Post by Jon K on Nov 20, 2017 15:52:19 GMT -8
REMOTE VIEWING AND OTHER TECHNIQUES FOR GETTING NUMBERS
Numbers are very difficult to remote view. A breakthrough with numbers would greatly improve remote viewing for many objectives – street addresses, phone numbers, formulas, license plates, etc. for missing person, victims of crimes, products or scientific breakthroughs, etc.
Following is a compilation of techniques and ideas for getting numbers, gathered from near and far, from books, emails, forums, etc. It includes many formats and methods. Much of it applies to ARV as well.
Some of the results and claims people have made are included - the proof is in the pudding. No one has yet demonstrated robust success with the lottery (with possibly one exception: see Claims and Results below).
I have not gone into detail about many of the categories but have listed more than 30 ways of selecting digits. I mention some names that I’ve come across in association with a technique or idea. I have tried many of the 30+ digit techniques but not all of them.
This is an initial compilation. I hope others will add their personal experiences and/or links to the work of others. If we share the methods we’ve tried, relevant details of our successes and failures, we may be able to help each other and make progress in cracking this very tough nut.
Jon (Knowles)
(JK below)
*********************
Cooldowns: From 5 to 60 minutes using hemisynch, music, relaxation, meditation, visualization, doing chores, etc. Generally, trying to get predominance of theta or alpha waves, or as close to delta as possible – whatever works best for the individual.
Affirmations: Written or vocalized appeal to or invoking of higher self, spirits, subconscious, Guardian Angel, God, etc.
Templates: Preprinted or handwritten pages. One woman in Greece claimed partial success using handwritten pages rather than printed templates, saying flow was better that way.
Viewer(s):
Use one viewer, your best one (recommended by Russell Targ, Ed May).
Establish a typology of viewers. Or: establish what a viewer is good at and database it. For example, JK found in one trial of 20 events that his literal and metaphorical image data was more useful than the verbal data since the percentage of images that suggested an activity corresponding to a winning number was much higher (40 to 10%).
Goals and spirit: All participants should be in synch and properly motivated (Russell Targ, based on success then failure of silver futures experiments).
Training: Practice the method to be used (e.g. ideograms or entrainment). Get hypnotized or use self-hypnosis (e.g. identify personal associations with numbers).
Timing:
View close to 13:30 LST (Spottiswoode, et al.). Avoid 1800 LST. (Spottiswoode said that a larger data set did not show this effect, while Ed May is not convinced there is no effect.)
View when geomagnetic conditions are optimal (Adrian Ryan)
View with solar wind less than 330 (Greg K).
View at full moon (Alexis Poquiz based on Greg K’s work).
View as close to the time of the lottery draw as possible.
Feedback time: Give FB 2-1/2 to 3 days after event. (Greg K). Variant: Give feedback more than once = reverse priming. Provide heavy and repeated feedback after disclosure. (Experiments show that reverse priming produces a weak but robust effect.)
Targeting time, if targeting another person(s): do so either just as the people learn they have won or lost. Or when they make out what will be their winning ticket(s). Or: target people before they learn the outcome (as they fill out the ticket, for example).
Order of events in protocol: One common sequence is: choose the draw, tag, view, analyze, bet, then give/get feedback. A temporal variant would be: tag, view, match, analyze, choose game, bet, then give/get feedback. (Courtney Brown, Tunde A.) Other orders are of course possible.
Multiple draws: If the lottery has two draws the same day, bet both draws, even if you do only one session. (JK: My solo work in 2017 suggested best to avoid states with two draws in a day.)
Remote influence the past: At some point after the session is done, RI oneself in the past to influence one's decision making. One is trying to reinforce the correct choice one made in the past. (Lyn Buchanan has written about this.)
Frequency of sessions:
Effect is slight so do many sessions to get one result to bet. (Greg K).
Effect is slight so practice a lot beforehand. (Glenn Wheaton –entrainment in Las Vegas). Don’t do many sessions in a week as it puts a strain on viewers and all participants if a team effort (the experience of many).
Do sessions for a fixed period of time, then stop. (Stephan Schwartz). Resume again later. Trying to counter the decline effect.
Do regular RV along with ARV to prevent degradation of RV.
Filters: Use a confidence scale. E.g. scale of 4 (Greg K) or of 7 (SRI/Targ scale)
Noise reduction: Many ways to reduce noise, improve “signal/noise” ratio. Discard sessions that are not completely free from noise (D. Shaver).
Environment: Use a low-stimulus room and quiet surroundings.
Feedback, types:
Viewer checks draw results.
Viewer is sent a photo.
Viewer is given multi-sensory feedback (e.g. a phone call and a simultaneous email attachment.
Viewer is given kinesthetic feedback. E.g. pebbles, house numbers, shells, grasps fingers.
Viewer is sent a video – either made by the tasker or not.
