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Classifications

     There are three main types of wetware classifications: Control Supplementation and Perception Augmentation, Recreational Neural Electromagnetic Stimulation, Rehabilitation and Enhancement. There is overlap in the application of various devices and techniques between these categories. Meaning the same device or technique could be used to facilitate more then one type of significance depending on its employment process.

 

 

Perception Augmentation and Control Supplementation

     This category deals primarily with human machine interface(HMI), but often in ways not discussed in main stream HMI research. Certainly the concept of interface implants would classify as a wetware hack, the application of wetware hacker devices and techniques in noninvasive yet innovation ways leaves a lot of room for exploration of this category. Perception Augmentation centers on utilizing wetware exploitables to enhance sensory experience of artificially creates stimulus. For example, utilizing brainwave entrainment to improve the perceived experience of a virtual reality simulation. A specific example of Control Supplementation would be utilizing a biofeedback technique to add additional input to a computer interface.

 

Recreational Neural Electromagnetic Stimulation

     This category concerns the use of wetware hacker devices and techniques for recreation and entertainment. Digital Drugs, although the term digital is somewhat inaccurate. Perhaps Psychotronic, or REMS (Recreational Electro Magnetic Stimulation), or some other yet unknown cleverness will become the popular term in the future. The reality is that, regardless of what you call it, it is coming to a home near you. Recreational CES devices are already available for sale on the internet, and with portable TMS devices currently being vetted for home migraine treatment, a new high will become increasingly available.

 

Rehabilitation and Enhancement

     Perhaps the oldest category, rehab and mental enhancement has been around in some form since the invention of electricity. In the 1990's, the supposed decade of the brain, it was thought by a few that the first wave of electrical cognitive devices from the 60's and 70's would finally reach wide spread use. Mind Gyms, of one form of another, cropped up all along the West Coast of the United States. AltaStims, star chambers, and float tanks were dusted off and offered to the public. Only to recede back to obscurity. Many devices and techniques of the wetware hacker found their start, at least conceptually, in this category.

 

 

Classes of Consequence

CLASS III 

     The most basic level. This class includes hacks of mild to moderate peak intensity, short duration of effect, and no pathways of application beyond normal sensory input.

      Devices: GSR, Light Machine, Brainwave Generator.

     Techniques: Basic forms of brainwave entrainment, biofeedback and binaural beats.

CLASS II 

     A moderate level. This class can include significant peak intensity and/or moderate duration of effect without serious invasiveness of application. Application can include mild forms beyond normal sensory input.

     Devices: EEG, CES, TMS.

     Techniques: Progressive forms of biofeedback and brainwave entrainment.

CLASS I

     The highest level. These are characterized by extreme intensity and invasiveness of application. Effects tend to be long lasting. Application requires pathways beyond normal sensory input.

     Devices: rTMS, electroshock.

     Techniques: Wireheading, extreme examples of neurological biofeedback

 

 

 

 

 

 

 

 

 

 

 

 

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