
Go to:
MENU
Glossary:
Agent
Anchoredness
Archetypal Life Pattern
Artificial Reality
Assessment Function
Avatar
Ceremony
Closed-Loop Assessment
Conscious Realm
Depth System
Enaction Function
Enactment
Facilitation Function
Myth
Mythic Aspiration
Mythic Life Pattern
Numinous
Numinous Human
Open-Loop Assessment
Participation
Personal Depth System
Personal Myth
Phases of Participation
Portal
Primal Virtual Space
Qualitative Model
Ritual
Role Playing
Sacred or Spiritual
Sentics
Software Module
Source of Realms
Subconscious Realm
Texture of Experience
Virtual Environment
Virtual Reality
World Depth System
World-Emergence
|
MYTHSEEKER TERMINOLOGY
Before you proceed with MYTHSEEKER, we suggest you now become
familiar with terminology that will make you ready for more
detailed aspects of the project, its unfolding and vision. This
terminology is presented below in a natural, unfolding order to
assist your exploration.
If you want to look up a particular
definition you can link to it from the alphabetical list on the
left.
And, wherever you are, you can always click on this
arrow to return to the top of the page.
Virtual Reality.
A computer-based simulation of a reality in
which the participant is immersed. Immersion refers to the
participant's experience of being within and interacting with
the reality. The "reality" can be a strong departure from
consensual reality, or it can be a visionary new reality. Virtual reality is a combination of technologies "whose interfaces with the user so dominate the person's senses that he or she intuitively interacts with the perceived, dynamic computer-created environment". For instance, desktop virtual reality takes place on a personal computer or workstation to simulate a 360-degree virtual world seen through the monitor screen. Web-based virtual reality uses components at different locations, allowing participants to share the same world, e.g., via VRML (the Virtual Reality Modeling Language), or other means of defining and utilizing objects across the Internet. Projection virtual reality (also called artificial reality) takes place via immersion in an intelligent, responsive environment without donning sensor or effector devices. For this, the user's image is projected onto the enclosing environment that also incorporates computer-generated imagery and sound integrated with the user's actions. Fully-immersive virtual reality gives participants the experience of being completely embedded in and participating with the virtual world.
Virtual Environment.
A computer-generated three-dimensional representation of a
setting, which unlike virtual reality, need only suggest a real
or imagined space, and does not have photo-realism and a sense of
total immersion as a primary goal.
Artificial Reality.
A computer-based immersion in imagery and
sound, achieved in an intelligent, responsive environment with
which a person interacts without wearing special devices.
Sometimes referred to as projection virtual reality. Derived
from the work of Myron Krueger.
Myth.
A story or narrative, usually culturally based, often with
characters related to a meaningful facet of existence or a life
purpose. In MYTHSEEKER terminology, a myth is as expressed
within a Depth System. In a more ultimate view, myth is viewed
by MYTHSEEKER as metaphor for processes of world-building, within
the subconscious realm, shaped in narrative form over time.
Personal Myth.
The conscious or unconscious collection of
stories and imagery that guide, give purpose to, or structure
one's life experience. MYTHSEEKER works with three fundamental
aspects or kinds of elements: primal myths, mythic agents, and
enactments which are ritual or role-playing involvements with mythic agents.
Mythic Aspiration.
For MYTHSEEKER, a personal goal related to
accomplishing a life-goal expressed within a Depth
System.
Depth System.
A body of mythic belief and practice
giving the origin, nature, and destiny of a culture's world and
the means for individuals to attain mythic purposes of life. To
be considered a MYTHSEEKER Depth System, a system must be
consistent with the qualitative model of "world-emergence". The
fundamental definition of Depth System is a means of
accessing and being involved with one's subconscious realm and
its processes. Such involvement takes place via the system's
symbolism, sound, and content. Depth Systems include spiritual
aspects of world mythology, central teachings and practices of
the great religions, and new systems of transpersonal
experience. Every Depth System is understood to emerge from Primal Virtual Space on behalf of the participant.
World-Emergence.
