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External hallucination

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Pictured above is an accurate representation of the experience of shadow people. This is a common and almost universal example of a low level external hallucination.

External hallucinations can be described as the experience of perceiving imagined visual concepts and occurrences which display themselves seamlessly into the external environment as if they were actually happening. They can be broken down into 4 basic levels:

  1. Erratic hallucinations - The lowest level of external hallucination generally consists of movement within the peripheral vision, and/or ill-defined, fleeting hallucinations which disappear once a person double takes.
  2. Vaguely defined hallucinations - At this level the hallucinations are visible within one's direct line of sight but are not fully defined in their appearance. This means that although visible, they do not look completely detailed and are often blurry or semi-translucent with little if any colour.
  3. Partially defined hallucinations - At this level the hallucinations increase into a high enough amount of detail and vividness to extend beyond transparent, colourless or blurry manifestations. However, they still remain unconvincing and do not quite live up to the detail of completely realistic and convincing hallucinations.
  4. Fully defined hallucinations - As the vividness and intensity increases, the content eventually becomes comprised of completely realistic hallucinations which do not necessarily disappear once a person double takes. These are generally considered by those who have experienced them to be capable of a completely convincing and photo-realistic appearance.

There are certain factors that directly alter both the likelihood of external hallucinations manifesting themselves and the level of detail which they are rendered in. The more unfamiliar with the external environment one is, the more this effect will be likely to manifest itself. Cluttered areas also tend to produce more external hallucinations. As far as lighting goes, either a dark or dim room is optimum. Darkness produces much more hallucinations but the light present in a dim room will result in less (though more detailed) hallucinations.

The content within this component can be further broken down into four distinct subcomponents which are described and documented below.

Autonomous entities

Autonomous entities can be described as the visual experience of perceived contact with beings which appear to be sentient and autonomous in their behaviour. This is a shared subjective effect component that can manifest as a result of both external and internal hallucinations.

Autonomous entities seem to act as the inhabitants of a perceived independent reality. Although many entities seem largely unaware of one's presence, generally speaking they tend to be expectant of the person's sudden appearance into their realm and often choose to interact with them in various ways. The behaviour of a typical entity can vary wildly and seems to depend heavily on one's current emotional state of mind. For example, whilst many will act as loving, kind intelligences, teachers or healers, in certain contexts, they are equally capable of acting as indifferent, uncaring or even as malicious tormentors.

Entities can take any form but subconscious archetypes are present and commonly include humans, friends, family, loved ones, strangers, oneself, shadow people, bodiless super intelligent humanoids, aliens, elves, animals, giant spheres, insectoids, beings of light, anthropomorphic beings, plants, conscious inanimate objects, fictional characters, cartoons, robotic machines, gods, demigods, goddesses, bio-mechanical intelligences, hooded figures, demons, indescribable monstrosities, spirits, angels, shamans, ghosts, souls, ancestors, fantastical or mythological beasts, glitch creatures and more.

Settings, sceneries, and landscapes

Settings, sceneries, and landscapes are defined as the perceived environment in which the plot of an internal or external hallucination occurs.[1] This effect is capable of manifesting in a seemingly infinite variety of potential places and settings.

When explored, the geography of these settings is capable of organizing itself as static and coherent. However, they may also manifest as a non-linear, nonsensical, and continuously changing layout which does not obey the laws of physics. The chosen locations, appearance, and style of these settings may be entirely new and previously unseen locations; however, there is a large influence towards replicating and combining real-life locations stored within a person's memories. There are some common themes and archetypes within this component which generally include:

Jungles, rainforests, deserts, ice-scapes, cities, natural environments, caves, space habitats, vast structures, civilizations, technological utopias, ancient ruins, machinescapes, historical settings, rooms and other indoor environments, real-life locations, incomprehensible geometric landscapes and more.