Close the session - complete the time-line, so to speak (Courtney Brown). (No evidence I’m aware of that he has been successful with it in ARV.)
Analysis, methods:
Consensus or single viewer:
Use consensus based on databasing or experience.
Use the data of the single best viewer. Members of Aurora group got generally quite good results in one lengthy trial of game predictions using consensus methods among 3 viewers. See 8 Martinis #4 article by JK. Even longer streaks were obtained by two solo viewers.
Self judging or independent judging. (APP uses both methods. “The viewer is in charge.”)
Data origin: Identify the origin of the data (D. Shaver, Alex D.). That is, a databit associated with winning number would come from a certain place (in the psyche/ biomind) or would be of a certain kind. (Alex D posted some winning tickets on TKR. Later said the method was flawed.)
Interface: Gary Langford. A “target” is its interface with the world, not itself in isolation.
Ontology:
Daz Smith and others: ‘Numbers are not real’, so they are extremely hard to remote view. JK: Numbers are definitely real. They are processed by different regions of the biomind (brain/mind) and form representations in consciousness and in the external world. They are not real as physical objects are, unless for example, you are remote viewing wooden cutouts of numbers or the like. They may also undergird the universe.
Don’t use numbers themselves as targets; use words for numbers in the tasking. (Cherise Rivera, a Dames student.) Claim that “matrix doesn’t recognize numbers” (so use words for the numbers instead.)
Targets:
General: Use a unitary target (JK, Don W, Marty R.), a binary ARV target (Stephan Schwartz, Russell Targ, Greg K, Marty R., et al.), or a Strict Unitary target (e.g. emotions – Don W, JK).
Types:
1. The target is the number itself. Try to sense the numbers directly, not through an association.
2. Target is something associated by the tasker with the winning number (e.g. an object, an emotion, an event, a sensory impression, etc.).
3. Target is an object, action, etc. related to people or a person. E.g. someone or a group of people who win a lottery (OR whose numbers are all incorrect) for a given date and draw. Combine data from the two sets (all correct and all incorrect). Option: Target people who think in English, Spanish, or Chinese. The idea is that some people who win will have a strong positive reaction to the winning numbers, and vice versa. Also holders of tickets with zero winning numbers might make a bigger mindprint in psychic space. Option: Target yourself and how you feel when you feedback on the winning numbers (Don W. – had some good successes with this last-mentioned method.)
4. Target should be free choice, not fixed choice. (Greg K).
5. Use strongly contrasting targets. E.g. an animate set alongside an inanimate set.
6. Select targets by a random process. (E.g. Nick’s ARV tool).
7. Targets should be numinous, stand out. (Stephan Schwartz, many others) Stand out by choice of target or by enhancement methods. E.g. target those who win and yell out or sing out the winning digits.
8. View changes in a single target over time. Use changes as basis for choice. Idea is that target change may be more numinous than static target. Or: choose targets that have movement in them.
9. If you encounter too much displacement (getting data from the non-actualizing target or both targets), try a unitary or Strict unitary ARV method (one target).
Ways and methods of selecting digits (in no particular order):
1. Language method. Use a language other than your native language. E.g. write in German if the databox refers to a winning number. Write in Hebrew if a triple digit, Spanish if a double digit. The idea is that perhaps a lesser used language channel will be less overloaded with associations for the viewer . (JK tried this, no particular success.)
2. Letter the databoxes. For the Daily 3 lottery, letter some boxes for data with A through J. Assign a number for each box (1 through 9, 0). Assignment can be made in a variety of ways.
3. Notch or pebble method: Count by making notches on a stick or, more easily, drawing lines in the sand, or making marks on paper, till you got to a certain number. E.g. 1111 = 4. (Idea is knosomatic – body related.) Or count out pebbles or marbles till you reach the desired number(s). Methods used by us for thousands of years, so may be deep in our “biominds” (except paper, which is much more recent).
4. Word count: Write words in data box to correspond to the number that the box represents. E.g. if you write 5 words in box, 5 is the digit sought.
5. Feel it: E.g. using an actual ticket or a ticket model grid, use your fingers to “feel” the winning numbers.
6. Blanks method. Write digits 1 through 0 into 10 databoxes (not in order). Then do the session, going over the databoxes one by one. Where there is a non-winning number, write in any kind of data (or in a specific language or use a particular symbol or sign). Otherwise leave the box blank. The blank boxes will be the winning numbers. Alternatively: put a symbol or sign or specific language data in the boxes with winning numbers.
7a. Use ideograms, pictograms, archetypes, or elements from the stages of visual processing: E.g. make an ideogram for each number and practice that ideogram. Make up an ideogram or use hypnosis or self-hypnosis to find out appropriate personal ideograms (or symbols or pictograms or signs). JK has tried this with ideograms for roulette, with some success. Then when you do the session, write the ideograms for the 3 winning numbers. Or vice versa, write ideograms for 7 non-winning numbers. Dames refers to “archetypes” – certain basic shapes. Alternative: Use shapes and patterns characteristic of processing in one or more of the several stages of the complex visual process, e.g. a corner, cross, star, edge, etc.
