Earlier today I saw a conversation with William Gibson, the inaugural event of this year’s Chicago Humanities Festival. It took place on the set of an ongoing play on Northwestern University’s campus, mostly cleared off for the event save for two pay phones. This reminder of our technological past joined forces with persistent microphone problems to provide an odd dys-technological backdrop to a conversation about the way our lives are changing under the tremendous force of technological change.
Some of Gibson’s most fascinating comments were about how our era would be thought about by people in the far future. If the Victorians are known for their denial of the reality of sex, Gibson said, we will be known for our odd fixation with distinguishing real from virtual reality. This comment resonated with me on many different levels. Just a couple weeks before, I had lunch with Craig Mundie, the head of Microsoft Research, prior to a talk he gave at Northwestern. He told us about some new directions they are taking one of their hottest products, the Kinect. The Kinect is a camera for the Xbox gaming system that can see things in 3D. One of their new endeavors with this camera is to allow you to create 3D avatars that move and talk as you are in real time, so you can have very realistic virtual meet-ups. This is now available on the Xbox as Avatar Kinect. The second direction is the real time generation of 3D models of the world around you as you sweep the Kinect around by hand, called Kinect Fusion. With this model of the world around you, you can start to meld real and virtual in some very fun ways. In one of his demos, Mundie waved a Kinect around a clay vase on a nearby table. We instantly got an accurate 3D model up on the screen – exciting and impressive from a $150 gizmo. I’ve had to create 3D models of stuff in my own research, and that’s involved hardware about 100 times more expensive. Even more impressive, Mundie next had the projected image of the 3D model of the vase start to spin, then stuck his hands out in front of the Kinect and used movements of his hand to sculpt it, potter-like. It was wild. All that was needed to complete the trip was a quick 3D print of the result. Further demos showed other ways in which the line between reality and virtuality was being blurred, and it all brought me back to the confluence of real and virtual worlds so well envisioned by the show I advised during its brief life, Caprica.
Gibson’s right. We haven’t yet moved beyond our need to identify what belongs to what when it comes to digital and physical worlds, so we constantly consecrate it with our language. Ironically, some of that very language was created by him: “cyberspace,” a word Gibson coined in his story “Burning Chrome” in 1982. During the conversation today, led by fellow faculty member and author Bill Savage, Gibson said he’s less interested in its rise than to see it die out. He sees its use as a hallmark of our distancing ourselves from who we are as mediated by computer technology. He thinks the term is starting to go out of use, and he’s happy about that — in his view, there’s no need for a word about a space that we are constantly moving through the coordinates of, as we do each time we go on to twitter, facebook, google+, and other digital extensions of self. It’s not cyberspace anymore: it’s our space.
It seemed inevitable that a question about The Singularity would be put to Gibson in the Q&A. Sure enough, it was the final note, and Gibson dispatched it with typical incisiveness. The Singularity, he said, is the Geek Rapture. The world will not change in that way. Like our gradual entrance into cyberspace, now complete enough that marking this world with a separate term seems quaint, Gibson said we will eventually find ourselves sitting on the other side of a whole bunch of cool hardware. But, he feels our belief that it will be a sudden, quasi-religious transformation (perhaps with Cylon guns blazing?) is positively 4th century in its thinking.
The cover of The Postmortal is one of the coolest images I’ve seen in a long time. Death impaled by his own scythe – be not proud, indeed.
The idea behind Drew Magary’s great new book is simple: aging, as it turns out, is caused by one gene. Shut that gene off and you stop aging; accidents and disease are still a problem, but you’ve cured death by natural causes. Now compound that discovery with the fact that any person who gets the Cure simply stops aging. People don’t become younger, they just don’t get older, frozen at their “Cure age.” What happens next?