It is worth noting that the content, style, and general behaviour of a setting is often largely dependent on the emotional state of the person experiencing it. For example, a person who is emotionally stable and generally happy will usually be more prone to experiencing neutral, interesting, or positive settings. In contrast, however, a person who is emotionally unstable and generally unhappy will usually be more prone to experiencing sinister, fear-inducing, and negative settings.

Settings, sceneries, and landscapes are often accompanied by other coinciding effects such as autonomous entities and delusions. They are most commonly induced under the influence of heavy dosages of hallucinogenic compounds, such as psychedelics, dissociatives, and deliriants. However, they can also occur under the influence of stimulant psychosis and during dreams.

Alterations in perspective

A perspective hallucination is defined as an alteration of the perspective through which a given internal or external hallucination is seen through.[2][3][4][5][6]

This effect is capable of manifesting itself across the four different perspectives described below:

  • 1st person - The most common form of perspective can be described as the normal experience of perceiving a hallucination from the person's everyday self and body.
  • 2nd person - This perspective can be described as the experience of perceiving a hallucination from the viewpoint of an external source of consciousness, such as another person, an animal, or an inanimate object.
  • 3rd person - This perspective can be described as an out-of-body experience[2][3][4][5][6][7][8] where a person's viewpoint is floating above, below, behind, or in front of their physical body.
  • 4th person - The least common form of perspective can be described as the experience of perceiving a hallucination from multiple or even seemingly infinite viewpoints and angles simultaneously.

Perspective hallucinations are often accompanied by other coinciding effects such as delirium, and memory suppression. They are most commonly induced under the influence of heavy dosages of hallucinogenic compounds, such as psychedelics, dissociatives, and deliriants.

Scenarios and plots

Scenarios and plots are the situations, stories, scenarios, and events which occur within both external and internal hallucinations. These behave in an almost identical fashion to the plots and scenarios that occur during ordinary dream states and often include cognitive delusions that result in one accepting the plot as a real life event. On rare occasions, however, they will be immediately recognized as a mere hallucination and not a real life event.

During this effect, the typical components which comprise standard hallucinatory states (settings, sceneries, and landscapes and autonomous entities) begin behaving and co-operating in a manner which results in the experience of events occurring within the hallucination itself. These are often perceived as linear and coherent plots that occur in a logical sequence by leading into other events through normal cause and effect. However, they are equally likely to present themselves as completely nonsensical and incoherent. For example, they may consist of nonlinear or spontaneous events which are capable of ending, starting, and changing between each other repeatedly in quick succession.

These hallucinated plots can consist of new experiences that are completely unlike the real world, old experiences such as accurate memory replays, or a combination of the two. However, in terms of their precise content, this effect is impossible to define in a comprehensive manner in much the same way that one cannot predict the exact plot of unknown literature and films. They can, however, be summarized as basic occurrences which often entail visiting a setting that contains interactive objects and autonomous entities. It is also worth noting that the possible situations one may find themselves in as a result of this effect can be either positive or negative to experience in a manner which is dependent on both its content and the individual undergoing them.

Hallucinatory plots and scenarios usually feel as if they are being experienced in real-time. For example, when 20 seconds has passed within the hallucination, the same amount of time will usually have passed in the real world. At other points, however, time distortion can occur, resulting in plots and scenarios that can feel as if they last days, weeks, months, years, aeons, or infinitely extended periods.

Scenarios and plots are most commonly induced under the influence of heavy dosages of hallucinogenic compounds, such as psychedelics, dissociatives, and deliriants. However, they can also occur less commonly under the influence of stimulant psychosis, and sleep deprivation.

