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Tuesday, November 10, 2026

Biomining

From Wikipedia, the free encyclopedia

Biomining refers to processes that use organisms to extract metals from ores and other solid materials. The largest application currently being used is the treatment of mining waste containing iron, copper, zinc, and gold. It may also be useful in maximizing the yields of increasingly low grade ore deposits. Biomining has been proposed as a relatively environmentally friendly alternative and/or supplementation to traditional mining. Current methods of biomining are modified leach mining processes. These aptly named bioleaching processes most commonly includes the inoculation of extracted rock with bacteria and acidic solution, with the leachate salvaged and processed for the metals of value. Aspirational applications include space biomining, fungal bioleaching and biomining with hybrid biomaterials.

Biomining is related to biohydrometallurgy, a subset or specialized form of hydrometallurgy, which refers to the use of aqueous solutions for metal extraction through a series of chemical reactions. In biohydrometallurgy, the aqueous solutions contain biological agents (bacteria), which assist in the recovery of metals. Bioleaching is closely related to biohydrometallurgy. It focuses on extraction or liberation of metals from their ores through the use of living organisms. Relative to traditional forms of metallurgy, biohydrometallurgy or bioleaching is slow but in principle low cost. These techniques are mainly applied to recovery of copper and gold from low-grade ores. These techniques have been proposed to the extraction of uranium, nickel, and other metals.

History

The possibility of using microorganisms in biomining applications was realized after the 1951 paper by Kenneth Temple and Arthur Colmer. In the paper the authors presented evidence that the bacteria Acidithiobacillus ferrooxidans (basonym Thiobacillus ferrooxidans) is an iron oxidizer that thrive in iron, copper and magnesium-rich environments. In the experiment, A. ferrooxidans was inoculated into media containing between 2,000 and 26,000 ppm ferrous iron, finding that the bacteria grew faster and were more motile in the high iron concentrations. The byproducts of the bacterial growth caused the media to turn very acidic, in which the microorganisms still thrived. Following this experiment, the potential to use fungi to leach metals from their environment and use microorganisms to take up radioactive elements like uranium and thorium have also been explored.

While the 1960s was when industrial biomining got its start, humans have been unknowingly using biomining practices for hundreds of years. In western Europe the practice of extracting copper from metallic iron by placing it into drainage streams, used to be considered an act of alchemy. However, today we know that it is a fairly simple chemical reaction.

Cu2+ + Fe0 → Cu0 + Fe2+

In the Middle Ages in Portugal, Spain and Wales, miners unknowingly used this reaction to their advantage when they discovered that when flooding deep mine shafts for a period with some leftover iron they were able to obtain copper.

In China, the use of biomining techniques has been documented as early as 6th-7th century BC. The relationship between water and ore to produce copper was well documented, and during the Tang dynasty and Song dynasty copper was produced using hydrometallurgical techniques. Though the mechanism of oxidation via bacteria was not understood, the unintended use of biomining allowed copper production in China to reach 1000 Tons per year.

Biomining was first used more than 300 years ago to recover copper. Early work on copper bioleaching was carried out at the mines of Chuquicamata and Lo Aguirre in Chile.

Mechanism

A Simplified scheme illustrating bioleaching of copper from its ore chalcopyrite

The processes often involve the use ferric ions (Fe3+) for oxidation of sulfide minerals. The organisms that promote these reactions tolerate high metal concentrations and low pH:

CuFeS2+4H++O2 → Cu2++Fe2++2S0+2H2O
4Fe2+ + 4H+ + O2 → 4Fe3+ + 2H2O
2S0 + 3O2+2H2O → 2 SO2-4 + 4H+,
CuFeS2 + 4Fe3+ → Cu2+ + 2 S0 + 5 Fe2+

Bioleaching technologies

Direct vs indirect leaching

Biohydrometallurgy can be productively implemented in two ways: direct and indirect leaching. Direct leaching entails physical contact between the ore and the microbe. The sulfide ore serves as an electron donor, which supplies energy to the organisms when coupled to the reduction of oxygen. Many sulfide ores are susceptible to direct leaching: covelite (CuS), chalcocite (Cu2S), galena (PbS), molybdenite (MoS2), and more. The energy producing conversion can be represented:

MS + 2 O2 → MSO4

"Indirect leaching" requires no physical contact between the organism and the sulfide mineral. Here, the bacteria produce Fe3+ (ferric) ions, which can be viewed as the lixiviant. Ferric ions attack the sulfide (usually) ore. The general equation for the solubilization of a metal sulfide ore is:

MS + Fe2(SO4)3 + O2 → 2 FeSO4 +MSO4 + S

Here the target of the biomining is M, often copper. The bacteria can then promote the re-oxidation of ferrous by air and the oxidation of sulfur-containing products to sulfuric acid.

The oxidation of the pyrite is of particular interest in gold recovery for gold-containing pyrite (and related "pyritic" minerals). The goal here is to solubilize pyrite using air:

FeS2 + O2 + 2 H2O → FeSO4 + 2 H2SO4

In terms of mechanism, an early step entails oxidation of pyrite to thiosulfate by ferric ion (Fe3+), which in turn is reduced to give ferrous ion (Fe2+). Thiosulfate is also oxidized by air to give sulfate:

S2O2−3 + 2 O2 + H2O → 2HSO−4

The oxidation of the ferrous ion by air is promoted by bacteria:

4 FeSO4 + O2 + 2 H2SO4 → 2Fe2(SO4)3 + 2 H2O

Thus the roles of the bacteria are the oxidations of the ferrous and thiosulfate. As a practical matter, the bacteria require nutrients such as ammonium and phosphate.

The sulfate salts are metal aquo complexes, not anhydrous as depicted.

Similar reactions apply to the proposed leaching of nickel ions from pentlandite ores and uranium from UO2-containing ores.

Heap or dump leaching

Bioleaching was one of the first widely used applications of biomining. It is practiced in two broad venues:

  • rock is treated with an extractant (lixiviant), which percolates through the solid and the metals are recovered from the leachate.
    • Dump bioleaching, waste rock is piled into mounds (>100m tall) and saturated with sulfuric acid to encourage mineral oxidation from native bacteria. Inoculation of the rock with bacteria is often not performed in dump bioleaching which instead relies on the bacteria already present in the rock.
    • Heap bioleaching is a newer take on dump leaching. The process includes more processing in which the rocks are ground into a finer grain size. This finer grain is then stacked only 2 – 10 m high and is well irrigated allowing for plenty of oxygen and carbon dioxide to reach the bacteria. The mounds are also often inoculated with bacteria. The liquid coming out at the bottom of the pile, called leachate, is rich in the processed mineral. The heaps reside on non-porous platforms which catch the leachate for processing. Once collected the leachate is transported to a precipitation plant where the metal is reprecipitated and purified. The waste liquid, now void of the valuable minerals, can be pumped back to the top of the pile and the cycle is repeated.

