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Cyberneuroethics • 137
even power that he or she would not otherwise have. For example, cyberspace
computer games give players the possibility to do new things – even extraor-
dinary things – that they would not otherwise be able to do in real ordinary
life.152
This was reflected, for instance, in the 2011 science-fiction novel Ready
Player One,153 written by the American author Ernest Cline and made into a
film of the same name by Steven Spielberg in 2018, which presents a society
in which the principal aim of many people is to escape the real world. The
story is set in the 2040s, where an overpopulation, energy and global warm-
ing crisis has given rise to significant poverty. In the midst of this harsh real
world, many people seek refuge in the virtual and far more attractive world
of the OASIS, a setting that is made even more real through the use of visors
and haptic technology, which re-creates the sense of touch in the body of the
user through the use of gloves and body suits.
However, the further individuals become immersed in the virtual world,
the harder it may be for them to cope with the problems and challenges
of real life. As a result, the desire to escape from the real world to a virtual
one becomes increasingly stronger. Accepting present reality in a spirit of
humility and service may seem more and more difficult.
Many people also have ambitions and aspirations, but find it difficult to
implement these in real life. By escaping reality, they may be able to create
their own world, which they can control. The adventure survival video game
No Man’s Sky, released in 2016, developed and published by the British
studio Hello Games, involves bringing into being a new universe by enabling
a person to quickly create planets and change things at the push of a few
buttons.154
But such cybergames are still based on aspects of reality, enabling players
to recognise the virtual environment. One of the ways in which this is done
is by using the following three existential characteristics:
1. Defining the beginning and ending of an existence: birth and death delin-
eate an individual’s existence and without these attributes, it would be
difficult to place a virtual existence.
2. Creating a context of time: this enables a sense of continuity between
past, present and future – for example, future consequences are based on
past events.
3. Enabling a sense of fragility and suffering: this reflects the finite and
vulnerable aspects of life.155
If these three features are simply ignored or dismissed in virtual reality, it may
eventually not represent any reality at all.156 But merely replicating these real-
ity features in cyberspace would only re-create a situation from which persons
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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