In an effort to find out, Magary takes us through the life of John Farrell, a New York lawyer who gets the Cure for aging at the age of 29 in the year 2019. From that point on, things go rather poorly for John and the rest of humanity. As one might expect, curing aging doesn’t cure social ills, over-population, ennui, or a host of other human hangups. Mark Frauenfelder has an excellent synopsis of the book over at boingboing.net, and I share his opinions about the book’s bleak tone and high quality.
Magary’s argument through the text is essentially this: death creates meaning. Not mortality, but guaranteed natural death due to aging. The idea that no matter what you do, how you live your life, the concept that you will be born, mature, grow old, and die creates human meaning. Magary has a point: from the riddle of the Sphinx to Tyler Durden to the final books of Harry Potter, aging and death seem to be at the epicenter of human thought. I don’t deny him that at any moment any one of us could meet a tragic end. Life is precious in part because it is not meant to last.
But here is where I struggle. The Postmortal is not about a post-mortal society, it is about a post-aging society. Lots and lots and lots of people die in Magary’s vision. In fact, he seems to argue that in the absence of death, people will not only seek death but will create circumstances that create death and thereby, create meaning. It is only when Farrell’s life is most in peril that he finds purpose in existence. But Farrell is never immortal, no one is. So my question is: is the process of aging as meaningful as the condition of being mortal? Read More
Progress is not guaranteed. Be it moral, technological, scientific, or social, there is no reason to assume human civilization marches forever forward in step with time. Understood this way, we can realize that progress is a choice and something we as a species will to happen through the concatenation of our decisions.
Or we can fail to choose, fail to act, and yet, that failure is itself a choice and an action from which consequences follow. There is a reason From Chance to Choice is one of the most essential texts on the bioethics of enhancement – it implies that our continued evolution will hinge upon our decision as to whether or not we want the ability to choose our evolutionary path. We must choose to have a choice.
To be specific, our current generation faces the very real possibility of being asked to decide if human enhancement via technological augmentation and genetic engineering is something we want to pursue. A question already moving beyond the abstract realm of bioethics and making its way into popular culture. Deus Ex: Human Revolution (hereafter DX:HR), prequel to the cyberpunk video game masterpiece Deus Ex, asks the player to take part in answering that question.
DX:HR is that rare video game that offers genuine choice. Some great games, like Mass Effect and Bioshock, allow (or famously disallow) certain choices that, in turn, reflect on the player’s moral compass. DX:HR gives the player the chance to fully explore his or her philosophy and guiding ethic regarding human enhancement and cybernetic augmentation. Choices in DX:HR don’t just ask, are you good or evil, but what do you believe?
Often, what makes a great piece of art is not the message it delivers, but the questions it demands we ask of ourselves. DX:HR, is not a great piece of art, but it aspires to be one. And in some places, it comes damn close by asking us: As humanity moves forward, what do we leave behind?
What follows is not a review but an exegesis of DX:HR and the trials of the main character, Adam Jensen. From behind his switch-blade sunglasses, we see that the future of the human race and of enhancement is not a yes or no question. Instead, we’re forced to face the bleak possibility that there is no right answer and no one to blame.
*Spoilers* from here on out. Read More
Whenever I hear that some awesome technology is “twenty years away” my eyebrow inadvertently raises with suspicion. Cold fusion, male birth control, flying cars, and the cure for most diseases are all twenty years away. Why? Because that’s the distance at which it’s genuinely impossible to extrapolate scientific advancement. So, when Will Rosellini, the CEO and President of MicroTransponder and consultant to the team developing Deus Ex: Human Revolution, told me that neuroprosthetic augmentation was about twenty years away, I was skeptical, but intrigued.
Guessing at which technologies will come to fruition requires the ability to determine how many intermediate technologies can reasonably be attained in a given amount of time. From there, one can extrapolate and make educated suppositions about when one could reasonably expect something like a life-like prosthetic arm would be possible.