In the qualitative model developed for the
MYTHSEEKER Project, world-emergence is the process by which the
experiential "world" of the participant emerges from the Source
of Realms through the subconscious realm into the person's
conscious level. For the model, mythology is understood to
be symbolism and metaphor for the world-emergence process having
been codified in narrative form over time. This applies to
one's personal myth as shaping his or her world of experience. The Source of Realms is the same as Primal Virtual Space.
Source of Realms.
The fundamental level in the qualitative model
from which all phenomena arise within the participant's
experiential world. The Source of Realms may be viewed as having
a personal or impersonal nature. The Source of Realms is also referred to as Primal Virtual Space.
Enactment.
The process of participating, via virtual or
artificial reality MYTHSEEKER creates for the participant, with
mythic agents of a Depth System to attain mythic aspirations
embodied in the Depth System. An enactment can involve
ceremonial or ritual patterns or role playing as a mythic agent of the
Depth System. In general, enactments are means of passage
between stages of an archetypal life pattern (ALP), or for
"deepenings" or "expandings" at any time. An enactment is
structured as participation with one or more mythic agents.
Agent.
A being, entity, or force within an enactment which seems
to have will, intelligence, and numinous quality. A mythic agent's
purpose is focussed on the participant's agreed-upon needs.
Mythic agents may be spirits, gods or goddesses, other beings or aliens,
sages or seers, mystic symbols or numinous objects, numinous
fields of light or sacred structures of sound. A mythic agent affects
the participant on a psychic, spiritual, or subconscious level,
and may be directive or nondirective in its interaction with the
participant. MYTHSEEKER uses the term mythic agent
to prevent confusion with the term agent used more generally in
the virtual reality field. A principal mythic agent is one normally
thought of as having awareness and intelligence within a Depth
System--such as a god, a goddess, an archangel, or a spirit. An
instrumental mythic agent is one normally thought of as having a
secondary role without any awareness--such as a mandala, a
mantram or other sound-structure, a shamanic quartz crystal, or
other power object.
Numinous.
Embodying the sublime, and perceived as emanating
sacred qualities in ways spoken of in a particular system or
culture. Related to a higher and deeper realm of being and
knowing, embodying a sense of the presence of the holy. Every
agent is intended to express a numinous quality.
Sacred or Spiritual.
Related to a higher and deeper realm of
being and knowing; experienced as the numinous; a quality of
ultimate concern or significance embodied in a Depth System and
in agents as expressed in that Depth System. Many times the
experience of the sacred or numinous occurs spontaneously as well
as in nature.
Participation.
The involvement of a participant with a primal myth, a mythic agent, or an
enactment representing a Depth System within a virtual or
artificial reality experience.
Archetypal Life Pattern (or ALP).
A complete individual lifepath recognized or taught within a
Depth System as leading to a major purpose of human existence.
An ALP is archetypal for a specific Depth System. An ALP
typically has successive stages. There are transitions between
the stages, and enactments or passages within the Depth System
related to helping with the transitions. MYTHSEEKER is strongly
concerned with ALPs underlying all Depth Systems. One example
from India is the succession of the four life stages of child,
student, householder, mendicant that can lead to samadhi or
enlightenment; there are transitions between the stages that
take place via traditional ceremonies, rituals, and practices
such as meditation.
Mythic Life Pattern (or MLP).
A series of life stages, patterns,
transitions, or goals--already existing in the life of the
participant--that give meaning to his or her life; a pattern of
events that is of mythic significance to him or her and
potentially suggestive of one or more archetypal life patterns
(ALPs). An MLP is personal or idiosyncratic in a participant's
life. An MLP can suggest the appropriateness of one
or more Depth Systems, or readiness for transition to a new
stage, or of having reached a certain stage. For example, a
person may have preferences for certain types of visual imagery,
as well as particular patterns of experience, that suggest a
particular Depth System.
Texture of Experience.
The tangible ways people experience and
perceive themselves in terms of time, space, centeredness
(anchoredness) or kinetic balance, separation from others,
feelings, etc., often unique to each individual.
