Chapter 8:
THE HEXADYAD PRIMARY EMOTIONS: PRODUCTS OF THE LIMBIC AND BRAIN CORE SYSTEMS
From a manuscript of the unpublished book, "Neurorealism: A Transformational Context for Existence Bridging Brain and Mind, Science and Religion", by Bruce E. Morton, University of Hawaii School of Medicine, Honolulu, HI 96822
CHAPTER SUMMARY
In the hexadyad primary emotions model, six evolutionarily selected,
survival-oriented emotion pairs exist in higher organisms. Each of these primary emotion pairs produces
a single output ranging between the rewarding and punishing extreme of that
pair. The output of each primary pair
is a response to ongoing analysis of incoming stimuli in terms of their
survival significance, based in part upon past experience. The summation of the output of the six pairs
produces the total emotional experience of the individual and has the capacity
to produce the entire spectrum of human feeling.
The following are the primary emotion pairs
of the hexadyad primary emotion model.
(Please note their inverse, rotated position above and below the middle
lines in the Summary Table I.)
1. certainty-expectancy
vs. confusion-surprise
2. confidence
vs. fear
3. pleasure vs. disgust
4. gratitude vs.
anger
5. elation vs. grief
6. satisfaction vs.
desire
In this chapter, the specific environmental
assessments and limbic conclusions required for primary emotion production are
delineated in detail. At the everyday
level, the motivational significance of the primary emotion pairs are linked to
very familiar value- judgments, such as right-wrong, strong-weak,
accept-reject, friend-enemy, win-lose, have-want.
On another level, much behavior appears to
be the output of a feedback mechanism driven by the primary emotions to
maximize short-term survival. However,
it is possible to transcend short-term survival in favor of the long-term big
picture. In individuals who accomplish
this, positive emotions predominate.
The Hexadyad primary emotions model has
several interesting applications to mood and personality analysis. It also predicts personality extremes, along
with associated behaviors toward oneself and others. Furthermore, it appears that the terms used to describe personal
deity, such as omniscient or omnipotent, are among the conceptual extremes of
the positive primary emotions.
Since specific brain systems should produce
each primary pair, localizing these anatomically would be of value. Such work is underway (later chapters). Specific neurotransmitter receptors appear
to mediate the actions of not only each primary emotion pair, but also each
Quadrimental brain element. Further
identification of these is becoming very useful (later chapters). Thus, the Hexadyad Primary Emotion model
would appear to provide a useful framework within which to investigate the
emotions, moods and personality.
Chapter begins:
THE DEFINITION AND SIGNIFICANCE OF THE EMOTIONS
Emotions are psychological rewards and punishments. They constitute part of the feedback provided
by the brain to motivate us to optimize our survival by acting to correct inner
deviations from cellular homeostasis.
In reptiles, injury, restraint, or blockage of ancient survival drives,
such as air-hunger, cause powerful alarm responses and associated
reactions. These are part of the
ancient pleasure-pain drives ascribed to our brain core system Dragon. In the early mammals, these reptilian drives
were extended or amplified by the limbic system to become a larger number of
distinct emotions. Thus, the
limbic-Caretaker has many behavioral properties overlapping those of Freud's
Ego.
For most individuals, limbic emotions are more important
than their intellect in determining what their attitudes and actions are going
to be. That is, one's Ego-Caretaker-driven
actions speak louder than do one's left hemisphere-generated words. Never the less, the Caretaker continually
directs left hemispheric intellect to try to figure out how to improve survival
in order to prevent or eliminate further alarms caused by homeostatic
imbalance. Thus, it can be said that in
many people the Ego-Caretaker is the "being of human beings". As some people mature, they master many of
the elements of survival. One of
several reasons this is desirable is because it leaves them free to transcend
their Caretaker-based feelings and thoughts regarding survival. These can then be replaced by the intuitive
wisdom of their neocerebellar Higher Source with its larger long-term creative perspective. The emotional response of these individuals
is quite different than that of those in a chronic survival crisis.
PRIMARY EMOTIONS
What
specific emotions exist has been a controversial topic for a long time. There are almost as many lists of basic
emotions as there are authors proposing them.
People of different cultures and speaking different languages may
categorize emotions somewhat differently than each other. While over 350 words for emotions are
present in dictionaries of the English language, dictionaries of other languages
may contain as few as ten such words.
Even words for such basic emotions as anger or sadness are not
universal. Yet, there is a great
similarity in emotion categories across different cultures and languages.
