Brain–computer interface in the context of "Brain in a vat"

Play Trivia Questions online!

or

Skip to study material about Brain–computer interface in the context of "Brain in a vat"

Ad spacer

⭐ Core Definition: Brain–computer interface

A brain–computer interface (BCI), sometimes called a brain–machine interface (BMI), is a direct communication link between the brain's electrical activity and an external device, most commonly a computer or robotic limb. BCIs are often directed at researching, mapping, assisting, augmenting, or repairing human cognitive or sensory-motor functions. They are often conceptualized as a human–machine interface that skips the intermediary of moving body parts (e.g. hands or feet). BCI implementations range from non-invasive (EEG, MEG, MRI) and partially invasive (ECoG and endovascular) to invasive (microelectrode array), based on how physically close electrodes are to brain tissue.

Research on BCIs began in the 1970s by Jacques Vidal at the University of California, Los Angeles (UCLA) under a grant from the National Science Foundation, followed by a contract from the Defense Advanced Research Projects Agency (DARPA). Vidal's 1973 paper introduced the expression brain–computer interface into scientific literature.

↓ Menu

>>>PUT SHARE BUTTONS HERE<<<

👉 Brain–computer interface in the context of Brain in a vat

In philosophy, the brain in a vat (BIV) is a scenario used in a variety of thought experiments intended to draw out certain features of human conceptions of knowledge, reality, truth, mind, consciousness, and meaning. Gilbert Harman conceived the scenario, which Hilary Putnam turned into a modernized version of René Descartes's evil demon thought experiment. Following many science fiction stories, the scenario involves a mad scientist who might remove a person's brain from the body, suspend it in a vat of life-sustaining liquid, and connect its neurons by wires to a supercomputer that would provide it with electrical impulses identical to those a brain normally receives. According to such stories, the computer would then be simulating reality (including appropriate responses to the brain's own output) and the "disembodied" brain would continue to have perfectly normal conscious experiences, like those of a person with an embodied brain, without these being related to objects or events in the real world. According to Putnam, the thought of "being a brain-in-a-vat" is either false or meaningless.

Considered a cornerstone of semantic externalism, the argument produced significant literature. The Matrix franchise and other fictional works (below) are considered inspired by Putnam's argument.

↓ Explore More Topics
In this Dossier

Brain–computer interface in the context of Superhuman

Superhumans are humans, humanoids or other beings with abilities and other qualities that exceed those naturally found in humans. These qualities may be acquired through natural ability, self-actualization or technological aids. The related concept of a super race refers to an entire category of beings with the same or varying superhuman characteristics, created from present-day human beings by deploying various means such as eugenics, euthenics, genetic engineering, nanotechnology, and/or brain–computer interfacing to accelerate the process of human evolution.

Throughout history, the discussion of superhuman traits and the idea of the ideal human in physical, mental, or spiritual form has influenced politics, policy, philosophy, science and various social movements, as well as featuring prominently in culture. Groups advocating the deliberate pursuit of superhuman qualities for philosophical, political, or moral reasons are sometimes referred to as superhumanist.

↑ Return to Menu

Brain–computer interface in the context of Superintelligence

A superintelligence is a hypothetical agent that possesses intelligence surpassing that of the most gifted human minds. Philosopher Nick Bostrom defines superintelligence as "any intellect that greatly exceeds the cognitive performance of humans in virtually all domains of interest".

Technological researchers disagree about how likely present-day human intelligence is to be surpassed. Some argue that advances in artificial intelligence (AI) will probably result in general reasoning systems that lack human cognitive limitations. Others believe that humans will evolve or directly modify their biology to achieve radically greater intelligence. Several future study scenarios combine elements from both of these possibilities, suggesting that humans are likely to interface with computers, or upload their minds to computers, in a way that enables substantial intelligence amplification. The hypothetical creation of the first superintelligence may or may not result from an intelligence explosion or a technological singularity.

↑ Return to Menu

Brain–computer interface in the context of Avatar (franchise)

Avatar is an American epic science fiction media franchise created by James Cameron, which began with the eponymous 2009 film. Produced by Lightstorm Entertainment and distributed by 20th Century Studios, it consists of associated merchandise, video games, and theme park attractions. Avatar is set in the mid-22nd century on Pandora, a lush habitable moon of a gas giant in the Alpha Centauri star system. The films' central conflict is between the indigenous Na'vi led by Jake Sully and Neytiri, and humans led by Colonel Miles Quaritch from the Resources Development Administration (RDA), a megacorp which has arrived on Pandora to colonize and pillage it for its natural resources. The title of the series refers to a genetically engineered Na'vi body remotely operated by humans via brain–computer interface to interact with the Na'vi on Pandora.

The first installment, Avatar, was released on December 18, 2009, and is the highest grossing motion picture of all time when ticket price inflation is not considered. The second installment, The Way of Water, was released on December 16, 2022. The planned sequel series was announced by 20th Century Fox on December 11, 2009, one week before Avatar was released to theaters. 20th Century Fox confirmed the series on January 15, 2010. The Avatar franchise is one of the most expensive franchises undertaken, with the combined budget of the first film and its four sequels estimated at $1 billion. The franchise has grossed more than $5.2 billion worldwide; it is the 14th-highest-grossing film series of all time.

↑ Return to Menu