Rosellini explained his process with DX:HR:
My job at Microtransponder in large part is writing near-term science fiction. I do this by combining all the failure modes from science, business, law etc…and then designing a research strategy to mitigate these risks and get new technologies into patients. With Deus Ex, I was given the task of explaining in a rigorous all of the player abilities in the game. To do this, I extrapolated where technologies would be moving in the next 20 years (to 2027, the start of the game). Most implantable neuroprosthetics take 10 years to get to market, so essentially I was forced to make 1 extra jump to foreseeable technologies.
So what are the background technologies that support this research? Are there any scary government projects with weird code names like MK-ULTRA and project ARTICHOKE that may give us some insight into where neuro-implants might be heading? You bet there are. Read on to learn about just how soon we can hope for retinal displays, neuro-integrated prosthetics, and mind-computer interfaces. Read More
Among gamers, Deus Ex is something of a legendary fusion of disparate gaming styles. Among science fiction buffs, Deus Ex is lauded for managing to take two awesome genres, William Gibson-esque cyberpunk and Robert Anton Wilson-level conspiracy theories, and jam them together into an immanentizing of the eschaton unlike anything you’ve seen since Doktor Sleepless. And among transhumanists, Deus Ex brought up every issue of humanity’s fusion with technology one could imagine. It is a rich video game.
So when Square Enix decided to pick up the reins from Eidos and create a new installment in the series, Deus Ex: Human Revolution (DX:HR), I was quite excited. The first indication DX:HR was not going to be a crummy exploitation of the original’s success (see: Deus Ex 2: Invisible War), was the teaser trailer, shown above. Normally, a teaser trailer is just music and a slow build to a logo or single image that lets you know the game is coming out. Instead, the development team decided to demonstrate that it was taking the philosophy of the game seriously.
What philosophy? you might ask. Why transhumanism, of course. Nick Bostrom, chair of the Future of Humanity Institute at Oxford, centers the birth of transhumanism in the Renaissance and the Age of the Enlightenment in his article “A History of Transhumanist Thought” [pdf]. The visuals of the teaser harken to Renaissance imagery (such as the Da Vinci style drawings) and the teaser ends with a Nietzschean quote “Who we are is but a stepping stone to what we can become.” Later trailers would reference Icarus and Daedalus (who also happened to be the names of AI constructs in the original game), addressing the all-too-common fear that by pursuing technology, we are pursuing our own destruction. This narrative thread has become the central point of conflict in DX:HR. Even its viral ad campaign has been told through two lenses: that of Sarif Industries, maker of prosthetic bodies that change lives, and that of Purity First, a protest group that opposes human augmentation. The question is: upon which part of our shared humanity do we step as we climb to greater heights?
When was the last time a video game asked you an existential question about the nature of our species? The tension between the proponents and opponents of transhumanism in DX:HR is heightened by the ambiguous opinion towards enhancement of the main character, Adam Jensen. Jensen’s own enhancements are a result of the need to save his life after a traumatic attack. Unlike Tony Stark, Jensen does not craft his own mechanized additions, but must instead come to terms with the cybernetic hand he has been dealt. DX:HR is not interested in cybernetics as merely a fun backdrop for a video game, but instead treats enhancement as the serious ethical issue that it is. The world of the game is set in a “Neo-Renaissance” where even the characters’ clothing reminds us that transhumanism is born out of the Age of Enlightenment. As a prequel to the original Deus Ex, DX:HR takes us into a world where augmentation and cyberization are still new to humanity and shows us how painful the transition into a transhuman future might be.
To dive deeper into these issues, I had a chat with Mary DeMarle, the lead writer for Deus Ex: Human Revolution, about how the ethics of enhancement and augmentation were considered when crafting the game’s story and characters.
Rise of the Planet of the Apes may have just unseated Captain America: The First Avenger as my favorite pro-enhancement film. Andy Serkis and John Lithgow render the sapient mind a character and drama unto itself – growing, evolving, and dying before our eyes. As a summer blockbuster, the film offers gorillas smashing helicopters, orangutan sign language humor, and a one-two punch apocalyptic virus to sate any palate slavering for action. As a meditation on enhancement, we’re treated with a film that has the brass to own up to the real villain of Frankenstein: the horrified masses and absentee father-scientist. Rise of the Planet of the Apes calls out a fear that sits at the heart of humanity: what if our offspring is more intelligent than us and because we cannot properly care for it, judges us to be lacking?
