I have wanted to write about film as a relatively new technology in the human psyche. Here technology refers to all applied knowledge. There is so much to say that it's been hard to find a way. Martin Scorsese's film HUGO eases my task. This is a children's film and is all the better for its target audience. It is adapted from Brian Selznick's novel; a historical fantasy by screenwriter John Logan. Hugo is also the name of the main character. HUGO helps understand how technology in film both reflects and influences the human mind. Technology can push us to the brink of destruction. This is the usual, and anti-transhumanist use of technology in film. Teetering on that edge, between genius and ruin we often find scientists, doctors, engineers, film directors and others cursed with creativity. HUGO is a film about the symbiosis between man, art and technology.
This is not a film that fears technology, the main character is driven by it. Hugo lives between the walls of the Gare Montparnasse in Paris in the 1930s. The setting is not the Gare Montparnasse of today, rebuilt in the 1960s and where the TVG shoots off to Bordeaux. It is more the site of the 1895 spectacular train derailment, reported in all the world's newspapers and in Hugo's nightmares. Afterall, the steam engine train was the technological revolution of the 19th century, as the large screen and rocket was of the twentieth and the small screen is of the twenty-first. A reclusive pre-teen orphan, Hugo maintains the train station's clock works. He studies mechanics, in service of repairing an automaton; the broken mechanical robot left by the boy's now dead father.
Beneficence is the bioethical principle supporting the obligation to do good with knowledge and by corollary the technology it spawns. Knowledge, like Eve's apple, causes enormous bioethical conflicts between autonomy, justice and a bunch of other principles. We never quite know what new technology breeds down the timeline. Knowledge keeps us pushing down the path of uncertainty. This uncertainty runs rampant in the case of screen technology, as with other applied technology. Screen technology includes the large screen (movies, television) and the small screens (computers, cell phones). In a recent New Yorker cartoon Dr. Frankenstein types on a computer explaining to Igor, "I've given up trying to create life and instead create online persona." Frankenstein's monster is an enduring bioethical metaphor for the conflict between knowledge and its abuse.
What are the unreasonable risks? We now know that our beloved hand-held screened smart phones can both make and squelch social change. Distributive computing can be used to single out a disease gene. Distributive computing can also locate a dissident texting news of revolution on a small screen. Bioethics enhances reasoning about how to use technology. Any technology created will be used; the bridle is considerate ethical analysis.
December 28, 1895, the Lumiere (Light) brothers projected film the first public audience. Like a good sculpture inspiring a poet, the Lumiere films generated even more film, art and technology. Since that December, people have struggled to understand how stories told on screen actually work. We are fascinated by animation. It breathes life into inanimate mythical versions of ourselves. Like Aristotle's Greek dramas, viewers experience without personal threat. Resolution of unspeakable conflicts between people and their Gods provide relief that most anything is possible. Our own worries amount to a hill of beans. Hugo explores much territory unbearable to traverse in real life; death of parents, homelessness, starvation, worthlessness, loss of meaning, Use of 3D vision, stop action, computer generation, magnification, and other film techniques, set just enough difference between us and the characters so that we feel safe. Things seem "almost real." The power for the viewer is in the "almost. "
We are limited in knowledge about how the grammar of film changes our perception. In bioethics, limited knowledge is a venue for research. We know that people perceive first from direct contact, through primary socialization. However, film works by perception through secondary contact. Children, in northern Maine, may rarely see Black people. Popular children's television makes these kids feel they know black people. That is secondary socialization. The rub is we are not sure what we learned primarily or secondarily. This is a pitfall of screen stories, illustrated in Hugo, through early audience reactions to film. The audience capacity to adapt to images altering the psyche is subject to manipulation, as depicted in the film Clock Work Orange (Kubrick, 1971) and the use of video games to train soldiers.
HUGO's historical fantasy elements show how Freud's subconscious resorts visual images and dialog to create meaning. Film was born in the time when the seat of human consciousness was just beginning to shift from the heart to the brain. Film influences the psyche by intangible reflections constructed from a few cents worth of conduits for electrical current and light. Projectors and the brain share similar physical parts, lenses, conduits, a framed view. Memories from film are stored neurologically in the same as our memories from reality.
