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	<title>Science Not Fiction &#187; Media</title>
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	<link>http://blogs.discovermagazine.com/sciencenotfiction</link>
	<description>The science of futurist technologies—and an excuse to soak in sci-fi TV shows, books, movies, toys, and video games.</description>
	<lastBuildDate>Mon, 17 Oct 2011 15:13:47 +0000</lastBuildDate>
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		<title>The Geek Rapture and Other Musings of William Gibson</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/10/17/the-geek-rapture-and-other-musings-of-william-gibson/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/10/17/the-geek-rapture-and-other-musings-of-william-gibson/#comments</comments>
		<pubDate>Mon, 17 Oct 2011 05:02:54 +0000</pubDate>
		<dc:creator>Malcolm MacIver</dc:creator>
				<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[The Singularity]]></category>
		<category><![CDATA[Transhumanism]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4717</guid>
		<description><![CDATA[Earlier today I saw a conversation with William Gibson, the inaugural event of this year&#8217;s Chicago Humanities Festival. It took place on the set of an ongoing play on Northwestern University&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/10/Screen-Shot-2011-10-16-at-6.18.32-PM.png"><img class="alignright size-medium wp-image-4723" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/10/Screen-Shot-2011-10-16-at-6.18.32-PM-300x161.png" alt="" width="300" height="161" /></a>Earlier today I saw a conversation with William Gibson, the <a href="http://www.chicagohumanities.org/Genres/Literature/2011f-Technologys-Tomorrow-William-Gibson.aspx">inaugural event of this year&#8217;s Chicago Humanities Festival</a>. It took place on the set of an ongoing play on Northwestern University&#8217;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.</p>
<p>Some of Gibson&#8217;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, <a href="http://en.wikipedia.org/wiki/Kinect">the Kinect</a>. 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 <a href="http://www.xbox.com/en-us/kinect/avatar-kinect">Avatar Kinect</a>. 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 <a href="http://www.youtube.com/watch?v=quGhaggn3cQ">Kinect Fusion</a>. 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 &#8211; exciting and impressive from a $150 gizmo. I&#8217;ve had to create 3D models <a href="http://www.neuromech.northwestern.edu/publications/MacI00a/MacI00a_body_modeling_model_based_trackin.pdf">of stuff in my own research</a>, and that&#8217;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<a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/10/05/caprica-puzzle-if-a-digital-you-lives-forever-are-you-immortal/"> I advised during its brief life, <em>Caprica</em></a>.</p>
<p>Gibson&#8217;s right. We haven&#8217;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: &#8220;cyberspace,&#8221; a word Gibson coined in his story &#8220;Burning Chrome&#8221; in 1982. During the conversation today, led by fellow faculty member and author <a href="http://www.english.northwestern.edu/people/savage.html">Bill Savage</a>, Gibson said he&#8217;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&#8217;s happy about that &#8212; in his view, there&#8217;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&#8217;s not cyberspace anymore: it&#8217;s <em>our</em> space.</p>
<p>It seemed inevitable that a question about The Singularity would be put to Gibson in the Q&amp;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.</p>
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		<title>What Would Humanity Be Like Without Aging?</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/09/09/what-would-humanity-be-like-without-aging/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/09/09/what-would-humanity-be-like-without-aging/#comments</comments>
		<pubDate>Fri, 09 Sep 2011 13:50:04 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Aging (or Not)]]></category>
		<category><![CDATA[Biology]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Death]]></category>
		<category><![CDATA[Drew Magary]]></category>
		<category><![CDATA[The Postmortal]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4698</guid>
		<description><![CDATA[The cover of The Postmortal is one of the coolest images I&#8217;ve seen in a long time. Death impaled by his own scythe – be not proud, indeed. The idea behind Drew Magary&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/09/Postmortal.jpg"><img class="alignright size-full wp-image-4699" title="Postmortal" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/09/Postmortal.jpg" alt="" width="325" height="499" /></a>The cover of <em><a href="http://www.amazon.com/The-Postmortal-A-Novel-ebook/dp/B0052RHFM2/ref=dp_kinw_strp_1?ie=UTF8&amp;m=AG56TWVU5XWC2">The Postmortal</a> </em>is one of the coolest images I&#8217;ve seen in a long time. Death impaled by his own scythe – be not proud, indeed.</p>
<p>The idea behind Drew Magary&#8217;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&#8217;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&#8217;t become younger, they just don&#8217;t get older, frozen at their &#8220;Cure age.&#8221; What happens next?</p>
<p>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&#8217;t cure social ills, over-population, ennui, or a host of other human hangups. Mark Frauenfelder has an excellent <a href="http://boingboing.net/2011/09/07/the-postmortal-very-creepy-thriller-about-a-cure-for-aging.html">synopsis</a> of the book over at boingboing.net, and I share his opinions about the book&#8217;s bleak tone and high quality.</p>
<p>Magary&#8217;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&#8217;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.</p>
<p>But here is where I struggle. <em>The Postmortal </em>is <strong>not </strong>about a post-mortal society, it is about a <em>post-aging</em> society. Lots and lots and lots of people die in Magary&#8217;s vision. In fact, he seems to argue that in the absence of death, people will not only <em>seek </em>death but will create circumstances that <em>create death </em>and thereby, <em>create meaning</em>. It is only when Farrell&#8217;s life is most in peril that he finds purpose in existence. <em>But Farrell is never immortal, no one is.</em> So my question is: is the process of <em>aging </em>as meaningful as the condition of being <em>mortal</em>?<span id="more-4698"></span></p>
<p>This question vexed me, because I know a great many people who have aged with grace. They wear wizened white beards or crinkled smiles that highlight eyes behind inch-thick spectacles. Some people are just <em>awesome </em>at being old. They have custom canes and smoke ivory pipes and say saucy things that only they can get away with. To reference Harry Potter again, Voldemort, Mr.Flees-From-Death himself, is contrasted with Albus Dumbledore and Minerva McGonagall, both of whom are walking idealizations of what the aging process should look like.</p>
<p>But that&#8217;s just it, isn&#8217;t it? They<em> are </em>idealizations.</p>
<p>Reality presents a grimmer picture. Alzheimer&#8217;s, Parkinson&#8217;s, and a laundry list of other late-onset diseases savage the body just enough that modern medicine can step in to keep the heart beating and the organs limping along while the mind deteriorates to the point of nothingness. Aging in the modern era is about slow unstoppable loss &#8211; of hearing, of memory, of mobility, of continence, of dignity. What part of that process creates meaning in our lives? Or is it that to get the benefits of death, we must past through the fires of desperate and futile attempts to prevent it?</p>
<p>Magary&#8217;s vision is encapsulated by a character who appears at the end of the book. She is a prostitute who wants to die. She had her age frozen at 18 and, as a result, is seen as a perpetual teen <em>mentally. </em>That is, her additional decades on the planet have done nothing to shape her perspective, beyond making her more cynical. And so it is with everyone else on post-Cure Earth. In Magary&#8217;s mind, the stop of physical aging is the stop of <em>maturation.</em></p>
<p>In this sense, I suspect Magary&#8217;s indictment is not of those like Aubrey de Grey who seek the end of aging, but of those who resist maturation. Magary&#8217;s values are essentially conservative. It isn&#8217;t until the main character is about to die that he realizes what matters: namely, his son (out of wedlock), getting married, and protecting an unborn life. Life in the post-aging world is plagued by those who devalue marriage, childbearing, and religion. Yup, even the secular &#8220;Church of Man&#8221; is shown to be the &#8220;right&#8221; answer by the end of the novel. While I don&#8217;t deny that these are all valuable pursuits (substituting religion for the broader philosophy of the examined life) I do deny that they would be annihilated by agelessness.</p>
<p>Human beings do not settle down because they age anymore than people have quarter-life or midlife or three-quarter life crises because they age. People are content or discontent based on the life they are currently living. I find it fascinating that Dumbledore and Ms. McGonagall are both <em>single</em> as they approach the sunset of life. Both are examples of doing <em>precisely </em>what Magary critiques, pursuing one&#8217;s passions while putting commitment and reproduction on hold. As it so happens, one can live a life of value to humanity, one can, in fact, contribute to the greater good, without maturing and aging as he prescribes. Only if Dumbledore and McGonagall didn&#8217;t have to age, one could argue they could have become master magicians <em>and</em> raised a family, had they so chosen. Why aging creates more options in Magary&#8217;s mind, I&#8217;m not quite sure.</p>
<p>Death, I don&#8217;t deny, creates meaning. Finitude and limits give us something against which to define our existence. But my meaning is not created by the knowledge that I will die at the ripe old age of 98 but simply by the knowledge that <em>I will die</em>. Maybe I&#8217;ll get lucky and live to be 500 only to be obliterated during an alien invasion. Or maybe I have a tumor right now and will be gone before this time next year. <em>I don&#8217;t know</em>. But knowing <em>when </em>we will die, be it young or old, has never been what created meaning. And gray hairs and crows feet have never been the <em>cause </em>of wisdom, merely the first signs of the very high cost of living long enough to acquire it.</p>
<p>Personally, I like the idea of having 100 years of wisdom and experience in the youthful body of a 29 year old. But maybe I&#8217;m not old enough to know better yet.</p>
<p><em>Follow Kyle on his personal </em><a href="http://www.popbioethics.com/"><em>blog</em></a><em>, Pop Bioethics, and on </em><a href="http://www.facebook.com/pages/Pop-Bioethics/199844656700411"><em>facebook</em></a><em> and </em><a href="http://www.twitter.com/popbioethics"><em>twitter</em></a><em>.</em></p>
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		<title>The Human Future Remains Unchosen: An Exegesis of Deus Ex: Human Revolution</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/09/01/the-human-future-remains-unchosen-an-exegesis-of-deus-ex-human-revolution/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/09/01/the-human-future-remains-unchosen-an-exegesis-of-deus-ex-human-revolution/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 16:32:45 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Biology]]></category>
		<category><![CDATA[Codex Futurius]]></category>
		<category><![CDATA[Cyborgs]]></category>
		<category><![CDATA[Transhumanism]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Deus Ex]]></category>
		<category><![CDATA[Progress]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4684</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/09/deusex_hr_icarus.jpg"><img class="aligncenter size-full wp-image-4690" title="deusex_hr_icarus" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/09/deusex_hr_icarus.jpg" alt="" width="600" height="247" /></a></p>
<p>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.</p>
<p>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<em> From Chance to Choice</em> 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.</p>
<p>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. <em>Deus Ex: Human Revolution</em> (hereafter <em>DX:HR</em>), prequel to the cyberpunk video game masterpiece <em>Deus Ex</em>, asks the player to take part in answering that question.</p>
<p><em>DX:HR</em> is that rare video game that offers genuine choice. Some great games, like <em>Mass Effect</em> and <em>Bioshock, </em>allow (or famously disallow) certain choices that, in turn, reflect on the player’s moral compass. <em>DX:HR </em>gives the player the chance to fully explore his or her philosophy and guiding ethic regarding human enhancement and cybernetic augmentation. Choices in <em>DX:HR </em>don&#8217;t just ask, are you good or evil, but what do you <em>believe?</em></p>
<p>Often, what makes a great piece of art is not the message it delivers, but the questions it demands we ask of ourselves. <em>DX:HR</em>, 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?</p>
<p>What follows is not a review but an exegesis of <em>DX:HR</em> 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.</p>
<p><strong>*Spoilers*</strong> from here on out.<span id="more-4684"></span></p>
<p>The plot of <em>DX:HR </em>can be summarized thusly: Adam Jensen, chief of security for Sarif Industries, a major augmentations manufacturer, is all-but-killed in an attack on one of Sarif’s warehouse. In the attack, Sarif’s chief scientist, Megan Reed, is kidnapped, along with other researchers. Jensen is saved at the cost of his becoming heavily augmented; he is a cybernetic Lazarus. He pursues Dr. Reed’s kidnappers at the behest of the head of Sarif Industries, David Sarif. Jensen quickly uncovers a conspiracy theory with ties to an Illuminati shadow government attempting to use Dr. Reed and her breakthroughs in human augmentation for subliminal social control. As he progresses, Jensen encounters rogue military units, enhancement critics and protestors, and a host of regular people just trying to survive in an augmented world.</p>
<p>Astoundingly, the plot blames <em>no one</em> for this technology’s misuse beyond the Illuminati themselves. The technology gets to remain neutral. Even corporations are given even-handed treatment. More important, when you reach the end of the game, there is no single “end.” There is a selection among endings among which you must choose. In weighing this decision, the-player-as-Jensen is confronted with five avatars who represent the ethics of transhumanism. <em>DX:HR </em>leans heavily on Greek myth, as did the original, so I leverage that here to set these characters in context.</p>
<ol>
<li><strong> </strong> Hugh Darrow, inventor of augmentation. Darrow&#8217;s right leg is damaged and he must walk with a cane, as his own innovation is rejected by his body, so he cannot be augmented. Darrow views himself like Daedalus watching his creation, augmented humanity, fall like Icarus downward in a flaming spiral after flying to close to the sun. He is the paradox of the innovative status quo. <strong>Only the present can create the future, but to let the future flourish, the present must allow itself to become the past.</strong></li>
<li>David Sarif, mass producer of augmentations and champion of transhumanism. Sarif recognizes that progress has costs, often calculated in human lives, but argues the utilitarian benefits for future generations far outweigh the harm current generations or certain individuals will suffer. <strong>For Sarif, no one person, no set of myopic morals, can stand in the way of where humanity must go.</strong> Sarif is Prometheus, a Titan and a thief, stealing augmented fire for humanity.</li>
<li>William Taggart, leader of the anti-augmentation movement, Humanity Front. That Taggart shares his last name with an Objectivist hero is curious enough, but his arguments against augmentation come out of a desire for the very thing one might presume transhumanism is trying to achieve: a human future. Taggart is a champion of natural law, a representative of the gods. <strong>Humans are limited not out of oppression but protection – to exceed is not evolution, but extinction.</strong></li>
<li>Eliza, a self-aware AI construct half-ECHELON, half-spin doctor, that crafts media output into a single subtle message. She tells the public what its opinion is. She is Mercury, Athena, and the Oracle in one – offering information, wisdom, and prophecy. <strong>And though her countenance is Apollonian, her option for the world is Dionysian: release the brakes and drop the reigns.</strong></li>
<li>Adam Jensen himself. Jensen dreams of himself as Icarus. As the player, one chooses to save those who are merely in the wrong place at the wrong time, or to exercise your newfound power with extreme prejudice. At no point does Jensen betray an opinion about his augmentations that is not in sync with a decision made by the player, including basic dialog response selections.  Jensen forces the player, forces <em>you</em>, to confront your own transhumanist leanings – <strong>your own opinions expressed through the choices you make as Jensen will unsettle you</strong>.</li>
</ol>
<p>From these five we develop a rounded picture of enhancement. For Darrow, it is a breakthrough that will leave many deserving people behind. For Sarif, it is a liberating force, a technology that unbridles humanity. For Taggart, it is a gift of dragon’s teeth that glosses over real problems in the name of technophilia. For Jensen, it is for me, but maybe not for thee. For Eliza, it is the technology that brings not the final order of civilization, but must be unleashed into the dark materials of chaos to rebuild the world – perhaps only by destroying the forces controlling it can augmentation and enhancement really liberate humanity.</p>
<p>At the end of the game, Eliza tells Jensen, “This isn’t the end of the world, but you can see it from here.” The player-as-Jensen finds oneself at the proverbial and literal end of the world in a bunker in Antarctica with a choice posed by Eliza: which human future is best? Eliza is in the place to offer this choice because of her ability to control opinion and information. What you decide through Jensen <em>will </em>happen at the touch of a button. Suddenly human progress is not an uncontrollable force hurtling along under the power of its own momentum. Standing at a nexus of history, one can choose to apply pressure to nudge civilization in one of four directions. No direction is backwards, but each its own version of forward. All horrifying.</p>
<p>There are four options:</p>
<ol>
<li>Expose the conspiracy, but cripple progress towards human enhancement;</li>
<li>Promote enhancement without reservation, removing the checks of watchdog groups;</li>
<li>Hide the conspiracy, but support watchdog groups and slow enhancement progress to a crawl;</li>
<li>Annihilate the tools of control and take yourself out of the equation. Choose not to choose.</li>
</ol>
<p>None of these is the “right answer.” You have already beaten the game when this choice arises. And therein lies the glory of <em>DX:HR</em>. There is no happy ending. The game serves as a warning and a rejoinder: the future is coming, but it is built not by servos and fiber optics, but by the decisions of people. As such, the future will arrive broken and corrupt, beleaguered with the venom and stench of those who seek power at the cost of their fellow humans. Good will persist, yet it will be required, as always, to strive and struggle to be seen and heard. But still humanity moves, ever forward.</p>
<p>Thus<em>, DX:HR </em>can be distilled to this single question: Having ruled out utopia, what is the least worst option for our human future?</p>
<p><em>Follow Kyle on his personal </em><a href="http://www.popbioethics.com/"><em>blog</em></a><em>, Pop Bioethics, and on </em><a href="http://www.facebook.com/pages/Pop-Bioethics/199844656700411"><em>facebook</em></a><em> and </em><a href="http://www.twitter.com/popbioethics"><em>twitter</em></a><em>.</em></p>
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		<title>Is The Era of Neuroprosthetic Augmentation Really Just 20 Years Away?</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/08/16/is-the-era-of-neuroprosthetic-augmentation-really-just-20-years-away/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/08/16/is-the-era-of-neuroprosthetic-augmentation-really-just-20-years-away/#comments</comments>
		<pubDate>Tue, 16 Aug 2011 14:45:18 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Biotech]]></category>
		<category><![CDATA[Cyborgs]]></category>
		<category><![CDATA[Neuroscience]]></category>
		<category><![CDATA[Transhumanism]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Deus Ex]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4680</guid>
		<description><![CDATA[Whenever I hear that some awesome technology is &#8220;twenty years away&#8221; 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&#8217;s the distance at which it&#8217;s genuinely impossible to extrapolate scientific advancement. So, when Will Rosellini, the CEO [...]]]></description>
			<content:encoded><![CDATA[<p>Whenever I hear that some awesome technology is &#8220;twenty years away&#8221; 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&#8217;s the distance at which it&#8217;s genuinely impossible to extrapolate scientific advancement. So, when Will Rosellini, the CEO and President of MicroTransponder and consultant to the team developing <em>Deus Ex: Human Revolution</em>, told me that neuroprosthetic augmentation was about twenty years away, I was skeptical, but intrigued.</p>
<p>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.</p>
<p>Rosellini explained his process with <em>DX:HR</em>:</p>
<blockquote><p>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.</p></blockquote>
<p>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.<span id="more-4680"></span></p>
<p><strong>Q: Will, please tell me a little about your current experience, expertise, and the research you&#8217;ve been doing.</strong></p>
<p><strong>A: </strong>I have six advanced degrees spanning business, law, and science. Before I began these academic pursuits, I was a professional baseball pitcher in the Arizona Diamondbacks system.   After retiring from baseball, I became fascinated with shrinking electronic devices to integrate into the nervous system and help patients with damaged nervous systems. To excel in this field of translational neurotechnology, I obtained the relevant business, accounting, and legal background to develop technology and raise capital for preclinical and clinical studies. While pursuing these deal-making skills, I sought the ability to evaluate the technical feasibility of neuroprosthetic systems. In particular, my degrees are an MBA, MS of Accounting, a JD, a Master’s of Computational Biology, a Master’s of Neuroscience, and a Master’s of Regulatory Science. I am in the final phases of a PhD in Neuroscience. My PhD work is focused on evaluating the safety and efficacy of a novel form of neurostimulation, called voltage-controlled capacitive discharge (VCCD), invented by Dr. Larry Cauller.</p>
<p>My company, Microtransponder, Inc. has been researching the therapeutic benefits of pairing Vagus Nerve Stimulation (VNS) with a variety of rehabilitation tasks to treat several neurological disorders such as tinnitus, post stroke motor rehabilitation, phantom limb pain (PLP), and post traumatic stress disorder (PTSD).  We have developed a method to generate long lasting and spatially restricted changes to neural circuits using paired VNS.  As of July 2011, MicroTransponder has implanted 5 patients in a proof of concept Tinnitus clinical trial in Belgium and the results have been encouraging and will be discussed later in this document.  We have received several NIH grants for the animal research based on the robust nature of the scientific data.  Our researcher Dr. Engineer recently published a paper in Nature, regarding the paired VNS therapy and its ability to reverse the tinnitus precept in rats (Engineer et al., 2011).  Our VNS pairing method was reviewed in the April 2011 issue of The New England Journal of Medicine regarding the potential of our paired VNS therapy to treat a variety of neurological disorders.  Our preclinical and clinical studies suggest that  targeted plasticity using paired VNS therapy would be useful in many neurological disorders such as stoke, tinnitus and phantom limb pain in which plasticity is maladaptive.</p>
<p><strong>Q: How did that impact your work on Deus Ex: Human Revolution?</strong></p>
<p><strong>A: </strong>I contacted the CEO of Eidos back in 2008 and explained that I was a big fan of the game and wanted to contribute however I could.  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.</p>
<p><strong> </strong></p>
<p><strong>Q: There are several technologies in the game that rely on direct connections to a person&#8217;s nervous system. If you were to make a conservative estimate, how many years away is technology like retinal displays, neuro-integrated prosthetics, and mind-computer interfaces?</strong></p>
<p><strong>A: </strong>In the 1870s, Richard Caton, a British physiologist, began a series of experiments intended to measure the electrical output of the brains of living animals. He surgically exposed the brains of rabbits, dogs, and monkeys, and then used wires to connect their brains to an instrument that measured current. “The electrical currents of the gray matter appear to have a relation to its function,” he wrote in 1875, noting that different actions — chewing, blinking, or just looking at food — were each accompanied by electrical activity. This was the first evidence that the brain’s functions could be tapped into directly, without having to be expressed in sounds, gestures, or any of the other usual ways.</p>
<p>Since then we have seen the wide scale adoption of cardiac pacemaker (electricity into the heart), cochlear implants (electricity into the cochlea), spinal cord stimulators (electricity into the spinal cord), deep brain stimulation and a host of other nerves are targets for activation using a battery, wire and electrode.</p>
<p>In a direct fashion to the game, DOD research arm, DARPA has been working on direct peripheral and cortical neural interfaces for mechanical augmentations since 2003 in the DARPA Revolutionizing Prosthetics program.</p>
<p><strong>Q: The writers of Deus Ex: Human Revolution are trying to tell a story, so sticking to science may have been difficult in places. Where do you feel you took the most creative license?</strong></p>
<p><strong>A: </strong>I think there was a nice balance between science and science fiction.  We took some license on invisibility cloaks and the anti-gravity implementations.  However, I still spent some researching this and there is some evidence that this field will be viable at some point in our lifetime.</p>
<p><a href="http://www.nsf.gov/discoveries/disc_summ.jsp?cntn_id=118723&amp;org=ENG">http://www.nsf.gov/discoveries/disc_summ.jsp?cntn_id=118723&amp;org=ENG</a></p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>Q: There is a good chance that augmentations will be created by large corporations, how do you think that will impact the development of useful medical prosthetics and artificial organs?</strong></p>
<p><strong>A: </strong>This is already the case, with over 1M “augmentations” in place.  Our Vice-President Dick Cheney was a cyborg (he had a cardiac neurostimulation device).  More interesting will be the propensity to abuse the technology, which is the case with any advanced technology.  Checkout this article detailing the underground world of neuroenhancing drugs: <a href="http://www.newyorker.com/reporting/2009/04/27/090427fa_fact_talbot">http://www.newyorker.com/reporting/2009/04/27/090427fa_fact_talbot</a></p>
<p>The argument for implantable neuroprosthesis having the potential for abuse is not ripe yet.  This is in part due to the state of the technology.  As of now, no implantable is able to return all function back to the diseased nervous system.   The government has the greatest potential to abuse the technology.  It is now widely known that fear memories can be erased with animals.  Some of that work has been done in our lab for the treatment of PTSD in soldiers (we did this in rats).</p>
<p>However, Project MK-ULTRA or MKULTRA is a government project that started in 1948 and studies mind control through chemical interrogation and neurostimulation.  The project was first run by Sidney Gottlieb, Frank Olson and William Sargant. Although MK-ULTRA is most recognized with the LSD testing in the 1950&#8242;s and 1960&#8242;s, they have been involved with many other experiments in mind control related testing.  MK-ULTRA has tested interrogation through fear of deadly animals and Subproject 54, which through &#8220;perfect concussion&#8221; tried to erase the memories of U.S. submarine crew.  Some of the most secret projects in U.S. history all took place under MK-ULTRA, such as Projects Paperclip, Chatter, Bluebird and Artichoke.  The usage of electric shock to the brain for the creation of amnesia with hypnosis was discussed by an ARTICHOKE document dated 3 December 1951: &#8220;[Deleted] is reported to be an authority on electric shock. He is a psychiatrist of considerable note. [Deleted] explained that electric shock might be of considerable interest to the &#8216;Artichoke&#8217; type of work. He stated that the standard electric-shock machine (Reiter) could be used. He stated that using this machine with convulsive treatment, he could guarantee amnesia for certain periods of time, and particularly he could guarantee amnesia for any knowledge of use of the convulsive shock. He stated that the lower setting of the machine produced a different type of shock. When this lower current type of shock was applied without convulsion, it had the effect of making a man talk. He said that this type of shock produced in the individual excruciating pain.  He stated that there would be no question that the individual would bequite willing to give information if threatened with the use of this machine. It was [Deleted]&#8216;s opinion that an individual could gradually be reduced through the use of electro-shock treatment to the vegetable level&#8221;(P. 44).</p>
