| Feeling
and Qualia
12-
However
fancy the arrangement, the human mind is still, only made from
matter. There is no mysterious essence of feeling from magic atoms
hidden away in the corners, and non-invisible real atoms do not
feel! That leaves only one cause - information. When energy and
matter are able to represent coherent information, such information
can subsequently be graded, and that information interpreted as
feeling. It is a computational trick; an illusion, necessary to
control the behavior of biological creatures. Evolution uses the
process of consciousness and the subjective 'closed loop' belief
in feelings, to guide behavior toward the survival and reproduction
of genes. Although we may assert pleasure and pain to be computational
illusions, we have no conscious control over the process; so telling
ourselves pain is just information wont work. 4-
For
humans there is a first person relationship between the sense
modalities and the affect within the mind. Every sensory receptor
- whether from touch, sight, sound, smell or taste, will flow
into memory somewhere, and maps directly to the first person perspective
in a simulated environment. This nexus represents the "eye''
or "I'' of consciousness. Together with the muscles, the
sensorimotor system forges the creation of a simulated environment
which is processed by filters to grade simulations according to
genetic and cultural presets. These analyses produce the illusion
of feeling and emotion. They are used to guide subsequent cognitive
attention.
But
this information can have no meaning until it is grounded, through
instantiation, to virtual objects that have form and invariably
a history timeline (behavior). What we actually perceive are virtual
objects within our own minds, the senses are used to align these
objects to external reality. To consolidate existing memories,
or to train new memories if the objects are novel. Once the sensory
flows are aligned to precedents, the scene can then become known.
Not simply because of the informational connection to a form -
the instantiation. But because the virtual object forms have known
behavior precedent potentials and a "spatial" home within
the mirror-world simulation.
This
is the point at which subconsciousness can take hold, by taking
these behavior precedent options and running trials "subconsciously",
away from the perceived scene - which may be linked or not to
reality through the sensorimotor system. Subconscious simulations
are fast, dynamic simulations, that seek out narrative with significant
grading points. And this is where the issue of emotions and feeling
states - "qualia" enter the picture. Genetically, the brain
is programmed, and programmable, with a value hierarchy. Just
as the eyes are formed in expectation of light, so the brain is
formed with memory references in expectation of information against
which to compare. We describe the subsequent gradings as our feelings
and emotions. The most obvious example being the sexual beauty
(form) and grace (behavior) of the opposite sex. Emotional recognition
that is innate.
The
higher speed of subconsciousness is necessary to discover scene
outcomes ahead or real world time. Such that actions aligned to
goals can be discovered before it is too late - such as catching
a ball. Emotional grading of simulations is generally more intense
if they are currently aligned to reality through the senses. This
motivates action in preference to reflection.
So
to summarize. The brain contains information describing object
forms and behaviors. These memories are organized into a spatial
hierarchy mimicking the external world. Some memories are created
by the genes, but the bulk are forged into memory as the sensorimotor
system interacts with reality. The contents of consciousness are
the scene alignments currently in resonance within memory and
reflecting back to the sensory cortices, such that the sensory
envelope of the modalities can extend to embrace imaginary worlds.
Subconscious processes are resonances not currently aligned to
the sensory cortices, although fully capable of being emotionally
graded, leading to non conscious feeling states and motivations.
The brain needs subconscious processes (i.e. the simulation and
grading of memory precedents) in order to discover choices upon
which to align consciousness and/or physical actions.
The
analog nature of human biology, which interfaces electrical, chemical
and cellular processes beneath the computations of "mind'',
leads to physical pathways, sensitized chemical boundaries, linking
the computation of feeling to the sensory "feeling" of feeling
- to qualia. There is strong evidence to suggest that supplemental
sensory regions exist beyond the traditional modalities, mapped
instead to an existential feeling space deep inside the body,
but in actuality merely extending across chemical boundaries within
the brain. Such a mechanism would provide powerful feedback paths
of the same "class of feeling sensation'' as from the touch
senses. But without the concomitant external body surface mapping.
Instead, it is as if some "phantom limb'' were at the body's
core. Thus the feeling effects of subconscious emotional script
analysis will have physical manifestations. Evidence from pharmacology
clearly points to the existence of chemical pathways affecting
emotion and states of mind.
Like
a "second sense'', emotion would impart an evolutionary advantage
even before the emergence of higher cognition. Since primitive
emotions can provide effective shortcuts to otherwise complex,
or slow, effortful cognitive processes. It can often be seen directly
in children before they learn to subordinate their emotions to
their emerging wider scope cognition. This same effect occurs
in the processing of language, providing short cuts to understanding.
Much of our social language is predominantly emotional, often
pre-empting and short circuiting rational thought; since the whole
meaning really is meant to be just the emotion tags. It would
often be considered quite disingenuous to even attempt a rational
analysis. Spock here comes to mind!
Emotions
are not only used by the brain to grade simulations, they can
also be linked to objects to help predict their behaviors. Animation
within a simulated environment will involve causes, objects (actors)
and effects. The emotional states of objects (which include people
and animals, as well as inanimate objects) originate from the
context, the initial conditions and from the historic memory records.
This empathic knowledge within the simulation is different from
the first person emotional analysis of sub consciousness used
to grade the scripts. It instead provides behavior cues to more
accurately guide the simulation. For example, empathic knowledge
of joy or anger in a character will significantly affect their
expected behaviors and interactions. Even traditionally inanimate
objects can be injected with empathic behavior attributes as evidenced
in cartoons. Such as an "angry car'' or a "cheerful
flower''.

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