The temperature inside the leach dump often rises spontaneously as a result of microbial activities. Thus, thermophilic iron-oxidizing chemolithotrophs such as thermophilic Acidithiobacillus species and Leptospirillum and at even higher temperatures the thermoacidophilic archaeon Sulfolobus (Metallosphaera sedula) may become important in the leaching process above 40 °C.

In situ copper biomining of and electro-winning for recovery from Kupferschiefer deposits

Stirred tank

A major alternative to heap or dump leaching is continuously stirred tank reactor (STR). Alternatives include the airlift reactor (ALR) or pneumatic reactor (PR) of the Pachuca type to extract the low concentration mineral resources efficiently.

In situ biomining

In situ biomining involves the flooding and inoculation of fractured ore bodies that have yet to be removed from the ground. Once the bacteria are introduced to the ore deposits, they begin leaching the precious metals, which can then be extracted as leachate with a recovery well. In-situ mining also shows promise for applications in cost-effective deep subsurface extraction of metals.

In situ biomining, is the one current method utilizing bioleaching that serves as an effective and viable replacement for traditional mining. Because in-situ biomining, negates the need for the extraction of the ore bodies, this method stops the need for hauling or smelting of the ore. This would mean there would be no waste rocks or mineral tailings that contaminate the surface. In-situ biomining poses environmental challenges, such as the contamination of ground water.

Applications

Gold

Bioleaching from pyritic ores (pyrite, marcasite, arsenopyrite) utilize iron- and sulfur-oxidizing bacteria, including Acidithiobacillus ferrooxidans (formerly known as Thiobacillus ferrooxidans) and Acidithiobacillus thiooxidans (formerly known as Thiobacillus thiooxidans). There is no interest in obtaining iron salts from this kind of treatment. Rather, traces of precious metals such as gold may be liberated in the process since tiny particles of gold are often associated with pyrite. Sulfuric acid is produced in the processing of these pyritic ores, using indirect leaching. Plants for biooxidation of gold-bearing concentrates have been operated at 40 °C with mixed cultures of Leptospirillum ferrooxidans or of the genera Acidithiobacillus. Gold is frequently found in nature associated with arsenopyrite and pyrite. In the microbial leaching process Acidithiobacillus ferrooxidans, etc. dissolve these minerals, exposing trapped gold (Au). The following reaction summarizes the process:

2 FeAsS[Au] + 7 O2 + 2 H2O + H2SO4 → Fe2(SO4)3 + 2 H3AsO4 + [Au]

Copper ores

One of the largest applications of these leaching methods is in the mining of copper. Acidithiobacillus ferrooxidans has the ability to solubilize copper from its sulfidic ores. The acidophilic archaea Sulfolobus metallicus and Metallosphaera sedula can tolerate up to 4% of copper. The main application is for extraction from low grade ores using Thiobacillus thiooxidans. – an important consideration in the face of the depletion of high grade ores.

The copper can then be recovered from the solution by plating it out on scrap iron or electrowinning.

Fe0 + Cu2+ → Cu0 + Fe2+

The main copper mineral chalcopyrite (CuFeS2) is not leached very efficiently. Instead, the dominant technology remains flotation. The leaching of CuFeS2 proceeds according the route indicated for indirect leaching above.

Uranium

Bioleaching of non-sulfidic ores such as pitchblende also uses ferric iron as an oxidant (e.g., UO2 + 2 Fe3+ ==> UO22+ + 2 Fe2+). In this case, the purpose of the bacterial step is the regeneration of Fe3+. Sulfidic iron ores can be added to speed up the process and provide a source of iron. Bioleaching of non-sulfidic ores by layering of waste sulfides and elemental sulfur, colonized by Acidithiobacillus spp., has been demonstrated, which provides a strategy for accelerated leaching of materials that do not contain sulfide minerals.

Biomining was used in Canada in the 1970s to extract additional uranium out of exploited mines. As in the biomining of copper, Acidithiobacillus ferrooxidans can oxidize U4+ to U6+ with O2 as electron acceptor. However, it is likely that the uranium leaching process depends more on the chemical oxidation of uranium by Fe3+, with At. ferrooxidans contributing mainly through the reoxidation of Fe2+ to Fe3+.

UO2 + Fe2(SO4)3 → UO2SO4 + 2 FeSO4

Aspirational themes

Additional capabilities, of current bioleaching technologies include the bioleaching of metals from sulfide ores, phosphate ores, and concentrating of metals from solution. For example, the bioleaching of cobalt mine tailings has been investigated using stirred tanks.

Illustration of the process of uranium heap leaching. In bioleaching, the heap would have been inoculated with the process specific microbe.

Coal desulfurization

Biological methods have shown some promise for the removal of sulfur from coal, giving a cleaner-burning fuel. This concept has not progressed beyond demonstration phase, however.

Biomining in space

Theoretical map of space biomining/bioleaching based biological life support system (BLSS)

Microorganisms could be employed to mine extraterrestrially.

Space biomining is at the conceptual stage. Bioleaching in space also shows promise for application in building biological life support systems (BLSS). BLSS do not usually contain biological component, however, the use of microorganisms to breakdown waste and regolith, while being able to capture their byproducts like nitrates and methane would theoretically allow for a cyclical system of regenerative life support.

BioRock Experimental Unit of the space station biomining experiment
The experimental unit of the experiment
 
Effects of microorganisms on rare earth element leaching
S. desiccabilis is a microorganisms that showed high efficacy

Fungi in biomining

Fungi and plants (phytoextraction also known as phytomining) may also be used. Species of filamentous fungi, specifically those in the genera of Aspergillus and Penicillium have been shown as effective bioleaching agents. Fungi have the ability to solubilize metals through acidolysis, redoxolysis and chelation reactions. Like bacteria, fungi have been studied for their ability to extract rare earth elements and to process low grade ore. But their most promising and studied usage is in the breakdown of E-waste and the recovery of valuable metals from it, like gold. Despite the promise of fungal bioleaching, there has been no industrial applications of it as it does not out compete its bacterial counterparts.