Plutchik
first proposed the concept of primary emotions as an organizing concept. This concept works on a principle similar to
that of primary colors in physics. That
is, by the proper combination of three primary colors, an infinity of color can
be produced. Similarly, any and all emotions
that have ever been experienced can be produced by the combination of only the
few primary emotions produced by the brain.
Earlier lack of this concept accounts for some of the disagreement
between authors as to the identity of the basic emotions. Although the identification of the true
primary emotions will require behavioral, physiologic, pharmacologic, and
anatomic confirmation, the hexadyad primary emotions model presented here is a
second approximation in that direction.
THE HEXADYAD PRIMARY EMOTIONS MODEL:
In organisms whose brain includes a limbic system, there
appear to be six independent primary emotion-generating systems. The function of these separately regulated
primary emotion systems appears to be based upon the activity of several different
limbic-brain core structural elements.
This is supported by measurements of regional brain glucose uptake. In these observations, only the brain core
system and the limbic system have shown shifts in regional brain activity
during the production of emotion‑associated behaviors. In general, each of these emotion-associated
structures receive separable neural inputs, and produce different
neurotransmitter outputs most likely leading to production of a primary
emotion.
Inherent in the hexadyad primary emotions model is the
concept that each primary emotion-generating system produces an output ranging
between two polar extremes. For each
primary pair, one extreme is rewarding (appetitive) and generates approach
behavior, while the other is punishing (aversive) and produces avoidance
behavior. In keeping with this
proposal, certain observed regional brain activity outputs occurred in opposite
directions, depending on whether the emotion was rewarding or alarming. This binary, dichotomous situation is not to
be confused with the dualism of mind and body, an obsolete concept to be
discarded. (See: Solution of
the Mind-Body Problem).
Furthermore, in this primary emotions model, the output
of a primary pair can reside at only one point within its range at a given
time. That is, while rapid oscillations
are possible across the entire range of a primary pair, it is not possible to
have fear and confidence produced simultaneously in response to the same
stimulus. It is the continual summation
of the output of each of the six primary emotion systems that constitutes the
sum-total of the ongoing emotional experience of the individual at any
time. In theory, the possible
combinations of these six primary pairs can produce the entire range of human
emotional experience.
Although proof of the existence of any primary emotion
pair will require anatomical and neurochemical confirmation, the selection of
the proposed six primary emotion pairs is based upon fairly extensive indirect
evidence. In addition, it was necessary
that each primary pair provided survival value and thus made evolutionary
sense. It was also required that each
primary pair contained a reward-punishment polarity to minimize the number of
pairs required to produce the range of human emotion.
The following are the primary emotion pairs of the
hexadyad primary emotion model. (Please
note their positions above and below the middle line in the Summary
Table I.)
1.
certainty-expectancy
vs. confusion-surprise
2.
confidence
vs. fear
3.
pleasure
vs. disgust
4.
gratitude
vs. anger
5.
elation
vs. grief
6.
satisfaction vs. desire
The term, positive emotions, refers to rewarding,
pleasant, and appetitive feelings or affects that motivate approach
behavior. In contrast, the punishing,
unpleasant, and aversive motivators that drive avoidance behaviors are called
negative emotions. Obviously, the term,
negative, as used here does not mean bad, any more than negative means bad when
used in electronics. In fact, the
negative emotional extremes have been selected and retained by evolution to
maximize survival. They are just as
important as the positive emotions are.
Each primary emotion pair is capable of producing a wide
gradient of emotion output, ranging from any single point between its
extremes. For example: in the
confidence-fear pair, the emotional spectrum begins at one extreme, defecating
terror, and moves across a very broad range to "suicidal"
foolhardiness at the other.
ENVIRONMENTAL ASSESSMENTS REQUIRED FOR PRIMARY EMOTION
PRODUCTION
The following
assessments (listed in Summary
Table I, beside both BIOLOGICAL STATUS lines) produce the conclusions
required to generate the primary emotions.
1.
Properties known
vs. Properties unknown
2. Safe
to act
vs. Time to escape
3.
Resource available
vs. Source of harm or waste
4. Ally
found
vs. Competitor identified
5.
Positive reinforcement vs. Negative reinforcement
6. Free
to act
vs. Get supplies
Properties Known vs. Unknown: To produce the
Certainty-expectancy vs. the Confusion-surprise primary emotion pair requires
the assessment of whether the properties of the stimulus object are known or
unknown. When something occurs or
appears as planned or predicted, this evidence of control produces positive
emotions such as certainty and expectancy.
