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Neuronal Interface Systems • 79
thoughts should remain confidential. The media have even speculated that
such technology could, one day, bring about some form of telepathy through
the continuous use of brain scans.
In this respect, some ethicists do not see any difficulties, in principle, with
the development of decoding technologies as long as they are used in the
right way. As such, they suggest that brain data should not be considered any
differently from other forms of evidence in a court.150
Commercially Available Feedback Neuronal Interfaces
A range of commercially available games and other applications that employ
feedback neuronal interfaces using EEG are already in existence. These range
from simple games with the aim of building monuments from a number of
blocks151 to more complex three-dimensional games, such as making a ball
hover in a vertical tube.152
In this regard, the least physically intrusive forms of technology are those
that can be worn and taken off at will. In other words, they have no perma-
nent connection, require no modification of the user’s body and are simply
worn like a piece of clothing. Moreover, the non-intrusive nature of these
items means that they can easily be tested on people with disabilities.
The EMOTIV Interface
Founded in 2011, EMOTIV is a company that claims its researchers span
over 100 countries. Its website indicates that it ‘is a bioinformatics com-
pany advancing understanding of the human brain using electroencepha-
lography (EEG). Our mission is to empower individuals to understand
their own brain and accelerate brain research globally’.153 Their products
are a series of headsets with up to fourteen electrode pads that rest firmly
against specific locations on the user’s scalp. A connection links the headset
to a computer.
There are two ways of using the devices. The first is a passive use in which
the player puts on the headset, which then records patterns of activity. In
gaming environments, the headset can then respond to the general level of
attention, excitement or alertness. If the person is considered to have become
bored, it may introduce a new character or challenge. As such, the game can
tailor its level of play to each gamer’s needs and experience.
Alternatively, users can learn to control their brain activity by, for example,
deciding to think of a colour or a game of tennis. With practice, each of these
mental activities can produce detectable patterns. Individuals with severe dis-
abilities have found this use very helpful as a means of sending signals to a
computer to initiate certain tasks.
This open access edition has been made available under a CC-BY-NC-ND 4.0 license thanks to the support of Knowledge Unlatched. Not for resale.
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Buch Cyborg Mind - What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics"
Cyborg Mind
What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics
- Titel
- Cyborg Mind
- Untertitel
- What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics
- Autor
- Calum MacKellar
- Verlag
- Berghahn Books
- Datum
- 2019
- Sprache
- englisch
- Lizenz
- CC BY-NC-ND 4.0
- ISBN
- 978-1-78920-015-7
- Abmessungen
- 15.2 x 22.9 cm
- Seiten
- 264
- Schlagwörter
- Singularity, Transhumanism, Body modification, Bioethics
- Kategorie
- Technik
Inhaltsverzeichnis
- Chapter 1. Why Use the Term ‘Cyberneuroethics’? 9
- Chapter 2. Popular Understanding of Neuronal Interfaces 25
- Chapter 3. Presentation of the Brain–Mind Interface 31
- Chapter 4. Neuronal Interface Systems 43
- Developments in Information Technology 44
- Developments in Understanding the Brain 45
- Developments in Neuronal Interfaces 46
- Procedures Involved in Neuronal Interfaces 47
- Output Neuronal Interface Systems: Reading the Brain and Mind 49
- Input Neuronal Interface Systems: Changing the Brain and Mind 57
- Feedback Systems of the Brain and Mind 67
- Ethical Issues Relating to the Technology of Neuronal Interfaces 84
- Chapter 5. Cyberneuroethics 99
- Chapter 6. Neuronal Interfaces and Policy 217
- New Cybercrimes 218
- Policy Concerns 223
- Conclusion 229
- Human Autonomy 232
- Resistance to Such a Development 234
- Risks of Neuronal Interfaces 234
- Appendix. Scottish Council on Human Bioethics Recommendations on
- Cyberneuroethics 239
- Glossary 244
- Index 251