Inschool and university education, mind maps are effective learning aids. By structuring information in a way that is compatible with visual learning styles, and by filtering long texts into shorter mind map topics, learners can absorb more information, faster.
Mind mapping gets your creative juices flowing and can inspire you to refine unformed ideas or discover new concepts. That's because mind maps use images and keywords to create new associations in your brain, which you can also transcribe with incredible speed.
In 2007, the first web-based mind map tool was released: MindMeister. With billions of ideas generated by over 37 million users worldwide, the tool has revolutionized ideation for business and education.
Alone, people become weak. And when they encounter attack, they tend to become fearful, succumb to their own weakness, and start to slacken in their faith. In other words, cowardice becomes their master.
This is getting trapped in your inner world. It is more like being controlled by, than being in touch with it. What started as a creative moment, feels more like an emotional trap. Important feelings that inspired you to create or to perform, are now interfering with your art.
Why does this happen? Your powerful creative feelings hooked into some unfinished emotions of the present or the past, you cannot escape them anymore. Instead of creating, you are lost in some emotional pain or you are distracted by some intense feelings. Now, you are doubting yourself, questioning your abilities, and wondering if you can cope with your feelings.
By cultivating your emotional self-regulation, you can live in your inner world without getting trapped in it. In fact, you can fully benefit from your rich inner life, knowing you are the master of your mind. You can reach deep in your inner world to use it for your artistic endeavors, without being controlled by.
Having emotional self-regulation does not mean denying or repressing your rich emotional life. It means you can fully be engaged with your complex and rich emotional world, while staying fully in charge of your mind. You can connect to your inner world to create or perform, without getting trapped, lost in, or overwhelmed by.
When you know how to be with your emotions, you live at a deeper level of emotional richness in order to create your art. This is what feels like to live and create with emotional freedom and emotional wholeness.
Once you have the experience of being the master of your mind and you fully embody this state of being, you will aways be the artist who can be in touch with your fascinating inner world to create your art.
To become more of what you think instead of what just pops into your mind you have to start thinking about what you think about. You must be more intentional about your thinking. You have to start thinking IN purpose and ON purpose.
Sure, please feel free to forward TrueheartWrites to friends and colleagues, but please forward in its entirety. TrueheartWrites is written and distributed by TrueheartSpeaks Enterprises.
Detra M. Trueheart is a Speaker and Life Coach. Her company, TrueheartSpeaks Enterprises, is dedicated to helping women break the mold, challenge the status quo and live life IN purpose ON purpose. Learn how Detra can help you create a life beyond the limitations and expectations that hinder you from living life IN & ON purpose:
Our narrator is Darley, a bacteriologist, and he has come to this isolated mountain top to visit Dain, a fellow scientist who has built a laboratory in this remote locale, the location of which he warns Darley to never reveal to their colleagues back at the Foundation. Powering this guy's extensive and well-appointed lab out here in the boonies are two windmills (I guess nowadays we call them wind turbines)--this guy might be a mad scientist, but he's green!
After a quick look around the lab--except for one room, which Dain declares temporarily off-limits--Darley and his host sit and smoke pipes and shoot the breeze, not having seen each other in a while. Darley is just back from a long trip to Africa, during which time Dain left the Foundation. We readers get a clue about why he might have left those stuffy goody-two-shoes at the Foundation when we hear Dain talking offhandedly about some of his Frankensteinian forays into the unknown, like when he was experimenting with grafting limbs from one species of animal onto another species, and trying to keep the heads of animals alive after they have been separated from their bodies. Dain asks what's shaking down at the good old Foundation, seeing as he hasn't really been keeping in touch with the boys, and is told that two of the scientists there vanished six months after Dain left, and since then famous scientists from all over North America have been disappearing.
