4 Perceptual presence

We have seen how fruitful analogies between PP and theory of science can be. As mentioned above, an early formulation of the analogy between perception and hypothesis-testing can be found in Richard Gregory’s seminal paper “Perceptions as Hypotheses”. There, we also find the suggestion that percepts explain sensory signals (cf. Gregory 1980, p. 13).[13]

How far can we take the analogy between explanation in perception and explanation in science? If we know what a good explanation is in science, does this give us a clue to the conditions under which percepts are experienced as real? Interestingly, there are accounts of scientific explanation that assign an essential role to counterfactual knowledge (cf. Waskan 2008). If someone purports to know why a certain event happened or why a phenomenon was observed, we expect her to also be able to tell us what would have happened if some of the initial conditions had been different. Similarly, when the Bayesian brain explains sensory signals by inferring their hidden causes, we would expect the brain’s generative model to also have the resources to infer in what ways sensory signals would be different, had there been a change to their hidden causes.

This highlights the relevance of counterfactual models. Seth points out that counterfactuals play a crucial role in active inference. The consideration above may be another way to show the relevance of counterfactual models. Furthermore, it also highlights the usefulness of counterfactual richness. The richer a counterfactual model of hidden causes, the better the brain’s explanation of sensory signals (all other things being equal). In general, we may also be inclined to say that the richer the counterfactual model, the higher the confidence that it helps track the real explanation of sensory signals. But does this mean it goes along with experienced realness (or perceptual presence)?

This is, basically, what Seth proposes in his PP account of perceptual presence (cf. Seth 2014). But what is perceptual presence in the first place? On the one hand, Seth characterizes the notion by contrasting examples. For instance, objects like a tomato possess perceptual presence, whereas afterimages do not. On the other hand, Seth provides the following characterization:

In normal circumstances perceptual content is characterized by subjective veridicality; that is, the objects of perception are experienced as real, as belonging to the world. When we perceive the tomato we perceive it as an externally existing object with a back and sides, not simply as a specific view […]. (2014, p. 98)

The tomato is not perceived as a flat, red disc. Although you do not see the back and sides of the tomato in the same way that you see the front, there is still a sense in which both are perceptually present (cf. Noë 2006, p. 414). I shall now point to two ambiguities in Seth’s description of the explanandum. This calls for a conceptual clarification, regarding which I shall make a tentative suggestion. After that, I shall argue that there may be possible counterexamples to Seth’s hypothesis that perceptual presence correlates with the counterfactual richness of generative models.

4.1 Ambiguities in Seth’s description of the explanandum

The tomato is not only experienced as perceptually present, it is also perceived as an object in the external world. In a commentary on Seth, Tom Froese (2014, p. 126) has therefore suggested that Seth conflates perceptual presence with experienced objecthood. This proposal has some plausibility, because the tomato is perceived as a real object, whereas afterimages are not experienced as objects (they are more like unstable colored shades). After all, even Seth admits, in his target paper, that it may be important to distinguish presence from objecthood (p. 18). This is one way in which Seth’s definition of the explanatory target is ambiguous: is it about experienced presence or experienced objecthood (cf. also Seth 2014, pp. 105f.)? (This question becomes more pressing still when we consider the ethymology of “realness” or “reality”: the Latin origin of the word is res (thing), which makes it a little confusing that Seth seems to identify perceptual presence with the sense of subjective reality, cf. Seth this collection, p. 2.)

Another ambiguity is related to the notion of a counterfactual model. In his target paper Seth defines a counterfactual model as a model encoding “how sensory inputs (and their expected precisions) would change on the basis of a repertoire of possible actions” (Seth this collection p. 17). On the one hand, one may ask if counterfactual models in the brain necessarily encode SMCs (sensorimotor contingencies). For the perception of a ripe tomato on a bush, it might be equally relevant to encode how sensory signals pertaining to the tomato would change if the wind were to blow the bush or if the tomato were to fall down. On the other hand, it is unclear how explicit a counterfactual representation has to be. Jakob Hohwy (2014) suggests that a rich causal structure could be modeled by extracting higher-order invariants (features that do not change if the tomato is dangling in the wind or has fallen down, for instance). Higher-order invariants are relatively perspective-independent.[14] The degree of perceptual presence would then correspond to the “depth of the inverted model[15] (Hohwy 2014, p. 128). In his target paper, Seth notes that the depth of the model may indeed play a role (see footnote 13).

