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Neurosecurity
Neurosecurity has been defined as "a version of computer science security principles and methods applied to neural engineering", or more fully, as "the protection of the confidentiality, integrity, and availability of neural devices from malicious parties with the goal of preserving the safety of a person’s neural mechanisms, neural computation, and free will". Neurosecurity also refers to the application of neuroscience to behavioral information security to better understand and improve users' security behaviors. Neurosecurity is a distinct concept from neuroethics; neurosecurity is effectively a way of enforcing a set of neuroethical principles for a neural device. Neurosecurity is also distinct from the application of neuroscience to national security, a topic that is addressed in ''Mind Wars: Brain Research and National Defense'' by Jonathan D. Moreno. ThCenter for Neurotechnology Studiesof the Potomac Institute for Policy Studies, in Arlington, VA, USA works with a number of ...
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Neural Engineering
Neural engineering (also known as neuroengineering) is a discipline within biomedical engineering that uses engineering techniques to understand, repair, replace, or enhance neural systems. Neural engineers are uniquely qualified to solve design problems at the interface of living neural tissue and non-living constructsHetling, 2008. Overview The field of neural engineering draws on the fields of computational neuroscience, experimental neuroscience, neurology, electrical engineering and signal processing of living neural tissue, and encompasses elements from robotics, cybernetics, computer engineering, neural tissue engineering, materials science, and nanotechnology. Prominent goals in the field include restoration and augmentation of human function via direct interactions between the nervous system and artificial devices. Much current research is focused on understanding the coding and processing of information in the sensory and motor systems, quantifying how this ...
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Neuroprosthetics
Neuroprosthetics (also called neural prosthetics) is a discipline related to neuroscience and biomedical engineering concerned with developing neural prostheses. They are sometimes contrasted with a brain–computer interface, which connects the brain to a computer rather than a device meant to replace missing biological functionality. Neural prostheses are a series of devices that can substitute a motor, sensory or cognitive modality that might have been damaged as a result of an injury or a disease. Cochlear implants provide an example of such devices. These devices substitute the functions performed by the eardrum and stapes while simulating the frequency analysis performed in the cochlea. A microphone on an external unit gathers the sound and processes it; the processed signal is then transferred to an implanted unit that stimulates the auditory nerve through a microelectrode array. Through the replacement or augmentation of damaged senses, these devices are intended to impr ...
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Cyberware
Cyberware is a relatively new and unknown field (a proto-science, or more adequately a "proto-technology"). In science fiction circles, however, it is commonly known to mean the hardware or machine parts implanted in the human body and acting as an interface between the central nervous system and the computers or machinery connected to it. More formally: :''Cyberware is technology that attempts to create a working interface between machines/computers and the human nervous system, including the brain''. Examples of potential cyberware cover a wide range, but current research tends to approach the field from one of two different angles: interfaces or prosthetics. Interfaces ("Headware") The first variety attempts to connect directly with the brain. The data-jack is probably the best-known, having heavily featured in works of fiction (even in mainstream productions such as ''Johnny Mnemonic,'' the cartoon ''Exosquad'', and ''The Matrix''). It is the most difficult object to impl ...
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Neuroethics
In philosophy and neuroscience, Neuroethics is the study of both the ethics of neuroscience and the neuroscience of ethics. The ethics of neuroscience comprises the bulk of work in neuroethics. It concerns the ethical, legal and social impact of neuroscience, including the ways in which neurotechnology can be used to predict or alter human behavior and "the implications of our mechanistic understanding of brain function for society... integrating neuroscientific knowledge with ethical and social thought". Some neuroethics problems are not fundamentally different from those encountered in bioethics. Others are unique to neuroethics because the brain, as the organ of the mind, has implications for broader philosophical problems, such as the nature of free will, moral responsibility, self-deception, and personal identity. Examples of neuroethics topics are given later in this article . The origin of the term "neuroethics" has occupied some writers. Rees and Rose (as cited in "Referen ...
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Computer Security
Computer security, cybersecurity (cyber security), or information technology security (IT security) is the protection of computer systems and networks from attack by malicious actors that may result in unauthorized information disclosure, theft of, or damage to hardware, software, or data, as well as from the disruption or misdirection of the services they provide. The field has become of significance due to the expanded reliance on computer systems, the Internet, and wireless network standards such as Bluetooth and Wi-Fi, and due to the growth of smart devices, including smartphones, televisions, and the various devices that constitute the Internet of things (IoT). Cybersecurity is one of the most significant challenges of the contemporary world, due to both the complexity of information systems and the societies they support. Security is of especially high importance for systems that govern large-scale systems with far-reaching physical effects, such as power distribution, ...
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Hacker (computer Security)
A security hacker is someone who explores methods for breaching defenses and exploiting weaknesses in a computer system or network. Hackers may be motivated by a multitude of reasons, such as profit, protest, information gathering, challenge, recreation, or evaluation of a system weaknesses to assist in formulating defenses against potential hackers. The subculture that has evolved around hackers is often referred to as the "computer underground". Longstanding controversy surrounds the meaning of the term "hacker." In this controversy, computer programmers reclaim the term ''hacker'', arguing that it refers simply to someone with an advanced understanding of computers and computer networks and that ''cracker'' is the more appropriate term for those who break into computers, whether computer criminals ( black hats) or computer security experts ( white hats). A 2014 article noted that "the black-hat meaning still prevails among the general public". History Birth of subcult ...
