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Yes or No Questions for Couples. 41. Do you enjoy serving your partner? 42. Do you believe in unconditional love? 43. Are you a romantic person? 44. Are you able to share your thoughts and ...
The two pencil game involves crossing two pens or pencils to create a grid (with sectors labelled "yes" and "no") and then asking questions to a "supernatural entity" named "Charlie." The upper pencil is then expected to rotate to indicate the answer to such questions. The first question everyone asks by speaking into the pencils is "can we play?"
The game, in the most common setting, is played with two players. After deciding who will play the roles of a questioner and an answerer and agreeing to start the game, the questioner asks the answerer any question he/she wishes, and the answerer must answer truthfully to that without using any of the four forbidden words: yes, no, black or white.
Random, however, who spouts random nonsense, will have no problem spouting off either ja or da. Uzquiano (2010) exploits this asymmetry to provide a two question solution to the modified puzzle. Uzquiano (2010) exploits this asymmetry to provide a two question solution to the modified puzzle.
In linguistics, a yes–no question, also known as a binary question, a polar question, or a general question, [1] or closed-ended question is a question whose expected answer is one of two choices, one that provides an affirmative answer to the question versus one that provides a negative answer to the question.
The yes or no in response to the question is addressed at the interrogator, whereas yes or no used as a back-channel item is a feedback usage, an utterance that is said to oneself. However, Sorjonen criticizes this analysis as lacking empirical work on the other usages of these words, in addition to interjections and feedback uses.
Cyclomancy is a form of divination based on spinning an object and deriving predictions or conclusions from the object's final resting direction. In some traditions, a wheel or top is spun on a surface marked with letters or symbols, and those that fall closest to the device's pointer are consulted.
Chance decides, unknown to the interviewer, whether the question is to be answered truthfully, or "yes", regardless of the truth. For example, social scientists have used it to ask people whether they use drugs, whether they have illegally installed telephones, or whether they have evaded paying taxes.