Web-Books
in the Austria-Forum
Austria-Forum
Web-Books
Technik
Cyborg Mind - What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics
Page - 77 -
  • User
  • Version
    • full version
    • text only version
  • Language
    • Deutsch - German
    • English

Page - 77 - in Cyborg Mind - What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics

Image of the Page - 77 -

Image of the Page - 77 - in Cyborg Mind - What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics

Text of the Page - 77 -

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 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.
back to the  book Cyborg Mind - What Brain–Computer and Mind–Cyberspace Interfaces Mean for Cyberneuroethics"
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

  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
Web-Books
Library
Privacy
Imprint
Austria-Forum
Austria-Forum
Web-Books
Cyborg Mind