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Brain-reading
Brain-reading or thought identification uses the responses of multiple voxels in the brain evoked by stimulus then detected by fMRI in order to decode the original stimulus. Advances in research have made this possible by using human neuroimaging to decode a person's conscious experience based on non-invasive measurements of an individual's brain activity. Brain reading studies differ in the type of decoding (i.e. classification, identification and reconstruction) employed, the target (i.e. decoding visual patterns, auditory patterns, cognitive states), and the decoding algorithms ( linear classification, nonlinear classification, direct reconstruction, Bayesian reconstruction, etc.) employed. In 2007, Professor of neuropsychology Barbara Sahakian qualified, "A lot of neuroscientists in the field are very cautious and say we can't talk about reading individuals' minds, and right now that is very true, but we're moving ahead so rapidly, it's not going to be that lo ...
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Brain Implant
Brain implants, often referred to as neural implants, are technological devices that connect directly to a biological subject's brain – usually placed on the surface of the brain, or attached to the brain's cortex. A common purpose of modern brain implants and the focus of much current research is establishing a biomedical prosthesis circumventing areas in the brain that have become dysfunctional after a stroke or other head injuries. This includes sensory substitution, e.g., in vision. Other brain implants are used in animal experiments simply to record brain activity for scientific reasons. Some brain implants involve creating interfaces between neural systems and computer chips. This work is part of a wider research field called brain–computer interfaces. (Brain–computer interface research also includes technology such as EEG arrays that allow interface between mind and machine but do not require direct implantation of a device.) Neural implants such as deep brain stimul ...
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Remember Me (video Game)
''Remember Me'' is an action-adventure video game developed by Dontnod Entertainment and published by Capcom. It was released worldwide in June 2013 for Microsoft Windows, PlayStation 3 and Xbox 360. The game's plot focuses on Nilin, a memory hunter working for an underground resistance called the Errorists. When the game starts, she has been stripped of nearly all her memories by megacorporation Memorize. With the help of a mysterious man named Edge, she goes on a quest to bring down Memorize and recover her lost memories. Throughout the story, she is permitted to use her Memory Remix power to ultimately refurbish people's recollections. The combat consists of a modified combo system called Pressen. ''Remember Me'' was developed as the debut project of Dontnod Entertainment, with one of the company's founding members Jean-Maxime Moris as its director. Part of his goal for the game was to create a thought-provoking narrative, and eventually settled on a female protagonist to ...
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The Diamond Age
''The Diamond Age: Or, A Young Lady's Illustrated Primer'' is a science fiction novel by American writer Neal Stephenson. It is to some extent a Bildungsroman or coming-of-age story, focused on a young girl named Nell, set in a future world in which nanotechnology affects all aspects of life. The novel deals with themes of education, social class, ethnicity, and the nature of artificial intelligence. ''The Diamond Age'' was first published in 1995 by Bantam Books, as a Bantam Spectra hardcover edition. In 1996, it won both the Hugo and Locus Awards, and was shortlisted for the Nebula and other awards. Setting ''The Diamond Age'' depicts a near-future world revolutionised by advances in nanotechnology, much as Eric Drexler envisioned it in his 1986 nonfiction book '' Engines of Creation''. Molecular nanotechnology is omnipresent in the novel's world, generally in the form of Matter Compilers and the products that come out of them. The book explicitly recognizes the achie ...
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Neal Stephenson
Neal Town Stephenson (born October 31, 1959) is an American writer known for his works of speculative fiction. His novels have been categorized as science fiction, historical fiction, cyberpunk, postcyberpunk, and baroque. Stephenson's work explores mathematics, cryptography, linguistics, philosophy, currency, and the history of science. He also writes non-fiction articles about technology in publications such as ''Wired''. He has written novels with his uncle, George Jewsbury ("J. Frederick George"), under the collective pseudonym Stephen Bury. Stephenson has worked part-time as an advisor for Blue Origin, a company (founded by Jeff Bezos) developing a spacecraft and a space launch system, and is also a cofounder of Subutai Corporation, whose first offering is the interactive fiction project ''The Mongoliad''. He was Magic Leap's Chief Futurist from 2014 to 2020. Early life Born on October 31, 1959, in Fort Meade, Maryland, Stephenson came from a family of engineers and scient ...
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Batou
is a main male character in Masamune Shirow's ''Ghost in the Shell'' series. He is the second-best melee fighter in Section 9,Official Log 1, page 23. and is the second in command under Major Motoko Kusanagi. He is a battle-hardened cyborg special operative with a long distinguished military career and a no-nonsense attitude. Though he looks imposing, he is known for his warm heart, sense of humor, and love for animals. Conception and creation Batou's serves as pointman whose combat specialty is " near combat." Batou often acts as the Section 9 team's comedic relief. Background Batou's limbs are all prosthetic; despite the fact that exercise provides negligible benefit, Batou enjoys jogging and weightlifting as a hobby. Shirow's characterization of Batou in the manga, and indeed the other members of Section 9, is notably more light-hearted than the characterization used in Mamoru Oshii's films of the same name. His eyes, though prosthetic, often bulge comically when he is a ...
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