This site illustrates an investigative technique using a computer video game model to test and train psi (psychic) performance. Conventional repetitive psi exercises quickly produce boredom and thereby inhibit concentration and the learning process. The nature of video games promotes successful results by permitting the simultaneous focus and repetition necessary for effective learning.|
Five basic exercises with different "interface flavors" are presented here. The first emphasizes statistical significance; the others are more informal and game-like. Performance in these exercises is 100% psychic. Just as regular physical exercises build up the body, and regular practice of an activity such as playing the piano or drawing builds up your functional skills, these psychic exercises, if practiced diligently, should help build up any psi abilities you may have. Read the following guides to get the most out of this exercise program.
Click on a button with a blue border to begin an exercise. Click on a "GUIDE" button to read a QUICK START introduction followed by the complete guide.
GUIDE TO PSI CIRCLE
QUICK START: Select a positive direction, clockwise (CW) or counterclockwise (CCW), by clicking on a direction button. Click "MOVE" repeatedly to move the red marker around the circle in the positive direction by psychic will. Get as high a SCORE as you can. You can change the positive direction at any time in this running mode.
This exercise is based on a circular pattern of 12 positions displayed on a computer monitor. The object is to move a marker around the 12 positions in a desired direction, clockwise (CW) or counterclockwise (CCW), with the direction projected psychically by the player. The implementation excludes overt extraneous and emotional features that are common to most video games. This is primarily an analytical intellectual exercise (though bursts of successful or unsuccessful sequences can be emotional).
The player clicks repeatedly on a "MOVE" button. Each CW or CCW movement of the marker depends on the exact millisecond the click occurs, which is totally unpredictable by normal means. "Psychic will" must be used to produce a total movement around the circular pattern in the positive direction greater than would be expected by chance. The psi phenomenon working here apparently involves a unique type of precognition.
The initial positive direction, either CW or CCW, is chosen by the player at the beginning of the game by clicking on a direction button; this reveals the "MOVE" button and initiates the basic running mode. However the player has the option of customizing parameters of the game in two ways before this is done.
The total number of moves (move clicks) for the game can be set by the player before establishing an initial positive direction. Enter the number in the MOVES field and click the "SET MOVES, MODE" button at the top (or its pictorial replacements). The value is accepted and the corresponding standard deviation (SD), a measure of the "expected" deviation from the average, is calculated and shown. The default setting is 256 moves, which corresponds to a SD of 8.
The "SET MOVES, MODE" button at the top (or its pictorial replacements) can also be used to select a running mode for the game before establishing an initial positive direction. Click on this button to toggle between "POSITIVE DIRECTION VARIABLE" mode and "POSITIVE DIRECTION FIXED" mode. In the variable mode, the startup default, the player can change the positive direction at any time according to intuition or mindset. In the fixed mode, the positive direction is set according to the player's initial choice for the first half of the game, then automatically switches to the other alternative for the second half -- a more structured exercise. (The movement algorithm is the same for the CW and CCW positive directions.)
Once the initial positive direction is chosen and the "MOVE" button appears, the button at the top becomes inactive, except to redisplay the current MOVES and SD if the player attempts to change them.
A running COUNT of move clicks and of the SCORE (a tally of the net movements in the positive direction) are displayed on the screen. After a number of clicks equal to the MOVES value, the screen freezes and the probability of occurrence of the SCORE by chance (according to the normal distribution) is shown. The higher the SCORE, the lower the chance probability and the better the psi performance. The "Restart" button re-initiates the game.
[The normal distribution is a bell-shaped curve which characterizes many statistical processes. The SD is a measure of the "width" of the curve. The chance probability depends on the SCORE relative to the SD. For a large number of moves, the SCORE will be greater than the SD (on the positive or negative side) about 16% of the time, greater than twice the SD about 2.3% of the time, greater than three times the SD about 0.13% of the time, and so on.]
Unlike conventional fast-paced video games, the player can proceed at his or her own pace, which is an important factor in the psi learning process. Like conventional video games, feedback is immediate, so whatever mental state or click speed produces the best results can be readily discerned.
A pilot study of a program prepared by the author, similar to PSI CIRCLE, was tested on a commercial computer and exhibited a clear learning/improvement effect. Probability of occurrence by chance was often 1 in 1000 (0.1%) and sometimes 1 in a million (0.0001%). This is exceptional significance.
From this study we observed that some persons are successful quickly, but most need to practice regularly for a time before good scores begin to appear. It's a trial-and-error learn-by-feedback process. Persistence and exploration are important. Try the exercise on different computers, which seem to have different psychic properties (the "Anything Effect" -- see SITE CONTENTS/ABSTRACTS).
