When asymmetry was implemented as unequal distances of pairs of feature points to the axis, as in Csathó et al. (
2004), an alternative way to define and manipulate asymmetry is morphing. For simplicity, consider a figure that shapes like a fish bone. It has a central axis with “limbs” (or bones) extending to the left and right. The limbs always come in pairs, but the left and right limbs in a pair need not be equally long. We can represent such a stimulus with two vectors: one we will call
, being a list of limb lengths arranged from top to bottom for the left side, and the other called
for the right side. From an asymmetric figure
, we can construct a family of new figures
by morphing (i.e., a weighted sum of the left and right):
where
is a parameter that controls the shape and the degree of asymmetry of the resulting figure
, given the original
. For instance, when
, we have a perfectly symmetric figure; when
, we have the original figure; and when
, the asymmetry of the original figure is exaggerated. Using one version of this morphing method (Gryphon's Morph software), Rhodes, Proffit, Grady, and Sumich (
1998) studied symmetry discrimination of human faces for the pair (
vs.
) and the pair (
vs.
). They found that subjects were better at discriminating the former pair than the latter, meaning that symmetry discrimination was worse when the stimuli were closer to symmetry. Rhodes et al. (
1998) assumed that the physical difference (0.5) was perceptually constant but did not verify this using, for example,
Equation 2. They suggested that (
) were better discriminated than (
) because of familiarity of subjects with natural faces (
).