HUGO pays homage to every aspect of early film grammar. In this movie, we re-meet the silent classic The Perils of Pauline. Harold Lloyd in Safety at Last (New Meyer and Newman, 1922) and Hugo both dangle from a clock face. There are images reminiscent of Metropolis. (Lang, 1927). The use of a mild mannered secret identity elevates an early filmmaker to heights previously only seen in the super hero genre. Martin Scorsese spends much of his energy protecting and preserving movies. Through his work the cinema's origins, grammar and impact can be better understood. Knowing how film causes response, helps viewers to choose the way the works affect them.
There is a strong importance of the traditional written word in Hugo. Screen literacy derives from written literacy. Films are written before they are produced. Screen stories are the literature and technology of our time. Screen stories can be used as an excuse for ignorance, but not the best of them. The screen can sedate but also inspire. Film conveys viewers from one place to another faster than a locomotive. Bioethics is the bridle but also a prod for innovation in technology. Bioethics assumes enhanced ethical analysis influences best moral outcomes. HUGO asks us not to focus on the worst outcomes of film technology, but to promote the best. Film fans should not despair. What screen technology takes away it can give back.
Frankenstein. (35 mm) directed by James Whale. 1931. USA. Universal.
Clock Work Orange (35 mm) directed by Stanly Kubrick. 1971. USA.Warner. 137 min.
see Inception: transhumanist dreams resolve grief ( 7/17/10 Bioethicsscreenreflections)
Perils of Pauline ( 16mm) directed by Louis J. Gasnier
Donald MacKenzie 1914. USA. General Film Company & Eclectic Film Company.
Le Voyage dans la lune ( Trip to the moon) ( 16mm) Georges Melies. 1902. France. Gaston Melies Films. 14 min.
Metropolis. (16mm) directed by Fritz Lang. 1927. Germany UFA. 153 mins ( at 24 frames/min)
Safety at Last. Fred C. Newmeyer and Sam Taylor. 1923. USA. Hal Roach Studios. 73 min.
Williams, S. Justice Autonomy and Transhumanism: YESTERDAY. in The Picture of Health.: eds. H. Colt, S. Quadrelli, L. Friedman Oxford University Press .
New York. 2010
This is not a film that fears technology, the main character is driven by it. Hugo lives between the walls of the Gare Montparnasse in Paris in the 1930s. The setting is not the Gare Montparnasse of today, rebuilt in the 1960s and where the TVG shoots off to Bordeaux. It is more the site of the 1895 spectacular train derailment, reported in all the world's newspapers and in Hugo's nightmares. Afterall, the steam engine train was the technological revolution of the 19th century, as the large screen and rocket was of the twentieth and the small screen is of the twenty-first. A reclusive pre-teen orphan, Hugo maintains the train station's clock works. He studies mechanics, in service of repairing an automaton; the broken mechanical robot left by the boy's now dead father.
Beneficence is the bioethical principle supporting the obligation to do good with knowledge and by corollary the technology it spawns. Knowledge, like Eve's apple, causes enormous bioethical conflicts between autonomy, justice and a bunch of other principles. We never quite know what new technology breeds down the timeline. Knowledge keeps us pushing down the path of uncertainty. This uncertainty runs rampant in the case of screen technology, as with other applied technology. Screen technology includes the large screen (movies, television) and the small screens (computers, cell phones). In a recent New Yorker cartoon Dr. Frankenstein types on a computer explaining to Igor, "I've given up trying to create life and instead create online persona." Frankenstein's monster is an enduring bioethical metaphor for the conflict between knowledge and its abuse.
What are the unreasonable risks? We now know that our beloved hand-held screened smart phones can both make and squelch social change. Distributive computing can be used to single out a disease gene. Distributive computing can also locate a dissident texting news of revolution on a small screen. Bioethics enhances reasoning about how to use technology. Any technology created will be used; the bridle is considerate ethical analysis.
