Topic: | Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Re:Examples of f2 transforms |
Posted by: | GSM |
Date/Time: | 21/01/2004 09:42:49 |
John, But have you used the alphabet game with a specific task, challenge (specific context) .. not just the alphabet game in itself? My understanding is that the design of the alphabet game is so that it has no relation, connection in any significant way to the specific task you apply it to, thereby exercising different circuits and releasing the task to the unconscious. I say this because there appears to be another description of the know-nothing state that perhaps could be illuminating: Pg 364-365 "The prototypic sequence is the following: a gifted mathematician accepts the challenge of some monumental unsolved puzzle in mathematics. He commits himself in a disciplined way to applying every known relevant strategy for solving it. After great labor, he comes to the conclusion (the successful ones, at any rate) that he has exhausted his conscious resources in his attempt to solve the puzzle. So what does he do now? Surprisingly, the answer is that he does anything else, as long as that anything else is not connected in any significant way with the challenge he is addressing - he takes a nap, chops wood, goes for a walk in the forest, cooks up a superb meal... anything, anything that does not exercise the same circuits he was applying to the challenge. He, in effect, gives up consciously - an act that releases to the unconscious the possibility of shifting perceptual position, changing the strategy, introducing through metaphor, analogy, or whatever unconscious process a new way of approaching the challenge. And what is the result? Nearly uniformly, the mathematician (again, the successful ones) suddenly, in a blinding flash of insight, with a clarity rarely otherwise achieved, sees the solution. Now, he may spend the next n months developing a proof acceptable by the rigorous standards of mathematics, but the point is nevertheless clear." Best, GSM |