If the present object is novel so that no matching memory data are
found, surprise and confusion are produced.
Even the appearance of a known object produces surprise and confusion if
it is unexpected. This response
indicates such a lack of control of one's environment that one literally does
not know what to expect. This is
potentially dangerous, and leads directly to the production of fear by the next
primary pair. Loss of control produces
not only surprise and confusion, but also upsets the Dragon. This is because without control, the
organism's intentions are thwarted, expectations are unfulfilled, and
communications are undelivered. Such an
upset from loss of control may recruit angry, aggressive attempts to regain
control, or if unsuccessful, grief, fear, desire, disgust, resignation, and
apathy.
Safe to Act vs. Time to Escape: To produce the
Confidence vs. Fear primary emotion pair requires the assessment of whether it
is safe to act or necessary to escape.
Confidence is produced by feeling more powerful than the object in
question. Then, it is safe to relax, or
to attend to other survival needs while in the presence of the harmless object
in question. When an organism confronts
something unknown, not only do surprise and confusion (above) result, but also fear
is produced. Obviously, because some
unknown things indeed can harm survival, this is a useful, conservative
biological response. Fear is also
produced when an organism confronts something perceived to be bigger or
stronger than itself. Bigger, stronger
things can harm one's survival. Fear
promotes the avoidance behavioral gradient: freezing to avoid detection,
fleeing to escape, or fighting to avoid capture. Clearly, the latter is not aggressive behavior. Rather, it is fear-based defensive behavior,
where it is better to strike first than to be killed. Fear is what makes animals wild.
Without fear they would not survive in the natural environment. Fearless animals can be killed and eaten,
domesticated, made to be dependent on others for survival, or even worked as
slaves.
Resource Available vs. Source of Harm or Waste: To produce the
Pleasure vs. Disgust primary emotion pair, the assessment required is whether
the sensory object is a resource, or is a source of harm or waste. Objects of survival benefit are accepted
with pleasure. Objects harmful to
survival are rejected with disgust.
Suckling or Vomiting are the extreme forms of acceptance or rejection.
Ally Found vs. Competitor Identified: To produce the
Gratitude vs. Anger primary emotion pair the assessment required is whether the
sensory object is a Leader-Ally, or an Enemy-Competitor. Normally, the ally is appreciated and
approached while the enemy is feared and avoided.
In predatory attack, as opposed to defensive attack, one
concludes that one has the power to conquer a competitor. Then, one mounts a fearless angry attack
that will risk or result in dangerous-frightening wounds to oneself while in
the process of winning the battle. On
the other hand, if one concludes that the competitor is more powerful (bigger),
one becomes afraid, withdraws, and escapes injury. This reptilian conclusion is based upon striatal same-different
(self-other) comparisons including relative threat-display size and
frequency. Thus, one is usually afraid,
not angry, if a Lion, or a tidal wave invades their property.
However, under specific conditions, there is a neural
switch turning off the fear-confidence primary emotion pair and turning on the
anger-gratitude pair. Specific changes
in the levels of certain neurotransmitters are required to throw this Fear to
Anger Switch (later chapter). The
switch turns off stress-based fear and replaces it with stress-based reward and
converts avoidance-escape to approach-attack.
The conditions required to convert fear to anger are situations where
fear is no longer useful and anger-aggression might enhance survival. The activation of the fear to anger switch
is illustrated in defensive attack. If
the fleeing animal is cornered and about to be killed, it will be rewarded to
fearlessly turn and angrily-aggressively fight for its life. Since it is as good as dead anyway, the only
way survival can be gained is by rewarding it to fight for its life. The manifestation of this anger is the
production of reptilian aggressive behavior.
This is tied to a powerful physiological activation, called arousal, to
support intense physical bursts of action.
In another example, although anger-aggression dominates maternal defense
of young, fear-flight predominates that organism's behavior at other times.
In humans, being cornered may also mean being made wrong,
losing, or being dominated, events which predictably produce a fearless angry
response. The fear to anger switch can
be activated in dominance-competition for food, territory, or reproductive
rewards (i.e. for any limited resource).
If the source of the threat is inanimate or is a lower animal, then
aggressive evasive, retaliatory-destructive, corrective, controlling action is
attempted. Example of such are smashing
an insect, or a snake, running through a fire, jumping overboard, or grabbing the reins of runaway horses in
order to stop them.
