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  1. Neurointerventions in Offenders: Ethical Considerations.Shichun Ling & Adrian Raine - 2018 - American Journal of Bioethics Neuroscience 9 (3):146-148.
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  • Is Virtually Everything Possible? The Relevance of Ethics and Human Rights for Introducing Extended Reality in Forensic Psychiatry.Sjors Ligthart, Gerben Meynen, Nikola Biller-Andorno, Tijs Kooijmans & Philipp Kellmeyer - 2022 - American Journal of Bioethics Neuroscience 13 (3):144-157.
    Extended Reality (XR) systems, such as Virtual Reality (VR) and Augmented Reality (AR), provide a digital simulation either of a complete environment, or of particular objects within the real world. Today, XR is used in a wide variety of settings, including gaming, design, engineering, and the military. In addition, XR has been introduced into psychology, cognitive sciences and biomedicine for both basic research as well as diagnosing or treating neurological and psychiatric disorders. In the context of XR, the simulated ‘reality’ (...)
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  • Do Criminal Offenders Have a Right to Neurorehabilitation?Emma Dore-Horgan - 2023 - Criminal Law and Philosophy 17 (2):429-451.
    Soon it may be possible to promote the rehabilitation of criminal offenders through _neurointerventions_ (interventions which exert direct physical, chemical or biological effects on the brain). Some jurisdictions already utilise neurointerventions to diminish the risk of sexual or drug-related reoffending. And investigation is underway into several other neurointerventions that might also have rehabilitative applications within criminal justice—for example, pharmacotherapy to reduce aggression or impulsivity. Ethical debate on the use of neurointerventions to facilitate rehabilitation—henceforth ‘neurorehabilitation’—has proceeded on two assumptions: that we (...)
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  • Persuasive Technologies and the Right to Mental Liberty: The ‘Smart’ Rehabilitation of Criminal Offenders.Sjors Ligthart, Gerben Meynen & Thomas Douglas - forthcoming - In Marcello Ienca, O. Pollicino, L. Liguori, R. Andorno & E. Stefanini (eds.), Cambridge Handbook of Information Technology, Life Sciences and Human Rights. Cambridge, UK: Cambridge University Press.
    Every day, millions of people use mobile phones, play video games and surf the Internet. It is thus important to determine how technologies like these change what people think and how they behave. This is a central issue in the study of persuasive technologies. ‘Persuasive technologies’—henceforth ‘PTs’—are digital technologies, such as mobile apps, video games and virtual reality systems, that are deployed for the explicit purpose of changing attitudes and/or behaviours, without using coercion, deception or extreme forms of psychological manipulation (...)
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