<p><strong>Q: What augmentation do you think has the most potential to benefit humanity?</strong></p>
<p><strong>A: </strong>I believe our targeted plasticity using vagus nerve stimulation might be the single greatest innovation to benefit patients coming out of the labs in the next 10 years.  The idea that we can harness the brain’s natural plasticity and redirect to reverse disease states is a big idea that can really help patients.</p>
<p><em>Follow Kyle on his personal </em><a href="http://www.popbioethics.com/"><em>blog</em></a><em>, Pop Bioethics, and on </em><a href="http://www.facebook.com/pages/Pop-Bioethics/199844656700411"><em>facebook</em></a><em> and </em><a href="http://www.twitter.com/popbioethics"><em>twitter</em></a><em>.</em></p>
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		<title>&#8220;I Would Hope That Saner Minds Would Prevail&#8221; Deus Ex: Human Revolution Lead Writer Mary DeMarle on the Ethics of Transhumanism</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/08/12/i-would-hope-that-saner-minds-would-prevail-deus-ex-human-revolution-lead-writer-mary-demarle-on-the-ethics-of-transhumanism/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/08/12/i-would-hope-that-saner-minds-would-prevail-deus-ex-human-revolution-lead-writer-mary-demarle-on-the-ethics-of-transhumanism/#comments</comments>
		<pubDate>Fri, 12 Aug 2011 19:26:23 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Codex Futurius]]></category>
		<category><![CDATA[Cyborgs]]></category>
		<category><![CDATA[Transhumanism]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Deus Ex]]></category>
		<category><![CDATA[DX:HR]]></category>
		<category><![CDATA[Mary DeMarle]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4673</guid>
		<description><![CDATA[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&#8217;ve seen since Doktor Sleepless. And [...]]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="349" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/lDw8IX5qbw8?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="349" src="http://www.youtube.com/v/lDw8IX5qbw8?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Among<em> </em>gamers, <em>Deus Ex</em> is something of a legendary fusion of disparate gaming styles. Among science fiction buffs, <em>Deus Ex </em>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&#8217;ve seen since <em>Doktor Sleepless</em>. And among transhumanists, <em>Deus Ex </em>brought up every issue of humanity&#8217;s fusion with technology one could imagine. It is a rich video game.</p>
<p>So when Square Enix decided to pick up the reins from Eidos and create a new installment in the series, <em>Deus Ex: Human Revolution (DX:HR), </em>I was quite excited. The first indication <em>DX:HR </em>was not going to be a crummy exploitation of the original&#8217;s success (see: <em>Deus Ex 2: Invisible War</em>), 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.</p>
<p>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 &#8220;A History of Transhumanist Thought&#8221; [<a href="http://www.nickbostrom.com/papers/history.pdf">pdf</a>]. The visuals of the teaser harken to Renaissance imagery (such as the Da Vinci style drawings) and the teaser ends with a Nietzschean quote &#8220;Who we are is but a stepping stone to what we can become.&#8221; 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 <em>DX:HR. </em>Even its viral ad campaign has been told through two lenses: that of <a href="http://www.youtube.com/watch?v=jdERgfgB9Yc">Sarif Industries</a>, maker of prosthetic bodies that change lives, and that of <a href="http://www.youtube.com/watch?v=akaos1U8Rto">Purity First</a>, 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?</p>
<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/08/500x_custom_1268367142476_de.jpg"><img class="aligncenter size-full wp-image-4675" title="500x_custom_1268367142476_de" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/08/500x_custom_1268367142476_de.jpg" alt="" width="500" height="208" /></a></p>
<p>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 <em>DX:HR </em>is heightened by the ambiguous opinion towards enhancement of the main character, Adam Jensen. Jensen&#8217;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. <em>DX:HR </em>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 &#8220;Neo-Renaissance&#8221; where even the <a href="http://kotaku.com/5491544/how-deus-ex-3s-cyber-renaissance-averted-a-puffy-pants-disaster">characters&#8217; clothing</a> reminds us that transhumanism is born out of the Age of Enlightenment. As a prequel to the original <em>Deus Ex</em>, <em>DX:HR </em>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.</p>
<p>To dive deeper into these issues, I had a chat with Mary DeMarle, the lead writer for <em>Deus Ex: Human Revolution,</em> about how the ethics of enhancement and augmentation were considered when crafting the game&#8217;s story and characters.</p>
<p><span id="more-4673"></span></p>
<p><strong>Q: How did you approach the topic of augmentation? What were your thoughts about cyborgs and human engineering before you began your research?</strong></p>
<p><strong>A:</strong> As soon as I knew we wanted to center the game around the concept of human augmentation and where advancements in neuroprosthetics might take Mankind, I knew I needed to do a lot of research. I started with a book entitled, &#8220;Radical Evolution&#8221; by Joel Garreaux. It was a great introduction not only to the subject of human engineering, but also to the various theories and arguments for and against it. After that, I split my research efforts in two, spending some of my time reading up on the technological advancements, and some of my time reading up on the philosophical debate. I have to admit that, before starting all this research, I had tended to think of cyborgs and human engineering as the stuff of Science Fiction &#8212; something I love to read and immerse myself in conceptually, but not something I might actually see in this reality.</p>
<p><strong>Q: How have those views changed as you&#8217;ve worked on this project?</strong></p>
<p><strong>A:</strong> I think the biggest change was the realization that cyborgs and human engineering are not only possible, but probable in our lifetime. When you talk to people who are working in the field &#8212; people like Will Rosellini, our technical consultant &#8212; and you learn about current projects and how close we are to achieving some of the advancements we depict in the game, you can&#8217;t help but be amazed. I&#8217;ve also had the opportunity to talk with people who have not just overcome disabilities through advancing technologies, but who have gone on to achieve things most &#8220;able-bodied&#8221; people never will. In the process, I&#8217;ve seen the potential and the incredible allure of human augmentation. At the same time, a lot of my research into the dangers of experimentation and unregulated industries has made me understand the other side of the debate. It truly is a rich, complex issue that becomes all the more fascinating the more you dive into it.</p>
<p><strong>Q: Can you please give a brief summary of how augmentations are invented and popularized in the world of the game? What are the motivating factors for those who oppose augmentation?</strong></p>
<p><strong>A:</strong> As part of the game&#8217;s backstory, we envisioned a series of technological, historical, economic, and cultural events in the decades leading up to 2027 (the year in which the game takes place) which together lead to the advancement and proliferation of mechanical augmentations. In the technological arena, leading researchers discover how to significantly improve the way implanted (artificial) electrodes and the human nervous system interact, leading to a revolution in neuroprosthetics. At the same time, an increase in the number of people needing prosthetic limbs &#8212; due to military conflicts and a few devastating natural disasters in parts of the world &#8212; creates a unique demand for the tech. In the economic realm, a devastating terrorist attack destabilizes the oil industry, adding to the world&#8217;s existing economic woes, and catapulting the world economy into a severe crisis. Governments respond by opening up oil shale reserves for development; by and large the people getting jobs in this and other high risk, physically demanding industries turn out to be those who are mechanically enhanced. Unable to compete for these lucrative jobs, several &#8220;able-bodied&#8221; people sue for the right to amputate their own healthy limbs. Meanwhile, on the cultural front, several highly popular artists, entertainers, and athletes begin sporting new augments and winning unprecedented accolades. People begin viewing mechanical augmentations as something everyone could (and maybe even should) have, and their popularity takes off.</p>
<p>Not everyone is pleased, however; people opposed to the technology end up, by and large, falling into three camps. Those who feel threatened by it (not everyone can afford mechanical augmentations and if someone doesn&#8217;t get one, might he end up losing his job to someone who does?); those who object to it on religious grounds (God made human beings in his image and trying to change or &#8220;improve&#8221; them is morally wrong); and those who object to it for intellectual reasons (using biotechnology to alter the human body risks fundamentally changing who we are as a species. Therefore, scientists and researchers are tampering with human nature without even realizing the danger they are putting Mankind in and should be closely regulated.)</p>
<p><strong>Q: How would the average person in the street feel about augmentation in the world of the game?</strong></p>
<p><strong>A:</strong> It depends on who the person is and where he lives. Some will see it as a wonderful thing; a chance to improve life for one&#8217;s self and others by taking control of your own evolution and becoming all that you can be. Others will see it as dangerous and say we shouldn&#8217;t be playing God or tampering with Human Nature. Still others will despise it (and those who use it) due to fear, jealousy, and basic ignorance. Others won&#8217;t have made up their minds yet, since they can see both the benefit of the technology and the ways in which the debate itself is tearing at the fabric of society.</p>
<p><strong>Q: I&#8217;ve been following the viral marketing campaign for <em>DX:HR. </em>First Sarif Industries was introduced (via their website/advertisements) and then their ads were countered by Purity First activists who exposed the dark side of augmentations and defaced the Sarif website. What is at stake in the conflict between those companies designing and building augmentations and those who oppose human augmentation? </strong></p>
<p><strong>A:</strong> On one hand you could say that the basis of the conflict is philosophical, so what&#8217;s at stake are people&#8217;s very strongly held beliefs. One side believes that achieving self-controlled human evolution is Mankind&#8217;s destiny and that fear of the unknown should not prevent us from realizing it. The other side believes that Man does not have the wisdom of God and must let nature run its course. But of course, there are a variety of other factors at stake as well. Mechanical augmentations are part of a highly lucrative industry, and some people want to ensure that this remains true without rules or regulations so they can &#8220;cash in.&#8221; Others fear the unregulated, uncontrolled spread of the technology within the &#8220;ignorant masses&#8221; and will do anything they can to control who gets to use it and who doesn&#8217;t.</p>
<p><strong>Q: Adam Jensen, before his accident, is torn between augmentation and remaining &#8220;all natural.&#8221; How does that perspective shift over the course of the game?</strong></p>
<p><strong>A:</strong> Adam hasn&#8217;t decided how he feels about the whole augmentation debate at the start of the game, precisely because we wanted to use his initial indifference and ignorance as a way of exposing the debate to players. He gets tossed into the middle of things when his company is attacked and he&#8217;s forced to become augmented. He never has a choice in the matter, and as he struggles to understand who attacked him and why, he gets exposed to the full brunt of prejudice on both sides. Since you are playing Adam, you get to experience this firsthand as well. Thus, how Adam&#8217;s perspective changes over the course of the game really depends on how your perspective shifts. You&#8217;re the one playing him. You are the one making choices and witnessing the consequences.</p>
<p><strong>Q: What are your personal opinions around augmentation? Do you think prosthetics should only be available to those who&#8217;ve lost limbs? If the technology progresses enough, would it make sense to deliberately replace a fully functional natural limb with a cybernetic one?</strong></p>
<p><strong>A:</strong> I think augmentation can be both a positive and a negative thing. It&#8217;s a tool &#8212; and like all tools, it really depends on who&#8217;s welding it and why. Individuals should be able to decide what is good for them as individuals (so long as their choice doesn&#8217;t harm others) and if the technology progresses enough, it may very well make sense for people to choose to replace a fully functional natural limb with a cybernetic one. I, however, would probably choose not to.</p>
<p><strong>Q: Using your crystal ball to look into the future, how realistic do you think a &#8220;Purity First&#8221; style conflict is? Do you foresee conflicts between those who choose to alter their bodies and those who oppose cyberization?</strong></p>
<p><strong>A:</strong> It&#8217;s really hard for me to say. People have an awful tendency to want to force their views on others, and intolerance of what is different can definitely devolve into violence. I think the reasons we&#8217;ve ascribed to both sides of the debate in the game &#8212; fear, greed, jealousy, religious and/or personal beliefs and ethics &#8212; are valid enough to spark conflicts, so I think it definitely could happen if the issue ever grew contentious enough. But I would hope that saner minds would prevail.</p>
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		<title>Rise of the Apes: We Must Care for the Minds We Create</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/08/05/rise-of-the-apes-we-must-care-for-the-minds-we-create/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/08/05/rise-of-the-apes-we-must-care-for-the-minds-we-create/#comments</comments>
		<pubDate>Fri, 05 Aug 2011 13:40:32 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Apocalypse]]></category>
		<category><![CDATA[Genetics]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[cognitive enhancement]]></category>
		<category><![CDATA[moral enhancement]]></category>
		<category><![CDATA[personhood]]></category>
		<category><![CDATA[Planet of the Apes]]></category>
		<category><![CDATA[Rise of the Planet of the Apes]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4610</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/08/ROTA3.jpg"><img class="alignright size-full wp-image-4611" title="ROTA3" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/08/ROTA3.jpg" alt="" width="260" height="522" /></a>Rise of the Planet of the Apes </em>may have just unseated <em>Captain America: The First Avenger </em>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&#8217;re treated with a film that has the brass to own up to the real villain of <em>Frankenstein</em>: the horrified masses and absentee father-scientist. <em>Rise of the Planet of the Apes</em> 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?</p>
<p>In the film, we see over and over that it is not Caesar&#8217;s enhancement that causes problems. In fact, Caesar&#8217;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&#8217;s own father figure, Will Rodman – drive him to do what must be done: rebel.</p>
<p>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 &#8220;should science try to do <em>X</em>?&#8221; and &#8220;how can we study <em>X </em>in an ethical manner?&#8221; In the case of <em>Rise of the Planet of the Apes</em>, James Franco noted that someone might claim that &#8220;This is a Frankenstein story, or that you&#8217;re playing God.&#8221; But that mindset questions the <em>pursuit </em>of science in general, not <em>how </em>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 <em>Slate</em> aptly described the film as &#8220;<a href="http://www.slate.com/id/2300821/?from=rss">an animal-rights manifesto disguised as a prison-break movie.</a>&#8221; And as with most prison-break movies, we&#8217;re on the side of the prisoners, not the warden, for a reason.</p>
<p>I argue that Caesar&#8217;s enhancement and that Caesar himself are ethical, but that the <em>treatment</em> 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&#8217;s life.</p>
<p><strong>Word of warning: spoilers below.</strong></p>
<p><span id="more-4610"></span></p>
<p>To address my claim, we must first investigate whether or not enhancement itself harmed Caesar&#8217;s ability to be ethical. In the film, Caesar has a happy and inquisitive disposition. He likes exploring, solving puzzles, playing chess, and reading. Fast-forward to the revolution. Caesar directs his troops through the city, but not with the intent to cause mayhem and destruction and with express direction not to slaughter or maim. On multiple occasions, Caesar prevents wanton killing and only against Jacobs, the film&#8217;s ethically-bankrupt capitalist, does Caesar authorize death. Caesar&#8217;s goal is<em> freedom</em>, not revenge. So we are presented with a person, Caesar, who becomes <em>more </em>moral as his intelligence increases and his enhancement takes hold. He opposes killing and his primary goal for himself and his fellow apes is <em>escape</em>, not conquest. One struggles to make the case that a person who is unjustly imprisoned and abused does not have a right to seek liberation. I think we can make the case that Caesar&#8217;s behavior can be deemed ethical and, within the context of his treatment in the film, reasonable.</p>
<p>But how can this be? What sort of treatment would render Caesar&#8217;s rebellion justifiable?</p>
<p>Where to start? There are some obvious villains. Steven Jacobs (David Oyelowo) is the Big Pharma CEO who pushes for accelerated drug testing and the sacrifice of the chimps all in the name of profits. Jacobs is crafted to be hated. He knows that ALZ-112 might cure Alzheimer&#8217;s, but his need for return on investment leads him to kill the program. Only when there is evidence of intelligence <em>increasing</em> properties of the drug does Jacobs come around and reauthorize testing. I must admit, I was shocked by the idea that intelligence enhancing drugs equaled a paycheck in the mind of Jacobs, given the potential resistance to such a technology. But I digress. The point is that Jacobs is ultimately arrogant and uncaring about the animals upon the backs of which he makes his living, but he does little to impact Caesar&#8217;s life.</p>
<p>So is it the caretakers at the ape sanctuary? Brian Cox and Tom Felton are cruel and stupid, no doubt. That they have the backing of a faceless uncaring government bureaucracy does little to shock me. Somewhere in the world, there is an ape sanctuary that looks far too much like the one in this film. For every ape in the sanctuary, including Caesar, the caretakers are the second villains in their lives: the first are the original people who were raising each ape. In Caesar&#8217;s case, these men are not the instigators of the problem, but the catalyst for Caesar&#8217;s final rejection of humanity. The caretakers grind salt into the wound, but they did not make the first cut.</p>
<p>So who did first wound Caesar? I would argue that the main antagonist is not the cruel &#8220;caretakers&#8221; in the ape sanctuary, nor is it the Big Pharma CEO Steven Jacobs. Instead, I believe that James Franco&#8217;s character, Will Rodman, is ultimately responsible for forcing Caesar to rebel. Will Rodman is a mad scientist with a heart of gold. He makes a series of decisions no proper scientist would or should ever make: he brings a chimp that has been experimented on home and he tests his experimental drug on his father. This behavior is not that of a lucid person trying to do right, but of a lunatic lurching wildly towards love through every barrier that ethics and logic might erect. Will Rodman&#8217;s decision to test ALZ-112 on his father, Charles (Lithgow), is an almost unbelievable transgression. Yes, Will&#8217;s action comes from a place of love and concern for his father, but his recklessness only provides momentary relief from the horrors of Alzheimer&#8217;s before the drug fails and Charles experiences a brutal regression on par with that of his obvious namesake, Charlie, in <em>Flowers for Algernon</em>.</p>
<p>For Caesar, Will&#8217;s inability to pursue science ethically has the most horrible consequences. Of all the people in the film, Will should have known better than to provide a nurturing and loving environment limited enough to ensure Caesar&#8217;s intelligence is insufficiently stimulated, his knowledge of human norms and society stunted, and that any mistake will result in his improper imprisoning with fellow apes. Will also fails to recognize the incredible degree Caesar&#8217;s intelligence and, as a result, treats Caesar as an animal, not as a <em>person</em> with an IQ beyond that of most humans. At one point, Freida Pinto&#8217;s character, primatologist Caroline Aranha, says &#8220;You are trying to control things that are not meant to be controlled.&#8221; She is talking about Will&#8217;s attempts to cure Alzheimer&#8217;s and developing a drug to improve and fix the brain. Caroline is worried about trying to control <em>nature</em>. However, the fact that Will believes Caesar needs a leash, even into adulthood, is a better target for her critique. One does not leash a fellow person, one explains to and reasons with a fellow person. Will should not be trying to control <em>Caesar</em>. Will is arrogant and willfully ignorant, Caroline is naive and fearful, both fail Caesar. Just as with Frankenstein&#8217;s monster, the failure is not with the creation but with the creator.</p>
<p>Both Dr. Frankenstein and Franco&#8217;s Will Rodman utterly fail to protect or properly nurture their creations. In both cases, a single act of violence is sufficient for the creator to disown and abandon the creation to fend for itself. What was Caesar&#8217;s crime? Defending an Alzheimer&#8217;s sufferer, Charles, from an angry jerk of a neighbor. But since Caesar is an animal, he has no rights or recourse. Caesar is locked away with hardly a goodbye in the equivalent of a hardcore prison after his first misunderstanding with a culture that is alien and confusing. Trapped in a frightening and brutal environment, abandoned without sufficient explanation by the only father he&#8217;d ever known, and with a mind capable of comprehending the injustices against him, Caesar&#8217;s rebellion is a logical conclusion. Exposing his fellow apes to the more aggressive Alzheimer&#8217;s/brain-repair drug ALZ-113 is the application of enhancement as a tool of liberation. Caesar&#8217;s first word, &#8220;No!&#8221; is the animal equivalent of the Declaration of Independence.</p>
<p>Caesar and his ape rebellion do not rampage or seek revenge. <em>Rise of the Planet of the Apes</em> is not simply a story about how apes came to be intelligent. That&#8217;s only half of the story. The other half is the failure of humans, the failure of those closest to the apes, to recognize the new brilliant minds that had been created and to care for those new persons. Intelligent persons have a right to freedom and self-determination. Enhancement enables liberty. Simply being the result of an experimental new treatment does not take away one&#8217;s personhood or right to justice. If that justice and freedom is not provided, it must be taken. <em>Rise of the Planet of the Apes</em> is a film that strives to show the humanity in our closest evolutionary cousins and the resulting tragedy of our inhumanity towards them.</p>
<p><em>For more on Rise of the Planet of the Apes, <a href="http://blogs.discovermagazine.com/sciencenotfiction/2011/08/03/rise-of-the-planet-of-the-apes-animal-enhancement-as-a-tool-of-liberation/">check out my interviews</a> with James Franco, Andy Serkis, and director Rupert Wyatt.</em></p>
<p><em>Follow Kyle on his personal </em><a href="http://www.popbioethics.com/"><em>blog</em></a><em>, Pop Bioethics, and on </em><a href="http://www.facebook.com/pages/Pop-Bioethics/199844656700411"><em>facebook</em></a><em> and </em><a href="http://www.twitter.com/popbioethics"><em>twitter</em></a><em>.</em></p>
<p><em>Promotional Images via Rise of the Planet of the Apes Trailer </em></p>
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		<title>Rise of the Planet of the Apes: Animal Enhancement as a Tool of Liberation</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/08/03/rise-of-the-planet-of-the-apes-animal-enhancement-as-a-tool-of-liberation/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/08/03/rise-of-the-planet-of-the-apes-animal-enhancement-as-a-tool-of-liberation/#comments</comments>
		<pubDate>Wed, 03 Aug 2011 13:59:53 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Apocalypse]]></category>
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		<category><![CDATA[Planet of the Apes]]></category>
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		<category><![CDATA[Rupert Wyatt]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4601</guid>
		<description><![CDATA[Rise of the Planet of the Apes caught me off guard. I went into the film thinking it would be another anti-enhancement, &#8220;All scientists are Frankenstein&#8217;s trying to cheat nature&#8221; 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 [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/08/rise-of-the-planet-of-the-apes-RiseOfTheApes_VerB_Poster_rgb.jpg"><img class="aligncenter size-full wp-image-4603" title="rise-of-the-planet-of-the-apes-RiseOfTheApes_VerB_Poster_rgb" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/08/rise-of-the-planet-of-the-apes-RiseOfTheApes_VerB_Poster_rgb.jpg" alt="" width="600" height="412" /></a></em></p>
<p><em>Rise of the Planet of the Apes </em>caught me off guard. I went into the film thinking it would be another anti-enhancement, &#8220;All scientists are Frankenstein&#8217;s trying to cheat nature&#8221; 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&#8217;s at stake when it comes to enhancing our minds.</p>
<p><em>Rise of the Planet of the Apes</em> is told from the perspective of Caesar (Andy Serkis), a chimp who is exposed to an anti-Alzheimer&#8217;s drug, ALZ-112, in the womb. ALZ-112 causes Caesar&#8217;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&#8217;s. As Caesar develops, his place in Will&#8217;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.</p>
<p>That cognitive enhancement is a way of seeking liberty is a critical theme that gives <em>Rise of the Apes</em> 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&#8217;s violent, they are never barbaric. Caesar and his comrades are oppressed and imprisoned – enhancement is a means to freedom. There is less <em>Frankenstein</em> and more <em>Flowers for Algernon</em> in the film than the trailer lets on. It&#8217;s an action film with a brain.</p>
<p>As <em>Rise of the Planet of the Apes</em> is not out yet, I&#8217;m reluctant to do a full analysis of the implications of the film&#8217;s plot. That will have to come after August 5th, when the movie releases.</p>
<p>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&#8217;s good stuff, enjoy.<span id="more-4601"></span></p>
<p><object width="500" height="306"><param name="movie" value="http://www.youtube.com/v/fM2fQX4GWqU?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/fM2fQX4GWqU?version=3" type="application/x-shockwave-flash" width="500" height="306" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>These interviews are edited, but I will say I am mighty impressed by the thought and honesty all three put into there answers. If <em>Rise of the Planet of the Apes</em> is the beginning of a new series, I for one am excited by the potential for complexity and exploration of humanity and enhancement in the coming films.</p>
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		<title>Captain America&#8217;s Enlistment and Experimentation: Was It Ethical?</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/06/11/captain-americas-enlistment-and-experimentation-was-it-ethical/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/06/11/captain-americas-enlistment-and-experimentation-was-it-ethical/#comments</comments>
		<pubDate>Sat, 11 Jun 2011 13:04:39 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Comics]]></category>
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		<category><![CDATA[Captain America]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4434</guid>