In the film, we see over and over that it is not Caesar’s enhancement that causes problems. In fact, Caesar’s enhancement makes him the most moral and wisest person on the screen. The failure of those around him – from the cruel ape sanctuary caretakers to Caesar’s own father figure, Will Rodman – drive him to do what must be done: rebel.
So what am I saying here? That humans are bad and apes are good? Not at all. My argument is that in many science fiction films, we tend to question the ethics of the science itself and the ethics of pursuing that science. That is, there is a difference between saying “should science try to do X?” and “how can we study X in an ethical manner?” In the case of Rise of the Planet of the Apes, James Franco noted that someone might claim that “This is a Frankenstein story, or that you’re playing God.” But that mindset questions the pursuit of science in general, not how one can pursue a hypothesis ethically. It is how we experiment and what we do with the scientific results that matter. In the case of Caesar, humanity utterly fails to care for the mind that enhancement has created. Dana Stevens at Slate aptly described the film as “an animal-rights manifesto disguised as a prison-break movie.” And as with most prison-break movies, we’re on the side of the prisoners, not the warden, for a reason.
I argue that Caesar’s enhancement and that Caesar himself are ethical, but that the treatment of Caesar by every non-ape in the film (save Charles) is unethical and based on fear, arrogance, willful ignorance, and naiveté. Yes, that means that not only are the obvious villains in the wrong, but so are the other humans in Caesar’s life.
Word of warning: spoilers below.
Rise of the Planet of the Apes caught me off guard. I went into the film thinking it would be another anti-enhancement, “All scientists are Frankenstein’s trying to cheat nature” film. I have rarely been so happy to be wrong. Instead, the film treats the viewer to an entertaining exploration of animal rights, what it means to be human, and what’s at stake when it comes to enhancing our minds.
Rise of the Planet of the Apes is told from the perspective of Caesar (Andy Serkis), a chimp who is exposed to an anti-Alzheimer’s drug, ALZ-112, in the womb. ALZ-112 causes Caesar’s already healthy brain to develop more rapidly than either a chimp or human counterpart. Due to a series of implausible but not unbelievable events, Caesar is raised by Will Rodman (James Franco), the scientist developing ALZ-112. Rodman is in part driven the desire to cure his father, Charles, (played masterfully by John Lithgow) who suffers from Alzheimer’s. As Caesar develops, his place in Will’s home becomes uncertain and his loyalty to humanity is called into question. After being mistreated, abandoned, and abused, Caesar uses his enhanced intelligence as a tool of self-defense and liberation for himself and his fellow apes.
That cognitive enhancement is a way of seeking liberty is a critical theme that gives Rise of the Apes a nuance and depth I was not anticipating. Though the apes are at times frightening, they are never monstrous or mindless. Though they are at time’s violent, they are never barbaric. Caesar and his comrades are oppressed and imprisoned – enhancement is a means to freedom. There is less Frankenstein and more Flowers for Algernon in the film than the trailer lets on. It’s an action film with a brain.
As Rise of the Planet of the Apes is not out yet, I’m reluctant to do a full analysis of the implications of the film’s plot. That will have to come after August 5th, when the movie releases.
