Thursday, October 19, 2006

Rapid Framework Shift

Rapid Framework Shift (RFS) : a tool designed to compensate for the decline in psychokinetic (PK) performance seen in standard repetitive PK tasks. Developed in response to speculation that standard PK tests began to bore or fatigue a subject because of their repetitive nature (repeated presentation of exactly the same stimuli, etc.), thereby causing subject to be less able to exhibit the desired PK effect.

A differential-based theory of outcome/state selection also predicts that a subject will have a successively more difficult time selecting the desired outcome in a series of tasks where the outcome choice set (event family) is the same. The subject is exposed to the same level, nature and quality of information again and again. Additonally, at the level of experience, the subject's expectations for future outcomes are altered with every subsequent success or failure to achieve the desired outcome. A differential-based theory (even one that cannot yet pinpoint the exact nature of the differentials) would predict that something that can be likened to a charge building up on a capacitor would build up after repeated activation of the same representations. It is entirely in line with existing experimental findings to speculate that such a build-up might require increasing attentional resources to overcome in an attempt to produce the specified target effect.

RFS allows the same parameters of the test (source of randomness, standard odds associated with target outcomes, etc.) to be expressed to the subject on a variety of perceptual levels. Boredom and fatigue are further overcome by rapidly shifting between these frames of perception, preventing the subject from further processing or generating expectations regarding future success or failure at the task (a process invoking additional cognitive resources and processing time).

Think of an RFS PK test as a video game where 'success' comes only from obtaining certain possible outcomes from the set of possible random outcomes. This video game engages the subject on several perceptual levels (visual, auditory, tactile) with varying degrees of information complexity, but the subject can only advance through the game with aid of a series of PK 'pushes' on the random generator to obtain the necessary outcome. And, like a standard video game, the pace of action can be as rapid as necessary to allow the subject to access her ability to respond with PK more instinctively.

And this would be just an example of what might be needed in order to more accurately capture the range of 'psi' abilities in the confines of a laboratory.