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A Dream Is What You See *** The Special Effects of the State of Sleep

© 2010 Linda Lane Magallón

Paper presentation at 2010 IASD Psiberconference

Special effects are the cinematographic and theatrical properties native to the altered state of sleep. Measurable changes in the body and brain during slumber permit the dream to appear and behave in ways not limited to the laws or conventions of the physical world.

Moreover, a dream is virtual theater. In sleep, you could stay out-of-frame, as if you were watching a flat screen TV from afar. But a virtual reality allows you to enter the scene and become immersed in the environment that surrounds you. Rather than remain a member of the audience, you become an actor in the play. Some virtual realities are mundane - a close simulation of physical life. Add special effects and you can transform into an avatar living in a fantasy world.

Common effects - scene shifts, time slips, sudden appearances or disappearances

Exceptional effects - talking animals, magical slippers, flying monkeys, melting witches 

Dorothy, you aren't in Kansas any more. Special effects lift you out of your usual dreaming mode and plunk you down in the middle of the land of Oz. The extraordinary dream is a mutable reality where people fly, scenery fluxes and things aren't what they seem to be. It takes a detective's mind to figure out what's really going on.

Special effects occur in ordinary dreams, too, but you may not recognize them for what they are because they are utilized so seamlessly. Besides, you're probably used to seeing them on the computer monitor or television screen. In the movies, optical effects are the sort of graphics that can be produced by film editing, a camera lens or computer-aided design. A movie's practical effects are live-action tricks like lifting huge boulders made of Styrofoam, flying while attached to metal wires or being disguised by costume and makeup. Dream effects are practical when they match something real in the physical world. No matter how strange it appears, a dream with practical effects is actually pointing to something that you can perceive in waking life.

Optical Effects

Even in everyday dreams, scene shifts are very frequent: you find yourself in one place and then, in the blink of an eye, you are in another. Or you stay in one place, but props and characters enter and exit mysteriously, here one moment and gone the next. In compositing, the dream combines visual elements from several sources to produce a collage of individual images or a splicing of sequences so that the timing of events doesn't occur in the order you expect. As in waking life, a dream can be a head-directed display, where you view first hand from a position behind your eyes. Autoscopic views are also common, whenever you recognize your face second-hand or observe your body from afar. Extraordinary dreams can mimic many more optical effects, like these.

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Looping (a repeated dream). Nested locations (a dream-within-a-dream). Scenes that invert or mirror physical reality. Overlay displays of the visual field, like a split screen that marks out two distinct visual field sections, side by side. Or a blue screen effect, where one scene serves as a semi-transparent cover superimposed atop another dream. Blocking displays where part of the scene is missing (like the famous tunnel effect associated with the near death experience). Scenery that moves closer in or further out, zooming like a telephoto lens. Motion blur as scenery sweeps by. Wide angle or close-up perspectives. Color that's luminescent, phosphorescent or viewed as if through tinted filters or lens. Color that's leached from the scene, where only black and white remain. Dim lighting that allows you to see only the fuzzy edges and silhouettes in the ambiguous images. Visuals that fade in, dissolve or fade to black, especially just before you wake up.

Morphing is a film process in which one object shape-changes into another. It's especially noticeable in dreams when other characters elongate, flatten, alter age or facial appearance. You can change, too. The flexible nature of dream enables you to become someone else, develop super strength, go through obstructions, levitate objects, teleport and time travel. Or get electrocuted, exploded or plummet to the ground, yet emerge without a scratch. In the virtual world of dream, even your own body can be a special effect.

Native Artifacts and Cobbled Memories

Historically speaking, special effects didn't precede the dream - it was the other way around. Flying dreams were reported by the ancient Egyptians and Babylonians, much before the advent of mechanical aviation. Thus, the dream has an innate ability to produce special effects all on its own. The aerial views of the flying dream join other well-known effects like false awakenings, sleep paralysis and hypnogogic slide shows as common native artifacts of the altered state of sleep. There is no need to put a waking spin on your interpretation of such artifacts. For example, you wouldn't be having a natural paralytic sleep experience because you are somehow blocked and frozen in waking life, but because you have simply reached that state of consciousness where sleep paralysis is likely to occur.

Nowadays, though, many dream effects are created from imagery imported directly through physical sight. If you are a frequent viewer of electronic media, your sleeping mind can fashion a dream from a wealth of pre-produced graphic effects. The difference between cobbled memories of waking life and native sleep events is a subtle one, but can be learned over time, especially when you become lucid or intentionally induce your dreaming experience.

