2020
DOI: 10.1007/978-3-030-32622-7_25
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Cognitive Enhancement and Brain-Computer Interfaces: Potential Boundaries and Risks

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Cited by 3 publications
(5 citation statements)
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“…This quantitative research focused on students’ characteristics and factors that affect learning experience when playing 2D or 3D SGs. The results revealed that other learners’ skills beyond demographics such as self-regulation, spatial cognition and mental rotation should be considered 20 Kaimara et al ( 2020a , b ) Research article * * The main objective focused on the correlation of the University students’ views that were sharing common characteristics, like gender, information and communication technology skills, game playing experience, and specific scientific background with factors that related to the gameplay as well as the learning effectiveness 21 Kenny and Gunter ( 2011 ) Research article * Video games are one of the fastest-growing elements of informal, virtual learning. In this article, the authors presented a design and evaluation rubric that appears to overcome many of the shortcomings in educational games currently on the market 22 Kim et al ( 2020 ) Research article * In this paper, the authors introduced and demonstrated the benefits of a new type of treatment, namely, an eye-contact game that successfully exploits mixed reality technology with head-mounted display.…”
Section: Resultsmentioning
confidence: 95%
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“…This quantitative research focused on students’ characteristics and factors that affect learning experience when playing 2D or 3D SGs. The results revealed that other learners’ skills beyond demographics such as self-regulation, spatial cognition and mental rotation should be considered 20 Kaimara et al ( 2020a , b ) Research article * * The main objective focused on the correlation of the University students’ views that were sharing common characteristics, like gender, information and communication technology skills, game playing experience, and specific scientific background with factors that related to the gameplay as well as the learning effectiveness 21 Kenny and Gunter ( 2011 ) Research article * Video games are one of the fastest-growing elements of informal, virtual learning. In this article, the authors presented a design and evaluation rubric that appears to overcome many of the shortcomings in educational games currently on the market 22 Kim et al ( 2020 ) Research article * In this paper, the authors introduced and demonstrated the benefits of a new type of treatment, namely, an eye-contact game that successfully exploits mixed reality technology with head-mounted display.…”
Section: Resultsmentioning
confidence: 95%
“…GAS scores are associated with intensive use and certain problematic aspects of individuals' personalities and social lives 4 Granic et al ( 2014 ) Review article * * The authors summarized the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. They proposed some candidate mechanisms by which playing video games may foster real-world psychosocial benefits 5 Kaimara et al ( 2020a , b ) Review article * * * The author’s main objective was to research brain-computer interfaces (BCI) concrete components and potential advances as well as depict potential limitations while using technological devices. Within this context, requirements, advantages, possible addiction risks, and boundaries regarding the specifications for BCI and technology are discussed 6 Kardefelt-Winther ( 2017 ) Review article * * * Videogame playing was associated with prosocial behaviour, life satisfaction, and lower levels of conduct, emotional and peer problems, and hyperactivity.…”
Section: Resultsmentioning
confidence: 99%
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“…Right now, neurotechnological research is being conducted in this area toward enhancing the user's cognitive capacities in a variety of tasks (Valeriani et al, 2017 ; Cinel et al, 2019 ; Belkacem et al, 2020 ; Kaimara et al, 2020 ). However, we find it problematic to create a new right that promotes access to enhancement technologies, as this could lead to possible transhumanist applications that should be treated with caution.…”
Section: Neuroright To Equal Access To Mental Augmentationmentioning
confidence: 99%