Fungi can be grown on many substrates, such as electronic scrap, catalytic converters, and fly ash from municipal waste incineration. Experiments have shown that two fungal strains (Aspergillus niger, Penicillium simplicissimum) were able to mobilize Cu and Sn by 65%, and Al, Ni, Pb, and Zn by more than 95%. Aspergillus niger can produce some organic acids such as citric acid. This form of leaching does not rely on microbial oxidation of metal but rather uses microbial metabolism as source of acids that directly dissolve the metal.

Economic feasibility and potential drawbacks

As a complement to traditional mining, biomining allows for extraction of some low-grade ore and mine tailings. The approach is environmentally appealing, however the Finnish Talvivaara project proved to be environmentally and economically disastrous.

Monday, November 9, 2026

Cyberspace

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Cyberspace

Nightscape in Chongqing, China. Artificial landscapes and "city lights at night" were some of the first metaphors used by the genre for cyberspace (in Neuromancer by William Gibson).

Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging. As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as "cybernauts".

The term cyberspace has become a conventional means to describe anything associated with general computing, the Internet and the diverse Internet culture. The U.S. government recognizes the interdependent network of information technology infrastructures and cyber-physical systems operating across this medium as part of the US national critical infrastructure. Amongst individuals on cyberspace, there is believed to be a code of shared rules and ethics mutually beneficial for all to follow, referred to as cyberethics. Many view the right to privacy as most important to a functional code of cyberethics. Such moral responsibilities go hand in hand when working online with global networks, specifically when opinions are involved with online social experiences.

According to Chip Morningstar and F. Randall Farmer, cyberspace is defined more by the social interactions involved rather than its technical implementation. In their view, the computational medium in cyberspace is an augmentation of the communication channel between real people; the core characteristic of cyberspace is that it offers an environment that consists of many participants with the ability to affect and influence each other. They derive this concept from the observation that people seek richness, complexity, and depth within a virtual world.

Etymology

The term cyberspace first appeared in the visual arts in the late 1960s, when Danish artist Susanne Ussing (1940–1998) and her partner architect Carsten Hoff (b. 1934) constituted themselves as Atelier Cyberspace. Under this name the two made a series of installations and images entitled "sensory spaces" that were based on the principle of open systems adaptable to various influences, such as human movement and envisioned urban planning architectures.

Atelier Cyberspace worked at a time when the Internet did not exist and computers were more or less off-limit to artists and creative engagement. In a 2015 interview with Scandinavian art magazine Kunstkritikk, Carsten Hoff recollects that although Atelier Cyberspace did try to implement computers, they had no interest in the virtual space as such:

To us, "cyberspace" was simply about managing spaces. There was nothing esoteric about it. Nothing digital, either. It was just a tool. The space was concrete, physical.

In the same interview, Hoff continues:

Our shared point of departure was that we were working with physical settings, and we were both frustrated and displeased with the architecture from the period, particularly when it came to spaces for living. We felt that there was a need to loosen up the rigid confines of urban planning, giving back the gift of creativity to individual human beings and allowing them to shape and design their houses or dwellings themselves – instead of having some clever architect pop up, telling you how you should live. We were thinking in terms of open-ended systems where things could grow and evolve as required. For instance, we imagined a kind of mobile production unit, but unfortunately the drawings have been lost. It was a kind of truck with a nozzle at the back. Like a bee building its hive. The nozzle would emit and apply material that grew to form amorphous mushrooms or whatever you might imagine. It was supposed to be computer-controlled, allowing you to create interesting shapes and sequences of spaces. It was a merging of organic and technological systems, a new way of structuring the world. And a response that counteracted industrial uniformity. We had this idea that sophisticated software might enable us to mimic the way in which nature creates products – where things that belong to the same family can take different forms. All oak trees are oak trees, but no two oak trees are exactly alike. And then a whole new material – polystyrene foam – arrived on the scene. It behaved like nature in the sense that it grew when its two component parts were mixed. Almost like a fungal growth. This made it an obvious choice for our work in Atelier Cyberspace.

The works of Atelier Cyberspace were originally shown at a number of Copenhagen venues and have later been exhibited at The National Gallery of Denmark in Copenhagen as part of the exhibition "What's Happening?"

The term cyberspace first appeared in fiction in the 1980s in the work of cyberpunk science fiction author William Gibson, first in his 1982 short story "Burning Chrome" and later in his 1984 novel Neuromancer. In the next few years, the word became prominently identified with online computer networks. The portion of Neuromancer cited in this respect is usually the following:

Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts... A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.

Now widely used, the term has since been criticized by Gibson, who commented on the origin of the term in the 2000 documentary No Maps for These Territories:

All I knew about the word "cyberspace" when I coined it, was that it seemed like an effective buzzword. It seemed evocative and essentially meaningless. It was suggestive of something, but had no real semantic meaning, even for me, as I saw it emerge on the page.

Metaphorical

Don Slater uses a metaphor to define cyberspace, describing the "sense of a social setting that exists purely within a space of representation and communication ... it exists entirely within a computer space, distributed across increasingly complex and fluid networks." The term cyberspace started to become a de facto synonym for the Internet, and later the World Wide Web, during the 1990s, especially in academic circles and activist communities. Author Bruce Sterling, who popularized this meaning, credits John Perry Barlow as the first to use it to refer to "the present-day nexus of computer and telecommunications networks". Barlow describes it thus in his essay to announce the formation of the Electronic Frontier Foundation (note the spatial metaphor) in June 1990:

In this silent world, all conversation is typed. To enter it, one forsakes both body and place and becomes a thing of words alone. You can see what your neighbors are saying (or recently said), but not what either they or their physical surroundings look like. Town meetings are continuous and discussions rage on everything from sexual kinks to depreciation schedules. Whether by one telephonic tendril or millions, they are all connected to one another. Collectively, they form what their inhabitants call the Net. It extends across that immense region of electron states, microwaves, magnetic fields, light pulses and thought which sci-fi writer William Gibson named Cyberspace.

— John Perry Barlow, "Crime and Puzzlement", 1990-06-08

As Barlow and the EFF continued public education efforts to promote the idea of "digital rights", the term was increasingly used during the Internet boom of the late 1990s.