7b. Numerograms. Like ideograms but quick rough graphics depicting numbers. May not fully resemble a number. (JK based on idea of Ingo Swann)
8. Music association: Designate an association between a piece of music or title with each number (for example, assign Tea for Two to number 2. Drill on this. Then hear the tune in your head or see the title as you do the session.
9. Visualize the numbers and draw them. Visualize them in your mind or as they will appear in the paper the next day or as they will appear on a computer screen when checking results. Perhaps the most extensively used method. Does not appear to produce results over time. VSW posted some winning tickets using one form of this method.
10. Model the numbers: Model the winning numbers with clay. Use either Arabic numerals or sand counting method. For example, / / / / / = 5. Supplement: As you model the numbers, be aware of any databits occurring in your mind that relate to the method you are using.
11. Associate numbers with body parts and/or movements: Assign a number to each finger. Then let the fingers tingle or otherwise attract your attention to indicate the winning numbers. Pru Calabrese used this “knosomatic” digit method. One could also use and move elbows, ears, nose, trunk; make facial gestures, etc. (Historically many peoples have assigned numbers to different body parts)
12. Use a viewing team and an algorithm: Use a team of viewers, have each come up with the 3 numbers. Use an algorithm to produce best picks based on past records of team. TDS tried this with SuperLotto – 6 digits – with no positive results but did have Pick 3 lottery success with other methods. Was not done long enough to track individual’s records and hence weight their picks. Algorithm used is not known.
13. Divide up the set of numbers: Divide up the numbers among the viewers and have each viewer responsible for the numbers in his or her section. E.g. Viewer A is given 1-4, Viewer B 5-7, Viewer C 8-0. Assignments are rotated (or not) for each draw. Tasker tasks the viewers and collates the results. Viewers say whether they have one of the winning numbers in their slot for the day. Aurora tried this briefly without a win.
14. Dowse the numbers. Many ways to do this. E.g. prepare a piece of paper with all the numbers on it, either free form or in a grid, written or printed. Dowse, cast your fingers on, or use a pendulum to pick the winning numbers.
15. Use a grid: Write all the numbers within a grid large enough to contain all the numbers in the lottery draw. Keep track of spatial or other relationships among winning numbers on the grid. E.g. track geometrical patterns (e.g. if two winning numbers often touch on the corners, or are located one above the other)
16. Use large icons: Target a person who writes out the winning digits in very large letters. Or target where the results are printed in large letters (e.g. on a Times Square-like display).
17. Multivariable method: Devote a several-page session to each winning digit. Explore the digit with its numerical, historical, Arabic, mathematical, symbolic, mystical connotations.
18. Color associations: E.g. Try a lottery which uses playing cards, or find similar games. The ideas is to view colors or images related to the numbers by the lottery itself, rather than arbitrary outside associations. E.g. Use ROYGBIV plus black, white and gray gives 0 to 9, good for pick 3 or pick 4 lottery
19. Associations with the other senses: Make associations with numbers based on sound, touch, smell, taste, balance, or any other senses. Very commonly used method. Lyn Buchanan did an experiment on Irish radio which had thousands of participants and correctly predicted one of three possible outcomes.
20. Take part in other foreign language lottery. JK tried this in a US draw with German-speakers, but some/many may use English when thinking of lottery numbers.
21. Spirit guide: Ask your spirit guide, higher self, Guardian Angel etc. to choose or help you the numbers.
22. OBE: Go out of body and get the winning numbers.
23a. Dreams: Dale Graff. JK used a “California Dreaming Method” (see post on TKR). Won CA Daily lottery 4 times in 2 months. Success rate was c. 1.24%, which was second highest if compared with hundreds of bettors on a site like LottoPost.
23b. Lucid Dream: Go into a lucid dream and get the winning numbers.
24 Use subitizable numbers only. That is, use 1, 2, 3 and perhaps 4 only. The idea is to use this basic ability to instantly recognize numerosity when there are one, two, three, perhaps four items, animals, etc. - without counting. This is an ability we have had for eons and is shared with some other animals. Use the notch method (see above) or a similar body-oriented method to get 1, 2, 3 and/or 4. Then use this as a basis to get 3 digits for a pick 3 or pick 4 or for a binary outcome. Recent research indicates that the brain uses different structures to process subitizable numbers compared with the full range of numbers (Stanislas Dehaene and others).
25. Use numerology.
26. Entrainment. In training, Glenn Wheaton/HRVG entrained two pawns (?) to follow each other, then applied this to a roulette wheel in Las Vegas, and claimed to have won good money in two separate years. GW suggested having 3 players, not more, on a team.