Because of the dream's native capacity to create of its own accord, it can be argued that at least some extraordinary dreams have nothing to do with the physical world. They are star-gates to the mysterious, mystical, magical, spiritual, esoteric, mind-boggling land of Oz. So it may seem retro to return home to Kansas in order to understand them. But when the extraordinary is added to the mix, even common ideas need an upgrade.

All dreams are produced using human hardware. As long as you are alive, you rely on your physical body and brain to perceive them. No matter what strange sights you see, no matter who or what you encounter, no matter how you appear and act in the dreamscape, all dream content relies on you being a card-carrying member of the human race.

So, on the one hand, your dreams will have native structural aspects similar to those of fellow humans. On the other hand, the overlay of specific content will be individualized to custom fit you. You are the only one with your particular data base of unique life memories from which to form the dream. The pictures in your mind may be utilized to describe the average dream, that is, self-absorbed mind wanderings confined to sleep. But to graduate to an understanding of practical effects, you need to put on your detective hat to locate the clues that connect your perceptive dreams with waking life.

Practical Effects

The nexus of dreams and daily existence has been demonstrated, time and time again, in stimulus-response research within the laboratory and out in the field. It's become obvious that you don't always dream oblivious to the outside world, like a self-absorbed hermit projecting personal pictures on the walls of a private cave.

Perception is the recognition of what's beyond private cave walls. An exterior influence (like a ringing alarm clock) can be incorporated into your dreams. You perceive what's outside your self-projection booth by using sensory, subliminal or extrasensory means. Perception is also the revelation of the wizard behind the curtain of certain special effects. It's the only type of dream content that can create a factual foundation for dreams. When you compare events in their waking and sleeping versions, assumptions about dreams can be tested and verified.

The links between the two worlds are easy to recognize when the dream is a clone of an everyday circumstance. In such a case, the same words can be used to describe both events.

Label ­ A word that is a literal description of the physical stimulus. Found in the oral or written report.

Let's say your dream report contained the words "picnic," "grassy field" "cigar" and "Uncle Paul." And you quickly realize that the dream refers to yesterday's trip to the park with your favorite relatives. These words are a direct reference to or presentation of the obvious. If you had taken pictures of the park picnic, you'd be able to select video or snapshots to illustrate the dream.

There are many other waking elements that the dream can duplicate completely or in part. Tactile sensation (the cool grass). Smell and taste (the pungent pickles). Sound (the twang of your cousin's guitar). Emotion (anger). Attitude (playfulness). Thoughts (I wonder if Aunt Susan is pregnant?). Conversations (Are you on a diet? Nope.) The labels you pin on a clone dream are realistic and literal. A cigar is just a cigar. However, some elements that seem to be obvious, really have hidden levels.

Clones are clear and conspicuous signs of the dream's capability to remember the past, report on the present and prefigure the future. A hard-headed literalist will accept only perfectly labeled dream specimens as proof that ESP exists. But this misdirected attitude ignores the dream's aptitude for creating metamorphic effects. The real issue is whether there is any rhyme or reason to the mutable quality of Oz. It turns out that, for a perceptive dream, there is. It's based on the dream's innate ability to picture information.

Sensory Sub-features

Parts of a perceptive dream will be the rudiments of what the eye sees and the body senses. These structural sub-features are the literal clues that point to the original waking event that inspired the dream.

Suppose one of the video clips of your trip to the park is out of focus. On the screen is a very fuzzy image of something long and green that's jumping around. Would you be able to recognize the grasshopper that visited your picnic table? To identify it correctly, you'd rely, not on clear detail, but on the 3 main components of visual sight (color, form and motion). Each of our 5 senses have sub-features that the dream can retain as we first perceived them, even while the rest of the image transforms or remains vague. Here's some examples.

Vision (size, number, light intensity, detail, perspective). Especially...

color (luster, transparency, hue)

form (line, silhouette, curvature)

motion (direction, distance, duration, velocity, relative position)

Sound (pitch, volume, rhythm, timing, tone, beat)

Touch (texture, density, weight, temperature, pressure, balance)

Taste (salty, sweet, sour, bitter, meaty)

Smell (fruity, woodsy, floral, spicy, metallic, fishy, moldy, rotten, fresh and clean)

Sub-features ­ Structural components of the labeled whole. Not often found in a dream report.

Accurate Analogy

In the movie version of The Wizard of Oz, Dorothy awoke from her trip through Oz to discover that some of its characters had equivalents in the people of Kansas. For instance, one of the family farm hands looked like the Cowardly Lion. Your dreams can produce the same sort of transformations.

Analogy ­ A comparison between 2 elements with similar sub-features. Initially determined by evaluating dreaming and waking events.