Virtual environments

Although in the present-day, loose use of the term cyberspace no longer implies or suggests immersion in a virtual reality, current technology allows the integration of a number of capabilities (sensors, signals, connections, transmissions, processors, and controllers) sufficient to generate a virtual interactive experience that is accessible regardless of a geographic location. It is for these reasons cyberspace has been described as the ultimate tax haven.

In 1989, Autodesk, an American multinational corporation that focuses on 2D and 3D design software, developed a virtual design system called Cyberspace.

Recent definitions of Cyberspace

Although several definitions of cyberspace can be found both in scientific literature and in official governmental sources, there is no fully agreed official definition yet. According to F. D. Kramer, there are 28 different definitions of the term cyberspace.

The most recent draft definition is the following:

Cyberspace is a global and dynamic domain (subject to constant change) characterized by the combined use of electrons and the electromagnetic spectrum, whose purpose is to create, store, modify, exchange, share, and extract, use, eliminate information and disrupt physical resources. Cyberspace includes: a) physical infrastructures and telecommunications devices that allow for the connection of technological and communication system networks, understood in the broadest sense (SCADA devices, smartphones/tablets, computers, servers, etc.); b) computer systems (see point a) and the related (sometimes embedded) software that guarantee the domain's basic operational functioning and connectivity; c) networks between computer systems; d) networks of networks that connect computer systems (the distinction between networks and networks of networks is mainly organizational); e) the access nodes of users and intermediaries routing nodes; f) constituent data (or resident data). Often, in common parlance (and sometimes in commercial language), networks of networks are called the Internet (with a lowercase i), while networks between computers are called intranet. Internet (with a capital I, in journalistic language sometimes called the Net) can be considered a part of the system a). A distinctive and constitutive feature of cyberspace is that no central entity exercises control over all the networks that make up this new domain. Just as in the real world there is no world government, cyberspace lacks an institutionally predefined hierarchical center. To cyberspace, a domain without a hierarchical ordering principle, we can, therefore, extend the definition of international politics coined by Kenneth Waltz: as being "with no system of law enforceable." This does not mean that the dimension of power in cyberspace is absent, nor that power is dispersed and scattered into a thousand invisible streams, nor that it is evenly spread across myriad people and organizations, as some scholars had predicted. On the contrary, cyberspace is characterized by a precise structuring of hierarchies of power.

The Joint Chiefs of Staff of the United States Department of Defense define cyberspace as one of five interdependent domains, the remaining four being land, air, maritime, and space. See United States Cyber Command

Cyberspace as an Internet metaphor

While cyberspace should not be confused with the Internet, the term is often used to refer to objects and identities that exist largely within the communication network itself, so that a website, for example, might be metaphorically said to "exist in cyberspace". According to this interpretation, events taking place on the Internet are not happening in the locations where participants or servers are physically located, but "in cyberspace". The philosopher Michel Foucault used the term heterotopias to describe such spaces which are simultaneously physical and mental.

Firstly, cyberspace describes the flow of digital data through the network of interconnected computers: it is at once not "real"—since one could not spatially locate it as a tangible object—and clearly "real" in its effects. There have been several attempts to create a concise model about how cyberspace works since it is not a physical thing that can be looked at. Secondly, cyberspace is the site of computer-mediated communication (CMC), in which online relationships and alternative forms of online identity are enacted, raising important questions about the social psychology of Internet use, the relationship between "online" and "offline" forms of life and interaction, and the relationship between the "real" and the virtual. Cyberspace draws attention to the remediation of culture through new media technologies: it is not just a communication tool, but a social destination, and is culturally significant in its own right. Finally, cyberspace can be seen as providing new opportunities to reshape society and culture through "hidden" identities, or it can be seen as borderless communication and culture.

Cyberspace is the "place" where a telephone conversation appears to occur. Not inside your actual phone, the plastic device on your desk. Not inside the other person's phone, in some other city. The place between the phones. [...] in the past twenty years, this electrical "space," which was once thin and dark and one-dimensional—little more than a narrow speaking-tube, stretching from phone to phone—has flung itself open like a gigantic jack-in-the-box. Light has flooded upon it, the eerie light of the glowing computer screen. This dark electric netherworld has become a vast flowering electronic landscape. Since the 1960s, the world of the telephone has cross-bred itself with computers and television, and though there is still no substance to cyberspace, nothing you can handle, it has a strange kind of physicality now. It makes good sense today to talk of cyberspace as a place all its own.

— Bruce Sterling, Introduction to The Hacker Crackdown

The "space" in cyberspace has more in common with the abstract, mathematical meanings of the term (see space) than physical space. It does not have the duality of positive and negative volume (while in physical space, for example, a room has the negative volume of usable space delineated by positive volume of walls, Internet users cannot enter the screen and explore the unknown part of the Internet as an extension of the space they are in), but spatial meaning can be attributed to the relationship between different pages (of books as well as web servers), considering the unturned pages to be somewhere "out there." The concept of cyberspace, therefore, refers not to the content being presented to the surfer, but rather to the possibility of surfing among different sites, with feedback loops between the user and the rest of the system creating the potential to always encounter something unknown or unexpected.

Video games differ from text-based communication in that on-screen images are meant to be figures that actually occupy a space and the animation shows the movement of those figures. Images are supposed to form the positive volume that delineates the empty space. A game adopts the cyberspace metaphor by engaging more players in the game, and then figuratively representing them on the screen as avatars. Games do not have to stop at the avatar-player level, but current implementations aiming for more immersive playing space (i.e. Laser tag) take the form of augmented reality rather than cyberspace, fully immersive virtual realities remaining impractical.

Although the more radical consequences of the global communication network predicted by some cyberspace proponents (i.e. the diminishing of state influence envisioned by John Perry Barlow) failed to materialize and the word lost some of its novelty appeal, it remains current as of 2006.

Some virtual communities explicitly refer to the concept of cyberspace—for example, Linden Lab calling their customers "Residents" of Second Life—while all such communities can be positioned "in cyberspace" for explanatory and comparative purposes (as did Sterling in The Hacker Crackdown, followed by many journalists), integrating the metaphor into a wider cyber-culture.

The metaphor has been useful in helping a new generation of thought leaders to reason through new military strategies around the world, led largely by the US Department of Defense (DoD). The use of cyberspace as a metaphor has had its limits, however, especially in areas where the metaphor becomes confused with physical infrastructure. It has also been critiqued as being unhelpful for falsely employing a spatial metaphor to describe what is inherently a network.