27. Use 3-D objects or preprinted aids: E.g. house numbers, kid’s picture stickers, drawings. (JK tried house numbers, kids’ stickers with no particular success).
28. Use the 4 elements as targets. (Earth, Air, Fire, Water). The idea is that these may be well-embedded in our collective consciousness or collective unconscious from use over hundreds of years.
29. Math variants: Use imaginary numbers or numbers of different base (e.g. 2). With base 2 you can try to access 50+ numbers quickly on your fingers, using both hands (little finger on right hand is 1,fourth finger is 2, middle finger is 4, index finger is 8 right thumb is 16, left thumb is 32, etc.). You “cast” your fingers to see what number(s) come up. Imaginary numbers: use a formula with “i” in it. Use inverse of a number (8 and 2 are inverses re 10). Use square roots and powers in trying to find x (desired digit). Aaron D claimed wins on 6 straight days of the Michigan Daily 3. Used a formula with pi and 666. Others have not replicated his results.
30. Opposites. View the opposite of the target . PJ and Katz on TKR have done so. See TKR posts.
31. One sure digit: Get “one sure digit” (remote viewing it and being pretty sure it is one of the 3 winning digits). Then bet that digit with all the remaining combos of other numbers, except double digit numbers. Omit/write off double digit picks – if 030 comes up, you lose. That leaves 36 numbers from the two unknown digits that you have to combine with the one digit you are sure of to win a pick 3. That means a bet of $4.00 per day, if you bet 25 cents on each pick. (25 cents x 36 picks). See the Excel table for stats. Or use the “one sure digit” for a binary game, using subitizing method.
32. Use a line with numbers on it. Move your finger or other body part or pen along the line till you come to the correct/desired number. Can be used for dates but does not appear to be very successful for that. Can be used with vertical and horizontal axes to find a location (or a number on a prepared sheet which contains the range of numbers one is interested in).
33. Alex D suggested: “A fundamental aspect to elements is the "number" of electrons that circle the nucleus. Hydrogen has 1 and Helium has 2 etc. Seems to me now you have a chance to acquire "numbers" since now there is tangible target you can describe. You would need to work out a clever cue. As example: Set up a cue that directs viewer to acquire the first number (then second, etc.) of the target and describe it as the element with highest industrial use, or most common product or service. I haven't given it that much thought, the basis is that elements are defined by a fundamental number.”
34. Find a pattern: E.g. graphic pattern that the winning numbers on a lottery ticket makes (Dan Pouliot). See also #14 above.
Claims and Results (in addition to those noted above):
Pick 3 lotteries have been won quite a few times using RV, ARV, etc. Not aware of a single Pick 4 success.
A person in Georgia claims to have won the Pick 3 lottery 50 times (as confirmed to JK).
JK has had 19 box Daily 3 lottery wins (over c. 1000 trials but odds for a box win are 1:333 so wins are definitely above chance).
TKR forum: A number of participants have posted that they won a few times.
www.dojopsi.info/forum/index.php?PHPSESSID=ee99c58afc31a71057fa8d0378ad86d8&board=5.0
Ed Dames Community forum: www.rvcommunity.net/viewtopic.php?f=29&t=390
“To date, of the remote viewers in this forum that have won lotteries, we have the following tally:
1. Brent Miller – 8 times (plus dozens of cross-team multi-parlay sporting events, roulette and baccarat)
2. Mary & Cherise Rivera – 2 times
www.youtube.com/watch?v=ZQ6wZhNzGKo
3. David Roseta – 1 time (plus roulette, and one sporting event)
4. Kindredmachine - 1 time”
Aaron Donohue (now known as ACH, Aaron C. Hanson): Claimed 6 wins on Michigan Daily 3 lottery.
Gerald O’Donnell: “Many of our trainees have had success at lotteries, especially the pick-three numbers ones.”
Paul Smith, ARV course: They didn't win the pick 3 lottery. On first try, winning number was 286. They picked 749. But alternate numbers were 2 or 7, 8 or 4, 6 or 9. On second try they picked 461, winning number was 541. (JK: observation: getting two of the three numbers in a Pick 3 is a good sign; however, it does happen fairly often.)
rviewer.com/ARV_review.html
Lyn Buchanan: “Remote Viewing: Can I win the lottery?” Suggests you can, with extensive ARV practice.
www.youtube.com/watch?v=ObeI82f5OmI
Courtney Brown: the SAM method (did not work):
books.google.com/books?id=d3Yz-GqNWhMC&pg=PA122&lpg=PA122&dq=courtney+brown+lottery&source=bl&ots=lsLGR_yh4z&sig=BcpDgvPc4IWHcm6kGJhltF11Yw4&hl=en&ei=qQH0TImxG4musAO1vMjsCw&sa=X&oi=book_result&ct=result&resnum=1&ved=0CBMQ6AEwAA#v=onepage&q&f=false
Numbers are very difficult to remote view. A breakthrough with numbers would greatly improve remote viewing for many objectives – street addresses, phone numbers, formulas, license plates, etc. for missing person, victims of crimes, products or scientific breakthroughs, etc.