Two ambiguities are thus to be found in Seth’s account. One concerns the characterization of the target phenomenon (experienced realness versus experienced objecthood). The other lies in the description of the represented causal structure: counterfactual richness versus perspective-independence of hidden causes. Counterfactual richness and causal “depth” are not completely independent. Below, I will give some examples that may be useful to explore the relationship between these two features. Furthermore, I will suggest that it could be helpful to consider another feature with respect to which the represented causal structure of objects may vary. This feature is the degree of causal encapsulation. For representations not only differ with respect to their counterfactual richness or their degree of perspective-dependence, but also with respect to the extent to which the represented causal structure is encapsulated or integrated. (In what follows, I will use the notion of a counterfactual model mainly in the sense in which Seth uses it: counterfactual models in this sense involve representations of possible bodily actions by the subject of experience.)

A phenomenal representation of a tomato on a plate is not only counterfactually rich and relatively perspective-dependent, the represented causal structure is also causally integrated.[16] It is, for instance, represented as being causally related to the plate, because it is experienced as lying on the plate (that is, it is not hovering above it). Furthermore, it is in possible causal contact with virtually all other objects in its vicinity (e.g., the subject’s hands).

Contrast this with the experience of what is happening in a classical video game—say, a racing game. The player influences how the images on the two-dimensional screen change, because she has control over the vehicle. Hence, we can assume that representations of gaming sequences are (usually) counterfactually rich. At the same time, they are also perspective dependent (although they mainly depend on the virtual perspective from which objects are represented in the game). However, virtual objects in the game are experienced as causally encapsulated: although objects can interact with each other in the virtual world, they do not interact with most other parts of the player’s environment. For instance, they will never break out of the screen and fly around in the room in which the player is sitting. Furthermore, they can only be influenced vicariously through a controller or keyboard. Thus there is not causal encapsulation in every respect (the virtual world is not experienced as completely disambiguated from the rest of the experienced world), but in some respects the encapsulation is rather strong (the virtual world is spatially bounded, e.g., with the screen as the limit). Note that many modern video games are less causally encapsulated, for instance when they are played on a touchscreen (or on devices with a three-dimensional screen, or in an immersive virtual reality).[17]

As mentioned above, causal integration and counterfactual richness are not completely independent. High counterfactual richness implies a certain degree of causal integration (at least in some respects), for it means that at least the subject can interact with the experienced object in some way—regardless of how separate the represented causal structure is from the rest of the subject’s surroundings.

Similarly, highly perspective-invariant representations typically also involve the representation of an encapsulated causal structure. Abstract conscious thoughts, for instance, cannot be touched with the hand or other concrete objects. However, the implied encapsulation only holds in some respects. Sometimes thoughts can evoke strong emotions or a sequence of mental imagery. In certain obsessive-compulsive disorders, for instance, subjects will first have a thought (“My hands are dirty”), presumably followed by a feeling of disgust and the urge to wash the hands, which then leads to motor behavior (washing the hands); this, in turn, may be followed by the thought that the hands are still dirty. The content of the conscious thought is relatively perspective-invariant, and yet it involves, presumably, representations of causal structure that link it to concrete objects in the world.

As long as we interpret counterfactuals only as representations of sensorimotor contingencies, it may also seem that perspective-invariant[18] representations are counterfactually poor. However, if we include representations of possible mental actions and their effects, we can also conceive of counterfactually-rich perspective-invariant representations. A possible example is a philosophical argument or a theory, which someone can contemplate in their mind, being aware that there are several possible ways in which the argument could be probed and attacked, or several important cases to which the theory could be applied.

Bearing in mind that the degree of causal encapsulation is not completely independent from the other two dimensions (counterfactual richness and perspective-invariance), we can depict different types of conscious experiences in a cube, where the three axes stand for the three dimensions described (see Figure 1). The most interesting locations in this cube are, of course, its eight corners, because they depict classes of experiences for which each of the three features is either completely absent or maximally pronounced. Finding examples of these “extremal experiences” is no easy task.[19] Even neural representations of synesthetic concurrents, Seth’s prime example of counterfactually poor models, may, at first sight, seem to be located somewhere in the middle of the perspective-dependence axis.