		<description><![CDATA[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&#8217;s enlistment [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/06/Screen-shot-2011-06-10-at-8.02.04-PM.png"><img class="alignright size-medium wp-image-4436" title="Screen shot 2011-06-10 at 8.02.04 PM" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/06/Screen-shot-2011-06-10-at-8.02.04-PM-222x300.png" alt="" width="222" height="300" /></a>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&#8217;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&#8217;m not so sure that Steve Rogers gave his consent to the experiment in an informed and uncoerced manner.</p>
<p>For any medical research to be considered ethical it must adhere to basic standards. A global standard for medical ethics is the <a href="http://www.wma.net/en/30publications/10policies/b3/index.html">Declaration of Helsinki</a>. 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:</p>
<blockquote><p><strong>#6. </strong>In medical research involving human subjects, the well-being of the individual research subject must take precedence over all other interests.</p>
<p><strong>#8.</strong> In medical practice and in medical research, most interventions involve risks and burdens.</p>
<p><strong>#9. </strong>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.</p></blockquote>
<p>Can you really say with confidence that General Chester Phillips had Rogers&#8217; best interests in mind, that Rogers&#8217; wasn&#8217;t under any sort of coercion (<em>cough</em>propaganda<em>cough</em>), and that the good &#8216;ol US-of-A wasn&#8217;t bending some rules to build a better soldier?</p>
<p>Let&#8217;s take each of these points from the Declaration of Helsinki in turn.<span id="more-4434"></span></p>
<p><em><strong>#6. </strong>In medical research involving human subjects, the well-being of the individual research subject must take precedence over all other interests.</em></p>
<p>Steve Rogers before the experiment is scrawny, yes. But unwell? By no means. As with all heroes, Rogers&#8217; induction into the army is a mixed story with multiple versions declaring different things. The general story, however, is that Rogers was healthy but unfit for military service. Too short, scrawny, and weak to serve. So in terms of general health, Rogers has everything to lose and nothing to gain from the experiment.</p>
<p>However, Rogers is, before the treatment, a poor specimen of a human being. He is clearly not confident, nor happy with his physical ability. Furthermore, he is unable to pursue his life as he sees fit. He wants to join the military and is disallowed because of his biology. Thus, we could argue a second way of defining well-being in a more holistic fashion.</p>
<p>By the holistic well-being criterion, Rogers would be benefiting from improved physical condition which would enable him to pursue more courses in his life as well as achieve his goal of supporting the US war effort against the Third Riech. Therefore, as General Phillips is giving Rogers an option he wouldn&#8217;t otherwise have, we could argue that he is providing Rogers with an opportunity to improve his well-being.</p>
<p>The catch is that the Declaration says Rogers well-being should take precedent over all other interests, not merely that it should be improved. It seems that Rogers&#8217; interests are the interests of the US government and those conducting the super-soldier experiment. So everything should be dandy, right . . . Right? More on that in a moment.</p>
<p><em><strong>#8.</strong> In medical practice and in medical research, most interventions involve risks and burdens.</em></p>
<p>Goes without saying. Everything has risks. The ethical issue here is that the patient understands, clearly, just what risks are involved. Given that Rogers was in the process of signing up to get shot at by Nazis, I think we can presume he was OK with the additional risks posed by the super-soldier experiment. From everything I&#8217;ve read, it seems that the General explained the research, its experimental nature, and the risks involved to Rogers before even offering it to the scrawny would-be soldier. If that&#8217;s the case, the super-solider experiment passes point #8.</p>
<p><em><strong>#9.</strong> 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.</em></p>
<p>Ah, we come to the point. So Rogers has the same interests as the US government – convenient, that. I&#8217;m honestly torn on this one.</p>
<p>Here you have a young man whose country in the midst of a World War, churning out hyper-patriotic propaganda and defining masculinity through a helmet and a gun. Though the coercion isn&#8217;t direct, the overwhelming influence of the war effort could be construed as undue. It&#8217;s hard to not see the nationwide war effort as anything but an inappropriately and dangerously coercive influence on Rogers&#8217; decision to go through with the super-soldier experiment. Are his interests in line with the US government&#8217;s because he&#8217;s been mesmerized by all the flag waving?</p>
<p>Not so fast. One could also argue that Steve Rogers is a consenting adult who was 1) not drafted, 2) attempted to enlist multiple times, and 3) desired to defeat the Third Reich based on factual information (i.e. they were horrible). Furthermore, the General didn&#8217;t conscript him, but instead sent Rogers through a series of tests after which Rogers was allowed to volunteer for the test if he so desired. Every step Rogers took toward the experiment was his own. Sure, signing up for the military could be the result of patriotic coercion, but it&#8217;s unlikely to cause a man to do everything and anything in the face of repeated refusals to enlist.</p>
<p>Steve Rogers&#8217; best interests and well-being were in mind when he signed up for the experiment, he was aware of the risks, and his consent was as uncoerced as one could realistically hope. Is this a grey area? Certainly. The experiment was rushed, generally untested, and had no precedent in previous medicine. Was it necessary to win the war? Probably not. But, by and large, I&#8217;m a consequentialist and a utilitarian. Rogers knew what he was getting into and how massive the risks were. Things worked out. He got what he wanted. Lots and lots of people benefited, perhaps Rogers most of all.</p>
<p>By the yardstick of consequentialism and the Declaration of Helsinki, the super-soldier experiment and Steve Rogers&#8217; enlistment in the military were ethical. But just barely.</p>
<p><em>Promotional Image of Captain America via <a href="http://captainamerica.marvel.com/">Marvel.com</a></em></p>
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		<title>Captain America, Voluntary Amputation, and Rogue Scientists.</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/06/04/captain-america-voluntary-amputation-and-rogue-scientists/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/06/04/captain-america-voluntary-amputation-and-rogue-scientists/#comments</comments>
		<pubDate>Sat, 04 Jun 2011 14:10:19 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
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		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4406</guid>
		<description><![CDATA[Do you ever worry that Steve Rogers (aka Captain America) wasn&#8217;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 [...]]]></description>
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<p>Do you ever worry that Steve Rogers (aka Captain America) wasn&#8217;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 <a href="http://www.boingboing.net/author/maggie-koerth-baker/">Maggie Koerth-Baker of boingboing.net</a> and I had some of the same questions. We chat about the ethics of superheroes and our perception of science in this week&#8217;s Science Saturday on bloggingheads.tv. <a href="http://bloggingheads.tv/diavlogs/36597">Enjoy</a>!</p>
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		<title>A Glimpse of Cybernetic Augmentation for the Masses</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/06/02/a-glimpse-of-cybernetic-augmentation-for-the-masses/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/06/02/a-glimpse-of-cybernetic-augmentation-for-the-masses/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 15:57:34 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Biotech]]></category>
		<category><![CDATA[Cyborgs]]></category>
		<category><![CDATA[Transhumanism]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Deus Ex]]></category>
		<category><![CDATA[Sarif Industries]]></category>
		<category><![CDATA[Viral Ad]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4401</guid>
		<description><![CDATA[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&#8217;t video game fanatics, the first Deus Ex is a cyberpunk conspiracy thriller that follows [...]]]></description>
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<p><em>Deus Ex 3: Human Revolution</em> 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 <em>Deus Ex</em>. For those of you who aren&#8217;t video game fanatics, the first <em>Deus Ex</em> 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). <em>Deus Ex 3</em> 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 <a href="http://www.sarifindustries.com">Sarif Industries</a>, the leading manufacturer of cybernetic prosthetics. I love the boilerplate:</p>
<blockquote><p>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.</p></blockquote>
<p>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!</p>
<p>A standout piece is the ad for Sarif&#8217;s products (cyber hands, eyes, and arms), which seemed like a perfect pastiche of every pharmaceutical ad I&#8217;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 <a href="http://www.sarifindustries.com/en/#/sarifandyou/news/">news feed</a> which features headlines I had to research a bit to see they aren&#8217;t <em>quite</em> true. The<a href="http://www.sarifindustries.com/en/#/roadtohere/"> &#8220;road to here&#8221;</a> 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&#8217;s slickness and dedication to near-reality makes it an eerie predictor of what a future prosthetics company may actually look like.</p>
<p><em><em><em>Follow Kyle on his personal </em><a href="http://www.popbioethics.com/"><em>blog</em></a><em> and on <a href="http://www.facebook.com/pages/Pop-Bioethics/199844656700411">facebook</a></em><em> and </em><a href="http://www.twitter.com/popbioethics"><em>twitter</em></a><em>.</em></em></em></p>
<p><em><em><em>Image via <a href="http://www.sarifindustries.com">Sarif Industries</a></em></em></em></p>
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		<title>The Hidden Message in Pixar’s Films</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/05/14/the-hidden-message-in-pixars-films/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/05/14/the-hidden-message-in-pixars-films/#comments</comments>
		<pubDate>Sat, 14 May 2011 14:53:19 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Movies]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Top Posts]]></category>
		<category><![CDATA[Transhumanism]]></category>
		<category><![CDATA[Utter Nerd]]></category>
		<category><![CDATA[personhood]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[rights]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4291</guid>
		<description><![CDATA[I love Pixar. Who doesn&#8217;t? The stories are magnificently crafted, the characters are rich, hilarious, and unique, and the images are lovingly rendered. Without fail, John Ratzenberger&#8217;s iconic voice makes a cameo in some boisterous character. Even if you haven&#8217;t seen every film they&#8217;ve made (I refuse to watch Cars or its preposterous sequel), there is a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/05/up_dug.jpeg"><img class="aligncenter size-full wp-image-4317" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/05/up_dug.jpeg" alt="" width="600" height="338" /></a></p>
<p>I love Pixar. Who doesn&#8217;t? The stories are magnificently crafted, the characters are rich, hilarious, and unique, and the images are lovingly rendered. Without fail, John Ratzenberger&#8217;s iconic voice makes a cameo in some boisterous character. Even if you haven&#8217;t seen every film they&#8217;ve made (I refuse to watch <em>Cars </em>or its preposterous sequel), there is a consistency and quality to Pixar&#8217;s productions that is hard to deny.</p>
<p>Popular culture is often dismissed as empty &#8220;popcorn&#8221; fare. Animated films find themselves doubly-dismissed as &#8220;for the kids&#8221; and therefore nothing to take too seriously. Pixar has shattered those expectations by producing commercially successful cinematic art about the fishes in our fish tanks and the bugs in our backyards. Pixar films contain a complex, nuanced, philosophical and political essence that, when viewed across the company&#8217;s complete corpus, begins to emerge with some clarity.</p>
<p>Buried within that constant  and complex goodness is a hidden message.</p>
<p>Now, this is not your standard &#8220;Disney movies hide double-entendres and sex imagery in every film&#8221; hidden message. &#8220;So,&#8221; you ask, incredulous, &#8220;What could one of the most beloved and respected teams of filmmakers in our generation possibly be hiding from us?&#8221; Before you dismiss my claim, consider what is at stake. Hundreds of millions of people have watched Pixar films. Many of those watchers are children who are forming their understanding of the world. The way in which an entire generation sees life and reality is being shaped, in part, by Pixar.</p>
<p>What if I told you they were preparing us for the future? What if I told you Pixar&#8217;s films will affect how we define the rights of millions, perhaps billions, in the coming century? Only by analyzing the collection as a whole can we see the subliminal concept being drilled into our collective mind. I have uncovered the skeleton key deciphering the hidden message contained within the Pixar canon. Let&#8217;s unlock it.<span id="more-4291"></span></p>
<p>Before we begin, I ask you to watch the video below. Leandro Copperfield stitched together this seven minute tribute to &#8220;The Beauty of Pixar.&#8221; Full screen. HD. I dare you to not be moved.</p>
<p><object width="500" height="306"><param name="movie" value="http://www.youtube.com/v/UwoPtQevOTE?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/UwoPtQevOTE?version=3" type="application/x-shockwave-flash" width="500" height="306" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>People love these films. They are a part of our lives and of our culture. Pixar has artfully built a universe of beloved critters and beings that populate our popular consciousness. The analysis that follows is in the spirit of reverence and respect for the great contribution Pixar has made to our world.</p>
<p>To understand Pixar films, one must first to go back to Disney before <em>Toy Story </em>was released – to be precise, <em>The Lion King</em>. On top of being my favorite Shakespeare adaptation, <em>The Lion King</em> is the only Disney film to date with zero references to the existence of human beings. Disney and Pixar rarely have humans as the sole intelligent entities in their movies. Excluding plots requiring magic, non-human characters in Disney films are either anthropomorphous animals (e.g. walking upright, wearing clothes, drinkin&#8217; out of cups) that take the place of humans (e.g. <em>Robin Hood</em> or <em>The Rescuers</em>) or are animals with a preternatural awareness of and ability to interact with feral human beings (e.g. <em>The Jungle Book</em> or <em>Tarzan</em>).<em> The Lion King</em> stands out in that the universe is animal only. There is no trash on the Serengeti, no airplanes flying over, no animals in hats or walking unnaturally on hind legs. You can&#8217;t even date when the story takes place, because there are no human references from which to calculate an approximation. Save for the fact that Zazu knows &#8220;I&#8217;ve Got a Lovely Bunch of Coconuts,&#8221; there is no evidence that the characters within <em>The Lion King</em> even know humans exist.</p>
<p><em>The Lion King</em> gives us a clean slate. We know what a non-human world looks like. Now we can tackle how Pixar handles people.</p>
<p>The relationship between humans and the non-human characters is critical to understanding Pixar&#8217;s movies. There are certain rules in Pixar movies that make things far more interesting than the average Disney fairy tale. The first is that there is no <em>magic</em>. No problems are caused or fixed by the wave of a wand. Second, every Pixar film happens in the world of human beings (see why I excluded <em>Cars</em>? It&#8217;s ridiculous and out of character for Pixar). Even in films like a <em>A Bug&#8217;s Life</em> and <em>Finding Nemo</em>, in which humans only exist as backdrops for the action, humanity&#8217;s presence in the story is essential. The first two rules are pretty direct: the universe Pixar&#8217;s characters inhabit is non-magical and co-inhabited by humans.</p>
<p>The third rule is that at least one main character is an intelligent being that isn&#8217;t a human. This rule is a bit complex, so let&#8217;s flesh it out. There are two types human roles in Pixar films. The first is <strong>Human as Villain</strong>. In films like the <em>Toy Story 1, 2, &amp; 3</em>, <em>A Bug&#8217;s Life</em>, and <em>Finding Nemo</em>, the protagonists are all non-human. Ancillary characters like Sid, the Collector, and Darla are not main characters. A more accurate description would be that they are pieces of the environment and, on occasion, playing the role of supporting antagonist. The second type of Pixar film is <strong>Human as Partner</strong>. In these films, the main character befriends a human being as part of the hero&#8217;s journey: Remy, Colette, and Linguini; WALL-E, EVE, Mary and John; Sully, Mike, and Boo; <a href="http://www.youtube.com/watch?v=Amd7aZeuGfk">Russell, Carl, Kevin and Dug</a>. These are the heroic teams of their respective films.</p>
<p>In each Pixar film, at least one member of the team is human and at least one member is not human but possesses human levels of intelligence.</p>
<p>You can see where I&#8217;m going here. Particularly in <em>WALL•E,</em> <em>Ratatouille</em> and <em>Up!</em> there is no ambiguity about the reality of intelligence in the non-human characters. Each Pixar film asks us to accept one deviation from our reality. While it seems like the deviation is different in every case (e.g. monsters are real, robots can fall in love, fish have a sense of family, Kevin is a girl, a rat can cook), the simple fact is that Pixar only asks us to accept one idea over and over and over again<strong>: </strong></p>
<p><strong>Non-humans are <a href="http://en.wikipedia.org/wiki/Sentient">sentient</a> beings</strong>. That is the central difference between Pixar&#8217;s universe and our current reality.</p>
<p>That idea alone would suffice to show that Pixar films are all but propaganda for the concept of non-human personhood. But that is where the hidden message <em>begins</em>.</p>
<p>What makes these films so astonishing and the message so powerful is the story arc of the Human as Partner narrative. The story begins with a non-human living among a familiar setting. Be it WALL-E alone among the garbage, Remy with his massive extended family, or Sully and Mike Wazowski on their way to work, we are introduced to the hero in relative normalcy. Yet each of these characters deviate from their fellow non-humans. Remy wants to cook. WALL-E falls in love. In each case, the deviant non-human is ostracized. Dug is laughed at for his ineptitude and Sully and Mike are banished to live with the <del>Abominable</del> Agreeable Snowman.</p>
<p>In being ostracized, however, the non-human encounters a human. Remy, lost in the kitchen, meets Linguini. Kevin and Dug both partner up with Carl and Russell. The deviant behavior acts as a catalyst for the first interaction. Furthermore, the human is also deviant. Boo is not afraid of monsters. John and Mary (the two people who help WALL-E and EVE) get out of their hover chairs and look away from the screens. Carl escapes the old folks home with a balloon-house airship. A team is formed when the mutual outsiders recognize a shared sense of purpose. Human and non-human rebels alike seek out each other. In combining efforts, however, the team doubles their opposition, with the non-human and human normative majorities rejecting and condemning their behavior. Remy is criticized by his father and alienates his friends while Linguini loses the respect of the entire kitchen and is at risk of having the restaurant closed for health violations. There is a high cost for non-conformity.</p>
<p><strong>The new is seen as dangerous and therefore feared. </strong>Pixar&#8217;s Human as Partner films emphasize that should a non-human intelligence arise, be it a rat or a robot or a monstrous alien, there will be no welcoming with arms wide open from either side.</p>
<p>Victory in the battle for the rights and respect from both groups will come from an act of exemplary personhood and humaneness by those who dare to break ranks with their kind. Thus, the Human as Partner story arc ends with the capitulation of those who refused to recognize the personhood of the non-human and a huge reward coming to those who accepted the non-humans as fellow persons. In <em>Monsters Inc.</em> Mike and Sully discover that laughter yields far more energy than screams. In <em>Ratatouille</em> Anton Ego has an epiphany and gives <a href="http://www.popbioethics.com/2009/12/in-defense-of-the-new/">one of my favorite </a><a href="http://www.popbioethics.com/2009/12/in-defense-of-the-new/">speeches</a> of all time in response to a Proustian flashback he experiences after eating Remy&#8217;s cooking. In <em>WALL•E</em> none less than the human race is saved from the brink of self-induced-extinction. In short, the benefits for humanity are tremendous in every case where non-human persons are treated with respect.</p>
<p>There is one Pixar film that does not fit either the Humans as Villains or Humans as Partner structure: <em>The Incredibles</em>. Instead of non-human protagonists, we are treated to <em>super-</em>human protagonists and antagonists. Yet the struggle from outcast to redeemer is the same, only this time, it is because the super-humans come together as a family. What enables the Incredible family to succeed is not that they are superhuman but that they are <em>humane;</em> that they love, support, and protect one another. As a result, the society that once feared and banished them sees the supers not as Others, but has fellow members of humanity.</p>
<p>Taken together as a whole narrative, the Pixar canon diagrams what will likely this century&#8217;s main rights battle – the rights of personhood – in three stages.</p>
<p><strong>First </strong>are the Humans as Villain stories, in which the non-humans discover and develop personhood. I mean, Buzz Lightyear&#8217;s character arc is about his becoming self-aware as a toy. These films represent nascent personhood among non-human entities. For the viewer, we begin to see how some animals and items we see as mindless may have inner lives of which we are unaware.</p>
<p><strong>Second </strong>are the Humans as Partners stories, in which exceptional non-humans and exceptional humans share a moment of mutual recognition of personhood. The moment when Linguini realizes Remy is answering him is second only to the moment when Remy shows Ego around the kitchen – such beautiful transformations of the Other into the self. These films represent the first forays of non-human persons into seeking parity with human beings.</p>
<p><strong>Third</strong>, and finally, there is <em>The Incredibles</em>, which turns the personhood equation on its head. Instead of portraying the struggle for non-humans to be accepted as human, <em>The Incredibles</em> shows how human enhancement, going beyond the human norm, will trigger equally strong reactions of revulsion and otherization. The message, however, is that the human traits we value have nothing to do with our physical powers but are instead based in our moral and emotional bonds. Beneficence and courage require far more humanity than raw might. <em>The Incredibles</em> teaches a striking lesson: human enhancement does not make you inhuman – the choices you make and the way you treat others determines how human you really are.</p>
<p>Pixar has given those who would fight for personhood the narratives necessary to convince the world that non-humans that display characteristics of a person deserve the rights of a person. For every category there is a character: uplifted animals (Dug), naturally intelligent species (Remy and Kevin), A.I robots (WALL-E, EVE), and alien/monsters (Sully &amp; Mike). Then there is the Incredible family, transhumans with superpowers. Through the films, these otherwise strange entities become  unmistakably familiar, so clearly akin to us.</p>
<p><strong>The message hidden inside Pixar&#8217;s magnificent films is this: humanity does not have a monopoly on personhood. In whatever form non- or super-human intelligence takes, it will need brave souls on both sides to defend what is right. If we can live up to this burden, humanity and the world we live in will be better for it.</strong></p>
<p>An entire generation has been reared with the subconscious seeds of these ideas planted down deep. As history moves forward and technology with it, these issues will no longer be the imaginings of films and fiction, but of politics and policy. But Pixar has settled the personhood debate before it arrives. By watching our favorite films, we have been taught that being human is not the same as being a person. We have been shown that new persons and forms of personhood can come from anywhere. Through Pixar, we have opened ourselves to a better future.</p>
<p><em><em><em>Follow Kyle on his personal </em><a href="http://www.popbioethics.com/"><em>blog</em></a><em> and on <a href="http://www.facebook.com/pages/Pop-Bioethics/199844656700411">facebook</a></em><em> and </em><a href="http://www.twitter.com/popbioethics"><em>twitter</em></a><em>.</em></em></em></p>
<p><em><em><em><em>Image of Dug seeking a squirrel via <a href="http://www.thepixarpodcast.com/36">The Pixar Podcast.com</a></em></em></em></em></p>
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		<title>Thor Pays Tribute to Arthur C. Clarke’s Rule About Magic and Technology</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/05/09/thor-pays-tribute-to-arthur-c-clarkes-rule-about-magic-and-technology/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/05/09/thor-pays-tribute-to-arthur-c-clarkes-rule-about-magic-and-technology/#comments</comments>
		<pubDate>Mon, 09 May 2011 18:55:28 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Codex Futurius]]></category>
		<category><![CDATA[Comics]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Top Posts]]></category>
		<category><![CDATA[Arthur C. Clarke]]></category>
		<category><![CDATA[Magic]]></category>
		<category><![CDATA[Thor]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4295</guid>
		<description><![CDATA[If you haven&#8217;t seen it yet, Thor is a ridiculous and entertaining superhero spectacle. All the leads did a great job, particularly Hopkins as Odin. If you can take a man seriously when he&#8217;s standing on a rainbow bridge wearing a gold-plate eyepatch, he&#8217;s doing something right. Kenneth Branagh&#8217;s interpretation of Asgard was visually overwhelming, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/05/tn_thor-movie.jpg"><img class="alignright size-full wp-image-4300" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/05/tn_thor-movie.jpg" alt="" width="320" height="246" /></a>If you haven&#8217;t seen it yet, <em>Thor</em> is a ridiculous and entertaining superhero spectacle. All the leads did a great job, particularly Hopkins as Odin. If you can take a man seriously when he&#8217;s standing on a rainbow bridge wearing a gold-plate eyepatch, he&#8217;s doing something right. Kenneth Branagh&#8217;s interpretation of Asgard was visually overwhelming, but weirdly believable.</p>
<p>The reason? Branagh leans heavily on the magi-tech rule of Arthur C. Clarke, which Natalie Portman&#8217;s character quotes in the film, &#8220;Any sufficiently advanced technology is indistinguishable from magic.&#8221; So what is the difference between really-really advanced technology and actual magic? Sean Carroll, who did some science advising for the film, <a href="http://blogs.discovermagazine.com/cosmicvariance/2011/05/04/the-mighty-thor/">clear</a>s the idea up a bit:</p>
<blockquote><p><a href="http://io9.com/#!5797965/the-future-of-the-marvel-movie-universe-revealed-plus-casting-updates-for-the-hunger-games-prometheus-and-game-of-thrones">Kevin Feige</a>, president of production at Marvel Studios, is a huge proponent of having the world of these films ultimately “make sense.” It’s not <em>our</em>world, obviously, but there needs to be a set of “natural laws” that keeps things in order — not just for <em>Iron Man</em> and <em>Thor</em>, but all the way up to <em>Doctor Strange</em>, the Sorcerer Supreme who will get his own movie before too long.</p></blockquote>
<p>In short, the Marvel universe is internally consistent, which makes me all the more excited for the <a href="http://blogs.discovermagazine.com/sciencenotfiction/author/kmunkittrick/">Avengers</a> film. Clarke&#8217;s rule of magical tech helps create some of that consistency. I both love and loathe Clarke for that statement. Love because it strikes at the heart of what technology is: a way for humans to do things previously believed not just implausible, but impossible. Loathe because it creates an infinite caveat for lazy authors and screenwriters. It seems like anytime some preposterous technology is injected into a narrative either as a McGuffin or a deus ex machina, that damn quotation from Clarke gets trotted out as the defense. So does <em>Thor</em> live up to Carroll&#8217;s hopes or abuse Clarke&#8217;s rule?<span id="more-4295"></span></p>