Variations

  • Lucid vs. Delirious - Hallucinatory states can maintain a consistent level of awareness throughout them regarding the fact that none of these events are really happening and that the current situation is simply a result of drug-induced hallucination. In contrast to this, hallucinations can also become completely believable no matter how nonsensical they may be in exactly the same way that we do not have any problem accepting absurd and non-linear plots within our dreams.
  • Interactive vs. Fixed – Hallucinatory states can either present themselves as completely separate in a manner that is similar to watching a video play out in front of one's field of vision or they can be completely interactive. For example, conversing with autonomous entities or interacting with imagined objects in a fashion similar to lucid dreaming is entirely possible.
  • New experiences vs. Memory replays – In terms of their subject matter, hallucinations can either be entirely new experiences or they can follow themes of normal everyday concepts and a replaying of specific memories.
  • Controllable vs. Autonomous – Imagery and hallucinations can be partially to completely controllable. This can be described as the content of their appearance always seeming to perfectly follow and fit the general topic and subject matter of one's current thought stream with varying levels of partial to absolute control. In contrast, autonomous hallucinations are completely spontaneous in their subject matter and entirely uncontrollable.
  • Geometry-based vs. Solid – Hallucinations can be comprised of condensed psychedelic geometry or they can appear as made from realistic materials.

Psychoactive substances

Compounds within our psychoactive substance index which may cause this effect include:

... further results

Experience reports

Anecdotal reports which describe this effect within our experience index include:

... further results

See also


  1. Belser, Alexander B.; Agin-Liebes, Gabrielle; Swift, T. Cody; Terrana, Sara; Devenot, Neşe; Friedman, Harris L.; Guss, Jeffrey; Bossis, Anthony; Ross, Stephen (2017). "Patient Experiences of Psilocybin-Assisted Psychotherapy: An Interpretative Phenomenological Analysis". Journal of Humanistic Psychology. 57 (4): 354–388. doi:10.1177/0022167817706884. ISSN 0022-1678. 
  2. 2.0 2.1 Dillon, P (2003). "Patterns of use and harms associated with non-medical ketamine use". Drug and Alcohol Dependence. 69 (1): 23–28. doi:10.1016/S0376-8716(02)00243-0. ISSN 0376-8716. 
  3. 3.0 3.1 Obreshkova, D., Kandilarov, I., Angelova, V. T., Iliev, Y., Atanasov, P., & Fotev, P. S. (2017). PHARMACO-TOXICOLOGICAL ASPECTS AND ANALYSIS OF PHENYLALKYLAMINE AND INDOLYLALKYLAMINE HALLUCINOGENS (REVIEW). PHARMACIA, 64(1), 41-42. http://bsphs.org/wp-content/uploads/2017/04/Angelova.pdf
  4. 4.0 4.1 Jansen, K.L.R. (1990). "Neuroscience and the Near-Death Experience: Roles for the NMSA-PCP receptor, the sigma receptor and the endopsychosins". Medical Hypotheses. 31 (1): 25–29. doi:10.1016/0306-9877(90)90048-J. ISSN 0306-9877. 
  5. 5.0 5.1 Rumpf K, Pedeck J, Teuteberg H. Munchhoff W. Nolte H. Dream-like experiences during brief anaesthesia with ketamine. thiopental and propanidid. p 161 in Ketamine (H Kreuscher. ed.) Springer-Verlag. Berlin, 1969.
  6. 6.0 6.1 Siegel R K. Phencyclidine and ketamine intoxication: a study of recreational users. p 119 in Phencyclidine Abuse: An Appraisal (R C Peterson. R C Stillman. eds.). National Institute on Drug Abuse Research Monograph 21. NIDA. Rockville. Maryland, 1978.
  7. Wilkins, Leanne K.; Girard, Todd A.; Cheyne, J. Allan (2011). "Ketamine as a primary predictor of out-of-body experiences associated with multiple substance use". Consciousness and Cognition. 20 (3): 943–950. doi:10.1016/j.concog.2011.01.005. ISSN 1053-8100. 
  8. Przyby, A. (n.d.). A Philosophical Journey into the Heart of the Psychedelic Dream. Chicago, IL: University of Chicago. Retrieved February 24, 2018, from http://midwayreview.uchicago.edu/a/8/3/przybyl/przybyl.pdf