For years, many philosophers and psychologists have argued the debate of whether nature or nurture takes the cake for reasonings behind certain behaviors. The argument surrounds itself by the variables of the natural forces that include biology, physiology and instinct and the nurture qualities being learning, and environmental or social factors. With that argument, perception is also another subject being added to the equation. This debate is contemplating whether it be either nature or nurture being the explanation behind the way people perceive objects and illusions the way that they do. With that being said, in specific illusions it is presented that nurture seems to be the more dominant of the two variables when it comes to perception and the famous argument -- nature versus nurture.
In two of the most famous illusions identified under the figure-ground category of illusions, the face-vase and the Necker cube, it appears to be that younger individuals are more capable of experiencing image reversal than older individuals. This also applies to the Ponzo illusion where older individuals are again more susceptible to the illusion more so than younger individuals. This is a byproduct of nurture. Younger individuals can more readily see the image reversals because they have been less exposed to figure-ground illusions in their lifetime. As opposed to older individuals who have had seemingly more years to be able to acknowledge and become familiar with figure-ground illusions. It’s not because older individuals are any less capable of seeing illusions, they’ve just had more experience determining which image they see in a specific object, and they’re more likely to be confident or adamant about their decision versus that of a younger person who might seem more open and compliant to what they witness. As for the Ponzo illusion and how older individuals are more inclined to be fooled by its illusion, that too is a result of nurture. Mario Ponzo who first...
Cited: Ludwig, Thomas, and David G. Myers. PsychSim 5 Interactive Graphic Simulation and Demonstration Activities for Psychology. New York, NY: Worth Publishers, 2004. Computer software.
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