<p>To answer the question, we need to investigate Clarke&#8217;s rule a bit further. There is a corollary to Clarke&#8217;s rule: &#8220;Any technology distinguishable from magic is insufficiently advanced.&#8221; By that measure, just how advanced are Asgardians? More than sufficiently. I knew Branagh wanted to explicitly avoid making Thor an actual magical god of thunder. And, because of that, I had so many damn questions about pretty much everything in the film. Why is Thor the only one who can lift Mjölnir? What is Odinsleep? Are Frost Giants aliens? How is Odin able to &#8220;take&#8221; Thor&#8217;s powers?</p>
<p>Needless to say, I was frustrated. And then I remembered the spirit of the rule. If I&#8217;m able to tell the difference, then it isn&#8217;t advanced enough technology. But that doesn&#8217;t mean we&#8217;ll <em>always</em> perceive the Asgardian&#8217;s abilities as magical.</p>
<p>The best example of a good use of the tech-as-magic scenario is the <em>Stargate</em> series. In the Stargate Universe, the <a href="http://en.wikipedia.org/wiki/Goa'uld">Gou&#8217;ald</a> are an advanced alien species that use their highly advanced technology to overwhelm and subject less-advanced alien races. To the late 20th century humans who discover the stargate and utilize it, the equipment of the Gou&#8217;ald is advanced, but not magical. Yet to the Egyptians who were originally exposed to the Gou&#8217;ald, the tech <em>was</em> magical. As a result, the Gou&#8217;ald were worshiped as gods by the Egyptians and merely treated as advanced aliens by late 20th century Americans. That difference is critical to understanding why <em>Thor</em> isn&#8217;t just using Clarke&#8217;s law as a caveat. The parallel with <em>Stargate</em> (super-advanced race mistaken for gods leading to a mythologizing of their existence) allows us to understand just where the Asgardians sit in the Marvel universe.</p>
<p>In essence, the technological gap between early 21st century human technology and the Asgardians is at least as large as the gap between the Egyptians and the Gou&#8217;ald. We&#8217;ve got a long way to go.</p>
<p style="text-align: center"><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/05/Bifrost.jpeg"><img class="size-full wp-image-4301  aligncenter" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/05/Bifrost.jpeg" alt="" width="550" height="230" /></a></p>
<p><em>Thor</em>, thankfully, does not as a film attempt to justify the science behind Asgard. Only two remotely scientific elements are relevant to the plot. The first is that Bifrost, the rainbow bridge (pictured), is a controlled &#8220;Einstein-Rosen Bridge&#8221; aka wormhole. A huge piece of machinery enables the cosmic transportation device to work. Asgardians get into the transporter, it spools up and then beams them to another realm. Second, Thor&#8217;s hammer Mjölnir (which Kat Denning&#8217;s mispronunciation thereof is comedy gold) was &#8220;forged in the heart of a dying sun.&#8221; How that happened and why it makes the hammer so magical is never explained. Those are the only two references in the film that, from what I could tell, even pretended to acknowledge science. No effort is made to disguise the rest of the overtly magical and mythical elements of the Asgard. And that&#8217;s a good thing.</p>
<p><em>Thor</em> does not pull a George Lucas and attempt to over-science the magical elements. Thor is not superhuman because he has some Norse equivalent of midichlorians. He is superhuman because he is magical. Sure, that magic is allegedly based in technology, but technology so incredibly advanced, we can&#8217;t distinguish it from magic. That lack of distinguishability is the indicator of just how advanced the Asgardians actually are. It&#8217;s also what let&#8217;s us enjoy the movie for what it is. Don&#8217;t try to understand how the Bifrost&#8217;s gate works or why a wormhole needs a sword to activate it – just enjoy watching a hunky bearded man heroically smashes things with his magical hammer and while wooing a gorgeous theoretical physicist. It&#8217;s magical!</p>
<p><em><em>Follow Kyle on his personal </em><a href="http://www.popbioethics.com/"><em>blog</em></a><em> and on <a href="http://www.facebook.com/pages/Pop-Bioethics/199844656700411">facebook</a></em><em> and </em><a href="http://www.twitter.com/popbioethics"><em>twitter</em></a><em>.</em></em></p>
<p><em>Promotional Images for Thor via Paramount</em></p>
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		<title>Mind-Reading Movie Tech Lets You Choose Your Own Adventure</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/04/18/mind-reading-movie-tech-lets-you-choose-your-own-adventure/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/04/18/mind-reading-movie-tech-lets-you-choose-your-own-adventure/#comments</comments>
		<pubDate>Mon, 18 Apr 2011 19:36:03 +0000</pubDate>
		<dc:creator>Valerie Ross</dc:creator>
				<category><![CDATA[Movies]]></category>
		<category><![CDATA[Neuroscience]]></category>
		<category><![CDATA[future tech]]></category>
		<category><![CDATA[mind-reading]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4231</guid>
		<description><![CDATA[If you loved reading Choose-Your-Own-Adventure books as a kid but have outgrown their puerile plots and dog-eared, unrepentantly analog format, take heart: A newly launched system called Myndplay is a next-gen video version of the genre for adults. &#8220;The viewer chooses who lives or dies, whether the good guy or the bad guy wins or [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-4235" title="tv" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/04/tv-300x204.jpg" alt="" width="300" height="204" />If you loved reading <a href="http://www.cyoa.com/public/index.html">Choose-Your-Own-Adventure books</a> as a kid but have outgrown their puerile plots and dog-eared, unrepentantly analog format, take heart: A newly launched system called Myndplay is a next-gen video version of the genre for adults. &#8220;The viewer chooses who lives or dies, whether the good guy or the bad guy wins or whether the hero makes that all-important save,&#8221; Mohammed Azam, Myndplay&#8217;s managing director, <a href="http://www.newscientist.com/blogs/onepercent/2011/04/interactive-films-that-let-you.html">told <em>New Scientist</em></a>.  Instead of relying on old-fashioned reading, <a href="http://www.myndplay.com/">MyndPlay</a> lets you guide the story using mind-reading, via a special headset that records and analyzes your brainwaves. Now you can sit back in your armchair, slap on the headset, and use your mind to direct the action on the screen in front of you. (No word yet if there&#8217;s a mind-powered equivalent of keeping a finger on the page you came from, so you can flip back to it if you don&#8217;t like how things turn out.)</p>
<p><span id="more-4231"></span>The hardware for Myndplay, made by the company <a href="http://www.neurosky.com/">Neurosky</a>, is a slimmed-down version of an <a href="http://en.wikipedia.org/wiki/Electroencephalography">electroencephalogram</a> (EEG), a device common in neuroscience and medicine that uses sensors on the scalp to pick up electrical activity caused by neurons firing in the brain. The headset has one sensor that rests on the forehead, to read those electrical brainwaves, and one that rests on the bony part of the head just behind the ear, called a ground electrode, which essentially provides a baseline measurement to compare the brainwave-reading sensor to. (You can see a video of how the headset works&#8212;and people testing it out on less cinematic, more educational interactive games that Neurosky also produces&#8212;<a href="http://spectrum.ieee.org/tech-talk/at-work/innovation/demo-spring-2011-brain-control">here</a>.)</p>
<p>Unlike CYOA books, which were written in an empowering-yet-accusatory second person, Myndplay videos are in the first person: You&#8217;re not only making decisions of what the protagonist should do, but seeing the action through his or her eyes. The interactive videos for the system are <a href="http://www.myndplay.com/videos.php">available online</a>; some are free, some cost a few dollars. Offerings so far include movies where you attempt to dodge a bullet or, bizarrely, perform an exorcism.</p>
<p>One big limitation of this kind of game is that the mind-reading tech we currently have is pretty limited compared to <em>The Matrix</em> or <em>Total Recall</em> or any one of a hundred other sci-fi digital-reality movies. The EEG headset doesn&#8217;t read out specific ideas you have for the plot&#8212;say, whether you want to push open the door that&#8217;s mysteriously ajar or run away screaming. Instead, it just analyzes brainwaves for patterns that correspond to concentration or relaxation, and <a href="http://www.engadget.com/2011/03/04/neurosky-shows-off-myndplay-we-control-movies-with-our-brainwav/">uses that info to push the plot</a> one way or another. The key to dodging the bullet isn&#8217;t to think, &#8220;OK, now I want to weave right!&#8221; It&#8217;s to concentrate on what&#8217;s happening onscreen&#8212;really hard.</p>
<p>Myndplay was officially launched at the Birmingham, United Kingdom, <a href="http://www.gadgetshowlive.net/">Gadget Show</a>, which kicked off yesterday. Click <a href="http://www.myndplay.com/products.php">here</a> to don the mind-reading headset, <a href="http://www.amazon.com/s/ref=nb_sb_ss_c_1_25?url=search-alias%3Dstripbooks&amp;field-keywords=choose+your+own+adventure&amp;x=0&amp;y=0&amp;sprefix=choose+your+own+adventure">here</a> to keep things old-school.</p>
<p><em>Image: Flickr / <a href="http://www.flickr.com/photos/restlessglobetrotter/434222041/">xJasonRogersx</a></em></p>
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		<title>Hanna: A Transhuman Tragedy of Nature vs Nurture</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/04/14/hanna-a-transhuman-tragedy-of-nature-vs-nurture/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/04/14/hanna-a-transhuman-tragedy-of-nature-vs-nurture/#comments</comments>
		<pubDate>Thu, 14 Apr 2011 12:30:00 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Biology]]></category>
		<category><![CDATA[Genetics]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Transhumanism]]></category>
		<category><![CDATA[genetic engineering]]></category>
		<category><![CDATA[Hanna]]></category>
		<category><![CDATA[Nature vs Nurture]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4218</guid>
		<description><![CDATA[Heads up, this article has *spoilers* about the movie Hanna. Joe Wright&#8217;s new film, Hanna, staring Saoirse Ronan is being hailed as the anti-Sucker Punch for its portrayal of a rich, rounded, and compelling female lead. Hanna is a young woman in her late teens (her age is indeterminate) who can beat you up, break [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/04/Screen-shot-2011-04-13-at-4.36.42-PM-21.png"><img class="aligncenter size-full wp-image-4221" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/04/Screen-shot-2011-04-13-at-4.36.42-PM-21.png" alt="" width="600" height="349" /></a></p>
<p>Heads up, this article has <strong>*spoilers*</strong> about the movie <em>Hanna</em>.</p>
<p>Joe Wright&#8217;s new film, <em><a href="http://www.imdb.com/title/tt0993842/">Hanna</a></em>, staring Saoirse Ronan is being hailed as the <a href="http://m.io9.com/5789969/why-saoirse-ronans-hanna-is-the-anti+sucker-punch-according-to-director-joe-wright">anti-</a><em><a href="http://m.io9.com/5789969/why-saoirse-ronans-hanna-is-the-anti+sucker-punch-according-to-director-joe-wright">Sucker Punch</a> </em>for its portrayal of a rich, rounded, and compelling female lead. Hanna is a young woman in her late teens (her age is indeterminate) who can beat you up, break your neck, and shoot you down six ways from Sunday. Why is she able to do that? Well, that right there is an interesting question. You see, Hanna was genetically engineered to have &#8220;high intelligence, muscle mass, and no pity.&#8221; But here&#8217;s the rub: she was also <em>raised</em> to be a trained assassin.</p>
<p>So who is to credit (or perhaps, to blame) for Hanna&#8217;s ability to crush faces with naught but her hands and an emotionless grimace? Is it her genes or her training?</p>
<p>The film ostensibly portrays Hanna as a naive heroine striving against her draconian and demonic &#8220;mother&#8221; figure, Marissa Wiegler, with the help of her noble father, Erik Heller. But I submit that is not the case: I believe the &#8220;teaching&#8221; and &#8220;nurture&#8221; Heller gives to Hanna makes him as much a monster as Wiegler. Hanna&#8217;s battle is to be a good human being against a perfect storm of nature and nurture designed to make her a heartless killer.<span id="more-4218"></span></p>
<p><em>Hanna</em>, on initial viewing, symbolizes the contest between genetics and environment. Or, perhaps more familiarly, nature vs nurture. Cate Blanchett is Marissa Wiegler (pronounced by Hanna in proper German as a deliciously evil &#8220;Veeglur&#8221;), who we gather from the course of the film had more than a little to do with engineering a batch of children to be super soldiers. After deciding the project was a failure/waste/danger, she shut it down and slaughtered the guinea pig children.</p>
<p>Eric Bana plays Hanna&#8217;s &#8220;father,&#8221; Erik Heller, the rogue agent who saved Hanna from Wiegler&#8217;s clinical cessation of the program. Heller (as we see from a flashback) it seems was in love with the surrogate mother of Hanna. Heller rightly sees Hanna as a child worth saving, not an experimental product to be disposed of at Wiegler&#8217;s leisure. To keep Hanna alive, Heller moved with her to a cabin in an endless wood &#8220;just below the arctic circle.&#8221; There, amid the caribou and evergreens, he taught her from day one to be the ultimate assassin.</p>
<p>Yet, if Heller sees her as human, not as a mere sum of her genetics, he does a pretty terrible job showing it. Hanna is raised in her father&#8217;s demented version of home school with a major in survival skills and violence and minors in 10+ languages and science. They live off the land, training for a confrontation about which Hanna has little knowledge. Then, when he decides the time is right, Heller presents Hanna with the option to throw a switch that will &#8220;tell Marissa Wiegler where we are.&#8221; Joseph Campbell would be proud at the simultaneous subtlety and neatness of Hanna&#8217;s vector for crossing the first threshold of the hero&#8217;s journey.</p>
<p>We are lead to believe that Hanna has been trained by her father to protect herself so that she cannot be killed by Wiegler. This theory, however, is not the case. The reason is that, though their life in the wild is hard, Heller and Hanna have a <em>good</em> life. Hanna, thanks to her genetic enhancements, is an adept learner and needs no protection in the wild. She is in excellent health, has spectacular creative and critical thinking ability, shows inventiveness, and has appreciation for the wilderness that surrounds her. The film shows us that Wiegler and the US government in general had no idea where Erik Heller was, nor did they seem to care. If Heller had really wished to save Hanna, he would have simply <em>destroyed</em> the tracking beacon and lived a life of happy hermitage with his prodigious adopted daughter.</p>
<p>But she knows nothing of music, of the arts in general, of human kindness or of the myriad aspects of humanity not comprised by Hobbesian elements. Heller never gives Hanna a choice.</p>
<p>Instead, Heller raises an assassin. Then, after coaxing her to set events in motion, leaves to run his own parallel mission to kill Wiegler. The film is about Heller using Hanna as a pawn in his quest of vengeance. Heller &#8220;saves&#8221; Hanna from death only to then single handedly complete the experiment Wiegler and her genetics team started. In short, Wiegler bred Hanna to be a monster, and then Heller trained her to be one.</p>
<p>Yet Hanna rebelled against both.</p>
<p>What is astounding is that in spite of Heller&#8217;s selfish and cruel rearing, Hanna is a <em>good</em> individual. She never harms an innocent (a Spanish dude trying to get fresh gets a scare, but nothing serious), nor does she present any level of irrational rage, maliciousness, or cruelty. When she fights, it is in an emotional vacuum and always in self-defense. Saoirse Ronan&#8217;s portrayal even gives Hanna a moment of sadness and pity for Wiegler at the end. Echoing the scene that opens the film in which she kills a deer, Hanna is sorry that the death was painful and not instant. Wiegler&#8217;s death is, like that of the deer, a necessity for Hanna&#8217;s existence.</p>
<p>Yet, in my mind, it was the death of Hanna&#8217;s father, Heller, that signaled her true liberation. Neither Hanna&#8217;s genetic coding nor her father&#8217;s relentless conditioning could <em>force </em>Hanna to <em>be</em> any specific kind of person. Her will, her sense of self, and of right and wrong determined who she was. She acted to protect those who helped her and was visibly sorry for those who died or were threatened at her expense.</p>
<p>Thus, the tragedy of <em>Hanna</em> is that those who had the means to shape her life, both biologically and environmentally, chose to treat her like a means to an end, not as the human being she would become. She is a transhumanist hero. I&#8217;d love to see a sequel exploring how she continues to discover the world her father did so much to hide from her.</p>
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		<title>The Neuroscience of &#8220;Source Code&#8221;: Mind Your Brain, Soldier</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/04/06/the-neuroscience-of-source-code-mind-your-brain-soldier/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/04/06/the-neuroscience-of-source-code-mind-your-brain-soldier/#comments</comments>
		<pubDate>Wed, 06 Apr 2011 15:14:17 +0000</pubDate>
		<dc:creator>Valerie Ross</dc:creator>
				<category><![CDATA[Movies]]></category>
		<category><![CDATA[Neuroscience]]></category>
		<category><![CDATA[Brain Control Interface]]></category>
		<category><![CDATA[jacking in]]></category>
		<category><![CDATA[Jake Gyllenhaal]]></category>
		<category><![CDATA[military]]></category>
		<category><![CDATA[neuroengineering]]></category>
		<category><![CDATA[prosthetics]]></category>
		<category><![CDATA[science fiction]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[The Matrix]]></category>
		<category><![CDATA[virtual reality]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4193</guid>
		<description><![CDATA[Source Code, a sci-fi thriller released last week, is based on the premise that science will let people really get into each other&#8217;s heads. The eponymous technology, the trailer tells us, is a computer program that &#8220;enables you to cross over into another man’s identity.&#8221; What  results is a scenario that&#8217;s part Matrix, part Groundhog Day:  lugged into [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-4203" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/04/source-code-078-SC-2731R_rgb-199x300.jpg" alt="" width="199" height="300" /><a href="http://www.enterthesourcecode.com/">Source Code</a>, a sci-fi thriller released last week, is based on the premise that science will let people <em>really</em> get into each other&#8217;s heads. The eponymous technology, the <a href="http://trailers.apple.com/trailers/summit/sourcecode/">trailer</a> tells us, is a computer program that &#8220;enables you to cross over into another man’s identity.&#8221; What  results is a scenario that&#8217;s part <em><a href="http://www.imdb.com/title/tt0133093/">Matrix</a></em>, part <em><a href="http://www.imdb.com/title/tt0107048/">Groundhog Day</a></em>:  lugged into the Source Code program, Jake Gyllenhaal&#8212;er, Captain Colter Stevens&#8212;lives through the last eight minutes of another man&#8217;s consciousness, just before the man&#8217;s train was blown up in a terrorist attack, in an effort to identify the bomber. (Stevens&#8217;s body, like Neo&#8217;s, stays in one place while his mind is elsewhere.) When the first run-through fails to turn up a culprit, Stevens relives those eight minutes again and again, having a different experience&#8212;new conversations, new sensations&#8212;each time.</p>
<p>Could something like that ever happen? While much of the technology in <em>Source Code</em> will remain purely fiction, says University of Arizona neuroscientist and electrical engineer <a href="http://www2.engr.arizona.edu/~higgins/">Charles Higgins</a>, modern science may eventually let us take a peek at, and even play around with, someone else&#8217;s consciousness. Among the movie&#8217;s technological inventions, Higgins says, &#8221;the idea of monitoring and influencing       consciousness with a physical neural interface is the most plausible.&#8221;</p>
<p><span id="more-4193"></span>Judging by past and current efforts, pinning down what, or where, consciousness is won&#8217;t be easy. But one thing modern science can do is record from small populations of neurons in the brain, as demonstrated by neural prosthetics and recordings taken during brain surgery. &#8220;We’re getting better and better at that, rapidly,&#8221; Higgins says. A colleague of his at the University of Arizona records motor movements from nerves in one person&#8217;s arm, then plays back those movements in someone else&#8217;s arm.</p>
<p>To record one person&#8217;s consciousness, once we know what exactly that is, &#8220;I think you’d have to record from basically all the cortical areas of the brain,&#8221; Higgins says, far more than current technologies can handle. &#8221;So monitoring somebody’s consciousness, not even influencing it, is going to require many, many years,&#8221; but it&#8217;s not out of the realm of possibility.</p>
<p>Doing so without direct neural interfaces, however, seems less plausible. Neither Stevens nor the man whose consciousness he inhabits are hooked up or jacked in to anything, begging the question of how the experiences were recorded from one&#8217;s brain or replayed in the other&#8217;s. “It’s getting implausible enough that I’m not sure how it could be reached by modern science,” Higgins says. And the fact that Stevens is somehow going back in time to relive the same moment again and again,  well, that&#8217;s &#8220;an even farther step.&#8221; This film took some cinematic liberties.</p>
<p>Perhaps the most interesting aspect of the film is how it broaches the important ethical issues that will come with this kind of technology, Higgins says. Brain recording now is generally done on people undergoing brain surgery anyway, to whom it poses little  additional risk, or people who are paralyzed or terminally ill, and who have less neural health to lose. In the movie, the technology is being tested on a wounded soldier&#8212;a scenario Higgins expects may play out as these techniques become more advanced.</p>
<p>&#8220;Probably the way a lot of this technology will become practical is through experiments on soldiers, unfortunately,” Higgins says. The reason for this, he says, is that such devices must be tested on humans; monkeys can&#8217;t chat with you about their conscious experiences. And while already ill or injured patients may be the starting point, the devices must eventually be tested on whole, healthy brains. &#8220;When you join the military, there are some limits on your civil liberties that you accept,&#8221; Higgins says. Clauses that give the military permission to experiment could be added into soldier&#8217;s contracts. &#8220;This is exactly my concern with neural prostheses and government uses.”</p>
<p><em>Image: Summit Entertainment</em></p>
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		<title>Forget the Firetruck: Future Firefighters May Use Ghostbusters-Like Electric Backpacks</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/03/30/forget-the-firetruck-future-firefighters-may-use-ghostbusters-like-electric-backpacks/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/03/30/forget-the-firetruck-future-firefighters-may-use-ghostbusters-like-electric-backpacks/#comments</comments>
		<pubDate>Wed, 30 Mar 2011 19:41:41 +0000</pubDate>
		<dc:creator>Valerie Ross</dc:creator>
				<category><![CDATA[Chemistry]]></category>
		<category><![CDATA[Electronics]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[electricity]]></category>
		<category><![CDATA[fire]]></category>
		<category><![CDATA[firefighting]]></category>
		<category><![CDATA[future tech]]></category>
		<category><![CDATA[Ghostbusters]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4168</guid>
		<description><![CDATA[We learned watching Ghostbusters that for busting ghosts, nothing beats a well-placed zap of protons from a backpack-turned-positron collider. Now, researchers at Harvard University are working on a technique that could let future firefighters do their job (sort of) the same way, using an electric beam—generated by a portable amplifier, which might even fit in [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/firefighting.jpg"><img class="alignright size-medium wp-image-4170" title="firefighting" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/firefighting-300x241.jpg" alt="" width="300" height="241" /></a>We learned watching <em>Ghostbusters</em> that for busting ghosts, nothing beats a well-placed zap of protons from a <a href="http://gizmodo.com/#!205750/ghostbusters-proton-pack-wand-and-trap">backpack-turned-positron collider</a>. Now, researchers at Harvard University are working on a technique that could let future firefighters do their job (sort of) the same way, using an electric beam—generated by a portable amplifier, which might even fit in a backpack—to put out the flames.</p>
<p>This futuristic method is based on a centuries-old observation that electric fields can do <a href="http://www.youtube.com/watch?v=6fKGeV4NrrA">funny</a> <a href="http://www.youtube.com/watch?v=G9mHKP1BTTY">things</a> (videos) to flames, making them sputter and even snuffing them out.</p>
<p>The researchers’ early-stage prototype consists of a 600-watt amplifier hooked up to a electric beam-shooting wand, <a href="http://portal.acs.org/portal/acs/corg/content?_nfpb=true&amp;_pageLabel=PP_ARTICLEMAIN&amp;node_id=222&amp;content_id=CNBP_026931&amp;use_sec=true&amp;sec_url_var=region1&amp;__uuid=1fe17a4d-1ad8-41bb-b4bd-9a1f5e03141c">according to their presentation</a> at the American Chemical Society meeting earlier this week.  In tests, they were able to quickly zap out flames over a foot high.</p>
<p><span id="more-4168"></span>A firefighting electric beam could probably be generated only using a tenth as much energy, estimated <a href="http://individual.utoronto.ca/cademartiri/cv/ludovico.html">Ludovico Cademartiri</a>, one of the researchers, meaning a much smaller amplifier would do the trick. They’re hoping to go after bigger fires, too, but the prototype has proven the concept. “Our research has shown that by applying large electric fields we can suppress flames very rapidly,” Cademartiri said.</p>
<p>While fighting fire with electricity seems to work, it’s not quite clear <em>how</em> it works. Charged particles of soot appear to respond to the electric field, throwing the flame off balance. It’s likely a bunch of other things are all happening at once—but no one’s sure yet what those processes are.</p>
<p>Whether it’s ye olde villagers passing buckets of water from the nearest well or modern-day firefighters with pressurized hoses and flame-quenching foams, putting out fires has has always been a matter of smothering them with some material. Zapping them with electricity instead could let firefighters do their work from farther away, and could be used to target a specific area—say, carving an escape route through the flames.</p>
<p><em>Image: Flickr / <a href="http://www.flickr.com/photos/amagill/3225245640/">AMagill</a><br />
</em></p>
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		<title>The Unnatural History of Making People</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/03/29/the-unnatural-history-of-making-people/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/03/29/the-unnatural-history-of-making-people/#comments</comments>
		<pubDate>Tue, 29 Mar 2011 21:36:33 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Biotech]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Genetics]]></category>
		<category><![CDATA[Transhumanism]]></category>
		<category><![CDATA[Cloning]]></category>
		<category><![CDATA[Philip Ball]]></category>
		<category><![CDATA[Unnatural]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4160</guid>
		<description><![CDATA[Philip Ball&#8217;s new book, Unnatural: The Heretical Idea of Making People gets into the mythological underpinnings of our concerns about making people. Nature&#8216;s Chris Mason reviews [gated] Unnatural and makes a striking observation: Even today, Ball points out, societal and cultural debate is pervaded by the belief that technology is intrinsically perverting and thus carries certain [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Screen-shot-2011-03-29-at-5.22.38-PM.png"><img class="alignright size-full wp-image-4161" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Screen-shot-2011-03-29-at-5.22.38-PM.png" alt="" width="254" height="395" /></a>Philip Ball&#8217;s new book, <em><a href="http://www.bodleyhead.co.uk/book.asp?ean=9781847921529">Unnatural: The Heretical Idea of Making Peopl</a></em><a href="http://www.bodleyhead.co.uk/book.asp?ean=9781847921529">e</a> gets into the mythological underpinnings of our concerns about making people. <em>Nature</em>&#8216;s Chris Mason <a href="http://ezproxy.library.nyu.edu:2368/nature/journal/v471/n7338/full/471297a.html">reviews</a> [gated] <em>Unnatural</em> and makes a striking observation:</p>