Assessment Function.
The MYTHSEEKER process of determining
information of significance used to choose a Depth System and
enactment, and for experiencing the enactment. Within the
MYTHSEEKER structure, the person's mythic life pattern (MLP)
assessment determines events and patterns that are used to
determine appropriate Depth Systems and enactments for the user's
exploration. Texture of experience (TOE) assessment works to
understand the way a participant experiences reality so as to
understand his or her modes of perception. Jungian psychological
types are used as one aspect of the assessment function.
Closed-Loop Assessment.
A way of performing assessment in which
intermediate information is interpreted entirely by MYTHSEEKER
intelligent software without the intervention of a counselor.
Open-Loop Assessment.
A way of performing assessment in which
intermediate information is interpreted by a counselor and is
then entered for further use by MYTHSEEKER intelligent software.
Facilitation Function.
The MYTHSEEKER process of determining a
Depth System and an enactment to be experienced in a virtual or
artificial reality by the user. The facilitation process
searches to find potential archetypal life patterns (ALPs) within
Depth Systems as suggested by mythic life patterns (MLPs) in the
participant's life.
Enaction Function.
The MYTHSEEKER process of involving the
participant in a previously chosen enactment, in virtual or
artificial reality, representing an archetypal life pattern (ALP)
in an appropriate Depth System. The entire involvement of a
participant during the enaction phase is referred to as a
MYTHSEEKER session.
Phases of MYTHSEEKER Participation.
The initial or assessment phase consists
of the assessment function performed by the "existential
analyzer" module; the next or facilitation phase consists of the
facilitation function performed by the "facilitator" module; and
the third or enaction phase consists of the enaction function
performed by the "enactor" module (see definition of software
module).
Software Module.
One of the four major structural portions of
MYTHSEEKER software. The existential analyzer module performs
the assessment function. The facilitator module performs the
facilitation function. The enactor module performs the enaction
function. There is also an executive module for control
functions within MYTHSEEKER software.
Ceremony.
A created enactment having the character of an
observance or celebration, or the quality of bringing about a
desired situation. Rites of passage are one form of ceremony. MYTHSEEKER works primarily with rituals as the primary form of ceremony.
Ritual.
An enactment of relatively fixed structure for a given
transformation or purpose.
Anchoredness.
The way in which the participant experiences
inward support, an existential ground. Not the same as "being
centered". Often of a solar or
visceral nature, anchoredness can involve feelings of jaggedness,
abyssal precipitousness, warmth, loving support, sexual arousal,
rapture, ecstatic transport, threat, etc. Anchoredness refers to
the shape and nature of a person's experience of "rootedness" or
the lack thereof.
Conscious Realm.
As a region spoken of in the MYTHSEEKER
qualitative model, the conscious realm is the field of self-aware
consciousness involving a full range of experience. In our
model, conscious-realm experience is understood and worked with
via methods of existential analysis, expressive arts therapy,
cognitive psychology, sentics, etc.
Sentics.
Sentics is the science, developed by
neuroscientist Manfred Clynes, of invariant patterns in nervous
system expressions, universal for all persons, related to
feelings such as love, anger, joy, grief, hate, or reverence.
Sentics provides means to detect these feelings in different
expressive artistic modes and situations.
Subconscious Realm.
As a region spoken of in the MYTHSEEKER
qualitative model, the subconscious realm is understood as the
enclosure of conventions that determine content and
connectedness of the participant's conscious realm. The
conventions are understood to emerge from the Source of Realms (Primal Virtual Space). In
the present stage of modelling, the conventions are taken to be
expressed by Jungian archetypes and the individuation process, with recent interpretations by James Hillman and Stanley Krippner. Additionally, in ways not yet modelled, conventions are
understood to establish space and time structure of the "world"
the person experiences, the relative balance and transitioning of
emotions--called MYTHSEEKER emotive profiles--and other areas.
Content of the conscious realm is understood to emerge from the
subconscious realm. The subconscious realm and its processes
are approached and interacted with via Depth Systems.
Qualitative Model of World-Emergence.