The fear to anger-aggression switch also appears to be
activated to suppress punishment while working for deferred gratification
reward: territory, food, or reproduction.
Rats replace fear with aggression and willingly cross-electrified grids
to obtain a rewarding brain electrical stimulation. If they think the reward is great enough and that it is possible
to obtain, humans and other animals willingly and fearlessly "steel
themselves" and are internally rewarded to endure hardships they would
normally fear and avoid. This sometimes
includes working for a living. The
pleasure of vigorous activity and the reward of completing a segment of a task
contribute to getting the job done. In
some cases, this can literally lead to workaholism.
Perhaps this is why dangerous effort itself can be
rewarding, for example in the sayings of "the thrill of danger", or
"stolen fruits are the sweetest".
This, and the observation that overt fear and anger do not coexist, led
Plutchik to truncate fear-confidence and anger‑gratitude into his
fear-anger pair. At the time he did so,
neurochemical data supporting the existence of a Fear-Anger Switch were
absent. However, by pairing fear to
anger two positive emotions are unnecessarily left out. The existence of confidence and its
associated behaviors cannot properly be ignored. Nor can the existence of gratitude be omitted without deleting
other important biological responses.
Furthermore, the strength of the feeling of gratitude for being allowed
or assisted to survive is what powers reptilian affiliative behavior (earlier
chapter). That is, if a competitor
accepts our surrender and does not kill us, or in other ways enhances our
survival status, gratitude and appreciation overwhelm us. Then a potential ally or even a leader is
identified. The desire to cooperate and
repay the debt often automatically appears.
This drives many important behaviors by subservient members of
hierarchies (later chapter).
Often anger-induced plotting of aggressive vengeful
behavior against other humans continues well beyond anger itself. The violence done while in anger are called
crimes of passion. These are said to be
justifiable, or at least uncontrollable, and thus punished more lightly. These violent attacks are directed by the
Dragon alone and as a result often are stereotyped and mindless. If, however, such a plot is initiated some
time after the anger is gone, it is said to be an act of premeditated
violence. Such is antithetical to
civilized group existence and is suppressed by society as either a predatory
criminal attack or an act of insanity.
This is because once the intellect has become operational again; it
should have provided both the resources and the responsibility to make
antisocial acts inappropriate. Instead
of using it to calculate and plot for revenge or destruction, one can plan an
intelligent nonviolent solution to the conflict. Thus, society is furthered and the persons acting in the interest
of society are rewarded.
Positive vs. Negative Reinforcement: To produce the
Elation vs. Grief primary emotion pair, one must assess whether one's survival
status is either being increased or reduced.
This pair is often associated with gain or loss of an object of survival
value. For example, loss of an ally
(family or friend), gaining some possession (land, home, or auto), loss of a
body element (arm or eye), or gaining some form of control (winning a battle, a
cause, or other elevations of one's status in competition). If there is a loss,
cries of anguish, tears, and sobbing are produced. If there is a gain or a win, elation, joy, and sometimes tears of
joy (and also sobs) are produced. This
is repeatedly seen in Olympic competition and at Olympic award ceremonies. Apparently, in either case, the neural
activation of either primary extreme in humans may spread to nearby lacrimation
(tear producing) and diaphragm control centers.
Free to Act vs. Need to Get Supplies: To produce the
Satisfaction vs. Desire primary emotion pair requires the assessment of whether
one is free to act, or needs to get supplies first. This emotion pair results from the generalization of the primary
drives such as for air, water, food, and sex.
If something is perceived to be needed to enhance one's survival, it is
wanted, desired, or intensely lusted after.
If something perceived to enhance one's survival is obtained, one feels
satisfaction in that regard. At this
level, however, satisfaction may only be momentary and relative. As part of a continuing drive to further
enhance ones survival status, one soon decides what is needed next. This creates a new desire for that
goal. Thus, in some highly ambitious individuals,
satisfaction is very short lived.
Furthermore, in certain pathologic conditions, such as depression or
drug abuse, the reward system is "depressed" or inhibited and does
not provide adequate satisfaction. This
leads to behavioral abuses of social significance: including the intense and
insatiable seeking of sex and drugs, which have often led to the anguished cry,
"I can't get no satisfaction!”