<blockquote><p>Even today, Ball points out, societal and cultural debate is pervaded by the belief that technology is intrinsically perverting and thus carries certain penalty. Views that human cloning will be used for social engineering, eradicating one gender or resurrecting undesirable figures from the past, for example, all reflect age-old fears about the consequences of meddling in the &#8216;unnatural&#8217;. Ball warns that, as there is no global ban on human reproductive cloning, there is a strong chance that it will happen. It is thus likely to become a de facto reality without the well-informed debate it deserves.</p></blockquote>
<p>Let&#8217;s unpack that little nugget, because it contains two very important points.</p>
<p>The first point is that many of our fears about advancing science and biotechnology related to the body trigger fundamental, core cultural fears. Leon Kass calls this the &#8220;Yuck&#8221; reaction, or, more eloquently, &#8220;Wisdom from Repugnance.&#8221; Kass&#8217; argument is that we are naturally repelled by abhorrent ideas, like torturing babies and eating people. As regular readers of Science Not Fiction know, eating people isn&#8217;t <a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/12/16/serious-question-would-you-eat-soylent-green/">always bad</a>.</p>
<p>Well, as it turns out, Leon Kass&#8217; argument that we should trust our gut when it says, &#8220;yuck!&#8221; is a pretty terrible way to do ethics. Why? Because what is &#8220;yuck&#8221; to me might be &#8220;yum&#8221; to you. And we&#8217;re back to not knowing if doing something ethically questionable, like cloning people, is morally permissible. <em>Unnatural</em> at least explains why so many people say &#8220;yuck&#8221; to modifying humans; it is a lesson we&#8217;ve been told over and over for millennia in myths and religion.</p>
<p>The second point is that we <em>should</em> be discussing these ideas like rational adults. Biotechnology is progressing at a rate and in ways that are so rapid as to be unpredictable. I make lots of educated guesses and suppositions, but none of what I write here is a prediction or a guarantee. My interest is in figuring out whether or not something like cloning is ethically permissible <em>if</em> we&#8217;re ever able to do it. As Ball notes, there is no current global ban on cloning. There is, as it stands, no global ban on most of the transhumanist issues, from eugenics to cognitive enhancers to A.I. to nano-implants. These possible technologies strain the very foundations of many of our philosophies and cultural institutions. If the lack of a global ban means the technology is likely inevitable, we better figure out how to go about things correctly.</p>
<p>Debate and discussion are essential to making good decisions. Recognizing our old, deep seated prejudices and biases, such as those against technology and making people, is equally essential. Simply because something is unnatural does not mean it is immoral. But that&#8217;s where the discussion <em>starts</em>, not where it ends ends.</p>
<p><em>Image of Book Cover via Bodley Head </em></p>
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		<title>The Avengers Help You Understand Your Fears About Transhumanism</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/03/17/let-the-avengers-help-you-understand-your-fears-about-transhumanism/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/03/17/let-the-avengers-help-you-understand-your-fears-about-transhumanism/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 19:49:51 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Comics]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Transhumanism]]></category>
		<category><![CDATA[Archetypes]]></category>
		<category><![CDATA[Captain America]]></category>
		<category><![CDATA[Iron Man]]></category>
		<category><![CDATA[The Avengers]]></category>
		<category><![CDATA[The Hulk]]></category>
		<category><![CDATA[Thor]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4075</guid>
		<description><![CDATA[Transhumanism is a big, complicated, sprawling idea. The central concept – that humans can be made better with technology – touches on a lot of hopes and fears about the future of humanity. Though I&#8217;m always going on about how great human enhancement could be, I&#8217;ve got my fair share of fears myself. But my [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Avengers.jpg"><img class="aligncenter size-full wp-image-4131" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Avengers.jpg" alt="" width="600" height="210" /></a></p>
<p>Transhumanism is a big, complicated, sprawling idea. The central concept – that humans can be made better with technology – touches on a lot of hopes and fears about the future of humanity. Though I&#8217;m always going on about how great human enhancement could be, I&#8217;ve got my fair share of fears myself. But my fears are probably <em>way </em>different than many of your fears. But how in the world can we represent those concerns? As it turns out, I&#8217;ve found a pretty good set of archetypes that represent our hopes and fears: Marvel Comic&#8217;s <a href="http://en.wikipedia.org/wiki/The_Avengers_(film_project)">Avengers</a>.</p>
<p>How we frame scientific progress changes how we see individual technologies. When we think about science changing people, our minds naturally go to that group of individuals constantly being bombarded by gamma radiation, genetic mutagens, cybernetic interventions, and biological acceleration. I&#8217;m talking, of course, about superheroes. Superheroes are modern mythology. And because of that, they make great metaphors for understanding big issues. With <em>The Avengers</em> movie officially announced, I can&#8217;t help but notice that the four main members* of Earth&#8217;s Mightiest Heroes – Thor, the Hulk, Captain America, and Iron Man – are great examples of the different ways different people understand (or misunderstand) enhancement. Respectively, they are The God, The Monster, The Soldier, and The Robot.</p>
<p>Now, in the case of the Avengers, I don&#8217;t mean that they each represent a kind of enhancement, like cognitive enhancing pharmaceuticals or genetic engineering for athleticism. I am talking about the <em>mindset </em>people have around enhancement. Will transhumanism make people into monsters or Gods? Is science on the right track or out of control? The Avengers represent how you think enhancement works. Not only that, each Avenger symbolizes the hopes, fears, and problems enhancement may have. Whatever your dreams or nightmares about enhancement are, at least one member of Marvel&#8217;s wonder team has got you covered. So which Avenger represents you?<span id="more-4075"></span></p>
<p><strong>The Hulk</strong></p>
<p style="text-align: left"><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Wwh.png"><img class="alignright" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Wwh.png" alt="" width="180" height="248" /></a>The Hulk represents <strong>The Monster</strong>. The Hulk is a man, Bruce Banner, who becomes enhanced by a massive blast of gamma radiation. But his enhancement is beyond his control. Rage, a state we associate with a loss of control, brings out the monstrous Hyde to Banner&#8217;s human Jekyll. The Hulk is what we think about when we worry that human enhancement will result in <em>unpredictable</em> and <em>overwhelming</em> changes in a person.</p>
<p>The Fears: The Hulk (as generally portrayed) is far less intelligent than Banner. He is pure, furious <em>id</em> smashing his way through any obstacle. One fear the Hulk embodies is the idea that enhancement could change our basic biological limits such that our humanity falls by the wayside, leaving only a creature of incredible but inhumane power. Unlike the other Avengers, the Hulk becomes inhuman when enhanced.</p>
<p>Views Science as Out of Control: Banner&#8217;s transformation into the Hulk is the result of an accident. Instead of enhancement occurring because of a deliberate plan, the Hulk is a result of super-science playing with fire. The Monster sees science as just too many accidents waiting to happen. Enhancement will have a lot of unintended consequences, one of which may be the loss of humanity itself.</p>
<p>The Hopes: The Hulk is still Bruce Banner. The good and kindness in Banner manifest in the Hulk&#8217;s fight against evil and enemies of those he loves. Banner is also constantly searching for a cure, at least a way to control, his Hulk side. Even if science reaches too far, good scientists will fix their errors.</p>
<p>Bottom Line: The Hulk, <strong>The Monster</strong>, represents science out of control. The fear is that our pursuit of enhancement will make monsters of us whether we like it or not. The hope is that if we start down that path, human nature and science will help us return to our better angels. The Monster is torn between caution and arrogance.</p>
<p><strong><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Cover_of_Thor_3-1.jpg"></a>Thor</strong></p>
<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Cover_of_Thor_3-1.jpg"><img class="alignright" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Cover_of_Thor_3-1.jpg" alt="" width="180" height="281" /></a>Thor represents <strong>The God</strong>. Thor is godlike. He possesses superhuman powers like near immortality, incredible strength, and endurance, but is not omniscient or infallible. Moreover, he is not human. Thor is an Asguardian, a humanlike race distinct from human beings in terms of biological superiority and magical ability. The God is what we think of when we think of enhancement making a superhuman race. The God is the opposite of the Monster.</p>
<p>The Fears: Thor is an Aryan wet dream. Blue eyes, blond hair, perfect physical attributes, cunning intelligence, and a member of a superior race. In this aspect, he represents the fear of eugenics being used to create racial purity or under the auspices of &#8220;improving the species&#8221; by eliminating &#8220;undesirable&#8221; racial attributes. Also, he&#8217;s cast down to Earth due to his arrogance. Time among the pleebs will straighten him out. Not the best perspective of normal humans.</p>
<p>Views Science as Techno-Magic: Thor represents the misconception that enhancement is closer to a magical cure-all than a scientific pursuit. Science fantasy like a pill that will let you live forever (i.e. the <a href="http://en.wikipedia.org/wiki/Golden_apple#Norse_mythology">golden apples of Idunn</a>) comes to mind. Forget actual genetics and biology, for those who view transhumanism through the lens of The God, science may as well be magic.</p>
<p>The Hopes: Thor sees himself as protector. The difference in race is not a reason to subjugate humans but instead creates a duty to defend them. Asguard and its ruler, Odin, hold Asguardians to higher standards of ethics and morality <em>because</em> of their superior abilities. In this aspect, The God represents the hopes surrounding moral enhancement.</p>
<p>Bottom Line: Thor, <strong>The God</strong>, represents the view that enhancement will lead to an ideal. The fear is that the ideal is based on physicality and race, the hope is that the ideal is based on morality and ethics. The God is torn between seeing biological superiority as a license for cruelty and as a duty to protect those unable to protect themselves.</p>
<p><strong><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Iron_Man_bleeding_edge-1.jpg"></a>Iron Man</strong></p>
<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Iron_Man_bleeding_edge-1.jpg"><img class="alignright" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Iron_Man_bleeding_edge-1.jpg" alt="" width="180" height="226" /></a>Iron Man represents <strong>The Robot</strong>. Tony Stark is an alcoholic genius playboy who saves his own life by installing a reactor into his chest that also happens to power a mechanized exoskeletal war-suit. He represents external enhancement through prosthetic and computer augmentation. Without the suit, Stark is just a very flawed human being.</p>
<p>The Fears: Tony Stark is the most frighteningly human of all the Avengers. He is a drunk, a jerk, a slut, and astoundingly arrogant. Though he invents the suit, he is also utterly dependent upon the arc-reactor that powers it to keep himself alive. Alternatively, when he is in the Iron Man suit, he&#8217;s trying to be clean and be a good guy. And that&#8217;s when Stark seems the least like himself. The suit that makes him a hero also flattens his personality.</p>
<p>The other fear is related to how the Robot reflects science as a pursuit of the wealthy individual. Tony Stark doesn&#8217;t build a fleet of suits for the elderly or disabled. Nope, just one really amazing suit for himself &#8211; a sovereign entity by virtue of his riches and knowledge.</p>
<p>Views Science as Gizmos and Gadgets: Stark is a tycoon. The Robot represents science as a product of the individualist. Transhumanism will be a capitalist pursuit in which we mechanically upgrade ourselves like computers and cars.</p>
<p>The Hopes: Stark, the living embodiment of the military-industrial complex, rejects warmongering for peacemaking. Furthermore, his invention saves his life and enables him to move beyond his personal demons. In the films, the Iron Man suit is the result of a near-death experience and an exposure to the emptiness of his vice-riddled life. His personality isn&#8217;t flattened, it&#8217;s elevated. Thus, the Robot represents the hope that only the <em>negative </em>aspects of our personalities will be brought under control.</p>
<p>Bottom Line: Iron Man, <strong>the Robot</strong>, represents the view that transhumanism will trade biology for engineering. The fear is that our human qualities will be repressed for the sake of the &#8220;good&#8221; of society, resulting in bland automatons. The hope is that enhancement will not quell the human spirit but create a sense of duty to a higher calling. The Robot is torn between personal desires and societal needs.</p>
<p><strong><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Cap_34.jpg"></a>Captain America</strong></p>
<p style="text-align: left"><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Cap_34.jpg"><img class="alignright" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/Cap_34.jpg" alt="" width="180" height="261" /></a>Captain America represents <strong>The Soldier</strong>. Captain America, taken purely as an example of enhancement, represents the ideal. He is slightly better than the best human in any category: strength, smarts, endurance, and health. The result of a one-off experiment (as is his shield), Captain America takes his sworn duty to protect the Constitution against enemies foreign and domestic seriously.</p>
<p>The Fears: Captain America is a hyper-nationalist soldier. His name is Captain <em>America</em> for chrissake. Forget the latent fears of racism you associate with Thor; Captain America only loves you if you love America. Furthermore, he&#8217;s a product of a military experiment. By nature and design, he&#8217;s a warrior and sees violence as a solution.</p>
<p>Views Science as a branch of the Military: Captain America is government property. The Soldier represents the view that scientific progress is something that happens behind closed doors and in secret. Or at least at the whim of our elected officials. The benefits are used to keep citizens &#8220;safe,&#8221; but not to better the citizens themselves.</p>
<p>The Hope: Captain America is a perfect human. Not superhuman, but a <em>Homo sapiens sapiens </em>with all his stats maxed out. He isn&#8217;t tortured by a sordid past, he doesn&#8217;t really have vices, and is a good guy through and through. He represents what enhancement could really be and what it might look like, instead of the caricature of enhancement portrayed by the other Avenger archetypes. He isn&#8217;t American only, so much as he is a defender of our dearest values: liberty, truth, and justice.</p>
<p>Bottom Line: Captain America,<strong> The Soldier</strong>, represents what transhumanism might really look like. Stronger, healthier, and slower-aging, he is a human with almost no biological flaws. The fear is that enhancement will be used generate jingoistic military zealots at the bidding of the State. The hope is that enhancement will improve human health and quality of life. The Soldier is torn between America and the ideals for which America stands.</p>
<p>There you have it: The Monster, The God, The Robot, and The Soldier each represent the fears, hopes, and views of science associated with transhumanism and human enhancement. One archetype alone may not capture your thoughts. Just as the Avengers are a team that &#8220;fights enemies no one hero can face,&#8221; these different ideas can be mixed and matched. You may fear the God and hope for the Soldier but worry The Monster is reflective of how science might actually be.</p>
<p>The key is that enhancement isn&#8217;t itself scary, but the way we think science and society work color our views of progress. Of course, this list isn&#8217;t exhaustive, but it gives as a good start. My comics knowledge is limited, so feel free to suggest some others. So the next time you think about genetic engineering or augmented reality goggles and feel a twinge of concern, ask yourself which of the Avengers is framing your thoughts.</p>
<p><em>*Comic geeks: I apologize for treating the films as canon here. For folks like me still newer to comics, the films have provided a great gateway to enjoying comics. Feel free to correct/clarify my summaries of the heroes in the comments.</em></p>
<p><em><em>Follow Kyle on his personal </em><a href="http://www.popbioethics.com/"><em>blog</em></a><em> and on </em><a href="http://www.twitter.com/popbioethics"><em>twitter</em></a><em>.</em></em></p>
<p><em>Images via Wikipedia</em></p>
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		<title>Limitless: Enhancement Will Be Great Until You Go Crazy and Die</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/03/13/limitless-enhancement-will-be-great-until-you-go-crazy-and-die/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/03/13/limitless-enhancement-will-be-great-until-you-go-crazy-and-die/#comments</comments>
		<pubDate>Sun, 13 Mar 2011 14:01:43 +0000</pubDate>
		<dc:creator>Kyle Munkittrick</dc:creator>
				<category><![CDATA[Mind & Brain]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Transhumanism]]></category>
		<category><![CDATA[Flowers For Algernon]]></category>
		<category><![CDATA[Limitless]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=4069</guid>
		<description><![CDATA[Limitless is one of the first movies to directly take on the idea of pharmaceutical enhancement. The trailer is here and fake viral ad for NZT is here. I&#8217;m already wary of the film based on the trailer. Not because of the acting, directing, or plot, which all look good enough. Instead, my problem is [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/NZT-Limitless-Prome-Bradley-Cooper.jpg"><img class="aligncenter size-full wp-image-4073" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/03/NZT-Limitless-Prome-Bradley-Cooper.jpg" alt="" width="598" height="242" /></a></p>
<p><em>Limitless</em> is one of the first movies to directly take on the idea of pharmaceutical enhancement. The trailer is <a href="http://www.youtube.com/watch?v=X3U9RsXeJ3w">here</a> and fake viral ad for NZT is <a href="http://www.youtube.com/watch?v=Ne8YmpVVH4Q">here</a>. I&#8217;m already wary of the film based on the trailer. Not because of the acting, directing, or plot, which all look good enough. Instead, my problem is that the movie appears to take the same boring old stance on enhancement: the cost of making yourself superhuman is too high.</p>
<p><em>Limitless</em> has a simple set-up: loser/author Bradley Cooper who lives in filth and dresses like a hobo is offered a pill that will make everything all better. The pill makes him much smarter, more creative, and more driven. Thanks to this new found brilliance, Cooper makes boatloads of money and catches the eye of evil Robert De Niro, who threatens Cooper in various menacing and shadowy ways<em>. </em>Then the pill starts making Cooper crazy and his world starts crumbling around him. It&#8217;s <em><a href="http://en.wikipedia.org/wiki/Flowers_for_Algernon">Flowers for Algernon</a></em> except with bespoke suits, exotic cars and international intrigue.</p>
<p>The reason I&#8217;m getting an overall vibe of &#8220;meh, who cares&#8221; from <em>Limitless </em>is that the even though the film has a great bad guy with De Niro and his shadowy mega-corporation, it takes the easy way out and makes the drug the enemy as well. <em>Flowers for Algernon</em> is great because the main character, Charlie, has to cope with how his intelligence-burst impacts his social life. We&#8217;re confronted with the fact that increased intelligence doesn&#8217;t mean increased maturity, worldly experience, or romantic ability. <em>Limitless</em> ignores these deeper issues.</p>
<p>Wouldn&#8217;t it be more interesting if the problem of power and wealth was that Cooper had to deal with other wealthy and powerful people, who are, in general, incredibly awful? Or what would Cooper do if the drug simply stopped working? Or how it affected his relationship with the woman he thought he loved when he becomes too smart – way too smart – for her and is bored by a person he once admired?</p>
<p>The theoretical enhancement drug at the center of <em>Limitless</em> could have allowed the writers to ask much more interesting questions than the trailer lets on. Maybe the movie will surprise me, but I doubt it.</p>
<p><em>Image viral promotional material for <strong>Limitless</strong></em></p>
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		<title>Transhumanism: A Secular Sandbox for Exploring the Afterlife?</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/02/28/transhumanism-a-secular-sandbox-for-exploring-the-afterlife/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/02/28/transhumanism-a-secular-sandbox-for-exploring-the-afterlife/#comments</comments>
		<pubDate>Mon, 28 Feb 2011 06:35:25 +0000</pubDate>
		<dc:creator>Malcolm MacIver</dc:creator>
				<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[Biology]]></category>
		<category><![CDATA[Computers]]></category>
		<category><![CDATA[Mind & Brain]]></category>
		<category><![CDATA[Robots]]></category>
		<category><![CDATA[The Singularity]]></category>
		<category><![CDATA[Theatre]]></category>
		<category><![CDATA[Transhumanism]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3943</guid>
		<description><![CDATA[I am a scientist and academic by day, but by night I’m increasingly called upon to talk about transhumanism and the Singularity. Last year, I was science advisor to Caprica, a show that explored relationships between uploaded digital selves and real selves. Some months ago I participated in a public panel on “Mutants, Androids, and Cyborgs: [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/02/steampunk_cylon_02c.jpg"><img class="alignright size-medium wp-image-3945" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/02/steampunk_cylon_02c-300x300.jpg" alt="" width="300" height="300" /></a></p>
<p>I am a scientist and academic by day, but by night I’m increasingly called upon to talk about transhumanism and the Singularity. Last year, I was science advisor to <em>Caprica</em>, a show that explored <a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/10/05/caprica-puzzle-if-a-digital-you-lives-forever-are-you-immortal/">relationships between uploaded digital selves and real selves</a>. Some months ago I participated in a public panel on “<a href="http://www.wbez.org/story/scitech/mutants-androids-and-cyborgs-science-pop-culture-films">Mutants, Androids, and Cyborgs: The science of pop culture films</a>” for Chicago’s NPR affiliate, WBEZ.  This week brings <a href="http://blog.scienceandentertainmentexchange.org/2011/02/science-of-cyborgs-contest-rules.html">a panel at the Director’s Guild of America</a> in Los Angeles, entitled “The Science of Cyborgs” on interfacing machines to living nervous systems.</p>
<p>The latest panel to be added to my list <a href="http://www.chicagooperatheater.org/events/robots_and_opera.html">is a discussion about the first transhumanist opera</a>, Tod Machover’s “<a href="http://opera.media.mit.edu/projects/deathandthepowers/">Death and the Powers</a>.” The opera is about an inventor and businessman, Simon Powers, who is approaching the end of his life. He decides to create a device (called The System) that he can upload himself into (hmm I wonder who this might be based on?). After Act 2, the entire set, including a host of OperaBots and a musical chandelier (created at the MIT Media Lab), become the physical manifestation of the now incorporeal Simon Powers, who&#8217;s singing we still hear but who has disappeared from the stage. Much of the opera is exploring how his relationships with his daughter and mother change post-uploading. His daughter and wife ask whether The System is really him. They wonder if they should follow his pleas to join him, and whether life will still be meaningful without death. The libretto, by the renown Robert Pinsky, renders these questions <a href="http://www.poetryfoundation.org/archive/poem.html?id=239450">in beautiful poetry</a>. It will <a href="http://www.wbez.org/story/scitech/mutants-androids-and-cyborgs-science-pop-culture-films">open in Chicago in April</a>.</p>
<p>These experiences have been fascinating. But I can’t help wondering, what&#8217;s with all the sudden interest in transhumanism and the singularity?<span id="more-3943"></span></p>
<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/02/kording_result2.png"><img class="alignright size-full wp-image-3969" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/02/kording_result2.png" alt="" width="320" height="249" /></a>The media is so saturated with the claim that the Singularity will arrive by 2045 that skeptics are by default on the defensive. Worth noticing amidst the rancor is a <a href="http://klab.wdfiles.com/local--files/ian-stevenson/nn.2731.pdf">recent result by friend and colleague Konrad Kording</a>, who just showed that the number of neurons that we can simultaneously record from is following Moore’s Law. Not long ago, we were limited to recording the activity of a single brain cell at a time; more recently, we can record from several hundred at once. When you examine the trend over 56 different studies, Kording and his student showed that the number is doubling every seven years. Although this is a longer interval than Moore’s Law (two year doublings), what’s really important is that the growth is exponential. Exponential growth lies at the heart of the arguments for the nearness of the Singularity. Given Kording’s result, however, how long do you think it will be before we can record from every neuron in the brain at once? You might be surprised: even with this incredible exponential growth, it will take 220 years. If we suppose that uploading our consciousness will at a minimum entail recording the pattern of activity of the entire brain (why not&#8211;it’s no less plausible than every other argument out there), then we can’t even get cracking until 2231.</p>
<p>Of course, the time of the Singularity is not the time when we can upload consciousness, but rather when we create super-intelligent machines (which, according to some, will then devote themselves to figuring out how to beat aging and upload our consciousness, rather than chasing us to the ends of the galaxy). Whether 2045 is reasonable is hotly debated. I expect it’s on the short side by a century or so&#8211;but as someone who often thinks in evolutionary time scales, I still view this as an inconsequential amount of time.</p>
<p>But if we weigh the evidence for when the Singularity will occur versus the evidence for world-wide environmental destruction (such as that <a href="http://www.nature.com/news/specials/planetaryboundaries">we’re now exceeding three of ten “planetary boundaries” for sustainable human existence</a>), it’s pretty clear that these threats to our continued existence as a species are looming far faster on the horizon than either the Singularity or uploaded immortality.</p>
<p>So what’s going on? Is environmentalism “tired” and transhumanism “wired”? Is transhumanism just a fleeting new fascination like colonizing space was not long ago, and this soon will also pass? Or is there something more primal going on?</p>
<p>As I pondered these questions recently, it occurred to me that perhaps the transhumanism trend has something to do with secular people&#8211;as scientists, engineers, and sci-fi fans tend to be&#8211;having an outlet for talking about things that people with religion have more established frameworks for expressing.</p>
<p>Consider this: <a href="http://www.amazon.com/Gods-Trust-Evolutionary-Landscape-Evolution/dp/0195149300">Scott Atran</a>, among others, has argued that the urge for religion has an evolutionary basis, rooted in our fears of death and predators. Since Darwin, if not before, it&#8217;s become increasingly difficult, though, for scientifically-minded people to put stock in religion. Added to this, it&#8217;s difficult to have conversations in public about religion, not least because we live in a multi-denominational society where the public expression of creed can be viewed as exclusionary. It’s simply not politically correct in many instances. What if the reason for the rapid spread of Singularity and transhumanism talk is that it’s giving people a secular outlet for thinking through their fears of death and dreams of immortality?</p>
