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Neuronal Interface Systems • 77
might be prepared to use other output brain interfaces, such as more invasive
and risky implanted electrodes, to enhance their gaming experience.136
Currently available commercial brain–computer interface gaming applica-
tions use brain signals in the following ways:
– Passive: the output neuronal interface analyses brain signals and inter-
prets this information to bring about a change in the game’s environment
without the user being in control.137 The brain signals may also be used
to monitor the player’s gaming experience so that the game can adjust the
level of difficulty.138
– Active: players control what happens in the game, through a feedback
system, by either (1) imagining movement whereby the neuronal interface
analyses part of the brain associated with movement, or (2) changing their
overall state by, for example, shifting from feeling frustrated to calm. Some
researchers in the Netherlands even created a game in which changes in a
player’s overall state could transform his or her avatar (an icon or figure
representing a particular person in cyberspace) on a screen from a bear to
an elf.139
– Reactive: the neuronal interface makes use of brain signals from the player
associated with event-related reactions by this same player.140 For example,
this can happen when the neuronal interface uses signals from the player
when he or she recognises significant information.
However, a number of challenges remain in the development of neuronal
interfaces before they can be considered as a standard form of interaction in
games. These include the design and characteristics of EEG headsets and how
the brain signals are used.141
Neuronal Interfaces for Pleasure
In the 1950s, a U.S. physician, Robert Galbraith Heath, was examining how
he could address psychological disorders with far less destructive neurosur-
gery. He did this by drilling very small holes in the skulls of his patients and
inserting thin metal probes directly into the brain through which pulses of
electricity were administered.
In doing this, Heath discovered that by activating certain parts of the
brain, he could stimulate a rush of pleasure that restrained violent behaviours
in some of his patients. Moreover, when they were given control of their own
pleasure switch, it was even possible for patients to manage the variation in
their moods.142
Similarly, in 2001, it was reported that another U.S. physician, Stuart
Meloy, had patented an implant that initiates an orgasm in individuals at the
touch of a button. In this regard, Meloy explained that the Orgasmatron uses
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Cyborg Mind
What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics
- Title
- Cyborg Mind
- Subtitle
- What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics
- Author
- Calum MacKellar
- Publisher
- Berghahn Books
- Date
- 2019
- Language
- English
- License
- CC BY-NC-ND 4.0
- ISBN
- 978-1-78920-015-7
- Size
- 15.2 x 22.9 cm
- Pages
- 264
- Keywords
- Singularity, Transhumanism, Body modification, Bioethics
- Category
- Technik
Table of contents
- 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