CARETAKER DATA ANALYSIS STEPS REQUIRED FOR THE PRODUCTION
OF EMOTIONS:
As mentioned in early chapters, when lower vertebrate
animals, including reptiles, receive sensory input, they attempt to match it
with earlier-similar memories for identification purposes. However, when animals with a limbic system
receive inputs, they appear not only to match it with memory for
identification, but also to note the survival outcome of the incident. Then, they immediately jump to the
conclusion that the same will happen again, whether good or bad. This is illustrated by certain animals,
children, and by some adults whom we consider unsophisticated as a consequence.
Jumping to the conclusion that the past will repeat
itself can be life saving. Indeed, the
past often does repeat itself. That is,
a stone repeatedly rolls downhill, sinks in water, and hurts ones foot if
kicked hard enough. A female bear with
cubs will attack. Bees will sting
intruders when enraged. This learning
property of the limbic system has given significant survival advantages to the
mammals. It results in the production
of powerful emotions to motivate more rapid approach or escape. Furthermore, physiological adaptations are
also produced to enhance survival, such as flight or fight hormone responses,
which strengthen heart and muscle physiologic reactions.
The following is a summary of the limbic conclusions
which result from the preceding environmental assessments used to produce the
primary emotions (Summary
Table I, LIMBIC CONCLUSION):
1. I
know
vs. I don't know
2. I am
stronger vs. I am weaker
3. I
accept
vs. I reject
4. I am
helped vs. I am harmed
5. I
win
vs. I lose
6. I
have
vs. I want
MOTIVATIONAL SIGNIFICANCE OF THE PRIMARY EMOTIONS
The emotions are reward-punishment feedback motivators
that assist in maximizing the survival of one's self or one's group. The primary emotion motives, which appear to
drive daily behavior, are very familiar.
They are (Summary
Table I, EVERYDAY MOTIVATORS):
1. right,
smart vs. wrong, stupid
2.
strong
vs. weak
3.
accept, yes, good
vs. reject, no, bad
4. friend vs. enemy
5.
win
vs. lose
6.
have
vs. want
Primary emotion motives are the source of the following
common antisocial expansions of Dragon self- survival drives:
1. Must be right vs. Must
make the other wrong
2. Must be strongest vs. Must take
advantage of other's weakness
3. Must not change vs. Must change
the other
4. Must dominate vs. Must
avoid domination by the other
5. Must win vs.
Must make the other lose
6. Must have vs.
Must take away from the other
These motives are at the heart of all conflict. They are inherently antisocial goals because
for one to achieve them, all other persons are forced to be wrong, weak,
changed over, dominated, losers, and taken away from.
PRIMARY EMOTIONS AND MOODS
While emotions are short-term responses to stimuli in the
present, moods are more prolonged emotional responses, lasting for hours or
days. Moods based upon the hexadyad
primary emotions are (Table
I, MOOD):
1. clear vs. uncertain
2.
calm
vs. anxious
3.
happy
vs. negating
4.
thankful
vs. irritated
5.
joyful
vs. sad
6.
contented
vs. dissatisfied
Anxiety is a mood.
Although the term, anxiety, has been used by some as a polite way to
refer to the mild to moderate levels of the emotion fear, it is here
arbitrarily defined as fear or dread sustained for more than ten minutes. Anxiety can be produced by fear of a harm
that is not immediate, but that is believed to be possible in the near
future. Thus, anxiety has great
survival value by maintaining vigilance and readiness to escape danger, which
could come soon. For example, the
anxiety produced from having been seen by a predator aggressively coming this
way, but who is now out of sight.
Anxiety can also be produce by a sustained fear that an action one has
taken may result in later dangerous consequences. For example, taking a short cut through an area known to be
occupied by predators, or by buying an attractively priced house on an
earthquake fault or on the flanks of a volcano.
In non-specific anxiety, conscious awareness of the
original survival threatening, fear-inducing stimulus that one was anticipating
is lost or forgotten. Often, the time
between the first perception of threatened danger and the present time may be
very long. Here, an anxiety response to
a known threat is replaced by the emergence of periodic attacks of non-specific
anxiety, ranging from disturbing feelings of impending doom, to incapacitating
panic attacks. In paranoia, the source
of anxiety has not only been forgotten, but also has been later displaced and
misdirected. For example, a person in
mild paranoia might declare, "Why are you always trying to take
33advantage of me" ("or trying to make me wrong"), while someone
experiencing severe paranoia might say, "I am so afraid! I know there is a man just outside that door
who wants to kill me!”
