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Wetware is a term drawn from the computer-related idea of hardware or software, but applied to biological life forms.
The prefix "wet" is a reference to the water found in living creatures. Wetware is used to describe the elements equivalent to hardware and software found in a person, especially the central nervous system (CNS) and the human mind. The term wetware finds use in works of fiction, in scholarly publications [1] and in popularizations. [2]
The "hardware" component of wetware concerns the bioelectric and biochemical properties of the CNS, specifically the brain. If the sequence of impulses traveling across the various neurons are thought of symbolically as software, then the physical neurons would be the hardware. The amalgamated interaction of this software and hardware is manifested through continuously changing physical connections, and chemical and electrical influences that spread across the body. The process by which the mind and brain interact to produce the collection of experiences that we define as self-awareness is in question.[ citation needed ]
Although the exact definition has shifted over time, the term Wetware and its fundamental reference to "the physical mind" has been around at least since the mid-1950s. Mostly used in relatively obscure articles and papers, it was not until the heyday of cyberpunk, however, that the term found broad adoption. Among the first uses of the term in popular culture was the Bruce Sterling novel Schismatrix (1985) and the Michael Swanwick novel Vacuum Flowers (1987).[ citation needed ]
Rudy Rucker references the term in a number of books, including one entitled Wetware (1988):
... all sparks and tastes and tangles, all its stimulus/response patterns – the whole bio-cybernetic software of mind.
Rucker did not use the word to simply mean a brain, nor in the human-resources sense of employees. He used wetware to stand for the data found in any biological system, analogous perhaps to the firmware that is found in a ROM chip. In Rucker's sense, a seed, a plant graft, an embryo, or a biological virus are all wetware. DNA, the immune system, and the evolved neural architecture of the brain are further examples of wetware in this sense. [3]
Rucker describes his conception in a 1992 compendium The Mondo 2000 User's Guide to the New Edge, which he quotes in a 2007 blog entry. [4]
Early cyber-guru Arthur Kroker used the term in his blog. [5]
With the term getting traction in trendsetting publications, it became a buzzword in the early 1990s. In 1991, Dutch media theorist Geert Lovink organized the Wetware Convention in Amsterdam, which was supposed to be an antidote to the "out-of-body" experiments conducted in high-tech laboratories, such as experiments in virtual reality. [6]
Timothy Leary, in an appendix to Info-Psychology originally written in 1975–76 and published in 1989, used the term wetware, writing that "psychedelic neuro-transmitters were the hot new technology for booting-up the 'wetware' of the brain". Another common reference is: "Wetware has 7 plus or minus 2 temporary registers." The numerical allusion is to a classic 1957 article by George A. Miller, The magical number 7 plus or minus two: some limits in our capacity for processing information , which later gave way to the Miller's law.[ citation needed ]
Cognitive science is the interdisciplinary, scientific study of the mind and its processes. It examines the nature, the tasks, and the functions of cognition. Mental faculties of concern to cognitive scientists include language, perception, memory, attention, reasoning, and emotion; to understand these faculties, cognitive scientists borrow from fields such as linguistics, psychology, artificial intelligence, philosophy, neuroscience, and anthropology. The typical analysis of cognitive science spans many levels of organization, from learning and decision to logic and planning; from neural circuitry to modular brain organization. One of the fundamental concepts of cognitive science is that "thinking can best be understood in terms of representational structures in the mind and computational procedures that operate on those structures."
The Chinese room argument holds that a computer executing a program cannot have a mind, understanding, or consciousness, regardless of how intelligently or human-like the program may make the computer behave. The argument was presented in a 1980 paper by the philosopher John Searle entitled "Minds, Brains, and Programs" and published in the journal Behavioral and Brain Sciences. Before Searle, similar arguments had been presented by figures including Gottfried Wilhelm Leibniz (1714), Anatoly Dneprov (1961), Lawrence Davis (1974) and Ned Block (1978). Searle's version has been widely discussed in the years since. The centerpiece of Searle's argument is a thought experiment known as the Chinese room.