Alternate realities in philosophy and art

Predating computers

A forerunner of the modern ideas of cyberspace is the Cartesian notion that people might be deceived by an evil demon that feeds them a false reality. This argument is the direct predecessor of modern ideas of a brain in a vat and many popular conceptions of cyberspace take Descartes's ideas as their starting point.

Visual arts have a tradition, stretching back to antiquity, of artifacts meant to fool the eye and be mistaken for reality. This questioning of reality occasionally led some philosophers and especially theologians to distrust art as deceiving people into entering a world which was not real (see Aniconism). The artistic challenge was resurrected with increasing ambition as art became more and more realistic with the invention of photography, film (see Arrival of a Train at La Ciotat), and immersive computer simulations.

Influenced by computers

Philosophy

American counterculture exponents like William S. Burroughs (whose literary influence on Gibson and cyberpunk in general is widely acknowledged) and Timothy Leary were among the first to extol the potential of computers and computer networks for individual empowerment.

Some contemporary philosophers and scientists (e.g. David Deutsch in The Fabric of Reality) employ virtual reality in various thought experiments. For example, Philip Zhai in Get Real: A Philosophical Adventure in Virtual Reality connects cyberspace to the Platonic tradition:

Let us imagine a nation in which everyone is hooked up to a network of VR infrastructure. They have been so hooked up since they left their mother's wombs. Immersed in cyberspace and maintaining their life by teleoperation, they have never imagined that life could be any different from that. The first person that thinks of the possibility of an alternative world like ours would be ridiculed by the majority of these citizens, just like the few enlightened ones in Plato's allegory of the cave.

Note that this brain-in-a-vat argument conflates cyberspace with reality, while the more common descriptions of cyberspace contrast it with the "real world".

Cyber-geography

The "Geography of Notopia" (Papadimitriou, 2006) theorizes about the complex interplay of cyber-cultures and the geographical space. This interplay has several philosophical and psychological facets (Papadimitriou, 2009).

A new communication model

The technological convergence of the mass media is the result of a long adaptation process of their communicative resources to the evolutionary changes of each historical moment. Thus, the new media became an extension of the traditional media in cyberspace, allowing the public access to information in a wide range of digital devices. In other words, it is a cultural virtualization of human reality as a result of the migration from physical to virtual space (mediated by the ICTs), ruled by codes, signs and particular social relationships. Forwards, arise instant ways of communication, interaction and possible quick access to information, in which we are no longer mere senders, but also producers, reproducers, co-workers and providers. New technologies also help to "connect" people from different cultures outside the virtual space, which was unthinkable fifty years ago. In this giant relationships web, we mutually absorb each other's beliefs, customs, values, laws and habits, cultural legacies perpetuated by a physical-virtual dynamics in constant metamorphosis (ibidem). In this sense, Professor Doctor Marcelo Mendonça Teixeira created, in 2013, a new model of communication to the virtual universe, based in Claude Elwood Shannon (1948) article "A Mathematical Theory of Communication".

Art

Having originated among writers, the concept of cyberspace remains most popular in literature and film. Although artists working with other media have expressed interest in the concept, such as Roy Ascott, "cyberspace" in digital art is mostly used as a synonym for immersive virtual reality and remains more discussed than enacted.

Computer crime

Cyberspace also brings together every service and facility imaginable to expedite money laundering. One can purchase anonymous credit cards, bank accounts, encrypted global mobile telephones, and false passports. From there one can pay professional advisors to set up IBCs (International Business Corporations, or corporations with anonymous ownership) or similar structures in OFCs (Offshore Financial Centers). Such advisors are loath to ask any penetrating questions about the wealth and activities of their clients, since the average fees criminals pay them to launder their money can be as much as 20 percent.

5-level model

In 2010, a five-level model was designed in France. According to this model, cyberspace is composed of five layers based on information discoveries: 1) language, 2) writing, 3) printing, 4) Internet, 5) Etc., i.e. the rest, e.g. noosphere, artificial life, artificial intelligence, etc., etc. This original model links the world of information to telecommunication technologies.

Brain implant

From Wikipedia, the free encyclopedia
A laboratory rat with a 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 stimulation and vagus nerve stimulation are increasingly becoming routine for patients with Parkinson's disease and clinical depression, respectively.

Purpose

Brain implants electrically stimulate, block or record (or both record and stimulate simultaneously) signals from single neurons or groups of neurons (biological neural networks) in the brain. This can only be done where the functional associations of these neurons are approximately known. Because of the complexity of neural processing and the lack of access to action potential related signals using neuroimaging techniques, the application of brain implants has been seriously limited until recent advances in neurophysiology and computer processing power. Much research is also being done on the surface chemistry of neural implants in effort to design products which minimize all negative effects that an active implant can have on the brain, and that the body can have on the function of the implant. Researchers are also exploring a range of delivery systems, such as using veins, to deliver these implants without brain surgery; by leaving the skull sealed shut, patients could receive their neural implants without running as great a risk of seizures, strokes, or permanent neural impairments, all of which can be caused by open-brain surgery.

Research and applications

Research in sensory substitution has made significant progress since 1970. Especially in vision, due to the knowledge of the working of the visual system, eye implants (often involving some brain implants or monitoring) have been applied with demonstrated success. For hearing, cochlear implants are used to stimulate the auditory nerve directly. The vestibulocochlear nerve is part of the peripheral nervous system, but the interface is similar to that of true brain implants.

Multiple projects have demonstrated success at recording from the brains of animals for long periods of time. As early as 1976, researchers at the NIH led by Edward Schmidt made action potential recordings of signals from rhesus monkey motor cortexes using immovable "hatpin" electrodes, including recording from single neurons for over 30 days, and consistent recordings for greater than three years from the best electrodes.

The "hatpin" electrodes were made of pure iridium and insulated with parylene, materials that are currently used in the cyberkinetics implementation of the Utah array. These same electrodes, or derivations thereof using the same biocompatible electrode materials, are currently used in visual prosthetics laboratories, laboratories studying the neural basis of learning, and motor prosthetics approaches other than the cyberkinetics probes.

Schematic of the "Utah" Electrode Array

Other laboratory groups produce their own implants to provide unique capabilities not available from the commercial products.