The fundamental MYTHSEEKER view of the structure of the psyche.
It combines the conscious realm and the subconscious realm, with
an assumed emergence of the participant's world from a numinous
source. A Depth System is understood as a way to work with and
to approach emergence within the subconscious realm, emergence
that must involve an emanation or emergence of an individual's
phenomenal experience from a Source of Realms having a sublime or
numinous nature. A Depth System incorporates primal myth giving
the origin, nature, and destiny of the world, plus individual
life courses, their stages and purposes. Such life courses are
archetypal life patterns (ALPs). A Depth System includes
enactments (useful interactions or encounters) for the purpose of
advancing the participants on chosen mythic paths--with
enactments that include methodology and visual and/or aural
elements for approaching a life purpose or making a life
transition.
Primal Virtual Space.
Primal Virtual Space is a visual field a user is placed in at the
beginning of a MYTHSEEKER session. Primal Virtual Space, which is
an encompassing intelligent virtual environment, contains portals to all
Depth Systems, including the user's Personal Depth System and the
World Depth System. Primal Virtual Space is considered to be the foundation or source of all Depth Systems and their contents. A user enters a Depth System by invoking the corresponding virtual portal, causing the virtual reality to emerge from and "immerse" the participant in the Depth System.
Portal.
A portal is a place in Primal Virtual Space from which a Depth System can emerge to immerse the participant in a corresponding virtual environment. Similarly, a portal is a place within a Depth System from which a primal myth, a mythic agent, or an enactment can emerge into the virtual environment. Primal myths, mythic agents, and enactments are understood to emerge from Primal Virtual Space.
Personal Depth System.
The Personal Depth System, which is evoked via a portal in
Primal Virtual Space, contains elements chosen by the user during
sessions of experience with other Depth Systems. These elements
include primal myths, enactments, numinous agents, lifeshapes and
objectives, and sacred text. The purpose of a user's involvement
with MYTHSEEKER is defined as building and experiencing his
unique Personal Depth System. A user's personal myth develops
through experiencing the Personal Depth System as it is formed
during a series of MYTHSEEER sessions. The Personal Depth System
is saved for the user over multiple sessions. Contributions to the World Depth System can be made only from a participant's Personal Depth System.
World Depth System.
The World Depth System embodies primal myths, mythic agents, and enactments that pertain to humankind on a global (world) level. This is akin to Joseph Campbell's concept of a monomyth. The World Depth System, as approached by MYTHSEEKER, is a collection of mythic aspects contributed by participants from their Personal Depth Systems as a way of bettering humanity. It is planned that these contricutions be made from MYTHSEEKER Centers, which are locations with extensive resources for exploring one's personal myth. The Centers communicate to combine contributions to form the evolving World Depth System. The World Depth System always incorporates as a mythic agent the famous photograph of the Earth in full view as seen from the moon.
Avatar.
In general virtual reality usage, an avatar is a
three-dimensional image that serves as a stand-in for the person
who controls it. Its motions, gestures, and speech may be
derived from the user's voice, keyboard, or other input device.
Role Playing.
Role playing refers to a user assuming the role of a numinous
agent within the Depth System in force during enaction, i.e., the
Depth System entered via a Primal Virtual Space portal. This
means that there is an avatar representing the user, and that the
avatar has the form of a numinous agent. The user identifies with
the agent via the avatar.
Numinous Human.
Each MYTHSEEKER Depth System contains a special numinous agent,
the Numinous Human. This embodies the Depth System's view of the
idealized person, embodying full spiritual attainment according
to the Depth System. Sometimes also referred to as the Ideal Human (for the particular Depth System).
Return to
top
MYTHSEEKER MENU:
HOME | OVERVIEW |
SCENARIOS | APPLICATIONS
BIOS |
MORTAL REALMS |
ETHICS |
TERMINOLOGY
PARTICIPATION | OUR PATENT | NEWS
Mythseeker © 1998 ® McCagie Brooks
Rogers
Web design by Ted
Pedersen
This page last updated on August 17, 1998
|