.ll 72
.fo off
.co on 
.ce ((Editor's comments in double parenthesis - Homer))
 
.ce Copyright (C) Flemming A. Funch
.ce Redistribution rights granted for non commercial purposes
 
Technical Essay # 42 - FAF 14 May 1991

.ce Beingnesses


There are various labels that describe types of beingness: valence, identity, terminal,
viewpoint, and so forth. As with the types of intentions their definitions and differentiations
aren't always clear.

To clarify what we are talking about we must look at the basics. The concept of the triad as
described in the last essay gives us a tool to look at it.

The assumption of any kind of beingness implies the admission that you aren't being
something else. As a matter of fact if you are being one thing you aren't being everything
else. You are splitting a whole into "this is what I am" and "this is what I am not". Each section
might be simple or complex, that doesn't matter.

This is the concept of polarization, one of the key aspects of this universe. In here you've got
to be something and not be something else in order to play. That might seem sort of strange
to folks from elsewhere, but that is the way it is agreed upon here.



The polarization of Being / Not-Being produces a difference in potential. That potential will
manifest as some sort of an interaction. The label we put on it depends on the type of
beingness we are talking about. At any rate the third corner of the triangle symbolizes the
interchange between what one is being and what one is not being.

This might appear to be just be-do-have but it is more than that. That triangle brings up some
interesting points, though. You can only have what you are not being. Doingness is what you
do to interact with what you are not being.

 When you assume a viewpoint it implies that there are points you are not viewing from.
Those are called dimension points.



The separation of viewpoints and dimension points creates space and it allows an
interchange to occur. The viewpoints can have considerations about the dimension points
and the dimension points provide something for the viewpoint to experience.

It usually gets more involved than that. Various viewpoints and dimension points get grouped
together and the being decides to be all of it and pretend that it is one thing. That is what we
could call an identity. One is being that and not being everything else. The "not being" part
is the outside world that the identity is dealing with.

Note that this being / not-being phenomena happens within a specific universe. That might or
might not correspond to the whole physical universe. It might just be a localized area or
subject. It depends on the starting point, what is the "whole" that we are splitting into  "be" and
"not-be" parts.

Specifically, for an identity, it is made for a certain frame of reference, to deal with a certain
limited world. The not-be part is the challenge to the identity, the resistance that it is up
against. The identity has a certain intention towards the resistance. Together these three
aspects form a complete context.



Opposition isn't necessarily the best word. Really it is the object of the identity's actions. It is
the matter you are engaging in some sort of game. If you are being a "tourist" then your object
might be "sights & experiences". You will direct some intention towards the object and it will
provide you with some sort of challenge in getting to it. The context of the game might be a
"vacation spot".

An identity package could be said to have three parts:
1. The identity one is being. The part one is responsible for.
2. The purpose of having a polarization. The objective of the game we are playing.
3. The part one is not responsible for. The opposition or friction in the game.

Note that the 3rd part is not necessarily somebody working at the opposite purpose of the
identity. It is really his own denied responsibility. Of course, that might very well cause him to
get into struggles with other identities that actually have the opposite direction, but not
necessarily.

The out-of-valence phenomena is when one is forced into being part of the opposition to
something one was already being. Mostly it is when the identity fails too badly in its mission
and one then assumes the approximated identity of a representative of the opposition.

What makes a valence different from an identity is that it isn't real. There wasn't an identity
opposing you, but you figured that there was, and then you assumed that fictitious identity.
That is how people get to be "evil". They thought that somebody else was and that they were
surviving better and then they assumed that valence.

If one is being the identity required to play a certain game against resistance, then we can
say that one is in-valence. The purpose would always be constructive and never directed
towards another specific terminal. If one is being a personification of resistance or opposition
directed towards oneself or others, then we are talking out-of-valence. That might not be
immediately apparent from the make-up of the identity in that it might often look quite positive.
Finding the purpose would make it more obvious, though.

Providing opposing identities is a common trick in implanted GPMs. It tends to create
unsolvable problems and it puts something there for the person to be out-of-valence in. In
real life it doesn't necessarily happen like that.

A terminal is an identity in an identity package. The goal, or more correctly the purpose, is the
objective of the game the terminal is trying to play. An opp-term is a synthesized opponent
working at the opposite purpose.

The subject of being versus not-being is very central to the philosophical concepts in
clearing. Everything we are doing could be explained within that framework. We are
adjusting what he is being and optimizing his relationship to the stuff he isn't being.

To perceive something one has to not-be it. In order to clear something the pc is being we
first need to get him to realize he isn't it and then we can work on it. To expand a pc's abilities
he must re-arrange what he is currently being or he must learn to be something new that is
useful to him.