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Cyborg Mind - What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics
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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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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

  1. Chapter 1. Why Use the Term ‘Cyberneuroethics’? 9
    1. The ‘Cyber’ Prefix 9
    2. The ‘Neuro’ Prefix 15
    3. Ethics 16
    4. Neuroethics 17
    5. Cyberneuroethics 18
    6. The Terminology Being Used 19
  2. Chapter 2. Popular Understanding of Neuronal Interfaces 25
    1. Public Understanding in the Media 27
  3. Chapter 3. Presentation of the Brain–Mind Interface 31
    1. The Central Nervous System 31
    2. The Mind 37
    3. The Brain–Mind Interface 38
  4. Chapter 4. Neuronal Interface Systems 43
    1. Developments in Information Technology 44
    2. Developments in Understanding the Brain 45
    3. Developments in Neuronal Interfaces 46
    4. Procedures Involved in Neuronal Interfaces 47
    5. Output Neuronal Interface Systems: Reading the Brain and Mind 49
    6. Input Neuronal Interface Systems: Changing the Brain and Mind 57
    7. Feedback Systems of the Brain and Mind 67
    8. Ethical Issues Relating to the Technology of Neuronal Interfaces 84
  5. Chapter 5. Cyberneuroethics 99
    1. General Ethical Considerations Relating to Neuronal Interfaces 101
    2. Online Humans 106
    3. Changing Cognition 113
    4. Changing Consciousness 131
    5. Escaping Reality 135
    6. Changing Mood 140
    7. Changing Personality 142
    8. Changing Identity 144
    9. The Concept of Humanity 154
    10. Uploading a Mind 167
    11. Issues of Privacy 184
  6. Chapter 6. Neuronal Interfaces and Policy 217
    1. New Cybercrimes 218
    2. Policy Concerns 223
    3. Conclusion 229
    4. Human Autonomy 232
    5. Resistance to Such a Development 234
    6. Risks of Neuronal Interfaces 234
    7. Appendix. Scottish Council on Human Bioethics Recommendations on
    8. Cyberneuroethics 239
    9. Glossary 244
    10. Index 251
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