** Update: As of May 2013 my senior project is completed and titled "Establishing a Post-human Identity through Mamoru Oshii's Ghost in the Shell and Innocence Films." It can be found on the Post-humanity tab above, and is available in PDF format.
Wow. Nearly a month and a half since I posted last, and I feel rather rotten for waiting so long. But Nelson's been a busy boy, and I have some work to show for it. My senior project has evolved into a beautifully complex essay on the significance of non-humans (animals, objects, nature) in shaping social events. I didn't expect my paper - originally focused on anime cyborgs - to have as much potential as it does now.
That's enough of me talking. Below is a mess of an introduction from yours truly, far from the organized paper I hope to churn out in several weeks. There's lots of loose ends for me to tie up, so consider this a log of where my mind has been rather than a solid thesis. I've hyperlinked the more academic terms and references so that curious readers can understand what I'm writing about. Enjoy!
Man, Mutt and Machine: Mamoru Oshii's Posthumanist Legacy in the Animation of Production I.G
Objects have always held a role in facilitating
relationships between people, aiding in the construction or
destruction of social connections; indeed,
the unique use of tools and objects is what distinguishes modern homo
sapiens from its ancestors.
Humanism
through John
Locke went on to underscore that the freedom to possess and rule over
“things” is what makes us human, extending the principles of
divine right and manifest destiny to all of mankind. In our
increasingly postmodern culture, however, the idea of a white male
ownership of the globe through physical colonization is challenged by
a posthuman realm of technologically mediated relations. Is it man or
machine-things that creates bonds between other men?
Shortly
before the turn of the century the Internet revolutionized the way
humans exchange information. In many respects, mankind managed to
create a world parallel to our own, composed entirely of binary code,
red/blue/green displays and unquantifiable amounts of data. There
have been countless works of fiction devoted to exploring our
inception of virtual reality, Gibson's
Neuromancer and
Ridley Scott's Blade
Runner
popularizing these changes through cyberpunk lore.
Human beings, as such fictional works continue to demonstrate, are
curious as to what our lives can evolve into if only we were able to
directly connect with this intangible network of raw data. In order
to access this wealth of information, machine technology must serve
as mediator,
presenting us with a triumverate – man, machine and information
technologies– that pushes traditional Western humanist philosophies
to its breaking points in the formerly fantastical cyborg, both a man
and a machine.
At the heart of these cultural
changes was the Macy Conferences on Cybernetics, a series of
interdisciplinary academic discussions following World War Two which
unveiled “that three powerful actors—information, control, and
communication—were now operating jointly to bring about an
unprecedented synthesis of the organic and the mechanical" (Hayles). In
the spirit of preserving the liberal humanist subject, first-wave
cybernetics observed that homeostasis
is the ability for organisms to maintain equilibrium when resisting
harsh environments; environment and organism were two separate
systems that constantly exchanged information flows. Second-wave
cybernetics introduces the notion of reflexivity,
where
an organism's “one and only goal is continually to produce and
reproduce the organization that defines them as systems. Hence, they
not only are self-organizing but also are autopoietic, or
self-making... We do not see a world 'out there' that exists
apart from us. Rather, we see only what our systemic organization
allows us to see.” The third wave grants that reflexive
self-organization is the “springboard of emergence” and is of
utmost importance for those who see that in a universe governed by
information, adaptable computer programs constitute life forms
because information is the essence of material things. While
artificial intelligence research is still ongoing, the first wave
emphasis on homeostasis can be extended to even the most basic
machines, meaning that they participate in information flows between
systems, or as Bruno Latour might say, they become agents
that
break down the subject-object narrative of liberal humanism,
instrumental parts to our social systems.
It
is out of this milieu that a newly found focus on materialism
eventually forms. The objects that surround us form a vital part of
not only modern culture's social relations, but all of mankind's
interactions with all other humans and non-humans. Bill Brown's thing theory and Bruno Latour's actor-network theory threaten
the liberal humanist subject by placing man on equal terms with the
objects he relates to on a daily basis [relates
is the keyword here], for these objects
are anthropomorphized to an astounding degree. Objects now possess
biographies as ordinary people do: a development process and a birth,
a career and retirement, and a death (which by all means is
metaphorical considering most non-perishable items can be
appropriated for other means.) Commercial goods may be forged by
human hands for particular purposes, but much like how Adam and Eve
went on to forge their own futures apart from God's will, so too does
thing theory and the new materialism it alludes to allow
mass-produced, designed items to become actors and creators in their
own right. Humans, once superior to everyday items because of the
creator-created dyad, are recognizing that items play a vital role in
shaping social interactions, even participating in them as non-human
agents working within a cybernetic network. But the anthropomorphic
rhetoric thing theory uses ignores very real, non-theoretical limits
that face non-humans, and unduly threatens humanism through a
narrowly skewed existential nihilism.