Following is a compilation of techniques and ideas for getting numbers, gathered from near and far, from books, emails, forums, etc. It includes many formats and methods. Much of it applies to ARV as well.
Some of the results and claims people have made are included - the proof is in the pudding. No one has yet demonstrated robust success with the lottery (with possibly one exception: see Claims and Results below).
I have not gone into detail about many of the categories but have listed more than 30 ways of selecting digits. I mention some names that I’ve come across in association with a technique or idea. I have tried many of the 30+ digit techniques but not all of them.
This is an initial compilation. I hope others will add their personal experiences and/or links to the work of others. If we share the methods we’ve tried, relevant details of our successes and failures, we may be able to help each other and make progress in cracking this very tough nut.
Jon (Knowles)
(JK below)
*********************
Cooldowns: From 5 to 60 minutes using hemisynch, music, relaxation, meditation, visualization, doing chores, etc. Generally, trying to get predominance of theta or alpha waves, or as close to delta as possible – whatever works best for the individual.
Affirmations: Written or vocalized appeal to or invoking of higher self, spirits, subconscious, Guardian Angel, God, etc.
Templates: Preprinted or handwritten pages. One woman in Greece claimed partial success using handwritten pages rather than printed templates, saying flow was better that way.
Viewer(s):
Use one viewer, your best one (recommended by Russell Targ, Ed May).
Establish a typology of viewers. Or: establish what a viewer is good at and database it. For example, JK found in one trial of 20 events that his literal and metaphorical image data was more useful than the verbal data since the percentage of images that suggested an activity corresponding to a winning number was much higher (40 to 10%).
Goals and spirit: All participants should be in synch and properly motivated (Russell Targ, based on success then failure of silver futures experiments).
Training: Practice the method to be used (e.g. ideograms or entrainment). Get hypnotized or use self-hypnosis (e.g. identify personal associations with numbers).
Timing:
View close to 13:30 LST (Spottiswoode, et al.). Avoid 1800 LST. (Spottiswoode said that a larger data set did not show this effect, while Ed May is not convinced there is no effect.)
View when geomagnetic conditions are optimal (Adrian Ryan)
View with solar wind less than 330 (Greg K).
View at full moon (Alexis Poquiz based on Greg K’s work).
View as close to the time of the lottery draw as possible.
Feedback time: Give FB 2-1/2 to 3 days after event. (Greg K). Variant: Give feedback more than once = reverse priming. Provide heavy and repeated feedback after disclosure. (Experiments show that reverse priming produces a weak but robust effect.)
Targeting time, if targeting another person(s): do so either just as the people learn they have won or lost. Or when they make out what will be their winning ticket(s). Or: target people before they learn the outcome (as they fill out the ticket, for example).
Order of events in protocol: One common sequence is: choose the draw, tag, view, analyze, bet, then give/get feedback. A temporal variant would be: tag, view, match, analyze, choose game, bet, then give/get feedback. (Courtney Brown, Tunde A.) Other orders are of course possible.
Multiple draws: If the lottery has two draws the same day, bet both draws, even if you do only one session. (JK: My solo work in 2017 suggested best to avoid states with two draws in a day.)
Remote influence the past: At some point after the session is done, RI oneself in the past to influence one's decision making. One is trying to reinforce the correct choice one made in the past. (Lyn Buchanan has written about this.)
Frequency of sessions:
Effect is slight so do many sessions to get one result to bet. (Greg K).
Effect is slight so practice a lot beforehand. (Glenn Wheaton –entrainment in Las Vegas). Don’t do many sessions in a week as it puts a strain on viewers and all participants if a team effort (the experience of many).
Do sessions for a fixed period of time, then stop. (Stephan Schwartz). Resume again later. Trying to counter the decline effect.
Do regular RV along with ARV to prevent degradation of RV.
Filters: Use a confidence scale. E.g. scale of 4 (Greg K) or of 7 (SRI/Targ scale)
Noise reduction: Many ways to reduce noise, improve “signal/noise” ratio. Discard sessions that are not completely free from noise (D. Shaver).
Environment: Use a low-stimulus room and quiet surroundings.
Feedback, types:
Viewer checks draw results.
Viewer is sent a photo.
Viewer is given multi-sensory feedback (e.g. a phone call and a simultaneous email attachment.
Viewer is given kinesthetic feedback. E.g. pebbles, house numbers, shells, grasps fingers.
Viewer is sent a video – either made by the tasker or not.
Close the session - complete the time-line, so to speak (Courtney Brown). (No evidence I’m aware of that he has been successful with it in ARV.)
