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Breaking the Frame of Digital, Dream, and Waking Realities

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Abstract

Just as our dreaming reality is constructed, our waking reality may also be constructed. While our waking reality influences our lives the most, other constructed realities also have impact. Yet, never before has such a large part of the population been so widely affected by another constructed reality beyond dreaming; specifically, our technologically constructed digital reality through video game play. One potential consequence of video game play is breaking the illusion or 'frame' of our dreams as reality through various dream experiences. Many of the world's wisdom traditions believe that waking reality is an illusion, and now this idea is supported by modern digital physics. While being aware of the illusory nature of waking reality is difficult, it may be easier to break the framework of perception or 'wake up' to the true nature of reality in alternative realities, such as digital and dreaming. This chapter will review the evidence collected in the video game and dream laboratory to explore how video game play is breaking the frame within dreaming realities.

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... However, our basic assumption is that a game player's neurobiological and cardio-biological responses to game-play can be tracked with EEGs, VHR (variable heart rate), ECGs, and MEG while approximation to a flow state can be measured with player report. Dream states of game players are already being studied (Gackenbach, et al., 2015), and other measures of the relationship between dream states-such as lucid dreaming-and the psychological states of PEG players can be designed and developed. ...
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New media forums have created a unique opportunity for citizens to participate in a variety of social and political contexts. As new social technologies are being utilized in a variety of ways, the public is able to interact more effectively in activities within their communities. The Handbook of Research on Citizen Engagement and Public Participation in the Era of New Media addresses opportunities and challenges in the theory and practice of public involvement in social media. Highlighting various communication modes and best practices being utilized in citizen-involvement activities, this book is a critical reference source for professionals, consultants, university teachers, practitioners, community organizers, government administrators, citizens, and activists.
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This chapter advances a theory about the relation between technology and intelligence. The chapter proposes that there are three privileged ways for individuals to relate to technology. First, individuals invent new technologies to solve past and present practical problems. Second, individuals receive a technology as a part of their cultural heritage. Third, individuals adapt to technologies that are new innovations in their cultural background. These different paths to technology involve different processes of assimilation and accommodation. By inventing new technologies, the individual is shaping the environment, so his or her relation with the technology is more or less transparent. Technologies that are received by cultural transmission involve the transmission of intentional affordances and, accordingly, shape human behavior. Finally, adaptation to new technologies involves a process of reciprocal adjustment between the technology and the individual. The authors propose that these three paths to technology represent "ideals." In effect, these paths cohabit so the relation between mind and technology is not a deterministic one. The chapter closes by suggesting that an intelligent (and wise) use of technology involves awareness of the modifiability of both mind and technology. (PsycINFO Database Record (c) 2008 APA, all rights reserved) (from the preface)
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Transcendental Meditation, as taught by Maharishi Mahesh Yogi, is a simple technique practised for 15-20 minutes twice daily, sitting comfortably with eyes closed. It can be learned easily by anyone regardless of age, educational background, or culture. The technique is effortless and requires no belief, nor any change in lifestyle or diet. Over five million people have learned Transcendental Meditation (TM) around the world over the past 50 years. Instruction involves a standard seven-step course taught by qualified teachers who have undergone an extensive and systematic training programme, ensuring quality and consistency in instruction worldwide. Scientific research on Transcendental Meditation comprises more than 600 studies
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A replication and variation of a study by Kearins (1975) reporting superior visual memory skills among Western Desert Aboriginal children was carried out among non-tribal, medium contact Aboriginal children and white suburban children in North Queensland. Kearins' finding of superior visual memory skills was not generalizable to non-tribal Aborigines. There was no significant difference between ethnic groups in the recall of natural and manmade objects or of letters of the alphabet, but significantly more objects than letters were better recalled by both ethnic groups. The effectiveness of labelling as an aid to memory was discussed. There was no evidence suggesting differences in imaginal or verbal coding styles between the ethnic groups tested.
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Investigated the relationship between field independence and lucid dreaming ability in 3 studies over a 5-yr period with 278 Ss. It was hypothesized that field independence would be more characteristic of Ss who were able to recognize that they were dreaming while still in the dream (i.e., lucid dreamers), than of those who did not possess this ability. The following measures of field independence were utilized: the Group Embedded Figures Test, Embedded Figures Test, and Rod and Frame Test. Results indicate that frequent lucid dreaming ability was associated with field independence, while field dependence was associated with Ss who reported having never or having infrequently dreamt lucidly. (30 ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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The so-called continuity hypothesis of dreaming states that waking experiences are reflected in dreams. The formulation of the continuity hypothesis is very broad and vague, however, so that it seems necessary to investigate factors which might affect the incorporation rate of waking-life experiences. A review of the different research paradigms, e. g. assessing temporal references of dream elements, studying the effects of the pre-sleep situation on dreams, will be presented. Various methodological issues which limit the generalizability of the findings in this area will also be addressed. After this overview, several factors such as (a) the time interval between waking-life experience and dream occurrence, (b) emotional involvement, (c) the type of waking-life experience, (d) personality traits and (e) the time of the night (time interval between sleep onset and dream onset) for which empirical data indicates an influence on incorporation rates of waking-life experiences will be listed. A mathematical model is proposed which should enable researchers to identify influencing factors and their interactions making a more precise formulation of the continuity hypothesis possible. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Two experiments examined whether video game expertise transfers to performance on measures of spatial ability. In Experiment 1, skilled Tetris players outperformed non-Tetris players on mental rotation of shapes that were either identical to or very similar to Tetris shapes, but not on other tests of spatial ability. The pattern of performance on those mental rotation tasks revealed that skilled Tetris Players used the same mental rotation procedures as non-Tetris players, but when Tetris shapes were used, they executed them more quickly. In Experiment 2, non-Tetris players who received 12 hours of Tetris-playing experience did not differ from matched control students in pretest-to-posttest gains on tests of spatial ability. However, Tetris-experienced participants were more likely to use an alternative type of mental rotation for Tetris shapes than were Tetris-inexperienced participants. The results suggest that spatial expertise is highly domain-specific and does not transfer broadly to other domains. Copyright © 2002 John Wiley & Sons, Ltd.
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I argue that at least one of the following propositions is true: (1) the human species is very likely to become extinct before reaching a ‘posthuman’ stage; (2) any posthuman civilization is extremely unlikely to run a significant number of simulations of its evolutionary history (or variations thereof); (3) we are almost certainly living in a computer simulation. It follows that the belief that there is a significant chance that we shall one day become posthumans who run ancestor‐simulations is false, unless we are currently living in a simulation. I discuss some consequences of this result.
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In der vorliegenden Arbeit werden zunchst exakte Definitionen der Worte: Ort, Geschwindigkeit, Energie usw. (z. B. des Elektrons) aufgestellt, die auch in der Quantenmechanik Gltigkeit behalten, und es wird gezeigt, da kanonisch konjugierte Gren simultan nur mit einer charakteristischen Ungenauigkeit bestimmt werden knnen ( 1). Diese Ungenauigkeit ist der eigentliche Grund fr das Auftreten statistischer Zusammenhnge in der Quantenmechanik. Ihre mathematische Formulierung gelingt mittels der Dirac-Jordanschen Theorie ( 2). Von den so gewonnenen Grundstzen ausgehend wird gezeigt, wie die makroskopischen Vorgnge aus der Quantenmechanik heraus verstanden werden knnen ( 3). Zur Erluterung der Theorie werden einige besondere Gedankenexperimente diskutiert ( 4).