Japanese animation studio Production I.G
has explored many of the contemporary models surrounding
human/non-human systems since its inception in 1988. The first
production by the studio was the OVA series Patlabor,
about society's dependence on large robots used both in heavy
construction work and police investigations. I.G. certainly wasn't
the first Japanese animation studio to engage in the massive giant
robot phenomenon (Sunrise' Mobile
Suit Gundam series is largely
responsible for that), but Patlabor
puts its armored machines to use
within a non-military context for the enhancement of everyday
society. This is a unique remove from the general uncertainty many
fictional works of the 1980s had towards technology, particularly
cyberpunk that focused much of their energies on deconstructing
liberal humanism's facade of autonomy for all people, depicting urban
life as a conflagration of high-tech and low quality of life, and
rejecting the material world for a digital Shangri-La, free of carnal
woes. Compare 1988's Patlabor with
Akira, the
world renowned cyberpunk film of the same year: Akira's
fixation with technologically created superhumans capable of inducing
atomic war reminds audiences that there are things mankind is not
capable of understanding despite all our perceived scientific
progress (as Heidegger would argue, man has been subsumed by
technology.) Patlabor treats
technology with just as much gravitas, but adopts an attitude of
practical acceptance rather than paralyzing fear. To echo the words
of Patlabor
director Mamoru Oshii, “Humans
are always changing, and they need to change, with the development of
technology. However, they should not fear change or evolution, but
rather accept it and learn to live with it” (Eye).
Oshii's
influence can be felt throughout many of the science-fiction works
from Production I.G. Oshii's successful Ghost in the Shell adaptation,
coupled with its original sequel Innocence,
confronts
artificial life and its implications in a future Japan that has
already advanced so far as to place human consciousness within mass
produced cybernetic bodies. The difference between life and death,
animate and inanimate, and human and non-human states of
consciousness are questioned to the point of meaninglessness. As one
character states in Innocence, “Humans are nothing but the thread
from which the dream of life is woven. Dreams, consciousness, even
ghosts are no more than the rifts and warps in the uniform weave of
the matrix.” Oshii's Ghost
in the Shell
adaptation inspired director Kenji Kamiyama (who consciously tried to
emulate Oshii's style) while working on Ghost in the Shell: Stand Alone Complex
(productionig.com) and Eden of the East.
Particularly
with Eden
of the East,
the term “cyborg” evolves from its simplistic 'man made of metal'
implications and grows closer to validating Katherine Hayles' notion
that mankind is already posthuman, as the protagonist Akira uses a
cell phone and an internet connection to stimulate economic growth in
Japan. This also speaks to Heidegger's ideas on human subordinance to
technology and Latour's actor-network theory, as
the use of cell phones proves capable of unifying groups of differing
socio-economic status to enact social change. And one of I.G's
latest science-fiction projects, PSYCHO-PASS,
is inextricably tied to the original Ghost
in the Shell through
its similarities to The Matrix
franchise (Matrix
directors Andrew and Lana Wachowski cite the film as a major source
of inspiration.) PSYCHO-PASS
takes a uniquely humanist stance that embraces our cognitive
processes as capable of perfect rationality, and paradoxically
justifies rule over the majority using numerical values and
information.
It
is to these works that this essay looks toward, as their posthumanist
themes engage currently debated issues in the realms of
transhumanism, liberal humanism, interspecies solidarity and the role
of non-humans in shaping social networks. I will argue that while
transhumanism certainly has a utopian charm, it is an ill-fitting
vision of the future that often takes embodiment for granted and
assumes physical perfectability is panacea for society's woes. As
Ghost
in the Shell
and Innocence
demonstrates, increased intimacy with digital and material realms
complicates ontology unto death and reduces the difference between
humans and non-humans to being merely a recognition of said
differences. Traditional humanism still holds relevance because of
its immanence to reality, but acknowledging that humans are different
from animals and objects is not a conclusion in and of itself –
does difference automatically imply hierarchy?
- Hayles,
N. Katherine (1999-02-15). How
We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and
Informatics. University of Chicago Press - A. Kindle Edition.
Nelson Rolon, "Man, Mutt and Machine: Mamoru Oshii's Posthumanist Legacy in the Animation of Production I.G." The Anime Guardians, March 2013.
The Anime Guardians by Nelson Rolon is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. Site material must be attributed to http://www.anime-guardians.com/ before use. Use of works for commercial purposes or derivative works is strictly prohibited without permission.
No comments:
Post a Comment