Analysis, methods:
Consensus or single viewer:
Use consensus based on databasing or experience.
Use the data of the single best viewer. Members of Aurora group got generally quite good results in one lengthy trial of game predictions using consensus methods among 3 viewers. See 8 Martinis #4 article by JK. Even longer streaks were obtained by two solo viewers.
Self judging or independent judging. (APP uses both methods. “The viewer is in charge.”)
Data origin: Identify the origin of the data (D. Shaver, Alex D.). That is, a databit associated with winning number would come from a certain place (in the psyche/ biomind) or would be of a certain kind. (Alex D posted some winning tickets on TKR. Later said the method was flawed.)
Interface: Gary Langford. A “target” is its interface with the world, not itself in isolation.
Ontology:
Daz Smith and others: ‘Numbers are not real’, so they are extremely hard to remote view. JK: Numbers are definitely real. They are processed by different regions of the biomind (brain/mind) and form representations in consciousness and in the external world. They are not real as physical objects are, unless for example, you are remote viewing wooden cutouts of numbers or the like. They may also undergird the universe.
Don’t use numbers themselves as targets; use words for numbers in the tasking. (Cherise Rivera, a Dames student.) Claim that “matrix doesn’t recognize numbers” (so use words for the numbers instead.)
Targets:
General: Use a unitary target (JK, Don W, Marty R.), a binary ARV target (Stephan Schwartz, Russell Targ, Greg K, Marty R., et al.), or a Strict Unitary target (e.g. emotions – Don W, JK).
Types:
1. The target is the number itself. Try to sense the numbers directly, not through an association.
2. Target is something associated by the tasker with the winning number (e.g. an object, an emotion, an event, a sensory impression, etc.).
3. Target is an object, action, etc. related to people or a person. E.g. someone or a group of people who win a lottery (OR whose numbers are all incorrect) for a given date and draw. Combine data from the two sets (all correct and all incorrect). Option: Target people who think in English, Spanish, or Chinese. The idea is that some people who win will have a strong positive reaction to the winning numbers, and vice versa. Also holders of tickets with zero winning numbers might make a bigger mindprint in psychic space. Option: Target yourself and how you feel when you feedback on the winning numbers (Don W. – had some good successes with this last-mentioned method.)
4. Target should be free choice, not fixed choice. (Greg K).
5. Use strongly contrasting targets. E.g. an animate set alongside an inanimate set.
6. Select targets by a random process. (E.g. Nick’s ARV tool).
7. Targets should be numinous, stand out. (Stephan Schwartz, many others) Stand out by choice of target or by enhancement methods. E.g. target those who win and yell out or sing out the winning digits.
8. View changes in a single target over time. Use changes as basis for choice. Idea is that target change may be more numinous than static target. Or: choose targets that have movement in them.
9. If you encounter too much displacement (getting data from the non-actualizing target or both targets), try a unitary or Strict unitary ARV method (one target).
Ways and methods of selecting digits (in no particular order):
1. Language method. Use a language other than your native language. E.g. write in German if the databox refers to a winning number. Write in Hebrew if a triple digit, Spanish if a double digit. The idea is that perhaps a lesser used language channel will be less overloaded with associations for the viewer . (JK tried this, no particular success.)
2. Letter the databoxes. For the Daily 3 lottery, letter some boxes for data with A through J. Assign a number for each box (1 through 9, 0). Assignment can be made in a variety of ways.
3. Notch or pebble method: Count by making notches on a stick or, more easily, drawing lines in the sand, or making marks on paper, till you got to a certain number. E.g. 1111 = 4. (Idea is knosomatic – body related.) Or count out pebbles or marbles till you reach the desired number(s). Methods used by us for thousands of years, so may be deep in our “biominds” (except paper, which is much more recent).
4. Word count: Write words in data box to correspond to the number that the box represents. E.g. if you write 5 words in box, 5 is the digit sought.
5. Feel it: E.g. using an actual ticket or a ticket model grid, use your fingers to “feel” the winning numbers.
6. Blanks method. Write digits 1 through 0 into 10 databoxes (not in order). Then do the session, going over the databoxes one by one. Where there is a non-winning number, write in any kind of data (or in a specific language or use a particular symbol or sign). Otherwise leave the box blank. The blank boxes will be the winning numbers. Alternatively: put a symbol or sign or specific language data in the boxes with winning numbers.
7a. Use ideograms, pictograms, archetypes, or elements from the stages of visual processing: E.g. make an ideogram for each number and practice that ideogram. Make up an ideogram or use hypnosis or self-hypnosis to find out appropriate personal ideograms (or symbols or pictograms or signs). JK has tried this with ideograms for roulette, with some success. Then when you do the session, write the ideograms for the 3 winning numbers. Or vice versa, write ideograms for 7 non-winning numbers. Dames refers to “archetypes” – certain basic shapes. Alternative: Use shapes and patterns characteristic of processing in one or more of the several stages of the complex visual process, e.g. a corner, cross, star, edge, etc.