Breakthroughs include: studies of the process of functional brain re-wiring throughout the learning of a sensory discrimination, control of physical devices by rat brains, monkeys over robotic arms, remote control of mechanical devices by monkeys and humans, remote control over the movements of roaches, the first reported use of the Utah Array in a human for bidirectional signaling. Currently a number of groups are conducting preliminary motor prosthetic implants in humans. These studies are presently limited to several months by the longevity of the implants. The array now forms the sensor component of the Braingate.

Much research is also being done on the surface chemistry of neural implants in effort to design products which minimize all negative effects that an active implant can have on the brain, and that the body can have on the function of the implant.

Another type of neural implant that is being experimented on is prosthetic neuronal memory silicon chips, which imitate the signal processing done by functioning neurons that allows peoples' brains to create long-term memories.

For implants, potentially including brain implants, all-organic devices could be advantageous because they could be biocompatible. If organic neuromorphic devices reach that point, "implants could allow humans to control powered exoskeletons" for example. Genetically modified neurons may enable connecting external components – such as prosthetic limbs – to nerves. There also is research of potentially implantable physical artificial neurons.

There is research of potential implants for drug delivery to the brain.

In 2016, scientists at the University of Illinois at Urbana–Champaign announced development of tiny brain sensors for use postoperative monitoring, which melt away when they are no longer needed.

In 2020, scientists out of the University of Melbourne, who formed the company Synchron in 2016, published clinical data related to a discovery for Stentrode, a device implanted via the jugular vein, without the need for open brain surgery. The technology was shown to enable two patients to control a computer using thought alone. It may ultimately help diagnose and treat a range of brain pathologies, such as epilepsy and Parkinson's disease. In 2023, researchers reported no serious adverse events during the first year in all four patients who used the device to operate a computer.

In 2026, a blind patient that had suffered an optic nerve injury partially regained vision after scientists from the Miguel Hernández University of Elche stimulated the visual cortex of the patient using implanted electrodes that sent electrical signals received from special glasses directly to the patient's brain until he was able to perceive light, characters, and movement.

Military

DARPA has announced its interest in developing "cyborg insects" to transmit data from sensors implanted into the insect during the pupal stage. The insect's motion would be controlled from a Micro-Electro-Mechanical System (MEMS) and could conceivably survey an environment or detect explosives and gas. Similarly, DARPA is developing a neural implant to remotely control the movement of sharks. The shark's unique senses would then be exploited to provide data feedback in relation to enemy ship movement or underwater explosives.

In 2006, researchers at Cornell University invented a new surgical procedure to implant artificial structures into insects during their metamorphic development. The first insect cyborgs, moths with integrated electronics in their thorax, were demonstrated by the same researchers. The initial success of the techniques has resulted in increased research and the creation of a program called Hybrid-Insect-MEMS, HI-MEMS. Its goal, according to DARPA's Microsystems Technology Office, is to develop "tightly coupled machine-insect interfaces by placing micro-mechanical systems inside the insects during the early stages of metamorphosis".

The use of neural implants has recently been attempted, with success, on cockroaches. Surgically applied electrodes were put on the insect, which were remotely controlled by a human. The results, although sometimes different, basically showed that the cockroach could be controlled by the impulses it received through the electrodes. DARPA is now funding this research because of its obvious beneficial applications to the military and other areas.

In 2009 at the Institute of Electrical and Electronics Engineers (IEEE) Micro-electronic mechanical systems (MEMS) conference in Italy, researchers demonstrated the first "wireless" flying-beetle cyborg. Engineers at the University of California at Berkeley pioneered the design of a "remote controlled beetle", funded by the DARPA HI-MEMS Program. This was followed later that year by the demonstration of wireless control of a "lift-assisted" moth-cyborg.

Eventually researchers plan to develop HI-MEMS for dragonflies, bees, rats and pigeons. For the HI-MEMS cybernetic bug to be considered a success, it must fly 100 metres (330 ft) from a starting point, guided via computer into a controlled landing within 5 metres (16 ft) of a specific end point. Once landed, the cybernetic bug must remain in place.

In 2012, DARPA provided seed funding to Dr. Thomas Oxley, a neurointerventionist at Mount Sinai Hospital in New York City, for a technology that became known as Stentrode. Oxley's group in Australia was the only non-US-based funded by DARPA as part of the Reliable Neural Interface Technology (RE-NET) program. This technology is the first to attempt to provide neural implants through a minimally invasive surgical procedure that does not require cutting into the skull. That is, an electrode array built onto a self-expanding stent, implanted into the brain via cerebral angiography. This pathway can provide safe, easy access and capture a strong signal for a number of indications beyond addressing paralysis, and is currently in clinical trials in patients with severe paralysis seeking to regain the ability to communicate.

In 2015 it was reported that scientists from the Perception and Recognition Neuro-technologies Laboratory at the Southern Federal University in Rostov-on-Don suggested using rats with microchips planted in their brains to detect explosive devices.

In 2016 it was reported that American engineers are developing a system that would transform locusts into "remote controlled explosive detectors" with electrodes in their brains beaming information about dangerous substances back to their operators.

Rehabilitation

Neurostimulators have been in use since 1997 to ease the symptoms of such diseases as epilepsy, Parkinson's disease, dystonia and recently depression. Rapid advancements in neurostimulation technologies are providing relief to an unprecedented number of patients affected by debilitating neurologic and psychiatric disorders. Neurostimulation therapies include invasive and noninvasive approaches that involve the application of electrical stimulation to drive neural function within a circuit.

Brain implants are also being explored by DARPA as part of the Reliable Neural-Interface Technology (RE-NET) program launched in 2010 to directly address the need for high-performance neural interfaces to control the dexterous functions made possible by DARPA's advanced prosthetic limbs. The goal is to provide high-bandwidth, intuitive control interface for these limbs.

Individuals and companies exploring brain–computer interface include: Elon Musk, Bill Gates, Mark Zuckerberg, Jeff Bezos, Neuralink, CTRL Labs, and Synchron.

Current brain implants are made from a variety of materials such as tungsten, silicon, platinum-iridium, or even stainless steel. Future brain implants may make use of more exotic materials such as nanoscale carbon fibers (nanotubes), and polycarbonate urethane. Nearly all implants require open brain surgery, but, in 2019, a company called Synchron was able to successfully implant a brain–computer interface via the blood vessels.