Suppose that instead of your literal cigar-smoking uncle, you dream of Paul as a bear. Both Paul and the dream bear are tall, dark-haired, heavy and smell bad. Paul is not a bear, but if you could place them side by side, their similarities would become evident (form, color, weight, acrid scent). A structural analogy involves alterations and conversions that are arrayed according to the underlying blueprints of the original daytime event.
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Bear is an accurate analogy for Paul, but not a link you'd likely find in a dream dictionary. Analogy is not the same as symbol, sign or metaphor. Many dictionary "meanings" are conceptual connections that vary from culture to culture. They are representations that depend on speaking, reading and writing a particular language, like English. In contrast, you don't have to know English to see how Uncle Paul resembles a bear. Sensory analogy is true for all humans, whereas literary symbolism is not. Symbolism is learned language. Analogy is shared experience.

Sensory analogies are dramatizations of the elements in physical life. Some dream analogies are modifications of visual elements (Paul ­> bear). But most take unseen elements and convert them into pictures.

Let's say you got peeved at your uncle because he was flicking cigar ash on the ground. You could easily recognize a dream rendition of the incident if it was literal. But what if instead you dream of a bear beside a burning bush? (Bear = Uncle Paul. Burning bush = anger). In addition to being the likely consequence of wayward cigar ash, the bush afire analogizes your reaction to the incident. The heat of anger is both a tactile sensation and a vivid emotion. These 2 non-visual elements were combined and converted into picture form. The prime special effect of a dream is its ability to paint descriptive pictures of both the seen and unseen.

Enter The Avatars

In the dream, people IRL are converted into animated avatars. The entities of virtual reality could look like their waking counterparts. But they don't have to. While they may take on the appearance of lifelike humanoids, commonplace animals and well-recognized inanimate objects, they may well become mythical creatures, cartoon figures or abstract shapes. The more intangible a character becomes, the more difficult it can be to identify, once you wake up. That's why you'll be able to detect the more mundane examples at first.

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Uncle Paul-plus-cigar could show up as a fire-breathing dragon, an erupting volcano or a cyclone of smoke and ash ­ whatever your dreaming mind personalizes just for you. To recognize Paul-behind-the-picture, you must become alert to the sub-features that hold the imagery together. Mentally, you undress the obvious analogue costume to find the structure or skeleton underneath. This forensic examination will reveal the same types of sub-features, no matter what sort of information you perceive. They have been found in nightmares and regular, flying, lucid, psychic, prodromic and subliminal dreams.

A Dream Is What You See

Although it's possible to dream in the dark, the vast majority of dreams feature the productions of inner sight. A dream is rarely printed words - that's just your dream journal entry. A dream is rarely a narrative - that's just your verbal translation of what you saw. With the exception of "thought-like" dreams, dreams do not speak a written language. They paint pictures and act out scenarios. A dream is basically a visual-spatial performance with a strong supporting cast of sensations, emotions and subtle sensing.

In order to investigate the dream as a visual virtual reality, you'll need to rethink old habits of recall and recording.

First, develop good recall for the animated graphics of your dream. Re-picture them when you awaken as precisely as possible without adding anything new. Rerun the movie in your mind repeatedly to fix the pictorial attributes in long-term memory.

Next, record the dream graphically. Use line drawings and stick figures. Quickly sketch characters, doodle props or draw routes of travel the dreamscape. Such skeletal representations help flesh out the sub-features of sight.

Now, begin your written report. But include visual descriptions. Not "a woman" but "a tall, thin lady wearing blue jeans and brown boots. She walks like my cousin Olivia." Write enough so that you can clearly re-vision the woman in your mind when you re-read your report a week or more later.

As you continue your investigation of perceptual clues, you'll be better able to detect the unseen elements that the dream converts into pictures. Visual descriptors only start your journey along the yellow brick road. Because they are easiest to recognize and understand, they were among the first to be discovered and analyzed by laboratory and field researchers.

Unfortunately, there isn't enough space in this presentation to talk about the scientific backup for these ideas. For that information, you are invited to read further, from the articles located on the dreamflyer.net web site. You can also find other related accounts. Like how dream detection supports dream interpretation. About sub-features, as they appear in extrasensory perception. The challenge of identifying dream characters. And much more.

For Further Reading About Dream Detection
 

Non-Psychic Dreams

Subliminal and Neurological Research

A picture presented on a screen at 1/100th of a second produces dreams with sub-features also found by neurological research as products of the separate-but-parallel processing systems of human visual perception.

Sensory Perception in the Sleep Lab

A laboratory experience like having electrodes glued to the scalp can induce an analogous dream response such as "a bee comes from somewhere and tries to build a nest in my hair."

Detecting Dreams and Nightmares

Sub-feature analysis plus dream interpretation work together to illuminate nightmares and regular dreams.

