Could Visual Reorientation Illusions be 4d Related?

Discussions about how to visualize 4D and higher, whether through crosseyedness, dreaming, or connecting one's nerves directly to a computer sci-fi style.

Re: Could Visual Reorientation Illusions be 4d Related?

Postby Hugh » Sun Jun 02, 2024 10:47 pm

Here is a fascinating 2D/3D Necker flip type of image by Istvan Orosz.

Imagine what the 3D/4D equivalent would be.

How could the various orientations be perceived by the 4D being?

Image
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Re: Could Visual Reorientation Illusions be 4d Related?

Postby Hugh » Wed Jun 05, 2024 12:40 pm

Here is the current ability of AI to create an image that shows a room viewed in differently perceived 3D orientations within 4D space using Necker cube-like VRI flips. Ideally, you would see the same exact room and contents turned around 90° or 180° within each room orientation.

Image

The prompt for DALLE to create the image was:
“Create an extremely photorealistic image from the inside of a tesseract (4D hypercube) showing a modern room in different orientations within the tesseract. The image should depict the interior of the tesseract with transparent, glowing edges marking its structure. Each section of the tesseract should present the room from different 3D orientations, giving a sense of flipping between states. The room should be well-lit with natural lighting, showcasing everyday objects with detailed shadows and reflections. The overall scene should be highly vivid and detailed, emphasizing the 3D nature of the room and the complexity of the 4D space.”

Image

Me:
Ideally, you would see the same exact room and contents turned around 90° or 180° within each room orientation. Is this correct?

ChatGPT4o:
Yes, that’s correct. Ideally, each section within the tesseract should show the exact same room and contents turned around by 90° or 180° to illustrate how a 4D being might perceive different 3D orientations of the same space. This would give a clear sense of flipping between different states or viewpoints without the physical contents of the room changing. The goal is to visually represent how VRIs could allow for different perceptions of the same space within a 4D framework.
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Re: Could Visual Reorientation Illusions be 4d Related?

Postby Hugh » Thu Jun 06, 2024 9:06 pm

The orientation of the 2D image can flip because of the extra room in the higher 3rd spatial dimension.
The orientation of the 3D scene can flip with a VRI because of the extra room in the higher 4th spatial dimension.

I’ve been asking ChatGPT4o to produce some Python code images of this idea.

Image

Image

ChatGPT4o:
This image illustrates how different 3D orientations of a room can exist within a 4D tesseract, similar to how a Necker cube can be perceived in different orientations. Here’s the explanation:

1. Tesseract Representation:
• The tesseract (4D hypercube) is projected into 3D space. The tesseract consists of eight cubes, each represented by different colors to distinguish their unique orientations in 4D space.
• The colors used are red, blue, green, purple, orange, cyan, magenta, and yellow.
2. Room Orientations:
• Each cube in the tesseract can be thought of as containing a room.
• In 4D space, you can flip your perspective (like a Necker cube flip) to view different 3D orientations of the same room.
• This is similar to how in 3D, you can view a Necker cube from different angles, and it appears to flip between orientations.
3. Visualizing the Room Orientations:
• Each of the eight cubes represents a different orientation of the room.
• When you flip your perspective in 4D space, you’re essentially moving to a different cube within the tesseract, which gives you a new 3D orientation of the room.
• For instance, what might be ‘North’ in one cube (orientation) could become ‘East’ in another due to the flip in perspective.
4. Relation to VRIs:
• VRIs (Visual Reorientation Illusions) are perceptual flips where one experiences the same environment from different orientations.
• In this context, VRIs allow the mind to perceive different 3D orientations of the same room within the 4D tesseract.
• By understanding the 4D nature of space, these flips become easier to conceptualize.
5. Projection and Understanding:
• The 3D projection helps us understand how these flips can occur. By visualizing the tesseract, we see that moving from one cube to another (changing orientation) changes the perspective of the room.
• Just as flipping the Necker cube changes the perceived front and back faces, flipping the orientation in the tesseract changes the perceived orientation of the room.

In summary, this visualization helps explain how VRIs might work within a 4D space by showing how different orientations of a room can exist within the tesseract. Each cube represents a different 3D perspective of the room, and flipping through these cubes is analogous to experiencing different orientations through VRIs.
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