Image - figure1.pngFigure 1: The figure illustrates how classes of experiences can be located in a cube, according to the extent to which they display counterfactual richness, perspective-independence, and causal integration (see main text for explanations). The cube (without the labels) is adapted from cube figures in Godfrey-Smith (2009); talks by Daniel Dennett brought this style of illustration to my attention.

Grapheme-color concurrents, for instance, are not simply triggered by graphic representations of glyphes, but by representations of abstract objects, i.e., graphemes, associated with certain glyphes (cf. Mroczko et al. 2009). Hence, it may seem that the hidden cause of the concurrent is not simply an object in the world, but also involves an abstract object, i.e., a grapheme, the representation of which is perspective-invariant. This would suggest that synesthetic concurrents cannot conclusively be placed in one of the cube’s corners, because their represented hidden causes involve very high-level invariants.

On the other hand, one could object that the concurrent itself is represented in a rather perspective-dependent way. It may be part of a causal network involving hidden causes that are represented in perspective-invariant ways, but the synesthetic percept itself is not a representation of an abstract hidden cause.[20] Hence, on second thought, it seems that concurrents, as in grapheme-color synesthesia, are in fact located close to the origin of our coordinate system: the representations involved are relatively perspective dependent, and they are counterfactually poor. At the same time, they are causally encapsulated, because they do not interact with physical objects (they cannot be touched, etc.).

4.2 Does counterfactual richness correlate with perceptual presence (or objecthood)?

What does this tell us about experienced “presence” or “objecthood”? Are all examples of counterfactually rich representations in the cube perceptually present, or are they associated with a high degree of objecthood? If so, this would support Seth’s hypothesis that counterfactual richness correlates with perceptual presence (or objecthood). I believe that counterfactual richness can be dissociated both from perceptual presence and from objecthood. Olfactory experiences are, as argued by Michael Madary (2014), both counterfactually poor and perceptually present. This suggests that counterfactual richness does not correlate with perceptual presence. Similarly, experiences of classical video game sequences are counterfactually rich, but involve a low degree of perceptual presence; objects in the game are only experienced as virtual objects, not as real objects. Counterfactual richness and perceptual presence may therefore be doubly dissociable.

Trying to evaluate whether counterfactual richness correlates with phenomenal objecthood would presuppose that we know what phenomenal objecthood means. As I only have an intuitive grasp of what it means, I can only give a preliminary statement. To me, it seems that virtual objects in two-dimensional video games do not possess a high degree of phenomenal objecthood. But then again, even if a virtual tomato could be manipulated in various ways with a controller, the corresponding representation would probably not be as counterfactually rich as a representation corresponding to the experience of a real tomato. Hence, it is difficult to arrive at a definitive verdict.

A more promising path may involve the experience of objects in asomatic OBEs (out-of-body experiences) or asomatic dream experiences (Windt 2010; Metzinger 2013). Counterfactuals, as conceived of by Seth, always involve action on the part of a subject. Most, if not all, (non-mental) actions involve the body, so representing counterfactuals involves representing (parts of) the body. In asomatic OBEs and asomatic dream experiences, subjects do not identify with a body, but with an unextended point in space. I speculate that in such cases, representations of objects are less counterfactually rich.[21] This, however, does not necessarily mean that they are experienced as less present or as possessing less objecthood. There are still a lot of causal regularities involving external objects that may be tracked by models in the brain, even in the absence of an ordinary body representation. External objects can interact with each other, and counterfactual representations of possible causal processes may contribute to the experience of objecthood or perceptual presence. In particular, this is to be expected if none of the external objects are represented as causally encapsulated. If this bears out, it provides another reason to believe that counterfactual richness of generative models does not correlate with experienced objecthood. Let us now consider possible examples of other extremal experiences (in the corners of the cube) to investigate whether it is plausible to hypothesize that represented causal depth or causal encapsulation correlates with perceptual presence or objecthood.

The more perspective-invariant a representation, the more abstract it is. This also means that perspective-invariant representations typically involve an encapsulated causal structure. Thinking about a simple equation like “1+1=2” may be an example of this. There is no way in which the target of this representation can causally interact with the window behind my desk or the red bottle in front of the window. Furthermore, most (or all) bodily movements will not influence the way I experience the thought that one plus one equals two. Hence, it is arguably also a counterfactually poor representation.

