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The notion of antiobjects is a computational metaphor useful to conceptualize and solve hard problems by swapping computational foreground and background. Similar to optical illusions based on potential confusion of background versus foreground perceptions, antiobjects are the inverse of what we perceive to be the computational objects. If we implement, as part of a Pac-Man game, a ghost we are tempted to think of the necessary behavior associated with the ghost object; if we simulate the behavior of an air bubble in a water glass we are tempted to think of how the bubble object should behave; if we build a soccer simulation we are tempted to think of how the soccer player objects should interact with the ball and other player objects. Antiobjects turn things on their head. In the case of Pacman we put the main computation into the maze; to simulate the behavior of an air bubble we put the main computation into the water; to create a collaborative soccer game we put the main computation into the soccer field.