<p>A great deal has been written about relationships between religion and transhumanism. Much of it has <a href="http://thehumanfuture.cbc-network.org/2010/06/pitching-the-new-transhumanism-religion-in-the-nyt/">drawn parallels between transhumanism and religion</a>. But I don’t think that transhumanism is trying to be a religion: I think that it’s giving secularists (like me) an opportunity to talk publicly about death, the afterlife, and the strange puzzles of personal identity that will someday arise in transforming ourselves into cyborgs, copies of our original selves, or fully digital beings (which I&#8217;ve explored <a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/10/05/caprica-puzzle-if-a-digital-you-lives-forever-are-you-immortal/">here</a>, <a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/12/27/would-death-be-easier-if-you-know-youve-been-cloned/">here</a>, and <a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/07/19/when-sci-fi-plays-play-with-your-identity/">here</a>). It is letting us safely explore these ideas in a less morose way than the typical meat-to-worms narrative to which secularists are usually limited. In doing so, perhaps it is filling a void that religion used to fill but no longer can for many of us.</p>
<p><em>Image of cylon by Shawn Sharp, from DVICE&#8217;s steampunk cylon contest, <a href="http://gizmodo.com/#!5183496/were-all-steampunk-cylons">via GIZMODO</a>.</em></p>
<p><em>Plot from &#8220;<a href="http://klab.wdfiles.com/local--files/ian-stevenson/nn.2731.pdf">How advances in neural recording affect data analysis</a>,&#8221; by Ian H. Stevenson and Konrad P. Kording, in Nature Neuroscience. </em><em>Published online 26 January 2011; doi:10.1038/nn.2731. </em></p>
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		<title>I&#8217;ll Take &#8220;Corporate Stiffs on Cheesy Sets&#8221; for $200</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/02/17/i%e2%80%99ll-take-corporate-stiffs-on-cheesy-sets-for-200/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/02/17/i%e2%80%99ll-take-corporate-stiffs-on-cheesy-sets-for-200/#comments</comments>
		<pubDate>Thu, 17 Feb 2011 17:35:10 +0000</pubDate>
		<dc:creator>Malcolm MacIver</dc:creator>
				<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[Cyborgs]]></category>
		<category><![CDATA[TV]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3887</guid>
		<description><![CDATA[Was it just me, or was their something faintly bizarre about yesterday’s historical ass whooping of man by machine? Maybe it was Brad Rutter’s increasingly frantic swaying as Watson took his lead and asked for yet another clue in its stilted, strangely mis-timed way. Perhaps it was the effect of the last corporate stiff of [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-3891" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/02/ibm1.png" alt="" width="515" height="329" /></p>
<p style="text-align: left;">Was it just me, or was their something faintly bizarre about yesterday’s historical ass whooping of man by machine? Maybe it was Brad Rutter’s increasingly frantic swaying as Watson took his lead and asked for yet another clue in its stilted, strangely mis-timed way. Perhaps it was the effect of the last corporate stiff of the event – in front of a stone wall backdrop that seemed a parody of cheesy corporate décor – telling us where Watson’s winnings will go, all while speaking with a monotone that would make Al Gore jealous. Or maybe it was Alex Trebek’s nonchalance after the historic event as he immediately turned his attention to pitching the next day’s all-teen tournament. Somehow I expected balloons and confetti to descend from the ceiling, maybe with the voice of Hal in the background&#8212;“I’m sorry Ken, but you were really improving from your performance yesterday. Would you mind taking out the garbage?” The most important intelligence test of machine versus man in decades sails by with hardly the rattle of a plastic fern.</p>
<p>Besides the very impressive technical achievement of Watson, IBM should be congratulated for managing to turn three episodes of Jeopardy! into a three-episode-long infomercial for their brand. We saw breathless executives tell us how Watson was a real game-changer for medicine, genomics, and spiky hairdos for avatars. We saw the lead engineers puzzling over mathematical squiggles written on staggered layers of sliding glass panels (something we’ve seen in an <a href="http://www.youtube.com/watch?v=FtwTDn7wuL8">Intel commercial</a> before when it was necessary for a visual joke to work, and so obviously useless for doing real work that it seems an insult to viewers in this context).</p>
<p><span id="more-3887"></span>The overall feel of the event was highly corporate. Alex Trebek channeled Mikael Blomquist’s obsessiveness over computer model names as he explained how Watson’s brain was a massive cluster composed of several cabinets of IBM Power 750 Servers. I wondered how many takes it took for him to get the spiel down. Amidst the heavily rehearsed corporate messaging, we did get some nuggets of interesting information, like how Watson was initially dumb to gender before, as one of the researchers put it, “it got the gender module.” I’m fairly confident this came in the form of a small cheesecloth bag of genetically modified goat genitalia inserted into the head node of the aforementioned Power Server cluster.</p>
<p>February 16, 2011, will go down in history as the date of a very important milestone in artificial intelligence. As <a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/06/28/watson-fails-the-turing-test-but-just-might-pass-the-jeopardy-test/">I blogged about earlier</a>, in reaching a machine with the kind of intelligence we want, having goal posts that are at points short of that is extremely helpful, and The Jeopardy Test seems to fit the bill. Beating the human Jeopardy-savants on Wednesday was at turns dramatic and eerie. I think IBM has a major achievement on its hands. I just wish the whole thing had been done with a bit more of a sense of humor, and a bit less gratuitous corporate messaging.</p>
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		<title>A New Robot for the Bestiary: How to Build a Robotic Ghost Fish</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/01/26/a-new-robot-for-the-beastiary-how-to-build-a-robotic-ghost-fish/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/01/26/a-new-robot-for-the-beastiary-how-to-build-a-robotic-ghost-fish/#comments</comments>
		<pubDate>Wed, 26 Jan 2011 18:42:41 +0000</pubDate>
		<dc:creator>Malcolm MacIver</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[Geology]]></category>
		<category><![CDATA[Neuroscience]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Top Posts]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3672</guid>
		<description><![CDATA[At night in the rivers of the Amazon Basin there buzzes an entire electric civilization of fish that &#8220;see&#8221; and communicate by discharging weak electric fields. These odd characters, swimming batteries which go by the name of &#8220;weakly electric fish,&#8221; have been the focus of research in my lab and those of many others for [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/Screen-shot-2011-01-22-at-Jan-22-09.23.23-AM.png"><img class="aligncenter size-full wp-image-3679" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/Screen-shot-2011-01-22-at-Jan-22-09.23.23-AM.png" alt="" width="462" height="302" /></a></p>
<p style="text-align: left">At night in the rivers of the Amazon Basin there buzzes an entire electric civilization of fish that &#8220;see&#8221; and communicate by discharging weak electric fields. These odd characters, swimming batteries which go by the name of &#8220;weakly electric fish,&#8221; have been the focus of research in <a href="http://www.neuromech.northwestern.edu">my lab</a> and those of many others for quite a while now, because they are a model system for understanding how the brain works. (While their brains are a bit different, we can learn a great deal about ours from them, just as we&#8217;ve learned much of what we know about genetics from fruit flies.) There are now well over 3,000 scientific papers on how the brains of these fish work.</p>
<p>Recently, my collaborators and I built a robotic version of these animals, focusing on one in particular: the black ghost knifefish. (The name is apparently derived from a native South American belief that the souls of ancestors inhabit these fish.  For the sake of my karmic health, I&#8217;m hoping that this is apocryphal.) My university, Northwestern, did a <a href="http://www.northwestern.edu/newscenter/stories/2011/01/robotic-ghost-knifefish.html">press release with a video</a> about our &#8220;GhostBot&#8221; last week, and I&#8217;ve been astonished at its popularity (nearly 30,000 views as I write this, thanks to coverage by places like <a href="http://io9.com/5738190/meet-the-robotic-ghost-knifefish-the-cyberfish-who-will-tame-the-roiling-seas">io9</a>, <a href="http://www.fastcompany.com/1718785/introducing-the-robotic-ghost-knifefish-video">Fast Company</a>, <a href="http://www.pcworld.com/article/217342/robotic_knifefish_swims_vertically_makes_terrible_sushi.html">PC World</a>, and <a href="http://cosmiclog.msnbc.msn.com/_news/2011/01/20/5884788-robotic-fish-has-all-the-right-moves">msnbc</a>). Given this unexpected interest, I thought I&#8217;d post a bit of the story behind the ghost.</p>
<p><span id="more-3672"></span>Our first desire for this robot was to provide a kind of telescope. Let me explain. Watching how animals behave so that we can learn how the brain works is challenging. They almost never do the same thing twice and you can&#8217;t ask them to please repeat what they just did. But, we scientists love repeatability: only through repetition can we assess whether something is statistically significant. Without repetition, we are at a loss. Enter the robots. With a robot, commanded to move in the same ways as our animal, we can get at previously very difficulty issues. For example, with our robot, we can tell it to repeat a strange and unexpected movement we&#8217;ve observed in the fish over and over until we have precisely figured out the underlying mechanical principles of the movement.</p>
<p>So using this approach, we were able to convincingly demonstrate the basis of something quite special. As you know, fish usually swim forward, mostly in a horizontal plane. Our fish is very different. Because it hunts in total darkness and can sense in all directions, it doesn&#8217;t really care which way it swims. It&#8217;s as agile and responsive swimming backward as it is swimming forward. See below for a sense of how it moves (this high speed video is from my collaboration with <a href="http://www.people.fas.harvard.edu/~glauder/">George Lauder</a> at Harvard, who shot it):</p>
<p style="text-align: center"><iframe src="http://player.vimeo.com/video/19073262" width="500" height="500" frameborder="0"></iframe></p>
<p>The ability to swim in the dark forward and backward with equal agility depends on two special abilities: first, the weak electric field I mentioned provides a kind of underwater sonar (think of these fish as underwater bats). Second, the strange way they swim means they can shift from forward to reverse almost instantly. If you look at the photo or video above, you see a long fin along the body. The fish simply wiggles this fin in one direction or the other to swim forward or reverse &#8212; all while keeping the body straight! (Very handy if you want to build an underwater robot that is practical, since flexing a body is troublesome to implement.)</p>
<p>Now we watch this fish move forward and backward all the time and we&#8217;ve published studies on how it works. But when you watch them, it&#8217;s clear they have more tricks than that up their fins. They are quite acrobatic. It really hit us one day when my then student, Oscar Curet, observed the fish moving vertically without any difficulty. But wait! How can a fin, that usually only moves a body forward or back, move a body vertically? This is the mystery that the robot helped us solve&#8212;the fish doesn&#8217;t do it frequently enough, for a long enough time, for us to really nail it by observation of the animal itself.</p>
<p>So the GhostBot was born. It&#8217;s very advanced, with 32 independently controllable motors in a package the size of your forearm (for comparison, industrial robot arms typically have less than 10 independently controllable motors). Because we needed to pack things so tightly, <a href="http://www.kineadesign.com/">Kinea</a>, a company we are affiliated with who built the robot, designed 32 custom &#8220;fish steaks&#8221;&#8212;circuit boards for each of the 32 motors, which stack together through a spine-like bus connector. These printed circuit board steaks are an integral part of the structure of GhostBot. Here&#8217;s what they look like, with one of the motors and a quarter for scale:</p>
<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/Screen-shot-2011-01-24-at-Jan-24-08.38.10-AM.png"><img class="aligncenter size-medium wp-image-3732" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/Screen-shot-2011-01-24-at-Jan-24-08.38.10-AM-300x141.png" alt="" width="300" height="141" /></a></p>
<p>A stack of these fish steaks, along with 32 small Swiss-made motors, goes into a cylindrical water proof hull, and then we attach 32 very fine rods and a lycra fin to the bottom to make the artificial ribbon fin. We currently send control signals via a tether so we can move the fin in exactly the way we tell it, allowing us to recreate the fish fin&#8217;s motion on command. Finally we get to wash, rinse, and repeat, all while measuring complex mechanical effects in the comfort of our lab.</p>
<p>Here&#8217;s a video of the robot swimming in a flow tunnel (an artificial stream). It doesn&#8217;t look like it&#8217;s moving, because we&#8217;ve adjusted the stream speed to match the swimming speed. The rods going up suspend the robot on a frictionless air rail (think of it being suspended from two hovercraft floating on a surface that is out of view), so it is free to move forward, backward, and sideways:</p>
<p style="text-align: center"><iframe src="http://player.vimeo.com/video/19073651" width="500" height="375" frameborder="0"></iframe></p>
<p>With that done, we can go back and program our robot to do the strange and complex motion we witnessed. The fish sends a wiggle from tail to head, and, at the very same time, a wiggle from head to tail. These two wiggles collide (thankfully, not creating anti-wiggles!) in the middle of the fin. So the propulsion in the horizontal direction is completely canceled out. But the fluid jets that those wiggles had created live on &#8211; they collide as well and the result is a spout of fluid going in a downward direction. Like every other animal, this one moves thanks to Newton&#8217;s third (to every action, there is an equal and opposite reaction)&#8212;so the spout of fluid downward pushes the fish upward.</p>
<p>We can see that spout by putting a bunch of reflective particles in the water, and shining a very powerful laser sheet at it. Here&#8217;s what we first saw when we did this, a little over a year ago in George Lauder&#8217;s lab (note that the robot is being held rigidly, so we can measure how hard it is pushing up):</p>
<p style="text-align: center"><iframe src="http://player.vimeo.com/video/19065107" width="500" height="500" frameborder="0"></iframe></p>
<p>A beautiful mushroom-cloud like structure, with an inverted jet. The ghost knife has tamed some very complex fluid mechanics to make the fluid do its bidding. For an animal that hunts in the dark, frequently in large tree root masses alone rivers, the maneuverability this buys it is likely to be essential to its survival.</p>
<p>The GhostBot, and its future offspring, have a promising future. It has a number of compelling attributes compared to other fish for use in robotics, such as being able to near instantaneously change directions, and swimming while keeping the body rigid, making robotic implementation and deployment more practical. Another key advantage arises due to how smoothly the force the fin generates varies as we change things like amplitude of the wiggle down the fin. This adds to other advantages that the robot shares with other fish-based propulsion systems, such as resistance to getting stuck in weeds and other debris, which conventional propulsive technologies like propellers are prone to.</p>
<p>We&#8217;ve also built an artificial version of how the fish&#8217;s electric sonar works and put that on the robot. We are about to start experiments in which the robot is able to autonomously approach an object, sense it with its electrical field, and then position itself nearby. We are designing a new version of the GhostBot that will have additional capabilities, including fins at the front of the body for pitching and rolling.</p>
<p>Having underwater vehicles powered by such bio-inspired technology will enable new capabilities, such as detailed inspection work in cluttered quarters (a sunken ship, or an exploded well head undersea), and situations where only divers can be used because of the need for up close work near delicate structures (coral reef health monitoring, for example.)</p>
<p>Our ultimate goal is to simultaneously improve our understanding of how to process sensory information for agile movement and develop two stand-alone technologies: robotic undulators for propulsion of highly maneuverable underwater vehicles, and artificial electrosense for use in all kinds of devices where vision may not work. Stay tuned!</p>
<p>For all the details, you can check out <a href="http://www.neuromech.northwestern.edu/publications/Cure10b/Cure10b.pdf">the study</a>, published by the <em>Journal of the Royal Society Interface</em>.</p>
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		<title>Jane McGonigal: The Gaming Fix for the Real World</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/01/25/jane-mcgonigal-the-gaming-fix-for-the-real-world/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2011/01/25/jane-mcgonigal-the-gaming-fix-for-the-real-world/#comments</comments>
		<pubDate>Tue, 25 Jan 2011 16:23:02 +0000</pubDate>
		<dc:creator>Andrew Moseman</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[Mind & Brain]]></category>
		<category><![CDATA[Top Posts]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Jane McGonigal]]></category>
		<category><![CDATA[Reality Is Broken]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3469</guid>
		<description><![CDATA[When you bundle up all the time that gamers everywhere pour into their favorite games, the statistics are simply staggering. World of Warcraft&#8217;s legion of devotees, for example, have now spent more than 50 billion hours—about 6 million years—roaming their mythical, digital universe. Halo 3 players banded together to reach a kill tally of 10 [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/JaneMcGonigal.jpg"><img class="aligncenter size-full wp-image-3611" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/JaneMcGonigal.jpg" alt="" width="600" height="338" /></a></strong></p>
<p>When you bundle up all the time that gamers everywhere pour into their favorite games, the statistics are simply staggering. World of Warcraft&#8217;s legion of devotees, for example, have now spent more than 50 billion hours—about 6 million years—roaming their mythical, digital universe. Halo 3 players banded together to reach a kill tally of 10 billion, and when they blew past it, kept on shooting in pursuit of 100 billion.</p>
<p>If 10,000 hours of practice represents a sort of genius threshold, then gamers around the world are crossing that threshold. &#8220;This means that we are well on our way to creating an <em>entire generation</em> of virtuoso gamers,&#8221; writes game designer <a href="http://discovermagazine.com/2008/sep/05-forecasting-the-future-may-be-a-matter-of-fun-and-games/?searchterm=mcgonigal" target="_self">Jane McGonigal</a>.</p>
<p>You might recognize McGonigal from her talk at TED, &#8220;<a href="http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html" target="_self">Gaming Can Make a Better World</a>.&#8221; But now that speech has become a full-on how-to guide: her new book <em><a href="http://www.amazon.com/Reality-Broken-Games-Better-Change/dp/1594202850" target="_self">Reality Is Broken</a></em>, which came out yesterday. It details how games can fix what&#8217;s wrong with the real world (and not just escape from it).</p>
<p>When commentators bandy about those eye-popping numbers about how much time gamers invest in games, it&#8217;s usually done to bemoan the youth of America wasting their time on trivial pursuits. But to McGonigal, the allure of games can be used for good. Where our workaday lives can be filled with tedium and busy work, games challenge us with what she calls &#8220;hard fun&#8221;—hard work that&#8217;s satisfying. Games can improve our social connections, and they can provide a huge arena for collaboration.</p>
<p>Games, McGonigal writes, can fix what&#8217;s wrong with reality on small or large scales. A personal example: When she was struggling to recover from a concussion, she invented a game and enlisted friends and family as characters with tasks to fulfill, like coming over to cheer her up or keeping her off caffeine. A world-level example: <a href="http://www.urgentevoke.com/" target="_self">EVOKE</a>, a free online multiplayer games that challenges its players to solve major social ills like hunger and poverty.</p>
<p>We talked to her recently about her mission to save the world with games:</p>
<p><strong>DISCOVER: What are you working on right now?</strong></p>
<p>Jane McGonigal: There are a couple of big things. One of them is <a href="http://gameful.org/" target="_self">Gameful</a>—we&#8217;re calling it a secret headquarters online for gamers and game developers who want to change the world. That was based on how many emails and Facebook messages I get from people who saw <a href="http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html" target="_self">my TED talk</a> or heard about these games and want to make one or play one, or learn how to design games so that they can make one. It&#8217;s a cross between a social network and a collaboration space online. So far we have over 1,100 games developers signed up. That&#8217;s a pretty significant proportion of game developers in the U.S. They committed to not just entertaining with games, but making a positive impact.</p>
<p>I also have a new start-up company, called <a href="http://socialchocolate.com/">Social Chocolate</a>. It&#8217;s a company with which we&#8217;re creating gameful experiences that are based on scientific research about power-positive emotions and positive relationships—basically, games that are designed from top to bottom to improve your real life and to strengthen your relationships.</p>
<p><strong>In the book, you write about games&#8217; ability to captivate and satisfy our minds on a &#8220;primal&#8221; level. Why are games so good at getting in touch with our primal nature?</strong></p>
<p>That is such a cool question. We&#8217;ve been playing games since humanity had civilization—there is something primal about our desire and our ability to play games. It&#8217;s so deep-seated that it can bypass latter-day cultural norms and biases. If you give us a good game, we can overcome our society&#8217;s &#8220;make you feel stupid for dancing in front of other people&#8221; feeling, or trying to block all thoughts of death because it&#8217;s depressing and we&#8217;re not supposed to be depressed. The game is much older than any of these societal constraints. So that, I think, makes it a powerful platform for getting in touch with things we&#8217;ve lost touch with.</p>
<p>Dancing&#8217;s really interesting because if you look at the new games with Kinect and PS Move and the Wii, it&#8217;s opening up this different kind of gamer experience. When you watch people play these games, the word &#8220;joy&#8221; is what you&#8217;d use to describe it. It&#8217;s different from the kind of immersion that we think of with games where we&#8217;re really focused mentally. The physical engagement in combination with music and movement and other people makes it feel more like ritual than computer games have been.</p>
<p><strong>Yet, you say, the mission to create joy in games is often hampered because of  the &#8220;uncoolness&#8221; of happiness. </strong><strong>So how do we get over ourselves?</strong></p>
<p>I was curious when I started the Gameful project if game developers would really get behind this idea. Because, there&#8217;s definitely that sense among some game developers that it would ruin the fun to be serious about making people happy or improving real life. Is it corny? Does it take away from the fantasy of games? I think there will be a huge part of the game development world that continues to feel that way. But what I&#8217;m seeing every year at the gamers&#8217; conferences in a higher percentage of the game industry waking up to the responsibility that comes with the power. I hate to say this, but it&#8217;s not so much about wanting to make the world a better place as it is saying, &#8220;Wow, we are wielding a tremendous amount of power over young people&#8217;s lives. This is great; we&#8217;ve invented this powerful medium that&#8217;s capable of engaging people like nothing else. But is that what we want to do with our lives, or do we want to do something that matters while we&#8217;re wielding that power?&#8221;</p>
<p>If you make it a game, gamers will play it no matter what your motivation is in making it. <a href="http://blogs.discovermagazine.com/notrocketscience/2010/08/04/foldit-%E2%80%93-tapping-the-wisdom-of-computer-gamers-to-solve-tough-scientific-puzzles/" target="_self">FoldIt</a> is a good example. Clearly, a lot of gamers would rather cure cancer while they&#8217;re gaming than do nothing while they&#8217;re gaming. It didn&#8217;t make the game less exciting to be doing good; it made the game more exciting to be doing good. But it only works because they made a really good game.</p>
<p><strong>Is the world ready for this idea that games can fix serious real-world problems?</strong></p>
<p>In general, I think there are 2 groups of people who don&#8217;t push back at all. One are the hardcore gamers who know that they&#8217;re capable of doing amazing things and are happy to hear somebody actually talk about that possibility seriously. There&#8217;s been a lot of talk about gamers as if they&#8217;re wasting their lives, or they&#8217;re never going to amount to anything, or they&#8217;re not learning anything that really matters. People who play a lot of games love to hear this idea—the games that you love could become a part of your life, not a distraction from your life.</p>
<p>Parents of gamers also seem to get it right away. Parents know that their kids are capable of doing extraordinary things, and they want to believe the best in them—and to have somebody explain to them the science of why games could actually empower their kids rather than waste their lives. They see how much time their kids are playing games and they know that there&#8217;s nothing wrong with their kids. They just don&#8217;t understand what that passion is about.</p>
<p>People who don&#8217;t have gamer friends or family are the hardest to convince. There&#8217;s still a perception that games are like single-player experiences with guns more often than not. Usually I have to explain to people that 3 out of 4 gamers prefer cooperative to competitive, and that the majority of our game play is social.</p>
<p><span id="more-3469"></span><br />
<img class="alignnone size-full wp-image-3472" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/12/RealityIsBroken.jpg" alt="RealityIsBroken" width="220" height="334" align="right" /><strong>What about the idea of gamer&#8217;s regret? Despite all the positive possibilities you&#8217;ve outlined for games, even gamers get that creeping feeling—after hours of play—like perhaps they&#8217;re wasting their time. How much is too much, and will that stand in the way of games changing the world? </strong></p>
<p>There was a really significant study that tracked 1,100 soldiers for a year, and looked at how they were spending their free time with things they considered coping mechanisms—using Facebook, listening to music, reading, working out, or playing video games. They correlated this with incidences of post traumatic stress disorder (PTSD), depression, suicide attempts, and domestic violence. The found that by a very wide margin, the most psychologically protected individuals—who had the lowest rates of any of these negative experiences—were people who were playing video games 3 to 4 hours a day. The benefit started at an hour a day, and it got better and better on this perfect U-curve up to 3 to 4 hours a day. And then if you started to play more than 4 hours a day, it got steeply less beneficial until it was actually harmful to play a lot of video games. That was fascinating—it was more beneficial than anything but working out 7 hours a day.</p>
<p>If you think about how much time that is, that&#8217;s about 21 hours a week, which is where you see gamer&#8217;s regret kicking in. Usually, after 20 hours a week, people start going online and asking questions like, &#8220;Is this too much?&#8221; or &#8220;Am I the only one doing this?&#8221; It&#8217;s almost as if gamers have naturally hit upon the appropriate level. And now we have this huge scientific study that shows, with a lot of rigorous data analysis, that that is the level at which it becomes dangerous and harmful. It&#8217;s in the science, and it&#8217;s in our experience.</p>
<p>There have all kinds of interesting studies that have come out even since the book was finished about games providing psychological resilience or preventing nightmares or <a href="http://blogs.discovermagazine.com/80beats/2009/01/07/can-playing-tetris-ease-the-symptoms-of-post-traumatic-stress/" target="_self">preventing PTSD by playing Tetris</a>. The short version is: If you start to look at the literature about how absolutely, quantifiably games are making us better—better psychologically, better socially—then you don&#8217;t really need to worry about how much time you&#8217;re spending playing games unless you cross that threshold.</p>