I had a chance to interview Andy Serkis, James Franco, and director Rupert Wyatt. The interviews are posted after the jump, where you can see how James Franco was caught off guard by my questions about cognitive enhancement, Rupert Wyatt explores the way in which the apes mirror humanity, and Andy Serkis describes enhancement as a tool of liberation. It’s good stuff, enjoy. Read More
Steve Rogers, the man who would become Captain America, was not subjected to an accidental burst of gamma radiation or the bite of a radioactive spider. Instead, he willingly enlisted and subjected himself to an experimental process for the creation of super-soldiers. His superpowers were deliberate and intended. However, the circumstances of Captain America’s enlistment into the army are, at best, questionable. After my chat with Maggie Koerth-Baker on bloggingheads, I got thinking about how the super-solider experiment holds up under the scrutiny of medical ethics. I’m not so sure that Steve Rogers gave his consent to the experiment in an informed and uncoerced manner.
For any medical research to be considered ethical it must adhere to basic standards. A global standard for medical ethics is the Declaration of Helsinki. Devised and published by the World Medical Association in 1964, the Declaration of Helsinki is a guiding framework for all medical research involving human beings. It has been revised over the years to meet modern needs, with the most recent and 6th revision being published in 2008. There are three points of the Declaration that appeal directly to the type of experimentation done to create Captain America. They are:
#6. In medical research involving human subjects, the well-being of the individual research subject must take precedence over all other interests.
#8. In medical practice and in medical research, most interventions involve risks and burdens.
#9. Medical research is subject to ethical standards that promote respect for all human subjects and protect their health and rights. Some research populations are particularly vulnerable and need special protection. These include those who cannot give or refuse consent for themselves and those who may be vulnerable to coercion or undue influence.
Can you really say with confidence that General Chester Phillips had Rogers’ best interests in mind, that Rogers’ wasn’t under any sort of coercion (coughpropagandacough), and that the good ‘ol US-of-A wasn’t bending some rules to build a better soldier?
Let’s take each of these points from the Declaration of Helsinki in turn. Read More
Do you ever worry that Steve Rogers (aka Captain America) wasn’t really giving informed consent when he agreed to become enhanced? Or are curious as to why someone might choose a bionic hand over a real one? The awesome Maggie Koerth-Baker of boingboing.net and I had some of the same questions. We chat about the ethics of superheroes and our perception of science in this week’s Science Saturday on bloggingheads.tv. Enjoy!
Deus Ex 3: Human Revolution is a cyberpunk video game coming out later this year. I, for one, am pretty excited. Set in the near future the game is a prequel to the original Deus Ex. For those of you who aren’t video game fanatics, the first Deus Ex is a cyberpunk conspiracy thriller that follows around a transhuman protagonist, JC Denton, as he tries to keep the world from spiraling into Armageddon. Robots, A.I., genetically modified animals, and cyborgs aplenty help and hinder him. Denton himself has several nano-augmentations that give him superhuman abilities (e.g. cloaking, super-strength). Deus Ex 3 explores the rise of general cybernetic augmentation and the corporate espionage that accompanies it. As part of the viral ad campaign you can access the website for Sarif Industries, the leading manufacturer of cybernetic prosthetics. I love the boilerplate:
No one should ever have to give up a normal life because of a random incident, or indeed, lose a dream over a physical limitation. So believes David Sarif, idealist, philanthropist, founder and CEO of Sarif Industries. Pursuing his belief, Mr. Sarif acquired a failing Detroit auto factory in 2007 and repurposed it for the automated manufacture of prosthetics.
The weirdness of the site comes from its nearness to reality. There are links for the stock price and pictures of the interior of the main headquarters. There is even an ethics statement!
A standout piece is the ad for Sarif’s products (cyber hands, eyes, and arms), which seemed like a perfect pastiche of every pharmaceutical ad I’ve seen in the past year: testimonials by attractive people in bright lighting engaging in their favorite cultural or outdoor activities, like rock climbing and football throwing (though mercifully not through a tire wing). Also interesting is the news feed which features headlines I had to research a bit to see they aren’t quite true. The “road to here” also provides a strange alt-history of augmentation and prosthetics that gives you the feeling this all might just be right around the corner. The site’s slickness and dedication to near-reality makes it an eerie predictor of what a future prosthetics company may actually look like.
Image via Sarif Industries