Editing Neural interface
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{{ | {{Era|UNSC|HCW|Post}} | ||
[[File:Neural_interface_Reach.png|thumb|The neural interface on the back of a human skull.]] | [[File:Neural_interface_Reach.png|thumb|The neural interface on the back of a human skull.]] | ||
The '''neural interface''', commonly known as a '''neural implant'''<ref>'''Halo: Combat Evolved''', campaign level ''[[The Truth and Reconciliation]]''</ref> or '''neural lace''',<ref>'''Halo: Combat Evolved''', campaign level ''[[The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn]]''</ref> is a type of technology used by | The '''neural interface''', commonly known as a '''neural implant'''<ref>'''Halo: Combat Evolved''', campaign level ''[[The Truth and Reconciliation]]''</ref> or '''neural lace''',<ref>'''Halo: Combat Evolved''', campaign level ''[[The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn]]''</ref> is a type of technology used by the [[United Nations Space Command|UNSC]].<ref name="tfor118">'''Halo: The Fall of Reach''', ''page 118''</ref> | ||
== Functions == | == Functions == | ||
The basic function of the standard neural interface is to act as a [[Identification friend or foe|"friend or foe" indicator]], so that radar signatures will pick up the owner's signature and identify it as friendly. This way, the wearer appears as a "yellow" blip on the motion tracker of another soldier's [[heads-up display]] and friendly fire is less likely.<ref name="tfor118"/> Additionally, the implant can be used to track and home in on its wearer in the event of capture by enemy forces, for example. While normally detectable under layers of rubble or rock, the signal is no longer reliable several meters underground.<ref>'''Halo: Mortal Dictata''', ''page 292''</ref> More advanced models issued to key personnel possess a number of additional functions, including connections to data networks, enabling the wearer to coordinate with other command personnel as well as [[Artificial intelligence|AIs]] and securely access sensitive data.<ref>'''Halo: The Flood''', ''page 57''</ref> [[War Games]] training simulators employ the participants' neural interfaces to provide them with simulated sensory input to make the training scenarios more authentic.<ref>[https://www.halowaypoint.com/en-us/community/blog-posts/canon-fodder-beta-late-than-never '''Halo Waypoint''': ''Canon Fodder - Beta Late Than Never'']</ref> | |||
The basic function of the standard neural interface is to act as a [[Identification friend or foe|"friend or foe" indicator]], so that radar signatures will pick up the owner's signature and identify it as friendly. This way, the wearer appears as a "yellow" blip on the motion tracker of another soldier's [[heads-up display]] and friendly fire is less likely. | |||
The neural interface is implanted at the base of the skull and can only be removed through sophisticated surgery.<ref>'''Halo: Glasslands''', ''page 189''</ref> The most basic interface, known as a "neural chip", is implanted in all UNSC military personnel upon activation, but it can be replaced with a more specialized neural lace should the need arise. | The neural interface is implanted at the base of the skull and can only be removed through sophisticated surgery.<ref>'''Halo: Glasslands''', ''page 189''</ref> The most basic interface, known as a "neural chip", is implanted in all UNSC military personnel upon activation, but it can be replaced with a more specialized neural lace should the need arise.<ref name="tfor118"/> Ship commanders receive [[command neural interface]]s, while the [[SPARTAN programs|Spartans]] have received the more specialized "[[SPARTAN neural interface]]". The basic neural chip is completely embedded under the skin and possesses no external interface port, unlike the more specialized variations.<ref group="note">This is evidenced by the fact none of the regular Marine personnel in the ''Halo'' games have a visible interface port on the back of their heads.</ref> | ||
Expensive and requiring complicated surgery when first introduced, neural interfaces and their mediating computing systems could be fitted in a simple outpatient clinical procedure by [[2557]]. High-bandwidth interfaces can be paired with advanced expert systems to augment – and even bypass – the human motor system, reducing the physiological stress of high-performance combat exoskeletons to levels that do not require extensive skeletal reinforcement. This innovation, initially a secondary line of research during MJOLNIR’s early days, was crucial for the [[SPARTAN-III]] and [[SPARTAN-IV]] programs.<ref>[https://www.halowaypoint.com/en-us/ | Expensive and requiring complicated surgery when first introduced, neural interfaces and their mediating computing systems could be fitted in a simple outpatient clinical procedure by [[2557]]. High-bandwidth interfaces can be paired with advanced expert systems to augment – and even bypass – the human motor system, reducing the physiological stress of high-performance combat exoskeletons to levels that do not require extensive skeletal reinforcement. This innovation, initially a secondary line of research during MJOLNIR’s early days, was crucial for the [[SPARTAN-III]] and [[SPARTAN-IV]] programs.<ref>[https://www.halowaypoint.com/en-us/community/blog-posts/canon-fodder-armory-amore '''Halo Waypoint''': ''Canon Fodder - Armory Amore'']</ref><ref group="note">It is unclear why the Spartan-IIIs would require the reduction of physiological stress from MJOLNIR armor, since they did receive extensive augmentation to their skeletal structure in the form of the "carbide ceramic ossification" procedure, just as the Spartan-IIs did (''Ghosts of Onyx'', page 102). Furthermore, it is stated that the Spartan-III enhancements were a "quantum leap" over the Spartan II augmentation set (''Ghosts of Onyx'', page 63). Coupled with the descriptions of the procedures themselves, ''Ghosts of Onyx'' indicates the Spartan-III augmentations were just as potent if not more so than those of their predecessors, so there is no apparent reason why they would require additional safeguards to wear Mjolnir armor.</ref> | ||
Finally, neural | Finally, neural interface is used by vehicle crews to allow them to use their vehicles more effectively. Most notable example of this is the [[Scorpion]] tank, where neural interface allows a single crewman to effectively control every function of the tank, rather than requiring a standard crew of driver, gunner and commander.<ref>'''[[Halo: Combat Evolved]]''', ''game manual''</ref> As standard issue neural interface chips used by infantry and starship crews lack an external port, it is likely that vehicle crews are issued with different neural interface chips which feature an external port. | ||
== Trivia == | == Trivia == | ||
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File:Neural Interface.jpg|The neural interface, as seen on the [[Oddball]] in ''Halo: Combat Evolved''. | File:Neural Interface.jpg|The neural interface, as seen on the [[Oddball]] in ''Halo: Combat Evolved''. | ||
File:H1-Neural Implant-Skull.JPG|Neural implant location inside a human skull. | File:H1-Neural Implant-Skull.JPG|Neural implant location inside a human skull. | ||
</gallery> | </gallery> | ||
==Notes== | ==Notes== | ||
<references group="note"/> | |||
==Sources== | ==Sources== | ||
<references/> | |||
[[Category:UNSC technology]] | [[Category:UNSC technology]] |