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The term is used to describe the ultimate reality that is beyond all conceptualization. [4] Thoughts here-about should not be pursued, because they are not conducive to the attainment of liberation. [4] Synonymous terms are avyākṛta [4] "indeterminate questions," [5] and atakkāvacara, [2] "beyond the sphere of reason." [2]
[1] [2] [3] In their most common sense, they are understood as conscious processes that can happen independently of sensory stimulation. [4] [5] This includes various different mental processes, like considering an idea or proposition or judging it to be true. In this sense, memory and imagination are forms of thought but perception is not. [6]
A central question in the study of concepts is the question of what they are. Philosophers construe this question as one about the ontology of concepts—what kind of things they are. The ontology of concepts determines the answer to other questions, such as how to integrate concepts into a wider theory of the mind, what functions are allowed ...
Narada is told by Sanat Kumara that all this is but a name by which one knows, even then speech is greater than name because if there is no speech neither righteousness nor unrighteousness would be known, but surely the mind is greater than speech for mind is the entire world (Ch.Up.VII.2 & 3) establishing the claim of the mind (dhi) for ...
Gumla is believed to derive its name from Gaw-Mela, which consists of two words of Hindi (also used in several local dialects), namely, Gaw (cows and the cattle) and Mela, that is, a fair. The place became known as Gaw-mela, and then the word transformed itself into Gumla. [1]
An open-ended question is a question that cannot be answered with a "yes" or "no" response, or with a static response. Open-ended questions are phrased as a statement which requires a longer answer. They can be compared to closed-ended questions which demand a “yes”/“no” or short answer. [1]
GameSpot gave the game 4.9/10 (Poor), stating that "Mind Quiz: Your Brain Coach is a shameless clone of Nintendo's brain-training DS game, Brain Age" and that "This game isn't good enough to serve as a game for Brain Age players who are looking for more of the same because it's too similar yet too shallow to entertain that crowd. If you fall ...
The two main traditions in taking the Bodhicitta vows are: 1) Nagarjuna's profound view chariot and, 2) Asanga's vast conduct chariot. After which this is guarded with what to avoid, and what to adopt. The practice can be divided into three parts: 1) mind training, 2) arousing bodhicitta, and 3) training in what to adopt and what to avoid.