7b. Numerograms. Like ideograms but quick rough graphics depicting numbers. May not fully resemble a number. (JK based on idea of Ingo Swann)
8. Music association: Designate an association between a piece of music or title with each number (for example, assign Tea for Two to number 2. Drill on this. Then hear the tune in your head or see the title as you do the session.
9. Visualize the numbers and draw them. Visualize them in your mind or as they will appear in the paper the next day or as they will appear on a computer screen when checking results. Perhaps the most extensively used method. Does not appear to produce results over time. VSW posted some winning tickets using one form of this method.
10. Model the numbers: Model the winning numbers with clay. Use either Arabic numerals or sand counting method. For example, / / / / / = 5. Supplement: As you model the numbers, be aware of any databits occurring in your mind that relate to the method you are using.
11. Associate numbers with body parts and/or movements: Assign a number to each finger. Then let the fingers tingle or otherwise attract your attention to indicate the winning numbers. Pru Calabrese used this “knosomatic” digit method. One could also use and move elbows, ears, nose, trunk; make facial gestures, etc. (Historically many peoples have assigned numbers to different body parts)
12. Use a viewing team and an algorithm: Use a team of viewers, have each come up with the 3 numbers. Use an algorithm to produce best picks based on past records of team. TDS tried this with SuperLotto – 6 digits – with no positive results but did have Pick 3 lottery success with other methods. Was not done long enough to track individual’s records and hence weight their picks. Algorithm used is not known.
13. Divide up the set of numbers: Divide up the numbers among the viewers and have each viewer responsible for the numbers in his or her section. E.g. Viewer A is given 1-4, Viewer B 5-7, Viewer C 8-0. Assignments are rotated (or not) for each draw. Tasker tasks the viewers and collates the results. Viewers say whether they have one of the winning numbers in their slot for the day. Aurora tried this briefly without a win.
14. Dowse the numbers. Many ways to do this. E.g. prepare a piece of paper with all the numbers on it, either free form or in a grid, written or printed. Dowse, cast your fingers on, or use a pendulum to pick the winning numbers.
15. Use a grid: Write all the numbers within a grid large enough to contain all the numbers in the lottery draw. Keep track of spatial or other relationships among winning numbers on the grid. E.g. track geometrical patterns (e.g. if two winning numbers often touch on the corners, or are located one above the other)
16. Use large icons: Target a person who writes out the winning digits in very large letters. Or target where the results are printed in large letters (e.g. on a Times Square-like display).
17. Multivariable method: Devote a several-page session to each winning digit. Explore the digit with its numerical, historical, Arabic, mathematical, symbolic, mystical connotations.
18. Color associations: E.g. Try a lottery which uses playing cards, or find similar games. The ideas is to view colors or images related to the numbers by the lottery itself, rather than arbitrary outside associations. E.g. Use ROYGBIV plus black, white and gray gives 0 to 9, good for pick 3 or pick 4 lottery
19. Associations with the other senses: Make associations with numbers based on sound, touch, smell, taste, balance, or any other senses. Very commonly used method. Lyn Buchanan did an experiment on Irish radio which had thousands of participants and correctly predicted one of three possible outcomes.
20. Take part in other foreign language lottery. JK tried this in a US draw with German-speakers, but some/many may use English when thinking of lottery numbers.
21. Spirit guide: Ask your spirit guide, higher self, Guardian Angel etc. to choose or help you the numbers.
22. OBE: Go out of body and get the winning numbers.
23a. Dreams: Dale Graff. JK used a “California Dreaming Method” (see post on TKR). Won CA Daily lottery 4 times in 2 months. Success rate was c. 1.24%, which was second highest if compared with hundreds of bettors on a site like LottoPost.
23b. Lucid Dream: Go into a lucid dream and get the winning numbers.
24 Use subitizable numbers only. That is, use 1, 2, 3 and perhaps 4 only. The idea is to use this basic ability to instantly recognize numerosity when there are one, two, three, perhaps four items, animals, etc. - without counting. This is an ability we have had for eons and is shared with some other animals. Use the notch method (see above) or a similar body-oriented method to get 1, 2, 3 and/or 4. Then use this as a basis to get 3 digits for a pick 3 or pick 4 or for a binary outcome. Recent research indicates that the brain uses different structures to process subitizable numbers compared with the full range of numbers (Stanislas Dehaene and others).
25. Use numerology.
26. Entrainment. In training, Glenn Wheaton/HRVG entrained two pawns (?) to follow each other, then applied this to a roulette wheel in Las Vegas, and claimed to have won good money in two separate years. GW suggested having 3 players, not more, on a team.