An effective strategy appears to involve maintaining a psi-conducive state and focusing intently on the task. One successful technique consists of clicking slowly and deliberately as long as the movement is in the positive direction and stopping immediately to refocus as soon as the direction reverses.
Users should keep careful records, including dates, scores, and general observations of what works and what doesn't.
QUICK START: Click "BEGIN". The computer selects a color. Click in the squares of the PLAYER area, one at a time, until you get a match. When you are successful, the selected color appears in the COMPUTER area. Click "CLEAR" to repeat the process. Get as high a SCORE as you can.
This is a simple but elegant exercise. Nine colors, including the primaries, are associated with nine specific squares in a larger square area. The SAMPLE area in the middle shows the colors. The computer selects one of the colors randomly. The player does not know what this color is "by normal means." The player clicks on the squares in the PLAYER area to pick one, two, three, or as many colors as necessary to match the computer selection. When a match occurs, the computer selection appears in the COMPUTER area.
The exercise depends primarily on retrocognition, since the color is chosen and the player has to determine what it is afterwards psychically. It also involves short-term decision precognition, since the player can possibly sense what color to pick that will result in a match in the near future, or how many computer selections to skip (see ahead) to enhance the performance.
The player first clicks on the BEGIN button. This initiates the program. The player then clicks as often as required in the PLAYER area to get a match. The program status is displayed in a banner above the areas with the color squares. When a match occurs, the squares in the PLAYER area temporarily freeze, the matched color is displayed in the COMPUTER area, the current number of successful matches is displayed in the MATCHES field, and a SCORE is updated in the SCORE field.
As the first round commences, the BEGIN button changes to a CLEAR button. The player clicks on this button to clear the COMPUTER and PLAYER areas, and to prompt the computer to select a new color. After this selection is made, the player can click in the PLAYER area again to obtain the next match. (No action is possible until the computer selection is made, which takes about 1/2 seconds and is reported in the banner.)
The player can click on the CLEAR button multiple times at the beginning of each round; each such click skips the current color selection and prompts the computer to select a new one. This is useful if intuition suggests a color is going to be hard to match. Also the player can click the REVEAL button to show the computer's selection any time after clicking BEGIN/CLEAR and before a match is made, again according to intuition. (The CLEAR button does not affect the PLAYER area when a round is in progress.)
The SCORE reflects the player's performance. A positive value shows the performance in matching computer selected colors is above chance. Clicking REVEAL immediately after BEGIN/CLEAR shows the selected color and does not affect the score. Clicking REVEAL after the player has unsuccessfully picked one or more colors in an attempt to obtain a match is considered an abort of the round; the selected color is displayed and the score reflects a penalty depending on the number of player picks.
The player can choose the number of matches for the run by entering the number in the MATCHES field at the beginning. This value is accepted upon the click of the BEGIN button. The default is 50. Afterward the MATCHES field shows the current number of matches.
Two options are available via check boxes. The player can choose to display the names of the colors in the blank squares of the COMPUTER and PLAYER areas instead of white spaces. Also the player can choose to have all the colors preselected by the computer at the beginning of the game instead of one at a time when BEGIN/CLEAR is clicked; the choice is reflected in the banner. Both options can be changed at any time and are accepted by the program upon a click of BEGIN/CLEAR.
The player may find it useful to visualize the selected color or its position in the nine square area. Also the player can get a "feeling" for the color, which is different for each hue and will depend on one's personal references. This is mostly a nonverbal "right-brain" exercise, but identification with the colors' names introduces a verbal "left-brain" function. The player will have to see what works.
QUICK START: Click "BEGIN ROUND". Computer picks a number from 1 to 100. Enter a trial number and press "GO". You get a response "TRY LOWER" or TRY HIGHER". Continue to enter trial numbers until you match the computer number. Repeat for additional rounds. Game ends when you fail to match computer number in allowed trials. Get as high a SCORE as you can. The BEST SCORE is saved over multiple games/computer sessions.
The goal of this exercise is to match a random number from 1 to 100 in a series of trials. Click "BEGIN ROUND" to initiate the process. In about one-half second, a banner indicates that the computer selected number is ready. At the same time, the "BEGIN ROUND" button becomes inactive and a "GO" button becomes active. Enter your first trial number and click "GO." You will get the message "TRY LOWER" or TRY HIGHER".
Enter additional trial numbers judiciously and click "GO". Continue until you match the computer number. When you do, the message "CORRECT!" will appear, the "GO" button will become inactive, and the "BEGIN ROUND" button will become active again. Repeat process for as many rounds as you can; in each round you are allowed a certain number of trials depending on the number of rounds run so far.