There have been a number of advances in technological spinal cord injury treatment, including the use of implants that provided a “digital bridge” between the brain and the spinal cord. In a study published in May 2023 in the journal Nature, researchers in Switzerland described such implants which allowed a 40-year-old man, paralyzed from the hips down for 12 years, to stand, walk and ascend a steep ramp with only the assistance of a walker. More than a year after the implant was inserted, he has retained these abilities and could walk with crutches even when the implant was switched off. It turns out that walking with the implant has encouraged the recovery of neurological function beyond what prior traditional rehabilitation had done.

Historical research

In 1870, Eduard Hitzig and Gustav Fritsch demonstrated that electrical stimulation of the brains of dogs could produce movements. Robert Bartholow showed the same to be true for humans in 1874. By the start of the 20th century, Fedor Krause began to systematically map human brain areas, using patients that had undergone brain surgery.

Prominent research was conducted in the 1950s. Robert G. Heath experimented with mental patients, aiming to influence his subjects' moods through electrical stimulation.

Yale University physiologist Jose Delgado demonstrated limited control of animal and human subjects' behaviours using electronic stimulation. He invented the stimoceiver or transdermal stimulator, a device implanted in the brain to transmit electrical impulses that modify basic behaviours such as aggression or sensations of pleasure.

Delgado was later to write a popular book on mind control, called Physical Control of the Mind, where he stated: "the feasibility of remote control of activities in several species of animals has been demonstrated [...] The ultimate objective of this research is to provide an understanding of the mechanisms involved in the directional control of animals and to provide practical systems suitable for human application."

In the 1950s, the CIA also funded research into mind control techniques, through programs such as MKULTRA. Perhaps because he received funding for some research through the US Office of Naval Research, it has been suggested (but not proven) that Delgado also received backing through the CIA. He denied this claim in a 2005 article in Scientific American describing it only as a speculation by conspiracy-theorists. He stated that his research was only progressively scientifically motivated to understand how the brain works.

Current research is focused on enabling paralyzed patients to move external devices through thought as well as facilitating thought-to-text capability in this population.

In 2012, a landmark study in Nature, led by pioneer Leigh Hochberg, MD, PhD, demonstrated that two people with tetraplegia were able to control robotic arms through thought when connected to the BrainGate neural interface system. The two participants were able to reach for and grasp objects in three-dimensional space, and one participant used the system to serve herself coffee for the first time since becoming paralyzed nearly 15 years prior.

In October 2020, two patients were able to wirelessly control a Surface Book 2 running Windows 10 to text, email, shop and bank using direct thought through the Stentrode brain computer interface. This was the first time a brain–computer interface was implanted via the patient's blood vessels, eliminating the need for open-brain surgery.

Concerns and ethical considerations

Ethical questions raised include who are good candidates to receive neural implants and what are good and bad uses of neural implants. Whilst deep brain stimulation is increasingly becoming routine for patients with Parkinson's disease, there may be some behavioural side effects. Reports in the literature describe the possibility of apathy, hallucinations, compulsive gambling, hypersexuality, cognitive dysfunction, and depression. However, these may be temporary and related to correct placement and calibration of the stimulator and so are potentially reversible.

Some transhumanists, such as Ray Kurzweil and Kevin Warwick, see brain implants as part of the next step for humans in progress and evolution, whereas others, especially bioconservatives, view them as unnatural, with humankind losing essential human qualities. It raises controversy similar to other forms of human enhancement. For instance, it is argued that implants would technically change people into cybernetic organisms (cyborgs). It is also expected that all research will comply with the Declaration of Helsinki. Yet further, the usual legal duties apply such as information to the person wearing implants and that the implants are voluntary, with (very) few exceptions.

Other concerns involve vulnerabilities of neural implants to cybercrime or intrusive surveillance as neural implants could be hacked, misused, or misdesigned.

Sadja states that "one's private thoughts are important to protect" and does not consider it a good idea to just charge the government or any company with protecting them. Walter Glannon, a neuroethicist of the University of Calgary notes that "there is a risk of the microchips being hacked by third parties" and that "this could interfere with the user's intention to perform actions, violate privacy by extracting information from the chip".

In fiction and philosophy

Brain implants are now part of modern culture but there were early philosophical references of relevance as far back as René Descartes.

In his 1641 Meditations, Descartes argued that it would be impossible to tell if all one's apparently real experiences were in fact being produced by an evil demon intent on deception. A modern twist on Descartes's argument is provided by the "brain in a vat" thought experiment, which imagines a brain, sustained apart from its body in a vat of nutrients, and hooked up to a computer which is capable of stimulating it in such a way as to produce the illusion that everything is normal.

Popular science fiction discussing brain implants and mind control became widespread in the 20th century, often with a dystopian outlook. Literature in the 1970s delved into the topic, including The Terminal Man by Michael Crichton, where a man with brain damage receives an experimental surgical brain implant designed to prevent seizures, which he abuses by triggering for pleasure. Another example is Larry Niven's science fiction writing of wire-heads in his "Known Space" stories.

A somewhat more positive view of brain implants used to communicate with a computer as a form of augmented intelligence is seen in Algis Budrys 1976 novel Michaelmas.

Fear that the technology will be misused by the government and military is an early theme. In the 1981 BBC serial The Nightmare Man the pilot of a high-tech mini submarine is linked to his craft via a brain implant but becomes a savage killer after ripping out the implant.

Perhaps the most influential novel exploring the world of brain implants was William Gibson's 1984 novel Neuromancer. This was the first novel in a genre that came to be known as "cyberpunk". It follows a computer hacker through a world where mercenaries are augmented with brain implants to enhance strength, vision, memory, etc. Gibson coins the term "matrix" and introduces the concept of "jacking in" with head electrodes or direct implants. He also explores possible entertainment applications of brain implants such as the "simstim" (simulated stimulation) which is a device used to record and playback experiences.

Gibson's work led to an explosion in popular culture references to brain implants. Its influences are felt, for example, in the 1989 roleplaying game Shadowrun, which borrowed his term "datajack" to describe a brain–computer interface. The implants in Gibson's novels and short stories formed the template for the 1995 film Johnny Mnemonic and later, The Matrix Trilogy.

Pulp fiction with implants or brain implants include the novel series Typers, film Spider-Man 2, the TV series Earth: Final Conflict, and numerous computer/video games.