When we move up, in the direction of counterfactually rich phenomenal representations, we arrive at representations that are counterfactually rich, perspective-invariant, and still causally encapsulated. Above, I mentioned conscious thoughts about philosophical arguments or theories as possible examples. Such thoughts may involve mental imagery and inner speech, and perhaps even complex phenomenal simulations involving counterfactual situations. It is not obvious whether it makes sense to say that such thoughts involve counterfactual representations linking possible mental actions to their effects. This is even harder without presupposing a developed theory of mental action (for recent proposals, cf. Proust 2013; Wu 2013).

Mental actions are goal-directed. Performing a mental action may therefore, at least in some cases, be followed by a representation of a situation in which the goal is realized (one possible example might be: remembering a name; represented situation: telling someone the name). In the case of a theory, a mental action could be considering whether a certain claim is true or not (or whether it is plausible). This may trigger thoughts like: “Assuming this is the case, what implications would this have? Are these implications plausible, or likely to be true? Are there possible counterexamples?” It might also involve trying to formulate something more clearly.

Furthermore, thinking about a theory or problem may involve conscious counterfactual thoughts of the form “If I gave up this assumption, there would not be a contradiction among the remaining hypotheses anymore”, or “If the theory could account for this special case, it would be strengthened”. One difference to conscious perception of concrete objects is, presumably, that such counterfactuals are phenomenally represented, whereas representations of SMCs are usually unconscious (and may impact on consciousness only indirectly).

Similar things apply to conscious thoughts about non-trivial mathematical expressions. For instance, if a mathematician sees the expression (1 + x/n)n she will probably think “If n tends to infinity, this expression will converge to ex. Now, suppose the mathematician is investigating the asymptotic behavior of some complicated expression (e.g., she wants to find out what happens to a certain expression when n tends to infinity). While manipulating the terms on paper, she suddenly realizes that one factor contained in the expression is (1 + x/n)n. As she is using pen and paper while thinking this, her brain will not only activate an abstract (but conscious) counterfactual thought, but probably also a representation of SMCs. These SMCs will involve taking the limit of the expression with which she started (i.e., lim n→∞), and this is now not only a mental action, but also a possible bodily action. She could write this down, and know that (if the limit exists) part of it would be ex. Her mathematical investigation therefore involves:

  • phenomenal representations regarding counterfactual mental actions;

  • representations of SMCs (embodied versions of the above mentioned counterfactuals);

  • a close coupling between writing, perceiving, and thinking.

The third point is especially important, because it suggests that for a mathematician working with pen and paper (or chalk and blackboard) the objects of her conscious thoughts are not causally encapsulated anymore. The causal structure represented while thinking about abstract concepts is intertwined with the causal structure represented while looking at written mathematical expressions. These causal relations are still relatively limited, but if the mathematician is completely absorbed in her work, the paper (or blackboard) may be all she is attending to in her environment at the moment, perhaps to the extent that she does not experience abstract relations represented by her notes as causally encapsulated anymore. It is conceivable that this aspect can be enhanced in virtual environments in which mathematical objects are not represented by writing on paper or blackboard, but by three-dimensional virtual objects that can be manipulated by touch or manual movements, for instance.[22] Contrary to what one might at first think, there may thus be cases in which high-degrees of perspective-invariance go along with both counterfactual richness and high degrees of causal integration.

Another class of abstract thoughts that may be experienced as causally integrated could be obsessive thoughts, like the thought that one’s hands are contaminated with germs. Such thoughts may be triggered by specific events (like touching a door knob) and may go along with a fear of getting sick (because of the contamination). Subjects may also try to avoid touching objects that they fear might be contaminated. The reason for this is that the hidden cause represented by the obsessive thought, i.e., potential germ contamination, is not causally encapsulated. It is causally connected to concrete objects in the subjects’ environment: things that are perceived as contaminated can cause a contamination of the hands; on the other hand, contaminated hands can infect other objects with germs. Furthermore, the inferred hidden cause (germ contamination) is relatively perspective-invariant. Subjects arguably do not imagine bacteria crawling on their hands, although the obsessive thought may go along with an altered perception of the hands. Finally, the model involved is probably counterfactually poor, as most actions do not change the alleged contamination (with the possible exception of washing the hands or touching allegedly contaminated objects; but here, the counterfactual effect is probably just an increase or decrease in the acuteness of the felt contamination). Therefore, I list obsessive thoughts as candidate examples of counterfactually poor, perspective-invariant representations the contents of which are represented as causally integrated.