In a simple binary-halving process, you can start with the number 50, then try 75 if you are prompted to try higher or 25 if you are prompted to try lower, and so on. Using this technique properly, you are guaranteed to match a number from 1 to 100 in 7 trials. However you clearly want to match the number in as few trials as you can, so you need to utilize your psychic/intuitive skills in selecting trial numbers.
The allowed number of trials is based on the rounds already run; the values decrease as the game progresses to challenge your psi abilities. The allowed trials are 8, 8, 7, 7, 6, 6, and 5 thereafter. The trial count and allowed trials are continually displayed. Each time you make a match within the allowed number of trials, the SCORE for the game is increased -- the fewer trials you needed, the more the increase. If you do not make a match within the allowed number of trials, the currently displayed score is frozen, the computer selected number is revealed in the entry field, and the game is over!
Numbers are symbolic but the ordered comparison between numbers is relational. Thus, in this exercise, you learn to integrate left-mode (verbal/absolute) processing with right-mode (intuitive/relational) processing.
You can click "Reveal" any time a round is in progress. This ends the round, and the computer number is revealed. If you "Reveal" at the beginning of a round, perhaps because you feel psychically uncomfortable with the computer choice of a number, there is no penalty and the round count is preserved. If you "Reveal" after one or more trials, there is a penalty in the score -- the greater the number of trials, the greater the penalty -- and the round count is incremented. If you are close to the allowed number of trials and fear a premature ending of the game, using "Reveal" is a matter of strategy -- and intuition.
The BEST SCORE for a series of games on a computer is displayed in the field below the main game area. This value persists for one year between runs of PSI NUMBER. The current value is displayed at the beginning of the exercise; it is updated each time a game is over, with a message "NEW BEST SCORE" when appropriate. "NA" (Not Available) is displayed upon first entry to PSI NUMBER and at other times when a value is not available. The BEST SCORE can be reset to 0 at any time by clicking the associated "reset" button twice within 5 seconds.
(The BEST SCORE is processed as a "cookie". A cookie is a useful data value saved in a "cookie cache" within the local computer. In this implementation the BEST SCORE will vary with the computer if you run PSI NUMBER on multiple machines and will be the same for all players on a particular machine. Note that the ability to accept and retrieve cookies can be turned on or off in the Preferences settings of your browser. If it is turned off on your computer, you will always get the "NA" display in the BEST SCORE field.)
"Restart" reloads the page and starts the game fresh at any time. Using "Restart" in the middle of a game aborts the exercise and loses the current score -- the BEST SCORE is unaffected. Using "Restart" after the game is over (or otherwise exiting the page) retains the current BEST SCORE, which may have been increased if it was a good game.
QUICK START: Click "MOVE" to move the dot, by psychic will, to the gold square and back again to the starting square. Complete process in as few moves as possible. "Automatic" causes the exercise to run by itself, "Manual" to wait for each user click.
This exercise is based on a checkerboard pattern that the player has to traverse. A round disk moves from square to square; the player's influence on determining this movement is entirely psychic. Moving to desired locations depends on a precognitive psi performance. (There may possibly also be a telekinetic component, an interaction with the complex mechanism of the computer.)
The player can choose a Manual mode or an Automatic mode, and switch at any time. In the Manual mode (the startup default), a movement occurs each time the player clicks on the MOVE button. The direction of movement depends on the precise time of the click. The pace of the game can be adjusted as necessary, possibly fast if successful and slow if not.
In the Automatic mode, the movements occur automatically, approximately once every second. The basic random sequence depends on the time of initiation of the mode. Automatic movements pause upon selecting Manual, which provides the opportunity for mental refocusing and for psychic control by resuming Automatic with a new random sequence or using the MOVE button as desired. Sustained automatic motion is continuous in the Automatic mode until the game ends; it is sometimes interesting to let the program run on its own.
The starting position is a turquoise square at the center of one side. The goal is to move to a gold square near the middle, and then back again to the starting square. Black squares are obstructions to the movements. Red squares, at or near the corners, have three possible functions: (1) Penalty 5 squares that cost the player 5 moves instead of one; (2) Penalty 20 squares that cost the player 20 moves instead of one; (3) End-game squares that result in the immediate loss of the game. The user can choose which of the three options is active at the beginning of each game.
A running count of the moves is displayed. The player attempts to navigate through the pattern by "psychic will" using the fewest number of moves. If option (3) is selected, the player needs to complete the task without entering a red square and losing the game.
There are overt emotional factors here that are not present in PSI CIRCLE. As the player position moves adjacent to a red square, there is increased tension in option (2) and greatly increased tension in option (3).