You know how the one thing in the universe most likely to make you laugh is when your mother or your wife grits her teeth and says "Don't you dare laugh..."? Well, nothing makes a guy want to explore a room more than being told to keep away from it. So, when the sound of voices wakes him up later that night, Darley surreptitiously listens at the door to that part of the lab Dain has requested he not enter, and hears the voices of those twelve missing scientists, whom it sounds like are here working at Dain's direction. And they aren't developing a cancer cure, a way to improve crop yields, or new flavors of ice cream, like good little scientists, either--they are doing R&D on some horrendous new weapons!* And Dain is going to use these weapons to blackmail and terrorize people into making him world dictator! (Not unlike the mad scientist in Hamilton's "The Death Lord," which we read earlier this month.) But why would these geniuses, who all seemed like such nice guys when Darley met them over the years, want to help Dain take over the world?
The illustration on the title page of the story gives the game away--Dain has lured each of the scientists here and decapitated him and attached his head to a machines that will keep him alive. By inflicting pain on them with the flip of a switch he has been able to persuade them into doing his will, and he plans to do the same to Darley--he wants to add bacteriological warfare agents to the remote control aircraft, cluster bombs, deaths rays, and poisons in his arsenal. But Darley gets the upper hand in a hand-to-hand struggle, and we are treated to scenes of Dain suffering turnabout-is-fair-play justice as the disembodied boffins bray for revenge, and then for a death that is preferable to life as a bodiless head.
An acceptable mad scientist story. Unfortunately Hamilton doesn't take time to give us a look into the mind of the mad scientist so we can see why he wants to take over the world--those are some of the best parts of these mad scientist stories, like in "The Plant Revolt" when a guy declared he was killing all us oxygen breathers in the interest of dismantling animal supremacy and seeking justice for all the centuries of oppression suffered by plants.
Kirkland and company soon find out why those other expeditions never returned. A powerful wind seizes their plane and carries them, practically out of control, to a city of black stone entirely covered by an opaque black dome. The winds almost suck them into a hole in the crown of the dome, but Kirkland, who is at the controls, just barely manages to pull the plane out of those winds and land nearby. After fixing some minor damage to their plane, Kirkland, Harmon and Hunter spot another plane close by, one that seems to have made a crash landing--it is one of the two planes from the last expedition! Our heroes decide they have to investigate that domed city to see if any of their predecessors are alive in there.
Unable to find a door or gate in the city wall, our guys climb through a high window and follow a tunnel carved through the thick wall, coming to an opening that looks down into a hall. They are shocked to see the inhabitants of this hidden city--intelligent black octopus creatures, taller than humans, who have dozens of tentacles, some of which they use to walk while with others they carry and manipulate objects.
The topographers explore the city, keeping to the shadows and peering around corners, and manage to escape notice while they look into laboratories and observatories and power plants, the sort of stuff that would be of interest to any budding scientists and engineers who might have been reading Weird Tales back in the day. If you blundered into a human city and sneaked around looking into windows you'd mostly see people watching TV or arguing with the spouse, but these ogre-sized cephalopod people have themselves a city of science here.
Eventually Kirkland, Harmon and Hunter are spotted and have to fight with their automatic pistols and then flee through the corridors of the dome-shrouded, artificially illuminated city. They blunder into the tentacles of two octopus people, and are shocked to hear them speak English, and even more shocked to hear their claims to be Austin and Cooper, two men they know who were members of the most recent lost expedition! These poor bastards who still self-identify as bipeds relate to Kirkland and the two Hs the fate of their expedition and the Cliffs Notes of the amazing history of this weird city.
The black city was built long long ago by human beings, a race isolated from the rest of humanity that had developed super science and could synthesize food. They beat the heat of the desert by putting up that dome as a shade, and by developing a super-sized central air conditioning system that sucks cold air from the stratosphere down into the city--it is that powerful AC unit that foils all attempts to fly over the desert. These desert people also outwitted the Grim Reaper by figuring out how to perform brain transplants and building artificial octopus-like bodies into which to move their brains. On the rare occasion that outsiders find the city, the natives insist on doing them the favor of putting their brains into octopus bodies; you know, so they will fit in.
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