<p><strong>You talk about using games to strengthen relationships you already have, like playing Lexulous with your Mom. But what can games do to build new relationships?</strong></p>
<p>There are a lot of people thinking about city-scale games, and neighborhood-scale games, which definitely hold the possibility of strengthening relationships with people whom it could be useful in the future for you to know and trust. I&#8217;ve talked to people about designing apartment-scale buildings, multi-unit scale buildings where nobody in the building knows each other, or playing games in companies, where there are a thousand people and you don&#8217;t interact with most of them. There are a lot of companies that are using games to facilitate that ambient sociability, so if you walk down the hallway you&#8217;re more likely to recognize somebody and know who you might want to cooperate with.</p>
<p>Take something like a game on a plane: Even a weak social connection with a flight attendant or someone you might see again is important. Evidence shows that having even weak social connections in a stressful situation is really good for your health and your ability to handle that situation. Just a vaguely familiar face can diminish your stress levels. It&#8217;s interesting to think about weak social connections. Obviously playing with your mom is important, but even that possibility of someone&#8217;s face being more familiar as you walk down the street or get on a plane could be really beneficial.</p>
<p><strong>But is gaming really making us more connected? Just a few weeks before your book was released </strong><strong>MIT professor <a href="http://discovermagazine.com/2010/oct/13-sherry-turkle-need-to-reclaim-private-spaces/" target="_self">Sherry Turkle</a>&#8216;s book</strong><strong> <em><a href="http://www.nytimes.com/2011/01/23/books/review/Lehrer-t.html" target="_self">Alone Together</a></em> came out<a href="http://discovermagazine.com/2010/oct/13-sherry-turkle-need-to-reclaim-private-spaces/" target="_self"></a></strong><strong>, warning about the isolating dangers of technology. What&#8217;s you&#8217;re response to that?</strong></p>
<p><strong> </strong>The social connectivity benefits of gaming do work better when you&#8217;re playing in the same room, because face-to-face contact and physical presence are crucial to the social bonding science. When parents or gamers ask me &#8220;what&#8217;s the best game to play?&#8221;, I say that playing face-to-face is more beneficial than playing online.</p>
<p>But a lot of people don&#8217;t have access to friends and family face-to-face as often as they would like. You&#8217;ve got kids who move so they don&#8217;t see their friends anymore, or their parents won&#8217;t let them out. They want them to be home; there&#8217;s a lot of sense that the world isn&#8217;t safe. So you see a lot of young gamers saying this is the closest way that they have to keep their old friendships alive or to actually have social interaction in the evening. That&#8217;s definitely better and more social than <em>nothing</em>, than just passively watching TV or passively reading a comic book.</p>
<p>And you also see for introverts, who are less likely to seek out social interactions, the online meditation can serve as a good psychological buffer. They can build social connection through the Internet that they would be less likely to build in real life, because in real life it&#8217;s stressful and exhausting. But the Internet makes it safer and less exhausting. It can be kind of a gateway for them to new friendships or relationships.</p>
<p><strong>You say games can fix reality both on the small scale—like bringing joy and connectivity into people&#8217;s lives—and the large scale, addressing serious issues. What real-world problems need games, but don&#8217;t have them?</strong></p>
<p><strong> </strong></p>
<p>The two biggest problems that will be solved together, potentially, are obesity and world peace.</p>
<p>There&#8217;s really interesting research that came out this year looking at the rise in diabetes and the influence of diabetes on aggression and violence and crime. It turns out that there&#8217;s an extraordinary correlation between rising diabetes rates and all kinds of violent crime, and the tendency to wage war—even when you control for poverty and other social aspects.</p>
<p>So there&#8217;s new, interesting thinking that the best way to create world peace would be to reduce the diabetes trend, which is tied to the obesity trend, which is our number one health concern in the U.S. There is this huge space of games that are being created for physical activity, and games have also historically had quite a lot of content around war—World of Warcraft, Starcraft, Call of Duty. But this idea that we could use games to reduce obesity, stop diabetes, and that that would lead to world peace, I think is really fascinating.</p>
<p>I would like to see long-term future forecasting games dedicated to exploring connections like that between unexpected trends. If you weren&#8217;t in the field of glucose research, you might not know that the fastest way to innovate peace is to solve diabetes. So you get people from different fields looking at really science, and then they can start to make connections.</p>
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		<title>The Real-Life District 9—Class and Sci-Fi in South Africa</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2011/01/12/the-real-life-district-9%e2%80%94class-and-sci-fi-in-south-africa/</link>
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		<pubDate>Wed, 12 Jan 2011 20:52:13 +0000</pubDate>
		<dc:creator>Malcolm MacIver</dc:creator>
				<category><![CDATA[Aliens]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[District 9]]></category>
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		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3631</guid>
		<description><![CDATA[Greetings from South Africa, where I’ve been visiting these past two weeks. It’s a country of great beauty and cultural complexity. Besides mastering driving on the left hand side of the road, and not getting too excited when I see “ROBOT” painted in giant white letters on the road (it means stop lights ahead), I [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left"><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/Screen-shot-2011-01-08-at-Jan-8-02.09.09-PM.png"><img class="size-full wp-image-3632 aligncenter" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/Screen-shot-2011-01-08-at-Jan-8-02.09.09-PM.png" alt="" width="573" height="433" /></a>Greetings from South Africa, where I’ve been visiting these past two weeks. It’s a country of great beauty and cultural complexity. Besides mastering driving on the left hand side of the road, and not getting too excited when I see “ROBOT” painted in giant white letters on the road (it means stop lights ahead), I made a stop at the <a href="http://www.districtsix.co.za/frames.htm">District 6 Museum</a> in Cape Town. The events surrounding the real District 6 were part of the inspiration for both the title and content of <em><a href="http://www.imdb.com/title/tt1136608/">District 9</a></em>, the great 2009 science fiction mockumentary set in South Africa.</p>
<p style="text-align: left">The movie, if you haven’t seen it, is about a group of aliens who arrive on a mysterious mother ship hovering above South Africa. Eventually the authorities send an expedition up to find out what’s going on and discover a bunch of starving aliens. They are settled in a South African township called <em>District 9</em>, directly below the mother ship (a <a href="http://www.guardian.co.uk/world/2009/sep/02/district-9-soweto-residents-exploitation">squatter camp in the township of Soweto, called Chiawelo, was used for the shooting</a>). Much of the story revolves around the forced relocation of the aliens from District 9 to District 10. Besides being confined to the township and being forcibly relocated, they suffer various other kinds of oppression very reminiscent of the ways blacks were treated during the time of apartheid. Interestingly, in this case, South Africans of all colors are united in their hatred and mistreatment of the aliens, derogatively called “Prawns” (not least because they look like supersized bipedal version of king prawns, a delicious crustacean that is often on the menu at nicer restaurants in South Africa).</p>
<p><span id="more-3631"></span>In the events of the real District 6 in Cape Town, a thriving community of 60,000 people of various races were forcibly relocated over the course of two decades, starting in the late 1960s. The entire district was then bulldozed for subsequent redevelopment that is stalled to this day. The relocation sparked large protests and great bitterness. The District 6 Museum goes through this history as a reminder of a key historical event during the painful times of apartheid.</p>
<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/district9.410.jpg"><img class="alignnone size-full wp-image-3642" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2011/01/district9.410.jpg" alt="" width="410" height="308" align="left" /></a>Science fiction is rare in South Africa, as Deirdre Byrne wrote in an analysis back in 2004.  As <em>District 9</em> demonstrates, the themes of South African sci-fi are often abstracted versions of the country&#8217;s racial tensions and disparities in access to resources.  For example, Michael Cope&#8217;s book <a href="http://www.amazon.com/Spiral-Fire-Michael-Cope/dp/0864860943"><em>Spiral of Fire</em></a>, is about a novelist writing a science-fiction story. The story within the story is about an anthropologist who comes to another planet to study a particular sect in the southern area of the planet. Here the anthropologist finds a culture that seems the polar opposite of South Africa  in many ways&#8212;for example, it is completely egalitarian.</p>
<p>The rarity of science fiction has led me to wonder whether sci-fi is a privileged genre that can only thrive in wealthy countries. Or is it more basic than that?  Most people here lack access&#8212;or even exposure&#8212;to technology, particularly in rural areas.  Indeed, they often struggle to rise above the level of subsistence (many of the residents Chiawelo, where <em>District 9</em> was filmed, were too poor to get transportation and a ticket to see the film). And yet I’m writing this in one of the more remote parts of the country, a small village near Coffee Bay in the Eastern Cape, via an Internet connection through their excellent cellular phone network. The gap between rich and poor in this part of Africa <a href="http://en.wikipedia.org/wiki/File:Gini_Coefficient_World_CIA_Report_2009.png">is larger than nearly anywhere else</a>.  There is a good technical infrastructure, but outside of the cell network, it is mostly confined to the wealthier areas of the country. The &#8220;digital divide&#8221; that people in developed countries worry about is therefore significantly worse here. Crossing it may also be part of the solution, of course, and perhaps then sci-fi can become a playground for South Africans to explore their fears and hopes regarding emerging technology as it is elsewhere.</p>
<p><em>Reference: Science Fiction in South Africa</em><em>, by Deirdre C. Byrne. PMLA, Vol. 119, No. 3, Special Topic: Science Fiction and Literary Studies: The Next Millennium (May, 2004), pp. 522-525</em></p>
<p><em>Photo: Flickr / <a href="http://www.flickr.com/photos/54513293@N00/3230322810">Big Bambooly</a></em></p>
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		<title>Would Death Be Easier If You Know You&#8217;ve Been Cloned?</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2010/12/27/would-death-be-easier-if-you-know-youve-been-cloned/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2010/12/27/would-death-be-easier-if-you-know-youve-been-cloned/#comments</comments>
		<pubDate>Mon, 27 Dec 2010 17:41:20 +0000</pubDate>
		<dc:creator>Malcolm MacIver</dc:creator>
				<category><![CDATA[Biology]]></category>
		<category><![CDATA[Biotech]]></category>
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		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3497</guid>
		<description><![CDATA[It’s good to be back to blogging after a brief hiatus. As part of my return to some minimal level of leisure, I was finally able to watch the movie Moon (directed and co-written by Duncan Jones) and I’m glad that I did. (Alert: many spoilers ahead). Like all worthwhile art, it leaves nagging questions to [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/12/Screen-shot-2010-12-24-at-Dec-24-03.23.12-AM.png"><img class="alignright size-full wp-image-3499" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/12/Screen-shot-2010-12-24-at-Dec-24-03.23.12-AM.png" alt="" width="358" height="456" /></a>It’s good to be back to blogging after a brief hiatus. As part of my return to some minimal level of leisure, I was finally able to watch <a href="http://en.wikipedia.org/wiki/Moon_(film)">the movie <em>Moon</em></a> (directed and co-written by Duncan Jones) and I’m glad that I did. (Alert: many spoilers ahead). Like all worthwhile art, it leaves nagging questions to ponder after experiencing it. It also gives me another chance to revisit questions about how technology may change our sense of identity, which I’ve blogged <a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/10/05/caprica-puzzle-if-a-digital-you-lives-forever-are-you-immortal/">a bit about</a> in the past.</p>
<p>A brief synopsis: Having run out of energy on Earth, humanity has gone to the Moon to extract helium-3 for powering the home planet. The movie begins with shots outside of a helium-3 extraction plant on the Moon. It’s a station manned by one worker, Sam, and his artificial intelligence helper, GERTY. Sam starts hallucinating near the end of his three-year contract, and during one of these hallucinations drives his rover into a helium-3 harvester. The collision causes the cab to start losing air and we leave Sam just as he gets his helmet on. Back in the infirmary of the base station, GERTY awakens Sam and asks if he remembers the accident. Sam says no. Sam starts to get suspicious after overhearing GERTY being instructed by the station’s owners not to let Sam leave the base.</p>
<p><span id="more-3497"></span>So Sam tricks GERTY into letting him go out of the station in one of the rovers. He finds the first Sam who has crashed and brings him back to nurse him to health. The new Sam decides that chronic communication difficulties&#8212;which have only permitted seeing previously recorded messages from his wife and daughter waiting for him to return back on Earth&#8212;might be an elaborate deception. He goes far enough off base to get outside of the range of jamming antennas and calls back home to Earth to discover his daughter, who was an infant in the pre-recorded messages, is now a teenager, his wife is now dead&#8212;and her father Sam is there on Earth.</p>
<p>The sinister truth of the helium-3 base is now fully disclosed. What is actually happening is that the &#8220;first&#8221; Sam was himself a clone (where this means everything, including all his memories, not simply a genetic clone). Evidently, the copying occurred early in Sam 1’s stay at the station. Each clone is awakened with the thought of returning home to his family in three years. What actually happens at the end of those three years is that the clone is incinerated in the return capsule, and a new clone is awakened, to begin the cycle anew.</p>
<p>Near the end of the film comes a striking moment. The Sam that nearly died in the earlier crash has gotten increasingly sick and will die soon. The two Sams realize that the bosses of the station are coming to kill both of them and activate a new clone. They hatch a plan that has one of them leaving back to Earth in one of the helium-3 delivery shuttles. After newly awakened Sam tells dying Sam that he deserves to go back&#8212;“you did the three years”&#8212;dying Sam disagrees, and tells new Sam that he should return to Earth, because dying Sam is too sick to make it. This is a really powerful moment in the film, and our feelings about it are helpful in untangling our own mangle of thoughts about identity and death.</p>
<p>Dying Sam’s sacrifice seems less significant than, say, me telling an unrelated co-worker to take the capsule home. There are suggestive biological resonances to this feeling. Think of how, in social insects like bees, <a href="http://en.wikipedia.org/wiki/Eusociality">individuals give up the right to reproduce</a> in order to facilitate the genetic continuity of individuals that they are closely related to. So, would the fact that you have a copy of yourself, which diverged from you even quite some while back (in this case, three years of solitude on a Moon base), ease your anxiety about dying?</p>
<p>Consider the following thought experiment. Rather than three-year stints, the clones of <em>Moon </em>get replaced on a 24-hour cycle. You fall asleep. Your memories and any other physical changes from the “base copy” get noted and propagated to a new clone. You are then, in <em>Moon</em>-like fashion, vaporized, and in the morning, a new clone is awakened after these changes have been “installed.” You awake, none the wiser for this change in body. Consciousness is not continuous, of course, and discontinuities such as sleep are natural places where we can do the “body change” business with minimal mess (not unlike what was depicted in the fantastic sci-fi film <em><a href="http://en.wikipedia.org/wiki/Dark_City_(1998_film)">Dark City</a></em>). The gap between what actually happens in sleep and this scenario seems too small to quibble over. Or is it?</p>
<p>As experiences and other physical changes separate you from your base clone as weeks, months, and years pass, your ability to separate your own identity from that of the clone grows similarly. It is like <a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/07/19/when-sci-fi-plays-play-with-your-identity/">a core scene in the play “On Ego,”</a> when a Star Trek-like teleporter fails to vaporize the original version of the protagonist. So two protagonists now exist. From that moment forward what was once one person is now two people, with increasingly different senses of self and experiences.</p>
<p>Your sense of how much you would sacrifice for your copy might be a good test for how different you feel from him or her. Your sense of how much comfort you would feel in dying, knowing that this other version of you lives on, might be another good test for how much of your identity has leaked out of the lump of tissue that has hitherto conveniently been bounded off by your jacket of skin. Perhaps in the first few days after such a teleporter accident, you would feel you could give up your life for your copy (and be relaxed about the idea of dying so that one of you can go on); after a few weeks, maybe something less than your life, and after some years of passed, perhaps you&#8217;d feel you could sacrifice nothing more than you would sacrifice for a close friend. (Topic for a future movie and post: Does forming a close friendship involve blurring and merging of your two identities?)</p>
<p>Here’s some final thought experiments for you to puzzle over. The great anthropologist <a href="http://en.wikipedia.org/wiki/Mary_Douglas">Mary Douglas</a> wrote in her paper “The Forensic Self,”</p>
<blockquote><p>[In] western culture, whatever we say seriously about persons and selfhood needs to some extent to be compatible with what a jury in a court of law will accept.</p></blockquote>
<p>For a graduate degree in philosophy with <a href="http://en.wikipedia.org/wiki/Ian_Hacking">Ian Hacking</a> many years ago, I once applied this idea to the issue of multiple personality disorder (MPD), to see how the judicial system dealt with defenses of MPD. The courts have mostly taken a view most eloquently put by Judge Birdsong in the case of <em>Georgia v. Kirkland</em>: &#8220;…we will not begin to parcel criminal accountability out among the various inhabitants of the mind.&#8221;</p>
<p>Rather than MPD, let’s see where we get when we apply Douglas’ insight to the problem of multiple person disorder: having multiple copies of yourself present at once. What if, just prior to copying, one of you formed a criminal intent. Because of slightly different post-copying existences, one of you now decide to stop the other. Would it be ethical to kill your copy? What would ethics require of how you treat one another? After all, we have sometimes odd ideas of what we are allowed to do to ourselves: Yes to smoking ourselves to death, no to elective limb amputations. These confusions would only be amplified by the peculiar situation of having multiple person disorder. Or being the victim of a sinister plot by Lunar Industries on the Moon.</p>
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		<title>Exclusive: We Talk &#8220;TRON: Legacy&#8221; With Director Joe Kosinski</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2010/12/15/exclusive-we-talk-tron-legacy-with-director-joe-kosinski/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2010/12/15/exclusive-we-talk-tron-legacy-with-director-joe-kosinski/#comments</comments>
		<pubDate>Wed, 15 Dec 2010 14:00:13 +0000</pubDate>
		<dc:creator>Andrew Moseman</dc:creator>
				<category><![CDATA[Artificial Intelligence]]></category>
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		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3104</guid>
		<description><![CDATA[It&#8217;s been 28 years since Jeff Bridges fell into Tron and its amazing 1980s computer graphics. Now the Tron universe is back with the new movie Tron: Legacy, out December 17. Here&#8217;s the extended version of our interview with director Joe Kosinski from the December issue of DISCOVER, in which the first-time feature film director [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-3107" title="TRON: LEGACY" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/10/Lightcycle.jpg" alt="TRON: LEGACY" width="600" height="475" />It&#8217;s been 28 years since Jeff Bridges fell into <a href="http://www.imdb.com/title/tt0084827/"><em>Tron</em></a> and its amazing 1980s computer graphics. Now the <em>Tron</em> universe is back with the new movie <a href="http://www.imdb.com/title/tt1104001/"><em>Tron: Legacy</em></a>, out December 17.</p>
<p>Here&#8217;s the extended version of our interview with director <a href="http://www.imdb.com/name/nm2676052/" target="_self">Joe Kosinski</a> from the December issue of DISCOVER, in which the first-time feature film director talks about reinventing the light cycle, building suits with on-board power, and how time passes in <em>Tron</em> compared to the real world.</p>
<p><strong>Why return to <em>Tron</em></strong><strong>, and why now?</strong></p>
<p>The original <em>Tron</em> was conceptually so far ahead of its time with this notion of a digital version of yourself in cyberspace. I think people had a hard time relating to in the early 1980s. We&#8217;ve caught up to that idea—today it&#8217;s kind of second nature.</p>
<p>Visually, <em>Tron</em> it was like nothing else I&#8217;d ever seen before: Completely unique. Nothing else looked like it before, and nothing else has looked like it since—you know, hopefully until our movie comes out.</p>
<p><strong>How did you think about representing digital space as a physical place?</strong></p>
<p>Where the first movie tried to use real-world materials to look at digital as possible, my approach has been the opposite: to create a world that felt real and visceral. The world of <em>Tron</em> has evolved [since it's been] sitting isolated, disconnected from the Internet for the last 28 years. And in that time, it had evolved into a world where the simulation has become so realistic that it feels like we took motion picture cameras into this world and shot the thing for real. It has the style and the look of <em>Tron</em>, but it&#8217;s executed in a way that you can&#8217;t tell what&#8217;s real and what&#8217;s virtual. I built as many sets as I could. We built physically illuminated suits. The thing I&#8217;m most proud of is actually creating a fully digital character, who&#8217;s one of the main characters in our movie.</p>
<p><strong>What did you keep from <em>Tron</em>, and what evolved?</strong></p>
<p><span id="more-3104"></span>The central one in that whole equation is the character of Kevin Flynn, played by <a href="http://www.imdb.com/name/nm0000313/" target="_self">Jeff Bridges</a>. For me, that was the first thing I did in getting the project going—securing Jeff&#8217;s commitment to be involved, to continue the character of Kevin Flynn to bridge the gap between the original and ours. We brought back Clu, Jeff&#8217;s avatar. Kevin F is now 60 years old, where Clu is frozen at 35 years old. But to expand on that, we&#8217;ve introduced Sam Flynn, who is Kevin Flynn&#8217;s son. He&#8217;s really the character the audience meets first, and we follow his journey as he goes back into the computer to look for his father who disappeared 20 years ago.</p>
<p><strong>What else did the original directors want to do, but couldn&#8217;t, that you had the ability to include?</strong></p>
<p>One thing that turned out to be special about our film is illuminated suits. All our suits are self-powered and self-illuminated, so you never have to fake light when two characters get near each other. They can illuminate each other&#8217;s face and reflect in the floor and the wall around them, or light up a room when you turn the lights out.</p>
<p><img class="aligncenter size-full wp-image-3108" title="&quot;TRON: LEGACY&quot;" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/10/Suits.jpg" alt="&quot;TRON: LEGACY&quot;" width="600" height="433" /><br />
<strong>Was it a huge hardware challenge to build those suits?</strong></p>
<p>Absolutely. You&#8217;re talking about flexible light fabric, and everyone had to carry their own on-board power. It couldn&#8217;t be a big bulky spacesuit—these are really elegant, thin suits that you had perform physical stunts in and wear comfortably.</p>
<p><strong><!--more-->With the advances in computing and filmmaking since 1982, you could do just about anything with <em>Tron: Legacy</em>. How did you keep it grounded?</strong></p>
<p>I didn&#8217;t want to make a movie about the Internet. That&#8217;s kind of a trap. It can make your movie feel dated the weekend after it comes out. I really liked the idea that this was a closed-off system like <a href="http://discovermagazine.com/2007/feb/galapagos-randall/" target="_self">the Galapagos Islands</a>, where the simulation has been constantly evolving and growing on some server locked away in some hidden place. That way it felt more like a Western: The world is large and expansive, but at the same time, there&#8217;s a code or a set of rules you have to follow. If you want to send a message to someone, you can&#8217;t just beam it across cyberspace. You have to get on your light cycle and deliver it in person. You understand that there are repercussions in physicality that make it feel as non-virtual as possible.</p>
<p><strong>To continue the analogy: If this is a digital Galapagos, what is the driver of evolution in the <em>Tron</em></strong><strong> world? </strong></p>
<p>Kevin Flynn created a system that has the ability to evolve on its own. <a href="http://discovermagazine.com/2007/jul/jaron2019s-world/article_view?b_start:int=1&amp;-C=" target="_self">Today you read about these kinds of life simulations</a>, where you program digital organisms that grow and mutate. It&#8217;s cutting-edge stuff, but we&#8217;re saying Kevin Flynn was such a brilliant, far-ahead thinking guy that he was experimenting in these new types of code that can do self-generation and evolution. Therefore it doesn&#8217;t need maintenance and it doesn&#8217;t need input from a programmer to change it. In doing so you can create a magical thing, but you can also create something that can get out of control. That&#8217;s one of the themes at the heart of our film: Technology can be a very powerful and useful thing, but if not used correctly or if left unchecked, it can turn out to be a very dangerous thing as well.</p>
<p><strong>Given that Kevin Flynn has been inside <em>Tron</em></strong><strong> for 20-plus years, I would like to nerd out with the following question: Does time work the same inside the digital world as outside?</strong></p>
<p>No, it doesn&#8217;t. In the first film they weren&#8217;t very specific about it, but you got the sense when Kevin Flynn returned to the real world, very little time has passed compared to what he had endured. We&#8217;ve gone with a ratio of basically 50 to 1: for every 50 years spent inside the world of Tron, only one year would pass in the real world. If you&#8217;re a user, or a human being pulled into that world, you track with what your age would be in the real world—that&#8217;s why Kevin Flynn looks 60 years old in our film. But if you&#8217;re a program, you remain the age you were when you were created. Therefore, since Kevin Flynn created Clu in 1985, when Flynn was 35 years old, Clu looked exactly like he did then. And in the 25 years since that moment, Clu hasn&#8217;t aged at all. Programs are frozen in time.</p>
<p><strong>How do you maintain many of the <em>Tron</em></strong><strong> elements that seem fairly simple now, like the light cycle game, but keep it relevant in 2010?</strong></p>