PRIMARY EMOTIONS AND PERSONALITY
Personality traits include emotions that are prolonged
beyond moods to become habitual states of mind. Personality traits based upon the hexadyad primary emotions are (Summary
Table I, PERSONALITY):
1.
Knowing
vs. Ambivalent
2. Secure vs. Insecure
3.
Accepting
vs. Rejecting
4.
Supportive
vs. Hostile
5.
Enthusiastic
vs. Gloomy
6.
Peaceful
vs. Demanding
A personality circumplex based upon the hexadyad primary
emotions (Figure
1) was generated from the semantic analysis of 171 personality trait
terms. A relational logic which emerged
from this circumplex can be rationalized as follows: One must decide if the object is known, dangerous, a resource, or
an ally. One must then win resources,
and remove need.
It is here proposed that prominent negative primary
emotion‑based personality traits originate from trauma produced during
arrest and fixation of specific critical periods of psychosocial brain
development (later chapter). The
extension of the primary emotions model to personality provides a sound
theoretical basis for the description of personality traits that many other
systems lack.
EXTREMES OF HEXADYAD PRIMARY EMOTIONS IN PERSONALITY
TRAITS AND BEHAVIOR
It is useful to characterize the personality traits at
the primary emotion extreme. These
extremes appear to be how we sometimes define traits in ourselves and others as
good or bad. This requires two orientations:
the manifestation of that extreme towards one's self, and the
manifestation of the extreme towards others.
Hexadyad primary emotion-based behavioral extremes of
personality directed to one's self and toward others are (Summary
Table I, BEHAVIORAL EXTREME):
1. to
self: at cause
vs. lies to self
2. to
self: tells truth
vs. afraid of the truth
3. to
self: accepts vs.
suicidal
4. to
self: gives of
vs. accident prone, ill
5. to
self: joyful
vs. hopeless
6. to
self: at peace
vs. self and drug abuse
1. to
others: responsible
vs. blames
2. to
others: ethical
vs. unethical
3. to
others: loves
vs. hates
4. to
others: gives to vs. harms
5. to
others: enthusiastic
vs. apathetic
6. to
others: at peace
vs. lies, cheats, steals
DEITY AS THE CONCEPTUAL POSITIVE EXTREMES OF THE HEXADYAD
EMOTION PAIRS
The conceptual extremes of the primary emotions produce
terms, which are commonly used to describe deity. Although this is to be expected if gods are human anthropomorphic
projections, the descriptors of deity mirror appetitive conceptual extreme
derivatives of the hexadyad primary emotions as applied to personality. These are as follows (Table
I, CONCEPT EXTREME):
1. From
knowing: Omniscient,
creator
2. From
secure:
Omnipotent
3. from
accepting: God is
love (acceptance)
4. from
supportive: Heavenly
father, Omnipresent
5. from
enthusiastic (winner): King of kings
6. from
peaceful: Prince
of peace
Again, it must be pointed out that individuals who have
become directed by their Higher Source have implicitly dealt with their
existential crisis. As a result their
feelings are dominated by the positive emotions.
THE NEED FOR IDENTIFYING THE BRAIN ELEMENTS PRODUCING AND
SUMMATING EACH PRIMARY EMOTION PAIR
It is becoming possible to identify brain anatomical
areas producing emotions. Although some
of the areas that have been identified are brain core, most are limbic. In theory, there should be a limited number
of specific, separable brain systems responsible for the output of each primary
emotion pair. The chemical or
electrical activation or inhibition of sub-elements of these systems should
adjust the output range of the primary pair between its emotional extremes.
THE NEED TO IDENTIFY THE NEUROTRANSMITTER SYSTEMS
EMPLOYED BY THE PRIMARY EMOTION GENERATORS
Psychoactive substances have been used for millennia to modify emotions. These include tobacco, alcoholic spirits, coffee, marijuana, cocaine containing substances, and opium. Most of these are now known to act by binding specific neurotransmitter receptor subclasses. With over 100 receptor subclasses, it is theoretically possible to manipulate each primary emotion pair separably. Beyond this, some psychoactive substances, such as LSD or PCP, appear to modify the relative balance between individual Dual Quadbrain elements to alter major personality dynamics. Thus, in theory it should be possible to manipulate each Dual Quadbrain system independently, by both natural and unnatural means. The next chapter begins to address this important topic.