The case for veridical out-of-body experiences (OBEs) reported in near-death experiences might be strengthened by accounts of well-documented veridical OBEs not occurring near death. However, such accounts are not easily found in the literature, particularly accounts involving events seen at great distances from the percipient. In this article, I seek to mitigate this paucity of literature using my collection of dream journal OBE cases. Out of 3,395 records contained in the database as of June 15, 2012, 226 had demonstrated veridicality. This group divides into examples of precognition, after-death communications, and OBEs. Of the OBEs, 92 are veridical. The documentation involved is stronger than is normally encountered in spontaneous cases, because it is made prior to confirmation attempts, all confirmations are contemporaneous, and the number of verified records is large relative to the total number of similar cases in the literature. This database shows that NDE-related veridical OBEs share important characteristics of veridical OBEs that are not part of an NDE. Because the OBEs are similar, but the conditions are not, skeptical arguments that depend on specific physical characteristics of the NDE-such as the use of drugs and extreme physical distress-are weakened. Other arguments against purported psi elements found in veridical OBEs are substantially weakened by the cases presented in this article.
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Background: Deceptive movements occur when an actor seeks to fake, hide or delay kinematic information about their true movement outcomes. The purpose of deceptive movements is to impair the perception of opponents (the ‘observer’) to gain an advantage over them. We argue though that a lack of conceptual clarity has led to confusion about what deception is and in understanding the different approaches by which an actor can deceive their opponent. The aim of this article is to outline a conceptual framework for understanding deceptive movements in sport. Main body: Adopting Interpersonal Deception Theory from the field of communication, we define deception as when an actor deliberately alters their actions in an attempt to impair the ability of an observer to anticipate their true action outcomes. Further, deception can be achieved either by what we define as deceit, the act of providing false information, or disguise, the act of concealing the action outcome. Skilled athletes often have actions that are difficult to anticipate, but an action is only classified as containing deception if the actor has explicit intent to deceive an observer. Having outlined the conceptual framework, we then review existing empirical findings on the skilled perception of deceptive movements considering the framework. This approach includes a critical evaluation of the mechanisms known to facilitate the perceptual ability to prevent being deceived, including a consideration of visual search strategies, confidence, the contribution of visual and motor experiences, and the influence of response biases and action capabilities on perceptual performance. Conclusion: The distinction between deceit and disguise particularly helps to show that most research has examined deceit, with little known about how an actor can more effectively disguise their action, or about how an observer can improve their ability to anticipate the outcome of disguised actions. The insights help to identify fruitful areas for future research and outline implications for skill acquisition and performance enhancement.
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A problem in spontaneous dream psi studies is validation of purported psi elements. Dreams rarely have enough specifi city to satisfy critics that they point to paranormal knowledge of a specifi c event. This creates evidential hurdles to overcome when evaluating whether a dream contains psi-derived information such as scenes of future events or physically distant locations. In this study, the goal is to arrive at a reasonable method to establish that information derived from spontaneous dream experiences can be established as veridical. To accomplish this, a method for fi nding the equivalent of a target within a spontaneous experience is used to fi x a specifi c locale and time for comparison. Adverse scoring criteria are used to address complaints about confi rmation bias. The result is a psi-adverse method for scoring spontaneous experiences that are anchored to a specifi c locale and time. This method regularly produced signifi cant p-values when used to assess 20 consecutive dream records, comprising 598 individual line items. These records were taken as a sample from a group of 3,305 dream records made over the past 22 years by the author.
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