The cell, colonies of cells (organs?) aggregations of colonies of cells (organisms, e.g. Man) are all seeking to survive.
Dianetics does not deny the soul or divine or creative imagination but limits itself to the finite universe, which is all that is needed to resolve the problem of aberration.
Dianetics was developed from 273 case studies.
There are gaps in the standard memory banks during moments of "unconsciousness", which are caused by anaesthesia, drugs, injury, shock or illness (delirium).
It may well have been that the brain is an absorber for overcharges of energy generated by injured cells (just a theory; not part of Dianetics).
During a moment of intense pain, the analytical mind behaves like an organ to which a vital supply was cut off; its action is suspended.
The reactive mind is a (poor, but perhaps it's a difficult problem biologically) solution to keeping the organism operating during these times.
The mind records, on some level, continuously until death.
Aberration is similar to the action of post-hypnotic suggestion, which was studied to help identify the cause of aberration, and which is actually a pro-survival (sympathy) engram, laid in by sympathy with the operator.
Commands in post-hypnotic suggestions can cause repressions, compulsions, neuroses, psychoses, schizophrenia, paranoid schizophrenia, manic behaviour, depressive behaviour and hypochondria; i.e. a semblance of any insanity (but not as deeply implanted).
Hypnotism is too dangerous for a parlor trick because of its wild variability (can key in latent engrams).
Actual insanity does not need to emerge into the consciousness to be released.
Hypnotism demonstrates the working parts of aberration:
- Reduced awareness/self-determinism.
- The command.
- Occlusion of the command.
- Carrying out the suggestion (dramatizing).
- Justification.
- Fault-finding.
- Release.
The reactive mind can take over from the analytical mind fully or partially (e.g., loosely speaking, reactive mind 2/3 on = analytical mind 2/3 off).
The reactive mind is a sub-moron level of intelligence, but is extremely rugged and can be useful in extreme circumstances, e.g. to drag a burned man out of the fire.
An engram is defined as a "definite and permanent trace left by a stimulus on the protoplasm of a tissue." It can be permanently fused into any and all body circuits and behave like an entity.
It is not exhausted by being restimulated; in fact it becomes more able to exert its power the more often it is activated.
The engram banks record pain and painful emotion; the standard banks do not.
Emotion comes from engrams, endocrine response and the enhancement or reduction of the dynamic.
Proof is in workability: when engrams are erased, the person behaves rationally on the survival conduct pattern.
Animals all have a reactive mind too. In Man, it no longer has survival value.
There are 3 types of engram:
- Contra-survival.
- Pro-survival (more aberrative, because the law of affinity is stronger than the threat of pain).
- Painful emotion.
The reactive mind "thinks" in identities: one thing is identical to another; A=A=A=A=A. Any datum is just the same as any other datum in the same experience.
Engrams have to be keyed in to be effective (this proves to the reactive mind that something like the event in the engram can happen again).
The more the perceptions in the engram are restimulated, the more it becomes activated.
If the organism doesn't do what the engram says, the physical pain turns on.
A person doesn't immediately react to an engram by fleeing because other (rational) factors are considered, including the dynamics, e.g. the person's affinity for another who is restimulative. So pains from the engram can become a predisposition to illness, or a chronic illness. This may be counteracted to some degree by a general high tone. However, neurotic suggestions will still be somewhat effective.
A lock is a standard memory which gains too much power because an engram has "moved up" under the standard bank. The key-in is the first lock on an engram.
The lock has similar perceptic content to the engram, but may be on a different subject entirely.
The language content of engrams, especially homonymic content and generalized personal pronouns, cause them to be far more aberrative than they would otherwise be.
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