Detecting a Flying Dream

Visual sub-features reveal the origins of a flying dream and can be used to incubate more dream flights.

Psychic and Mutual Dreams

Avatars in Mutual Dreams

Literal appearance, habitual self-image, imaginary personification, animal form. Dream character identification hints for lucid dreamers.

I Dream of You; You Dream of Me

The difference between projection (seeing your own ideas attached to another person) and perception (seeing information that actually originates with that person).

The Mystery of the Missing Mutual Dreamers

The discovery of sub-features in mutual dreaming projects. (2004 IASD Psiberconference Presentation)

Oh, Rats! I'm Not a Xerox Machine

Sub-features in telepathy experiments (2002 IASD Psiberconference Presentation).

Consistent Clues in Telepathy Target Creation and Dream Interpretation

A 2001 IASD dream telepathy experiment where the 4 targets were deliberately created with specific sub-features in mind. (On the IASD site).

 
After you finish further reading, keep using your BACK button to return to the PSIBERCONFERENCE. (Otherwise you'll have to log in again.)

References

"All About Special Effects." NOVA video. WGBH Educational Foundation. MA: Boston, 1996. Accessed on 20 July 2010 <http://www.pbs.org/wgbh/nova/specialfx/effects>
Alperstein, Neil M. & Barbara H. Vann. "Dreaming about Media: Media As Dream." Paper presented at 12th Annual Conference of the Association for the Study of Dreams (NY, 1995).
Blagrove, Mark. "Scripts and the Structuralist Analysis of Dreams," Dreaming, 2/1 (Mar. 1992), 23-37.
Foulkes, David. "Data Constraints on Theorizing About Dream Function," The Functions of Dreaming. Moffit, Alan, Milton Kramer, Robert Hoffmann, eds. (NY: State University of New York Press, 1993), 11-20.
Gackenbach, Jayne, Beena Kuruvilla & Raelyne Dopko. "Video Game Play and Dream Bizarreness," Dreaming, 19/4 (Dec. 2009), 218-231.
Hartmann, Ernest. "The waking-to-dreaming continuum, and the effects of emotion," Sleep and Dreaming: Scientific Advantages and Reconsiderations, Pace-Schott, Edward E., ed. (NY: Cambridge University Press, 2003), 158-160.
Kawasaki, Masahiro, Masataka Watanabe, Jiro Okuda, Masamichi Sakagami & Kazuyuki Alhara. "Human posterior parietal cortex maintains color, shape and motion in visual short-term memory," Brain Research, Vol. 1213 (June 2008), 91-97.
Kozmová, Miloslava, Richard N. Wolman. "Self-Awareness in Dreaming," Dreaming 16/3 (Sept. 2006), 196-214.
Krippner, Stanley, Paul Devereux & Adam Fish. "The Use of the Strauch Scale to Study Dream Reports from Sacred Sites in England and Wales," Dreaming, 13/2 (June 2003), 95-105.
Kauiken, Don. "Dreams and Feeling Realization," Dreaming, 5/3 (Sept. 1995), 129-157.
Kurzweil, Ray. Age of Spiritual Machines. (NY: Penguin Putnam, 1999).
Magallón, Linda Lane. "Consistent Clues/Go Get a Picture and Gather Some Dreamers...," Electric Dreams, 10/5 (2003).
Magallón, Linda Lane. ( 2005). Dream Decoding: Structural Clues Beneath Obvious Imagery. Paper presented at 21st Annual conference of the Association for the Study of Dreams. (Santa Cruz, CA, 2005).
Maggiolini, Alfio, Chiara Cagnin, Franca Crippa, Anna Persico & Pietro Rizzi. "Content Analysis of Dreams and Waking Narratives," Dreaming, 20/1 (Mar. 2010), 60-76.
McNamara, Patrick. "Counterfactual Thought in Dreams," Dreaming, 10/4 (Dec. 2000), 237-246.
Moss, Kenneth. "Photographic and Cinematographic Applications in Lucid Dream Control," Lucidity Letter, 4/2 (1985), 98-103.
"Special Effect." Wikipedia: The Free Encyclopedia. Wikimedia Foundation, Inc. Accessed on 20 July 2010. <http://en.wikilpedia.org/wiki/special_effect>
States, Bert O. "Dream Bizarreness and Inner Thought," Dreaming, 10/4 (Dec. 2000), 179-192.
Vance, Bruce. A. Dreamscape. (Wheaton, Il: The Theosophical Publishing House, 1989).
 
Images
1) avatar_24626.gif @ avatars.qkype.com
2) ani-milan.gif @ www.heathersanimations.com

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