  • The Gap Cycle (The Gap into): In Stephen R. Donaldson's series of novels, the use (and misuse) of "zone implant" technology is key to several plotlines.
  • Ghost in the Shell anime and manga franchise: Cyberbrain neural augmentation technology is the focus. Implants of powerful computers provide vastly increased memory capacity, total recall, as well as the ability to view his or her own memories on an external viewing device. Users can also initiate a telepathic conversation with other cyberbrain users, the downsides being cyberbrain hacking, malicious memory alteration, and the deliberate distortion of subjective reality and experience.
  • In Larry Niven and Jerry Pournelle's Oath of Fealty (1981) an arcology with high surveillance and feudal-like society is built by a private company due to riots around Los Angeles. Its systems are run by MILLIE, an advanced computer system, with some high-level executives being able to communicate directly with it and given omniscience of the arcology's workings via expensive implants in their brains.

Film

  • Brainstorm (1983): The military tries to take control over a new technology that can record and transfer thoughts, feelings, and sensations.
  • RoboCop (1987) Science fiction action film. Police officer Alex Murphy is murdered and revived as a superhuman cyborg law enforcer.
  • Johnny Mnemonic (1995): The main character acts as a "mnemonic courier" by way of a storage implant in his brain, allowing him to carry sensitive information undetected between parties.
  • The Manchurian Candidate (2004): For a means of mind control, the presidential hopeful Raymond Shaw unknowingly has a chip implanted in his head by Manchurian Global, a fictional geopolitical organization aimed at making parts of the government sleeper cells, or puppets for their monetary advancement.
  • Hardwired (2009): A corporation attempting to bring marketing to the next level implants a chip into main character's brain.
  • Terminator Salvation (2009): A character named Marcus Wright discovers he is a Cyborg and must choose to fight for humans or an evil Artificial intelligence.

Television

  • The Happiness Cage (1972) A German scientist works on a way of quelling overly aggressive soldiers by developing implants that directly stimulate the pleasure centers of the brain. Also known as The Mind Snatchers.
  • Six Million Dollar Man (1974 to 1978) Steve Austin has an accident and is rebuilt as a cyborg.
  • The Bionic Woman (1976 to 1978) Jaime Sommers has an accident and is rebuilt as a cyborg.
  • Blake's 7: Olag Gan, a character, has a brain implant which is supposed to prevent future aggression after being convicted of killing an officer from the oppressive Federation.
  • Dark Angel: The notorious Red Series use neuro-implants pushed into their brain stem at the base of their skull to amp them up and hyper-adrenalize them and make them almost unstoppable. Unfortunately the effects of the implant burn out their system after six months to a year and kill them.
  • The X-Files (episode:Duane Barry, relevant to the overreaching mytharc of the series.): FBI Agent Dana Scully discovers an implant set under the skin at the back of her neck which can read her every thought and change memory through electrical signals that alter the brain chemistry.
  • Star Trek franchise: Members of the Borg collective are equipped with brain implants which connect them to the Borg collective consciousness.
  • Stargate SG-1 franchise: Advanced replicators, the Asuran interface with humans by inserting their hand into the brain of humans.
  • Stargate SG-1 franchise: Stargate SG-1 (season 7). Episode #705. Title "Revisions". A computer network linked to all the brains of the inhabitants. The A.I. in the interface has the ability to erase and rewrite history and does so.
  • Fringe: The Observers use a needle like, self-guided implant which allows them to read the minds of others at the expense of emotion. The implant also allows for short range teleportation and increases intelligence.
  • Person of Interest, Season 4. Episode 81 or 13. Title "M.I.A". One of many innocent people who Samaritan operatives are experimenting on with neural implants.
  • Brain implants appear in several episodes of The Outer Limits: in the episode "Straight and Narrow", students are forced to have brain implants and are controlled by them. In "The Message", a character named Jennifer Winter receives a brain implant to hear. In "Living Hell", a character named Ben Kohler receives a brain implant to save his life. And in "Judgment Day", a character who is judged a criminal has a chip implanted on the medulla oblongata of the lower brainstem. The forcibly implanted chip induces overwhelming pain and disorientation by a remote control within range. In the episode "Awakening", season three, episode 10, a neurologically impaired woman receives a brain implant to help her become more like a typical human.
  • Black Mirror, a British science fiction television anthology series, has several episodes in which characters have implants on their head or in their brain or eyes, providing video recording and playback, augmented reality, and communication.
  • Earth: Final Conflict, in season 1, episode 12, named "Sandoval's Run", the character named Sandoval experiences the breakdown of his brain implant.
  • Earth: Final Conflict, in season 4, episode 12, named "The Summit", the character named Liam is implanted with a neural surveillance device.

Video games

  • In the video games PlanetSide, PlanetSide 2 and Chrome, players can use implants to improve their aim, run faster, and see better, along with other enhancements.
  • The Deus Ex video game series addresses the nature and impact of human enhancement with regard to a wide variety of prosthesis and brain implants. Deus Ex: Human Revolution, set in 2027, details the impact on society of human augmentation and the controversy it could generate. Several characters in the game have implanted neurochips to aid their professions (or their whims). Examples are of a helicopter pilot with implanted chips to better pilot her aircraft and analyse flight paths, velocity and spatial awareness, a CEO getting an artificial arm to throw a baseball better, as well as a hacker with a brain–computer interface that allows direct access to computer networks and also to act as a 'human proxy' to allow an individual in a remote location to control his actions.
The game raises the question of the downsides of this kind of augmentation as those who cannot afford the enhancements (or object to getting them) rapidly find themselves at a serious disadvantage against people with artificial enhancement of their abilities. The spectre of being forced to have mechanical or electronic enhancements just to get a job is explored as well. The storyline addresses the effect of implant rejection by use of the fictional drug 'Neuropozyne' which breaks down glial tissue and is also fiercely addictive, leaving people who have augmentations little choice but to continue buying the drug from a single biotech corporation who controls the price of it. Without the drug augmented people experience rejection of implants (along with ensuing loss of implant functionality), crippling pain, and possible death.
  • In the video game AI: The Somnium Files, a direct neural interface is used to invasively interface the thoughts and dreams of two individuals to the extent that one person could forcibly extract information from another person's brain. Although the ethics of it are not discussed much, the significant concerns presented by this sort of technology, such as blending of the minds of connected individuals or trading thereof, and forced invasive interfacing are brought up and form part of the core narrative.
  • The game Cyberpunk 2077, developed by CD Projekt Red, includes examples of brain augmentation implants.

 

Biomining

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Biomining Biomining refers to pro...