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Editing reality in the brain

Eamonn Walsh, David A Oakley

Neuroscience of Consciousness July 23, 2022 DOI: 10.1093/nc/niac009 (opens in new tab)

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AI-extracted from the abstract
Characteristics Review Peer reviewed
Key findings Argues that direct verbal suggestion, like virtual and augmented reality technologies, can construct and manipulate subjective experience, and introduces the terms 'suggested reality' and 'edited reality' to describe this. Proposes a cognitive model in which the brain's central executive structures draw on personal and linguistic-based narrative in subjective awareness, giving language a central role in suggestion.

Abstract

Abstract: Recent information technologies such as virtual reality (VR) and augmented reality (AR) allow the creation of simulated sensory worlds with which we can interact. Using programming language, digital details can be overlaid onto displays of our environment, confounding what is real and what has been artificially engineered. Natural language, particularly the use of direct verbal suggestion (DVS) in everyday and hypnotic contexts, can also manipulate the meaning and significance of objects and events in ourselves and others. In this review, we focus on how socially rewarding language can construct and influence reality. Language is symbolic, automatic and flexible and can be used to augment bodily sensations e.g. feelings of heaviness in a limb or suggest a colour that is not there. We introduce the term ‘suggested reality’ (SR) to refer to the important role that language, specifically DVS, plays in constructing, maintaining and manipulating our shared reality. We also propose the term edited reality to encompass the wider influence of information technology and linguistic techniques that results in altered subjective experience and review its use in clinical settings, while acknowledging its limitations. We develop a cognitive model indicating how the brain’s central executive structures use our personal and linguistic-based narrative in subjective awareness, arguing for a central role for language in DVS. A better understanding of the characteristics of VR, AR and SR and their applications in everyday life, research and clinical settings can help us to better understand our own reality and how it can be edited.

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