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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
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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