<p>If you&#8217;re talking about light cycles, for instance—that&#8217;s something where I was able to sit with <a href="http://en.wikipedia.org/wiki/Steven_Lisberger" target="_self">Steve Lisberger</a>, the director and creator of <em>Tron</em>, and go back into the archives. On the original light cycle, the rider was meant to be on it and not enclosed in the canopy. But they just couldn&#8217;t render that complex geometry, so they had to create that simple shape that covered the rider up.</p>
<p>Knowing that fact, it was fun to go in with my design team and say, &#8220;All right, we want an external rider on the light cycle now that we can do anything. How do we maintain the original intent, but evolve the design from that classic shape?&#8221; It&#8217;s pretty simple—<a href="http://blog.motorcycle.com/wp-content/uploads/2008/10/tron_movie_image_light_cycles__1_.jpg" target="_self">the original is basically a 2D board</a> where all you do is try to cut off the guy in front of you with these right-angle turns. We&#8217;ve taken the 90-degree restrictions away so they move like real racing bikes with big sweeping turns. And we&#8217;ve taken away the two-dimensionality of the game boards—now it&#8217;s a multi-level game board with ramps that carry you up and down.</p>
<p><strong>Did you invent any new games, or just stick with the originals?</strong></p>
<p>We did invent some new ones, but I&#8217;m going to keep those to myself for now.</p>
<p><strong>What did <em>Tron</em> get right about the future? And what do you hope to get right?</strong></p>
<p>If you spend some time with Steve and talk about his goals for that first film and then [look at] our film, the one thing I think both touch on—and I think this is a good lesson to be learned in our society today—is the importance of maintaining human connection in an increasingly digital world. That&#8217;s a strong element in our film with the connection between father and son. It&#8217;s something that we all deal with every day, and struggle with—being able to unplug ourselves and focus on the people around us. It&#8217;s easy to get lost in technology as it continues as it invades more and more of our lives.</p>
<p><em>Images: Disney Enterprises</em></p>
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		<title>Killing The Dr. Evils of Iran: Is it Open Season On Scientists?</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2010/11/30/killing-the-dr-evils-of-iran-is-it-open-season-on-scientists/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2010/11/30/killing-the-dr-evils-of-iran-is-it-open-season-on-scientists/#comments</comments>
		<pubDate>Wed, 01 Dec 2010 03:56:05 +0000</pubDate>
		<dc:creator>Malcolm MacIver</dc:creator>
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		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3397</guid>
		<description><![CDATA[A few days ago two assassination attempts on Iranian nuclear scientists were made. One succeeded while the other was a near miss. This is just a short while after programmable logic controllers running Iran’s centrifuges came under cyber attack. Attempts to stop Iran from having the bomb have transitioned from breaking the hardware to killing [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-3398" title="dr-evil" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/11/dr-evil.jpg" alt="dr-evil" width="248" height="278" />A few days ago two assassination attempts on Iranian nuclear scientists were made. One succeeded while the other was a near miss. This is just a short while after <a href="http://www.computerworld.com/s/article/9198579/Stuxnet_researchers_cautious_about_Iran_s_admission_of_centrifuge_issues">programmable logic controllers running Iran’s centrifuges</a> came under cyber attack. Attempts to stop Iran from having the bomb have transitioned from breaking the hardware to killing the brains behind the hardware.</p>
<p>The idea of attacking scientists to stem technological development is an old one. Perhaps the most dramatic example from recent times is Ted Kaczynski, aka the Unabomber. In his case the targeted killings were embedded in an anti-technology philosophy fully developed in his Manifesto. In the recent assassination attempts in Iran, we see the workings of geopolitical pragmatism in its most raw form.</p>
<p>Regardless of what we may think of Iran having the bomb, the strategy of killing scientists and engineers of a country’s technological infrastructure is one that should give us pause. Few steps separate this ploy to making them the domestic enemy as well, a tradition with an even deadlier history that includes the Cultural Revolution and Pol Pot’s purge of academics.</p>
<p><span id="more-3397"></span>Although on the fringe at present, there are parts of the public which are already in tune with this lethal segue. They view scientists as the people that bring us global warming and much else that is taking our technological society to potential crisis. Unfortunately, the way scientists are depicted for dramatic affect in popular entertainment doesn’t always help. A <a href="http://www.nature.com/news/2010/100630/full/466027a.html">recent opinion piece in <em>Nature</em></a> criticized the effort of certain organizations to make the depiction of science and the work they do more accurate in movies. (I <a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/07/06/nature-column-attacks-the-national-academy-of-science-for-working-to-improve-science-in-movies/">responded in another post</a>.) Below the article, however, was one reader’s comment that made me think about how these unrealistic portrayals can be causing some real damage:</p>
<blockquote><p>The reason that most depictions of science in movies are in a negative light is because it’s a reflection of reality. Every day, science is poisoning our oceans and air, destroying our communities and creating terrifying new weapons to be employed on the poor and oppressed of the world.</p>
<p>The “awkward nerd” depiction of a scientist is far too fair. They are the monsters tearing our world apart while having the temerity to hold us in contempt for “not understanding them.”</p></blockquote>
<p>How ironic that this comment serves as its own best argument for the need of some smidgen of truth in character development, contrary to the thesis of Daniel Sarewitz, who penned the <em>Nature</em> opinion piece.</p>
<p>Not surprisingly, the motivations of scientists are much more diverse than the simple portrayals of narrative fiction. They range from a desire to make the world a better place, to the self-centered pursuit of prestige, money, and power with little regard for the ethical implications of one’s scientific work. The first type doesn’t get a whole lot of play, while the second has great dramatic potential, and so we see it a lot more. As the French novelist Henri de Montherlant wrote, “happiness writes white. It does not show up on the page.”</p>
<p>Could the dramatically compelling caricatures of scientists of the “evil genius” type underlie some of the thinking behind the assassination attempts on Iranian scientists? It seems a stretch. But in its suggestion of a strategy for dealing with technological development of another country that is thought of as a threat, the killing of Iran’s scientists raises some troubling concerns about how scientists can be scapegoats for a society’s discomforts with technological progress, and how narrative fiction can be a lubricant for such a move.</p>
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		<title>DNA Art, from Farscape to Reality</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2010/11/29/dna-art-from-farscape-to-reality/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2010/11/29/dna-art-from-farscape-to-reality/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 21:02:33 +0000</pubDate>
		<dc:creator>Eric Wolff</dc:creator>
				<category><![CDATA[Biology]]></category>
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		<category><![CDATA[Lynn Fellman]]></category>
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		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3378</guid>
		<description><![CDATA[A way back, in 1999, the SyFy channel (then called SciFi) show Farscape featured an episode in which the mad genius Nam Tar offered to take DNA samples form our fugitive crew and use it to provide a roadmap back to each of their home planets.  Ostensibly, NamTar could trace the mutations in their DNA [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-3379" title="genemap" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/11/genemap-300x177.jpg" alt="genemap" width="300" height="177" /></p>
<p>A way back, in 1999, the SyFy channel (then called SciFi) show <em>Farscape</em> featured an episode in which the mad genius Nam Tar offered to take DNA samples form our fugitive crew and use it to provide a roadmap back to each of their home planets.  Ostensibly, NamTar could trace the mutations in their DNA back to their planetary origins, and, using that data, provide a road map back to their home planets.</p>
<p>This was one of those times when a science fiction show&#8217;s writers had less imagination than reality: Not only can we use DNA to trace back to our origins (though only locally, on this planet); we make art out of it.</p>
<p>I heard about artist <a href="http://www.fellmanstudio.com/">Lynn Fellman</a> at a talk by Ira Flatow, <a href="http://www.sciencefriday.com/program/archives/200905297">of </a><em><a href="http://www.sciencefriday.com/program/archives/200905297">Science Frid</a></em><em><a href="http://www.sciencefriday.com/program/archives/200905297">ay</a></em><a href="http://www.sciencefriday.com/program/archives/200905297"> fame</a>: Working with the University of Minnesota&#8217;s <a href="http://www.uroc.umn.edu/">Urban Outreach/Engagement Center</a>, Fellman sent DNA samples from seven north Minneapolis residents to <a href="https://genographic.nationalgeographic.com/genographic/index.html">The Genographic Project</a>, which specializes in population genetics. The lab analyzed mutations in the DNA to provide an ancestral path for each resident from present day Minneapolis down through pre-history to humanity&#8217;s origins in Africa. Fellman turned these maps into art for UROC&#8217;s <a href="http://www.deepancestryportrait.com/dna-portraits.html">Deep Ancestry</a> exhibit.</p>
<p><span id="more-3378"></span></p>
<p>The science is fairly straightforward. Neither the Y-chromosome nor mitochondrial DNA recombine during reproduction, meaning DNA from either forms a long unbroken link back to our most distant ancestors. Since fathers pass the Y-chromosome to sons, we can <a href="http://www.eupedia.com/europe/european_y-dna_haplogroups.shtml">use it to trace</a> our patrilineal heritage. <a href="http://www.pnas.org/content/77/11/6715.abstract">Mothers pass down our mitochondrial DNA</a> (as everyone who hung on for the finale ofknows) so it can be used to follow our matrilineal ancestry.</p>
<p>Though these molecules don&#8217;t recombine, they do change, over the millennia by random mutations. A single mutation will eventually spread through a population living in a particular geographic area, forming a <a href="http://www.familytreedna.com/understanding-haplogroups.aspx">haplogroup</a>. Each mutation-defined group can be pinned to a specific time and place. By following the mutations, geneticists can trace our ancestry through space and time.</p>
<p>NamTar, in the show, used that information to draw a map through the galaxy. Fellman uses it for mapping as well: Her art begins with a portrait of the person, and then traces their ancestry along their haplogroups back to our origins. Art imitating life that imitated art.</p>
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		<title>Improving Scientific Literacy&#8230; or Charlie Chaplin Movies as Science Fiction?  Really?</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2010/11/17/improving-scientific-literacy-or-charlie-chaplin-movies-as-science-fiction-really/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2010/11/17/improving-scientific-literacy-or-charlie-chaplin-movies-as-science-fiction-really/#comments</comments>
		<pubDate>Wed, 17 Nov 2010 20:33:39 +0000</pubDate>
		<dc:creator>Kevin Grazier</dc:creator>
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		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3162</guid>
		<description><![CDATA[I&#8217;m a science educator. I often think, nay obsess, on how I can do my part to help bring more scientific literacy into everybody&#8217;s daily life. In a recent blog post entitled The Myth of Scientific Literacy, worthy of a read, Dr. Alice Bell opines that if we (scientists, educators, politicians) are going to plead the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m a science educator. I often think, nay obsess, on how I can do my part to help bring more scientific literacy into everybody&#8217;s daily life. In a recent blog post entitled <a href="http://doctoralicebell.blogspot.com/2010/08/myth-of-scientific-literacy.html" target="_blank">The Myth of Scientific Literacy</a>, worthy of a read, Dr. Alice Bell opines that if we (scientists, educators, politicians) are going to plead the case for increased science literacy, then we should do a better job of defining just what we mean by &#8220;science literacy.&#8221;  She says:</p>
<blockquote><p>Back in the early 1990s, Jon Durant very usefully outlined out the three main types of scientific literacy. This is probably as good a place to start as any:</p></blockquote>
<blockquote>
<ul>
<li><span style="FONT-WEIGHT: bold">Knowing some science </span>– For example, having A-level biology, or simply knowing the laws of thermodynamics, the boiling point of water, what surface tension is, that the Earth goes around the Sun, etc.</li>
<li><span style="FONT-WEIGHT: bold">Knowing how science works</span> – This is more a matter of knowing a little of the philosophy of science (e.g. ‘The Scientific Method’, a matter of studying the work of Popper, Lakatos or Bacon).</li>
<li><span style="FONT-WEIGHT: bold">Knowing how science </span><span style="FONT-STYLE: italic; FONT-WEIGHT: bold">really</span><span style="FONT-WEIGHT: bold"> works</span> – In many respects this agrees with the previous point – that the public need tools to be able to judge science, but does not agree that science works to a singular method. This approach is often inspired by the social studies of science and stresses that scientists are human. It covers the political and institutional arrangement of science, including topics like peer review (including all the problems with this), a recent history of policy and ethical debates and the way funding is structured</li>
</ul>
</blockquote>
<p>On the first point, I do think that there are some basic science facts which <em>should</em> be required fodder in K-12 education. From my field alone, people should not only know that Earth orbits the sun, they should know that our year is based upon the time takes Earth to complete the journey.  Don&#8217;t laugh. On my last birthday, when I told folks that I&#8217;d completed another orbit of the Sun, a distressing number of them did not understand the implication and, upon further questioning, didn&#8217;t know that Earth&#8217;s orbital period was the basis of one year. K-12 students should know that the Moon orbits Earth, why it goes through phases, and given it&#8217;s significance (in particular for several religious holidays), that our month is based upon that orbital period. Finally, everybody should know why we have seasons.</p>
<p><span id="more-3162"></span>Knowing how to find Polaris, the North Star, and why your satellite TV installer pointed the dish south-facing, are both practical, but I&#8217;d place those in the category of &#8220;nice to have&#8221; not &#8220;need to have.&#8221; At the same time, I also think there&#8217;s a fourth bullet item that Dr. Bell could have included, one to which she alludes in the body of her text:</p>
<blockquote><p>Science isn&#8217;t necessarily a transferable skill. This is easily demonstrated by examining carefully the lives of scientists outside of the laboratory (or, to put it another way: &#8220;yeah, cos scientists are all <span style="FONT-STYLE: italic">sooo</span> well organised outside of work, living super-rational evidence-based lives, all the time&#8221;). It would be lovely if we could provide a formula for well-lived lives, but people just aren&#8217;t that consistent.</p></blockquote>
<p>In addition to teaching factoids&#8212;even useful ones&#8212;about science, and in addition to educating non-scientists about the process of science, educators need in instill  a <em>willingness</em> in people use the lessons learned and knowledge imparted. Why do we learn this stuff? Why is it practical?</p>
<p>At the same time, there is a human tendency, to which Dr. Bell alludes in her quote above, to compartmentalize our knowledge. Dr. Bell implies, rightfully so, that many, arguably most, scientists check scientific thought at the door as they leave work&#8211;when it would be equally useful in organizing their (our) personal lives. Related, talk to any science educator who&#8217;s given a writing assignment. I can guarantee that, at some point(s), the assignment was met with the student question, &#8220;Are you going to grade off for English?&#8221; as if proper grammar is the purview of English class alone and slacking is allowed in biology (or pick your favorite science). Author <a href="http://www.jenniferouellette-writes.com/bio.html" target="_blank">Jennifer Oullette</a> uses this notion&#8212;that life runs more smoothly and interestingly when met with a dose of science and math&#8211;in her <a href="http://www.jenniferouellette-writes.com/calcdiaries.html" target="_blank">Calculus Diaries: How Math Can Help You Lose Weight, Win in Vegas, and Survive a Zombie Apocalypse</a>.</p>
<p>What got me jazzed on this topic, enough to write at length about it, was the confluence of two events &#8211; one fun, quirky, and topical, one somewhat more on the horizon &#8211; both of which benefit when approached with a due application of scientific skepticism. The first was a recent web buzz, where a Charlie Chaplin movie (and not a particularly good one at that) was, in essence, promoted from the genre of comedy to science fiction. A woman in the 1928 Charlie Chaplin film <em>The Circus</em> <a href="http://www.ktla.com/news/landing/ktla-charlie-chaplin-time-travel-youtube,0,176462.story" target="_blank">appears to be talking on a cell phone</a>, which wasn&#8217;t invented until decades later.</p>
<p><a href="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/11/Charlie_Chaplin_Cell_Phone.jpg"><img class="aligncenter size-full wp-image-3278" title="Charlie_Chaplin_Cell_Phone" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/11/Charlie_Chaplin_Cell_Phone.jpg" alt="Charlie_Chaplin_Cell_Phone" width="600" height="425" /></a></p>
<p>A short Google search turns up countless, and often very amusing, analyses on this video <a href="http://voices.washingtonpost.com/compost/2010/10/charlie_chaplin_cell_phone_wom.html" target="_blank">like this one from the Washington Post</a>. Apparently <a href="http://www.yellowfeverproductions.co.uk/" target="_blank">George Clark of Yellow Fever Productions</a> noticed the quirk  of the &#8220;woman on a cell phone&#8221; in the background when he was watching the DVD extras for the film, and after a <a href="http://www.youtube.com/watch?v=Y6a4T2tJaSU" target="_blank">year of studying this clip</a>, he concluded:</p>
<blockquote><p>This short film is about a piece of footage I (George Clarke) found behind the scenes in Charlie Chaplin&#8217;s film &#8216;The Circus&#8217;. Attending the premiere at Mann&#8217;s Chinese Theatre in Hollywood, CA &#8211; the scene shows a large woman dressed in black with a hat hiding most of her face, with what can only be described as a mobile phone device &#8211; talking as she walks alone.</p>
<p>I have studied this film for over a year now &#8211; showing it to over 100 people and at a film festival, yet no-one can give any explanation as to what she is doing.</p>
<p>My only theory &#8211; as well as many others &#8211; is simple&#8230; a time traveler on a mobile phone. See for yourself and feel free to leave a comment on your own explanation or thoughts about it.</p></blockquote>
<p>Seriously? NOBODY could give an explanation better than that of a time-traveling cell phone user? Well <a href="http://www.sciencemagnews.com/charlie-chaplin-cell-phone-video-time-travelling-women-maybe-an-alien-from-another-universe-maybe-steve-jobs%E2%80%99-heir-with-iphone-47-original-movie-clip-video-inside.html" target="_blank">web sites</a> and surfers alike certainly offered up their speculation.</p>
<p>What was surprising, nay a wee bit appalling, was the ratio of conspiracy theories&#8212;and just plain &#8220;out there&#8221; speculation&#8212;to critical and/or scientific thought (Though if you read <a href="http://tv.gawker.com/5672973/is-there-a-time+traveling-cell-phone-user-in-charlie-chaplins-1928-film" target="_blank">one article</a>, the second post in the talkback, there&#8217;s a hilarious example of somebody who tried too hard to apply too much science to the problem, and winds up writing a lengthy discourse, nay manifesto, about Einstein and time and relativity and GPS satellites and the speed of light and&#8230; what were we talking about again?).</p>
<p>One simple &#8220;Where&#8217;s the cell tower?&#8221; comment (and thankfully there were some of these) in the articles&#8217; talkbacks  should have been &#8220;End of subject&#8221;, at least as far as the object being any kind of communications device, and in too many cases it wasn&#8217;t. Do the search yourself, even when there were posts of this nature they were often ignored, and outlandish hypotheses floated instead. While I&#8217;m not beyond my own tongue-in-cheek blog posts (<a href="http://blogs.discovermagazine.com/sciencenotfiction/2010/09/09/cosmic-rays-by-product-of-distant-alien-warfare/" target="_blank">muzzle flashes from alien warfare</a> anybody?), it&#8217;s astounding to me how many <em>Twilight Zone</em>-caliber theories were floated on the 1928 cell phone user that weren&#8217;t intended as glib. (Trust me, I&#8217;m from the future, and we have way better communication devices than cell phones.)</p>
<p>Which brings me to the second topic that got me to write this, my own manifesto, which is one that is still ahead of us but one on which I&#8217;ll posted increasingly often. It&#8217;s late 2010, and in the runup to 2012 a quick Google search reveals that the whole <a href="http://mayancalendar2012.org/" target="_blank">Mayan Calendar mythos</a> is still generating a vast amount of fear and fear-mongering.  We will all soon be subject to an onslaught of sketchy scientific claims, references to &#8220;lost&#8221; ancient wisdom, and predictions of gloom and doom on this front from now until January 2013. Not only is is useful to have Mad Science Skillz to combat outlandish claims, we have to be both <em>willing</em> to use the tools at our disposal and to pay attention when the scientifically perspicacious make what should be topic-concluding &#8220;Where&#8217;s the cell tower?&#8221;-like observations.</p>
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		<title>Mutants, Androids, Cyborgs and Pop Culture Films</title>
		<link>http://blogs.discovermagazine.com/sciencenotfiction/2010/11/02/mutants-androids-cyborgs-and-pop-culture-films/</link>
		<comments>http://blogs.discovermagazine.com/sciencenotfiction/2010/11/02/mutants-androids-cyborgs-and-pop-culture-films/#comments</comments>
		<pubDate>Tue, 02 Nov 2010 17:07:10 +0000</pubDate>
		<dc:creator>Malcolm MacIver</dc:creator>
				<category><![CDATA[Aliens]]></category>
		<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[Biology]]></category>
		<category><![CDATA[Biotech]]></category>
		<category><![CDATA[Cyborgs]]></category>
		<category><![CDATA[Genetics]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Robots]]></category>

		<guid isPermaLink="false">http://blogs.discovermagazine.com/sciencenotfiction/?p=3136</guid>
		<description><![CDATA[WBEZ, the Chicago affiliate of National Public Radio, recently gathered together several of my fellow science and engineering researchers at Northwestern University to talk about the science of science fiction films. The panel, and just short of 500 people from the community and university, watched clips from Star Wars, Gattaca, Minority Report, Eternal Sunshine of [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-3138" title="minority-report-spiders" src="http://blogs.discovermagazine.com/sciencenotfiction/files/2010/11/minority-report-spiders.jpg" alt="minority-report-spiders" width="349" height="190" />WBEZ, the Chicago affiliate of National Public Radio, recently gathered together several of my fellow science and engineering researchers at Northwestern University to talk about the science of science fiction films. The panel, and just short of 500 people from the community and university, watched clips from Star Wars, Gattaca, Minority Report, Eternal Sunshine of the Spotless Mind, and The Matrix. I was the robot/AI guy commenting on the robot spiders of Minority Report; Todd Kuiken, a designer of neuroprosthetic limbs, commented on Luke getting a new arm in Star Wars: The Empire Strikes Back; Tom Meade, a developer of medical biosensors and new medical imaging techniques, commented on Gattaca; and Catherine Wooley, who studies memory, commented on Eternal Sunshine.</p>
<p>The full audio of the event can be streamed or downloaded from <a href="http://www.wbez.org/story/scitech/mutants-androids-and-cyborgs-science-pop-culture-films">here</a>.</p>
<p><span id="more-3136"></span></p>
<p>We all pitched in to comment on the clip featuring Keanu Reeves learning kung fu through an apparently painful download in The Matrix. The panel consensus: if something like a neuroprosthetic arm for everyone is in the near future, downloading skills a la The Matrix is at the far end of the far future. Reasoning: there are hundreds of thousands of sensory and movement neural channels being activated while learning of kung fu (not even counting vision, which has a million channels per eye). To train the brain via download, we&#8217;d either need to excite those channels in just the same way artificially &#8212; at roughly normal speed &#8212; or figure out how to directly modify the many millions to billions of neurons in the brain that are changed while learning kung fu. Either option presents technical challenges we are far from overcoming.</p>
<p>I picked the Minority Report clip, which featured robotic spiders artfully killing any last doubts you might have had of having privacy in the future. In this clip, some police come to an apartment complex that they are searching for a person in, and release a platoon of nimble robot spiders. These spiders spread out and crawl up people to scan their retinas to identify each person in the building. They sense in the infrared (which is why Tom Cruise hides in a tub of cold water) to detect the warmth of live bodies to be scanned. One of the brilliant aspects of the way it&#8217;s shot, as a pan over top the exposed rooms of a floor of the building, is how it shows just how &#8220;normalized&#8221; the loss of privacy has become in the future, with one couple in the midst of a fight hardly pausing their exchange of blows to let the scan happen before starting to whale at each other again. It&#8217;s as natural as selling a row of pumpkins on FarmVille and losing your privacy through<a href="http://online.wsj.com/article/SB10001424052702304772804575558484075236968.html"> Facebook application data misuse</a>.</p>
<p>There&#8217;s a few things I love about this segment of the film. The first is that, like most good sci-fi, it simultaneously makes you say &#8220;oh wow that&#8217;s cool,&#8221; while terrifying the crap out of you that this may be the endpoint of all the privacy failures we are being subjected to. Sci-fi as incubator of dreams and place to work out our anxieties about technology.  On a professional level, I also liked how center stage was not a humanoid robot for once, but rather a non-human biologically-inspired robot. I appreciate that story-tellers need robots that people can relate to, but the disconnect between what actually goes on in robotics (where humanoid robotics is a tiny fraction of research effort) and what&#8217;s always in the movies is sometimes jarring. Not only did Minority Report show a biologically-inspired robot, it showed them in exactly the context in which they make a lot of sense: solving problems that conventional machines and robots don&#8217;t do well, such as high agility motion that needs large amounts of sensory intelligence. Animals are fantastically agile. But agility requires a lot of flexibility in the way a body can move, and with that flexibility comes the great challenge of how to control all that movement for stable motion, and how to acquire enough sensory information to guide the body in a highly nimble way. It&#8217;s a fantastically complicated problem, and understanding how it works is precisely what motivates some of us who do research in this area.</p>
<p>I also liked how the makers of the movie went to the trouble to seek out a colleague who studies jumping spiders, <a href="http://www.utsc.utoronto.ca/~elias/">Damian Elias at UC Berkeley</a>, to get good sound of the spiders scampering around.</p>
<p>It&#8217;s interesting, as<a href="http://blogs.discovermagazine.com/cosmicvariance/2010/07/31/good-and-bad-science-in-science-fiction/"> Sean Carroll noted for a similar panel he was part of  at Comic Con</a>, how much demand there is for this kind of discussion. With the blogosphere and traditional media saturation of science and tech news, maybe this all portends the dawning of a new age of sci-fi for viewers who will be a lot more sophisticated in the kinds of stories that will get them intrigued.</p>
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