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Puhnner Blog

  • Good Germans wrapped up with paperclips

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    Under discussion:

    Touch of Evil  (1958)

    The Good German  (2006)

    Ho hum...

    I wish this film had explored the subtext  (at least as it seems to me to be shown, but really when examined,  the drive behind the film narrative and the action itself ) more, the 'Operation Paperclip' side, but as noted in the article below, the original name was 'Operation Overcast.'  Various nastiness was cast aside for the advancement of the national goals to quickly and quietly extract those Germans of 'value'. The Cate Blanchett, while seeming to be channeling Deitrich in Touch of Evil,  Lena character and that of her husband Emil Brandt, who would expose the operation make much more sense to me knowing the reasons behind their seemingly contradictory and crosspurposed motivations and actions and ultimate ends. 

    Quite a bit of information exists on the program that is worth a look into. Here is a link and a brief telling of the story...go to the link and others available on the net and in books if you are interested in more...

    http://www.operationpaperclip.info/

    ...'Operation Paperclip was the codename under which the US intelligence and military services extricated scientists from Germany, during and after the final stages of World War II. The project was originally called Operation Overcast, and is sometimes also known as Project Paperclip.

    Of particular interest were scientists specialising in aerodynamics and rocketry (such as those involved in the V-1 and V-2 projects), chemical weapons, chemical reaction technology and medicine. These scientists and their families were secretly brought to the United States, without State Department review and approval; their service for Hitler's Third Reich, NSDAP and SS memberships as well as the classification of many as war criminals or security threats also disqualified them from officially obtaining visas. An aim of the operation was capturing equipment before the Soviets came in. The US Army destroyed some of the German equipment to prevent it from being captured by the advancing Soviet Army'...

     

    as to what Soderbergh was trying to do here, I just don't know. I would love to hear his commentary...but hell, the score was pretty good though and I enjoyed the melding of newsreel footage with the various portions of the film. It seems like it would be very interesting to bookend this film with Wilder and  Marlene Deitrich and Tyrone Power in Witness for the Prosecution and do some speculating about the characters.


  • an interesting article on Slate

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    Under discussion:

    Inland Empire  (2006)

    Here is a link to a pretty interesting article on Slate describing both the film and the film-making; I think it is worth a reading and a post:

    http://www.slate.com/id/2172678/pagenum/all/#page_start

    here is the text, there are some embedded videos available with the link that could not be linked to this post

    dvd extras

    David Lynch Goes Digital

    Why Inland Empire is better on your TV than it was on the big screen.

    By Dennis Lim


    In recent years, David Lynch has emerged as a tireless proselytizer—of organic coffee, transcendental meditation, and, perhaps most surprising for a onetime celluloid fetishist, digital video. While other veteran filmmakers (Jean-Luc Godard, Spike Lee, Steven Soderbergh) have dipped their toes in the chilly electronic murk of DV, Lynch has jumped right in. "Film is like a dinosaur in a tar pit," he told me when I interviewed him last fall.

     

    Lynch's latest feature, Inland Empire, is his 10th, and his first to be shot in digital video. The movie was an overwhelming experience on the big screen, a three-hour waking nightmare that derives both its form and its content from the splintering psyche of a troubled Hollywood actress, played by Laura Dern. But the natural home for this shape-shifting epic may in fact be the small screen. Watch Inland Empire on the DVD that came out last week and you sense that this lurid, grubby fantasy springs from deep within the bowels of YouTube as much as from inside its heroine's muddy unconscious. The DV that Lynch has come to cherish is the medium of home movies, viral video, and pornography—the everyday media detritus we associate more with television and computer monitors than movie theaters, more with intimate or private viewing experiences than communal ones.

    And not only does Inland Empire often look like it belongs on the Internet, it also progresses with the darting, associative logic of hyperlinks. Indeed, parts of the movie originated on Lynch's Web site, davidlynch.com, itself a labyrinth of wormholes and worlds within worlds. The rare major filmmaker who caught on early to the potential of streaming video, Lynch has been creating short films specifically for an online audience since 2001. One of his more popular Web series, Rabbits, in which a rabbit-headed family recites Beckettian non sequiturs (to the sound of canned sitcom laughter), actually made its way into Inland Empire.

     

    The practice of shooting feature films on video only goes back a decade or so, to the introduction of the cheap, compact MiniDV format. The Dogme '95 movement, led by Danish troublemaker Lars von Trier, kicked off the digital revolution, and before long, DV was the default mode for indie filmmaking the world over. Broadly speaking, the first wave of MiniDV films can be grouped into two categories: those that treat video as a language in itself, with its own expressive potential (the first Dogme film, The Celebration, for instance, or even The Blair Witch Project), and those that attempt to disguise or neglect to accommodate the video-ness of video and use it simply as an affordable substitute for film.

    High-definition video, which now often closely approximates film, has become an increasingly common format for studio productions (David Fincher's Zodiac being a recent example). But Lynch is not interested in simulating celluloid with a state-of-the-art video camera. He shot Inland Empire with the relatively primitive Sony PD-150, a consumer-grade model that was introduced in 2001 (eons ago in techie years) at a retail price of less than $4,000. Lynch's love of video has much to do with the freedom it grants. Shooting with a camcorder removes the strictures of a traditional film production, allowing for a smaller crew, less setup time, and no accountability to money men. The lightweight camera, along with the low cost and high capacity of videotape, generally means more and longer takes. Video permits Lynch to indulge fully his taste for improvisation—to make things up as he goes along. Inland Empire was written a scene at a time and shot piecemeal over a period of three years.

