Event-Related Potentials in Altered States of Consciousness

1980 ◽  
pp. 447-453 ◽  
Author(s):  
J.P. Banquet ◽  
N. Lesèvre
2014 ◽  
Author(s):  
James K. Ambler ◽  
Ellen M. Lee ◽  
Kathryn R. Klement ◽  
Tonio Loewald ◽  
Brad J. Sagarin

Author(s):  
Jonathan Weinel

This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.


Author(s):  
Jonathan Weinel

This chapter discusses altered states of consciousness in audio-visual media, such as films, psychedelic light shows, and VJ performances. First, some background theory is introduced, explaining the main categories of film sound, and what research tells us regarding the way in which sound influences the perception of visual images and vice versa. Following this background section, a tour is provided through various films that represent altered states of consciousness, including surrealist movies, ‘trance films’, and Hollywood feature films. These demonstrate a progression, where more recent movies are able to make use of digital audio and visual effects to represent the subjective experience of altered states with improved accuracy. Meanwhile, beyond the traditional confines of the cinema, ‘expanded cinema’ works such as visual music, psychedelic light shows, and VJ performances have provided increasingly sophisticated synaesthetic experiences, which are designed to transform the consciousness of their audience.


2021 ◽  
Vol 11 (7) ◽  
pp. 835
Author(s):  
Alexander Rokos ◽  
Richard Mah ◽  
Rober Boshra ◽  
Amabilis Harrison ◽  
Tsee Leng Choy ◽  
...  

A consistent limitation when designing event-related potential paradigms and interpreting results is a lack of consideration of the multivariate factors that affect their elicitation and detection in behaviorally unresponsive individuals. This paper provides a retrospective commentary on three factors that influence the presence and morphology of long-latency event-related potentials—the P3b and N400. We analyze event-related potentials derived from electroencephalographic (EEG) data collected from small groups of healthy youth and healthy elderly to illustrate the effect of paradigm strength and subject age; we analyze ERPs collected from an individual with severe traumatic brain injury to illustrate the effect of stimulus presentation speed. Based on these critical factors, we support that: (1) the strongest paradigms should be used to elicit event-related potentials in unresponsive populations; (2) interpretation of event-related potential results should account for participant age; and (3) speed of stimulus presentation should be slower in unresponsive individuals. The application of these practices when eliciting and recording event-related potentials in unresponsive individuals will help to minimize result interpretation ambiguity, increase confidence in conclusions, and advance the understanding of the relationship between long-latency event-related potentials and states of consciousness.


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