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Cyborg Mind - What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics
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80 • Cyborg Mind Neuronal Interfaces for Portable Appliances In the world of entertainment, a company called Neurosky has created a product called XWave™, which lets a user read his or her mind via a headset clamped to his or her head and connected to the phone’s audio jack. The plastic headband has a sensor that presses against the user’s forehead and communicates with a free XWave mobile phone application, which images the user’s brain waves graphically on the phone screen. Some of the features being developed on the appliance can then be used to train both the user and the appliance to control certain functions such as choice of music based on the mood of the person. In addition, if the user focuses his or her mind on a certain task, the graphics on the phone can be changed. For example, the overall level of brain activity can be altered so that, through the software, the person can play games that involve levitating a ball or changing a colour. These games may also become more functional if used by people with physical disabilities who may be able to control screen keyboards and mice. Immersive Technologies Ever since electronic games were introduced into public settings, such as bars, around the world, individuals have become used to the idea of interact- ing with a virtual world. This has seen the virtual nature of that cyberworld become ever more detailed and life-like, with the player being drawn ever more convincingly into the game. In this respect, three key senses are gener- ally involved: sight, sound and touch. As such, one of the most famous web environments enabling individuals to live virtual lives is Second Life, which is a virtual social network platform allowing its residents to create alternate personalities and avatars, drawing from real and idealised lives.154 However, in order to immerse the player even further, it is also possible to step into a CAVE  – a Computer Assisted Virtual Environment  – which is a cubic room with the walls, floor and possibly the ceiling made up of high- resolution screens. By wearing 3D glasses, the screens become windows into a virtual world surrounding the person on all sides. Using cameras that follow the user’s movements, it is then possible for him or her to interact with this new world, such as a new city that a person intends to eventually visit in reality. But it could also be the inner structures of a heart, enabling medical students to acquire unique insights into its workings or enabling a researcher to consider new medical procedures. A portable version of this sort of product has been developed through the use of head-mounted devices by companies such as Oculus and its Oculus Rift155 headset. This is a head-worn screen with motion sensors that allow the image to shift as the wearer moves his or her head. The user 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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