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140 • Cyborg Mind
imaginary) horrors. These soldiers are sometimes deeply disturbed and find
it difficult to adjust afterwards. In the same way, a person may be deeply
upset when awaking from a nightmare in which the setting seemed very real.
But the opposite experience may also be true when an increasing number of
soldiers live out the experience of war as if it were a virtual reality computer
game. For example, through the use of drones, the seriousness and the horror
of what is really happening may be taken away. In this case, reality may seem
to become just a game.
One instance where this may have been encouraged was in the 2002
computer game America’s Army. This was available as a free download pro-
vided by the U.S. Army in order to encourage young Americans to become
new recruits. It enabled them to virtually explore Army life, including battle
actions in which they killed the enemy. In the game, of course, the fighting
and killing were only virtual, but the aim was to encourage would-be soldiers
to do the same in reality with the U.S. Army. A further example of the risk
of mixing virtual with real reality was reflected in the 2013 film Ender’s Game
directed by the South African Gavin Hood. In the film, young boys were
trained in simulated war games with unforeseen consequences when the
imaginary suddenly became reality.
In summary, a person seeking to escape reality with his or her imagina-
tion in cyberspace may end up in an easier or more fulfilled reality, but
some caution is necessary when losing touch with reality. As with any
adventure or experimentation, there may be risks where tools are used that
are not fully understood or controlled, giving rise to dangerous unforeseen
situations.
The manner in which the imaginary world is increasingly becoming simi-
lar to the real world may also create new challenges for some. Moreover, care
should be taken when persons pretend that the real world is an imaginary
world or the reverse. Few would deny the need for some leisure and rest;
however, when the ‘unreal’ becomes just as real as the ‘real’ for a particular
person, this may be cause for concern. Maybe virtual reality should be clearly
delineated? Yet, once again, it is often difficult to separate reality from the
imaginary in children and this does not generally result in any untoward or
negative effects.
Changing Mood
Good health, it has been suggested, leads to happiness, but disorders can lead
to sorrow. Given this, each of the basic emotional states (happiness, sadness,
anger, fear and disgust) could be associated with consistent, identifiable and
discernible patterns of brain activation.164
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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