27. Use 3-D objects or preprinted aids: E.g. house numbers, kid’s picture stickers, drawings. (JK tried house numbers, kids’ stickers with no particular success).
28. Use the 4 elements as targets. (Earth, Air, Fire, Water). The idea is that these may be well-embedded in our collective consciousness or collective unconscious from use over hundreds of years.
29. Math variants: Use imaginary numbers or numbers of different base (e.g. 2). With base 2 you can try to access 50+ numbers quickly on your fingers, using both hands (little finger on right hand is 1,fourth finger is 2, middle finger is 4, index finger is 8 right thumb is 16, left thumb is 32, etc.). You “cast” your fingers to see what number(s) come up. Imaginary numbers: use a formula with “i” in it. Use inverse of a number (8 and 2 are inverses re 10). Use square roots and powers in trying to find x (desired digit). Aaron D claimed wins on 6 straight days of the Michigan Daily 3. Used a formula with pi and 666. Others have not replicated his results.
30. Opposites. View the opposite of the target . PJ and Katz on TKR have done so. See TKR posts.
31. One sure digit: Get “one sure digit” (remote viewing it and being pretty sure it is one of the 3 winning digits). Then bet that digit with all the remaining combos of other numbers, except double digit numbers. Omit/write off double digit picks – if 030 comes up, you lose. That leaves 36 numbers from the two unknown digits that you have to combine with the one digit you are sure of to win a pick 3. That means a bet of $4.00 per day, if you bet 25 cents on each pick. (25 cents x 36 picks). See the Excel table for stats. Or use the “one sure digit” for a binary game, using subitizing method.
32. Use a line with numbers on it. Move your finger or other body part or pen along the line till you come to the correct/desired number. Can be used for dates but does not appear to be very successful for that. Can be used with vertical and horizontal axes to find a location (or a number on a prepared sheet which contains the range of numbers one is interested in).
33. Alex D suggested: “A fundamental aspect to elements is the "number" of electrons that circle the nucleus. Hydrogen has 1 and Helium has 2 etc. Seems to me now you have a chance to acquire "numbers" since now there is tangible target you can describe. You would need to work out a clever cue. As example: Set up a cue that directs viewer to acquire the first number (then second, etc.) of the target and describe it as the element with highest industrial use, or most common product or service. I haven't given it that much thought, the basis is that elements are defined by a fundamental number.”
34. Find a pattern: E.g. graphic pattern that the winning numbers on a lottery ticket makes (Dan Pouliot). See also #14 above.
Claims and Results (in addition to those noted above):
Pick 3 lotteries have been won quite a few times using RV, ARV, etc. Not aware of a single Pick 4 success.
A person in Georgia claims to have won the Pick 3 lottery 50 times (as confirmed to JK).
JK has had 19 box Daily 3 lottery wins (over c. 1000 trials but odds for a box win are 1:333 so wins are definitely above chance).
TKR forum: A number of participants have posted that they won a few times.
www.dojopsi.info/forum/index.php?PHPSESSID=ee99c58afc31a71057fa8d0378ad86d8&board=5.0
Ed Dames Community forum: www.rvcommunity.net/viewtopic.php?f=29&t=390
“To date, of the remote viewers in this forum that have won lotteries, we have the following tally:
1. Brent Miller – 8 times (plus dozens of cross-team multi-parlay sporting events, roulette and baccarat)
2. Mary & Cherise Rivera – 2 times
www.youtube.com/watch?v=ZQ6wZhNzGKo
3. David Roseta – 1 time (plus roulette, and one sporting event)
4. Kindredmachine - 1 time”
Aaron Donohue (now known as ACH, Aaron C. Hanson): Claimed 6 wins on Michigan Daily 3 lottery.
Gerald O’Donnell: “Many of our trainees have had success at lotteries, especially the pick-three numbers ones.”
Paul Smith, ARV course: They didn't win the pick 3 lottery. On first try, winning number was 286. They picked 749. But alternate numbers were 2 or 7, 8 or 4, 6 or 9. On second try they picked 461, winning number was 541. (JK: observation: getting two of the three numbers in a Pick 3 is a good sign; however, it does happen fairly often.)
rviewer.com/ARV_review.html
Lyn Buchanan: “Remote Viewing: Can I win the lottery?” Suggests you can, with extensive ARV practice.
www.youtube.com/watch?v=ObeI82f5OmI
Courtney Brown: the SAM method (did not work):
books.google.com/books?id=d3Yz-GqNWhMC&pg=PA122&lpg=PA122&dq=courtney+brown+lottery&source=bl&ots=lsLGR_yh4z&sig=BcpDgvPc4IWHcm6kGJhltF11Yw4&hl=en&ei=qQH0TImxG4musAO1vMjsCw&sa=X&oi=book_result&ct=result&resnum=1&ved=0CBMQ6AEwAA#v=onepage&q&f=false