In addition, the activity can be presented or imagined in a way that projects a visceral real-life scenario onto the game. For example, we can move along with a boy frog bravely trying to rescue a girl frog, a hungry cat attempting to get to some cream and then back home again, an adventurer on an expedition to procure some fabulous treasure, and so on. All the while the protagonists have to avoid various nasty hazards in the red squares. In such a scenario, in option (3), losing the game is "fatal." (In the current generic version, the action is enhanced by the player's fertile imagination instead of iconic representations or animations.)
The player can optionally personalize each run by typing (any length) into a "Player Remarks" text field, perhaps defining the game scenario being played or entering a name, positive affirmation, or lucky number. The contents of this field contribute to the determination of the direction of movements throughout the rest of the game. The entry and its "influence" can be changed at any time. The program accepts a new entry each time the Manual or Automatic button is clicked; the button flashes momentarily to confirm the change.
Thus, in Automatic mode, the player can click Manual, change the Remarks entry, and click Automatic again to resume continuous movements. As an alternative to (or in addition to) changing the Remarks entry, the player can click the Automatic button as often as desired while in the Automatic mode. Each time this is done, the button flashes and a new random sequence is initiated. In this way the player can exert continuous psychic control while running automatically. (Unlike the effect of the Remarks entry, this additional influence is turned off when in the Manual mode.)
QUICK START: Click on the name of an animal to predict the spirits' choice. The spirits will then click on a radio button to display an animal's picture. Repeat process. Get as high a SCORE, based on the number of matches, as you can. "Automatic" will cause the spirit choices and animal displays to run continuously; while this is happening you can change your selections of an animal's name at any time.
In this exercise the web page is assumed to be possessed by friendly spirits. The spirits become active, one by one, each manifesting his/her/its presence by displaying a favorite animal. There are twelve spirits with their twelve totem animals. A picture of the currently displayed animal appears in the center of the page.
The program has two modes. In the Manual mode (the startup default), the player can click on a radio button to preview the picture of each animal. In play, the player clicks on the name of an animal, that name becomes highlighted, and the spirits are invited to come in. The entering spirit will click on a radio button to show its favorite animal. (Both people and spirits can click on radio buttons.) The goal of the player is to predict, psychically, what animal the spirits will display -- this is an exercise in precognition.
When the highlighted name (picked by the player) and the radio button (clicked by a spirit) coincide, the player scores a match. The number of player matches is shown on the screen. The player can select names at any pace; the name selected and moment of selection affect the possibility of a match.
In the Automatic mode, the spirits come in continuously. The spirits choose who comes in by whatever means spirits use. It appears to the physical player that they enter, exhibiting their animals, in a random fashion.
The player chooses an animal as in the Manual mode by selecting a name, predicting what the spirits will show. A match increments the player's score. The player can retain a name selection or change it at any time. Clicking on Automatic toggles the rate of spirit appearances; choose fast (first click) if an animal name remains fixed or is changed infrequently, and slow if you change the name every time. The Automatic mode is stopped by selecting the Manual mode.
An entry in the MATCHES field at the beginning sets the number of matches required to complete the game. This value is accepted upon the first player selection of a name; afterwards a running count of matches is shown. The value initially displayed is 22 matches for a game (a number of spiritual significance in the Cabala, tarot, and other esoteric disciplines).
The data for the Manual mode and the Automatic mode are combined. The count of spirit clicks on the radio buttons is independent of the clicks by the player in previewing the animals. The score depends on the count of spirit clicks and the number of predictive matches made by the player.
The running SCORE which is displayed, a general indicator of performance, increases by 12 for each match and decreases by 1 for each spirit click. A positive value shows a good psychic rapport with the spirits, and a negative value indicates a need to raise one's spiritual vibrations. (The same spirit, out of courtesy, does not come in twice in a row. However the player, in the Manual mode, can click on the same name multiple times in a row.)
The background color can be changed at any time. It may be helpful for the player to choose a color that he/she feels is more in tune at the current time with spirit communication.
The player may do a run entirely in the Manual mode, entirely in the Automatic mode, or switch back and forth as desired. The Manual mode can be used as a rest period for the Automatic mode, possibly to commune with the spirits. The player may find it useful to relate to the personalities of the animals, obvious and esoteric, which are links to the spirits. Continuous gazing at the changing animals can produce a trance-like state.
Your comments and reports of your experiences with these exercises are welcome. Please feel free to email me firstname.lastname@example.org.
SITE INCLUDING TEXT, VISUAL DISPLAYS, AND SOURCE CODE COPYRIGHT © 2005 M. P. SOBOL
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