous subjective changes. While usually associated with visual perception, multistable perception can also be experienced with auditory and olfactory percepts.
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.
The Chubb illusion is an optical illusion or error in visual perception in which the apparent contrast of an object varies substantially to most viewers depending on its relative contrast to the field on which it is displayed. These visual illusions are of particular interest to researchers because they may provide valuable insights in regard to the workings of human visual systems.
Motion Induced Blindness (MIB), also known as Bonneh's illusion is a visual illusion in which a large, continuously moving pattern erases from perception some small, continuously presented, stationary dots when one looks steadily at the center of the display. It was discovered by Bonneh, Cooperman, and Sagi (2001), who used a swarm of blue dots moving on a virtual sphere as the larger pattern and three small yellow dots as the smaller pattern. They found that after about 10 seconds, one or more of the dots disappeared for brief, random times.
The Spinning Dancer, also known as the Silhouette Illusion, is a kinetic, bistable, animated optical illusion originally distributed as a GIF animation showing a silhouette of a pirouetting female dancer. The illusion, created in 2003 by Japanese web designer Nobuyuki Kayahara, involves the apparent direction of motion of the figure. Some observers initially see the figure as spinning clockwise and some counterclockwise. Additionally, some may see the figure suddenly spin in the opposite direction.
Visual object recognition refers to the ability to identify the objects in view based on visual input. One important signature of visual object recognition is "object invariance", or the ability to identify objects across changes in the detailed context in which objects are viewed, including changes in illumination, object pose, and background context.
Perceptual learning is learning better perception skills such as differentiating two musical tones from one another or categorizations of spatial and temporal patterns relevant to real-world expertise. Examples of this may include reading, seeing relations among chess pieces, and knowing whether or not an X-ray image shows a tumor.
Object-based attention refers to the relationship between an ‘object’ representation and a person’s visually stimulated, selective attention, as opposed to a relationship involving either a spatial or a feature representation; although these types of selective attention are not necessarily mutually exclusive. Research into object-based attention suggests that attention improves the quality of the sensory representation of a selected object, and results in the enhanced processing of that object’s features.
Ensemble coding, also known as ensemble perception or summary representation, is a theory in cognitive neuroscience about the internal representation of groups of objects in the human mind. Ensemble coding proposes that such information is recorded via summary statistics, particularly the average or variance. Experimental evidence tends to support the theory for low-level visual information, such as shapes and sizes, as well as some high-level features such as face gender. Nonetheless, it remains unclear the extent to which ensemble coding applies to high-level or non-visual stimuli, and the theory remains the subject of active research.
Michael Kubovy is an Israeli American psychologist known for his work on the psychology of perception and psychology of art.
Johan Wagemans is a Belgian experimental psychologist. He is a full professor at the KU Leuven in Leuven (Belgium). He directs a long-term Methusalem project that focuses upon the psychology and neuroscience of visual perception and most recently art perception.
Roland William Fleming, FRSB is a British and German interdisciplinary researcher specializing in the visual perception of objects and materials. He is the Kurt Koffka Professor of Experimental Psychology at Justus Liebig University of Giessen. and the Executive Director of the Center for Mind, Brain and Behavior of the Universities of Marburg and Giessen. He is also co-Spokesperson for the Research Cluster “The Adaptive Mind”.
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