Mind uploading is a speculative process of whole brain emulation in which a brain scan is used to completely emulate the mental state of the individual in a digital computer. The computer would then run a simulation of the brain's information processing, such that it would respond in essentially the same way as the original brain and experience having a sentient conscious mind.
Rudolf von Bitter Rucker is an American mathematician, computer scientist, science fiction author, and one of the founders of the cyberpunk literary movement. The author of both fiction and non-fiction, he is best known for the novels in the Ware Tetralogy, the first two of which both won Philip K. Dick Awards. He edited the science fiction webzine Flurb until its closure in 2014.
Computational neuroscience is a branch of neuroscience which employs mathematics, computer science, theoretical analysis and abstractions of the brain to understand the principles that govern the development, structure, physiology and cognitive abilities of the nervous system.
The following outline is provided as an overview of and topical guide to neuroscience:
Neuromorphic computing is an approach to computing that is inspired by the structure and function of the human brain. A neuromorphic computer/chip is any device that uses physical artificial neurons to do computations. In recent times, the term neuromorphic has been used to describe analog, digital, mixed-mode analog/digital VLSI, and software systems that implement models of neural systems. Recent advances have even discovered ways to mimic the human nervous system through liquid solutions of chemical systems.
Cyberware is a relatively new and unknown field. 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.
Wetware may refer to:
A neural network, also called a neuronal network, is an interconnected population of neurons. Biological neural networks are studied to understand the organization and functioning of nervous systems.
Liveware was used in the computer industry as early as 1966 to refer to computer users, often in humorous contexts, by analogy with hardware and software.
An artificial brain is software and hardware with cognitive abilities similar to those of the animal or human brain.
The Ware Tetralogy is a series of four science fiction novels by author Rudy Rucker: Software (1982), Wetware (1988), Freeware (1997) and Realware (2000).
A wetware computer is an organic computer composed of organic material "wetware" such as "living" neurons. Wetware computers composed of neurons are different than conventional computers because they use biological materials, and offer the possibility of substantially more energy-efficient computing. While a wetware computer is still largely conceptual, there has been limited success with construction and prototyping, which has acted as a proof of the concept's realistic application to computing in the future. The most notable prototypes have stemmed from the research completed by biological engineer William Ditto during his time at the Georgia Institute of Technology. His work constructing a simple neurocomputer capable of basic addition from leech neurons in 1999 was a significant discovery for the concept. This research was a primary example driving interest in creating these artificially constructed, but still organic brains.
Neuroinformatics is the emergent field that combines informatics and neuroscience. Neuroinformatics is related with neuroscience data and information processing by artificial neural networks. There are three main directions where neuroinformatics has to be applied:
Biological naturalism is a theory about, among other things, the relationship between consciousness and body, and hence an approach to the mind–body problem. It was first proposed by the philosopher John Searle in 1980 and is defined by two main theses: 1) all mental phenomena, ranging from pains, tickles, and itches to the most abstruse thoughts, are caused by lower-level neurobiological processes in the brain; and 2) mental phenomena are higher-level features of the brain.
Software is a 1982 cyberpunk science fiction novel written by Rudy Rucker. It won the first Philip K. Dick Award in 1983. The novel is the first book in Rucker's Ware Tetralogy, and was followed by a sequel, Wetware, in 1988.
Geert Lovink is the founding director of the Institute of Network Cultures, whose goals are to explore, document and feed the potential for socio-economical change of the new media field through events, publications and open dialogue. As theorist, activist and net critic, Lovink has made an effort in helping to shape the development of the web.
In the field of computational neuroscience, Brain simulation is the concept of creating a functioning computer model of a brain or part of a brain. Brain simulation projects intend to contribute to a complete understanding of the brain, and eventually also assist the process of treating and diagnosing brain diseases. Simulations utilize mathematical models of biological neurons, such as the hodgkin-huxley model, to simulate the behavior of neurons, or other cells within the brain.
Hypothetical technology is technology that does not exist yet, but that could exist in the future. This article presents examples of technologies that have been hypothesized or proposed, but that have not been developed yet. An example of hypothetical technology is teleportation.
Event for techno-artists in 1991 in De Melkweg Amsterdam, organised by Franz F Feigl and Geert Lovink.