4.3 Do perspective-invariance or represented causal integration correlate with perceptual presence (or objecthood)?

The examples given are certainly not uncontroversial and perhaps not all of them can be sustained in the light of further research. But hopefully the cube can still fulfill heuristic purposes, and can illustrate the need to clarify the relations between counterfactual richness, perspective-dependence, and causal integration. But assuming that the examples given are located in roughly the right places within the cube, what does this tell us about perceptual presence or experienced objecthood? Above, I dismissed Seth’s hypothesis that counterfactual richness correlates with either presence or objecthood. Let us now briefly consider perspective-invariance and causal integration. If conscious thoughts involve causally-deep models (that represent perspective-invariant features), then it seems that the depth of the represented causal structure does not correlate with presence or objecthood. The thought that one plus one equals two does not possess a high degree of objecthood or perceptual presence. Hence, it seems that Hohwy’s hypothesis that the depth of the generative model (the degree of perspective-independence) correlates with objecthood or presence should be dismissed as well. But the remaining candidate, causal integration, does not unequivocally correlate with either presence of objecthood (if the examples I gave make sense). The represented causal structure in obsessive thoughts need not be encapsulated, and still they are probably not accompanied by experienced objecthood or perceptual presence. Perhaps this shows that one ought first to clarify whether it even makes sense to talk about the phenomenology of objecthood or presence with respect to conscious thoughts.

4.4 How does perception change when new sensorimotor contingencies are learnt?

Another relevant question is whether increasing the degree of counterfactual richness, causal integration, or causal depth of a model just modifies (or enriches) the inferred hidden causes, or whether it leads to the perception of a new, possibly more abstract object. This relates to the question raised in the target paper, namely whether a person who is highly familiar with an object perceives it as more real (because she has mastery of more SMCs) than other persons (Seth this collection, p. 18). Interestingly, research on learning new SMCs tentatively suggests that it leads to the perception of new (more abstract) objects.

Under the lead of Peter König, cognitive scientists from Osnabrück have, in recent years, developed a compass belt that indicates to the person wearing it (while moving) changes in directions (cf. Kaspar et al. 2014). The aim of this project (called feelspace) is to study how perception in new sensory modalities can be enabled by sensory augmentation.[23] The belt (see Figure 2) contains several vibrators, which always signal the direction of magnetic north. Subjects who wear the belt for a couple of weeks learn new SMCs, e.g., related to how the vibrating signals change when they turn around. A straightforward application of Seth’s PPSMCT suggests that the increased counterfactual richness simply goes along with an increased perceptual presence (for the belt, or the vibrations, or the hip / waist, etc). But the authors of the study cited report that perception changes in different ways:

Initially the signal was predominantly perceived as tactile evolving to being perceived as location and direction information. Over time, the perception of tactile stimulation receded more and more into the background. Instead the subjects’ reports focused more on changes in spatial perception. Furthermore, two months after the end of belt wearing the effects subjects reported – at least in the FRS questionnaire – diminished. (Kaspar et al. 2014, p. 59)

Image - figure2.pngFigure 2: The figure shows two versions of the feelspace belt. (a) The original version used in Nagel et al. (2005). (b) The current version used in Karcher et al. (2012) and Kaspar et al. (2014). Images used with kind permission of Peter König.

What changes is not just that SMCs for tactile stimulation on the skin where the belt is worn are learnt, but that these are connected to more abstract information (regarding location and direction). This also makes sense in comparison with other sensory modalities. Knowledge of auditory SMCs, for instance, does not increase the perception of the inner ear. When the brain learns the relevant SMCs, it thereby learns about the hidden causes of signals in the inner ear. In fact, this may be another reason to believe that counterfactual richness goes along with phenomenal objecthood.

This also suggests that when someone is more familiar with an object, the object itself need not become more real, but its connections to other objects might. The causal network in which it is embedded becomes more real. Perhaps the subject also experiences more abstract objects (corresponding to higher-level invariants).

All in all, I hope the examples given illustrate the need to provide a conceptually clearer account of counterfactual richness, causal depth, and causal integration. For at the moment it seems that they are too entangled to allow us to assess their potential relevance for experienced objecthood or presence in a rigorous way. Furthermore, it will be crucial to investigate how phenomenal properties are affected when there are changes in these three features (e.g., when counterfactual richness or causal integration is increased or decreased in a controlled way in a study).