December 28, 1895, the Lumiere (Light) brothers projected film the first public audience. Like a good sculpture inspiring a poet, the Lumiere films generated even more film, art and technology. Since that December, people have struggled to understand how stories told on screen actually work. We are fascinated by animation. It breathes life into inanimate mythical versions of ourselves. Like Aristotle's Greek dramas, viewers experience without personal threat. Resolution of unspeakable conflicts between people and their Gods provide relief that most anything is possible. Our own worries amount to a hill of beans. Hugo explores much territory unbearable to traverse in real life; death of parents, homelessness, starvation, worthlessness, loss of meaning, Use of 3D vision, stop action, computer generation, magnification, and other film techniques, set just enough difference between us and the characters so that we feel safe. Things seem "almost real." The power for the viewer is in the "almost. "
We are limited in knowledge about how the grammar of film changes our perception. In bioethics, limited knowledge is a venue for research. We know that people perceive first from direct contact, through primary socialization. However, film works by perception through secondary contact. Children, in northern Maine, may rarely see Black people. Popular children's television makes these kids feel they know black people. That is secondary socialization. The rub is we are not sure what we learned primarily or secondarily. This is a pitfall of screen stories, illustrated in Hugo, through early audience reactions to film. The audience capacity to adapt to images altering the psyche is subject to manipulation, as depicted in the film Clock Work Orange (Kubrick, 1971) and the use of video games to train soldiers.
HUGO's historical fantasy elements show how Freud's subconscious resorts visual images and dialog to create meaning. Film was born in the time when the seat of human consciousness was just beginning to shift from the heart to the brain. Film influences the psyche by intangible reflections constructed from a few cents worth of conduits for electrical current and light. Projectors and the brain share similar physical parts, lenses, conduits, a framed view. Memories from film are stored neurologically in the same as our memories from reality.
HUGO pays homage to every aspect of early film grammar. In this movie, we re-meet the silent classic The Perils of Pauline. Harold Lloyd in Safety at Last (New Meyer and Newman, 1922) and Hugo both dangle from a clock face. There are images reminiscent of Metropolis. (Lang, 1927). The use of a mild mannered secret identity elevates an early filmmaker to heights previously only seen in the super hero genre. Martin Scorsese spends much of his energy protecting and preserving movies. Through his work the cinema's origins, grammar and impact can be better understood. Knowing how film causes response, helps viewers to choose the way the works affect them.
There is a strong importance of the traditional written word in Hugo. Screen literacy derives from written literacy. Films are written before they are produced. Screen stories are the literature and technology of our time. Screen stories can be used as an excuse for ignorance, but not the best of them. The screen can sedate but also inspire. Film conveys viewers from one place to another faster than a locomotive. Bioethics is the bridle but also a prod for innovation in technology. Bioethics assumes enhanced ethical analysis influences best moral outcomes. HUGO asks us not to focus on the worst outcomes of film technology, but to promote the best. Film fans should not despair. What screen technology takes away it can give back.
Frankenstein. (35 mm) directed by James Whale. 1931. USA. Universal.
Clock Work Orange (35 mm) directed by Stanly Kubrick. 1971. USA.Warner. 137 min.
see Inception: transhumanist dreams resolve grief ( 7/17/10 Bioethicsscreenreflections)
Perils of Pauline ( 16mm) directed by Louis J. Gasnier
Donald MacKenzie 1914. USA. General Film Company & Eclectic Film Company.
Le Voyage dans la lune ( Trip to the moon) ( 16mm) Georges Melies. 1902. France. Gaston Melies Films. 14 min.
Metropolis. (16mm) directed by Fritz Lang. 1927. Germany UFA. 153 mins ( at 24 frames/min)
Safety at Last. Fred C. Newmeyer and Sam Taylor. 1923. USA. Hal Roach Studios. 73 min.
Williams, S. Justice Autonomy and Transhumanism: YESTERDAY. in The Picture of Health.: eds. H. Colt, S. Quadrelli, L. Friedman Oxford University Press .
New York. 2010