    But Lynch being Lynch, aesthetic concerns presumably outweighed practical ones. Compared with film, video typically looks harsh and almost hyperreal, with a narrower range of colors and weaker contrast, but it's precisely those qualities that Lynch revels in. While a lower-resolution film stock, like Super 8, has a grainy, romantic allure, lower-resolution video, characterized by fewer pixels per inch, merely looks fuzzy. For Lynch, who has likened low-res video to film stock before the emulsion process was perfected, the murkier the image, the more "room to dream," as he puts it. It's no wonder this master of the enigmatic would prize video for its literal lack of information.

    The deeper you get into Inland Empire, the more logical the video aesthetic seems. The bleeding colors and the unstable image are a perfect fit for the fugue state that the movie gradually sinks into. Simply put, Inland Empire is the story of a grave identity crisis. The trouble begins when actress Nikki Grace (Dern) lands a part in a hokey melodrama called On High in Blue Tomorrows. As actor merges with character, and film and reality violently intersect, space and time also begin to fissure. One minute we're in sunny Southern California, the next in snowy, old-world Poland.

    Inland Empire shares with Lynch's previous feature, Mulholland Drive (2001), a morbid fascination with the destructive machinery of Hollywood. Both regard acting as a threat to the stability of the self. The earlier film, ingeniously reconstructed from an aborted TV pilot, was a poisoned valentine, ruefully enthralled by the promise and magic of old Hollywood. Inland Empire strips off the patina of glamour. In every respect—from its experimental ethos to its unconventional economics (it was partly self-financed and eventually self-distributed)—the film is Lynch's defiant rebuke to the industry that has never fully embraced him. At one point, one of Dern's characters (she seems to be playing three or four) is stabbed in the gut and staggers along the Hollywood Walk of Fame, leaving a trail of blood.

     

    Video, as Lynch uses it here, is the language of the subconscious, somehow more and less real than plain old filmic reality. DV looks more lifelike than film (its frame rate, the frequency at which successive images are captured, is higher than film's and closer to how the human eye operates), but it also seems unnaturally heightened, since it's not what celluloid-trained eyes are used to.

    Lynch started his career as a painter—earlier this year the Fondation Cartier in Paris mounted a show of his photographs, digitally tweaked erotica, and massive, crude, roughly textured oil canvases—and he uses video with the curiosity and resourcefulness of an innate visual artist. He pays attention to its flickers, its shadows, its susceptibility to distortion from under- or overexposure. In this remarkable scene, for instance, he achieves a multitude of textures with an amusingly low-tech flashlight-in-the-dark method.

     

    Bodies and faces, meanwhile, are repeatedly abstracted with an unforgiving lens or light source. Dern fearlessly offers herself up to one disfiguring wide-angle shot after another. The extreme close-up is a Lynch trademark, and here, using his DV camera like a new toy, he peers even more intently than usual, as if he's stumbled on an entirely different way of looking.

     

    Whether or not Lynch intended it to, Inland Empire in the end conveys a techno-existential insight worthy of William Gibson. Film is a physical process, dependent on the interaction of light and chemistry. Video is by definition more remote, more spectral, a cluster of data in the electronic ether. And while mortality is a defining trait of film, a medium that degrades and disintegrates over time, video—quickly and endlessly reproducible—conjures a spooky sense of the infinite. In Inland Empire, truly a horror movie for the digital age, it's not that the ghost is in the machine. The ghost is the machine.

    Dennis Lim is editorial director at the Museum of the Moving Image and a regular contributor to the New York Times and the Los Angeles Times.

    Article URL: http://www.slate.com/id/2172678/

     

     


  • sure it is possible, what isn't?

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    Under discussion:

    The Matrix [Film Series]  Production Year

    an interesting article from the science section of the new york times; grab a cup of something:

    http://www.nytimes.com/2007/08/14/science/14tier.html?_r=1&ref=science&pagewanted=print

     

    Findings

    Our Lives, Controlled From Some Guy’s Couch

    Until I talked to Nick Bostrom, a philosopher at Oxford University, it never occurred to me that our universe might be somebody else’s hobby. I hadn’t imagined that the omniscient, omnipotent creator of the heavens and earth could be an advanced version of a guy who spends his weekends building model railroads or overseeing video-game worlds like the Sims.

    But now it seems quite possible. In fact, if you accept a pretty reasonable assumption of Dr. Bostrom’s, it is almost a mathematical certainty that we are living in someone else’s computer simulation.

    This simulation would be similar to the one in “The Matrix,” in which most humans don’t realize that their lives and their world are just illusions created in their brains while their bodies are suspended in vats of liquid. But in Dr. Bostrom’s notion of reality, you wouldn’t even have a body made of flesh. Your brain would exist only as a network of computer circuits.

    You couldn’t, as in “The Matrix,” unplug your brain and escape from your vat to see the physical world. You couldn’t see through the illusion except by using the sort of logic employed by Dr. Bostrom, the director of the Future of Humanity Institute at Oxford.

    Dr. Bostrom assumes that technological advances could produce a computer with more processing power than all the brains in the world, and that advanced humans, or “posthumans,” could run “ancestor simulations” of their evolutionary history by creating virtual worlds inhabited by virtual people with fully developed virtual nervous systems.

    Some computer experts have projected, based on trends in processing power, that we will have such a computer by the middle of this century, but it doesn’t matter for Dr. Bostrom’s argument whether it takes 50 years or 5 million years. If civilization survived long enough to reach that stage, and if the posthumans were to run lots of simulations for research purposes or entertainment, then the number of virtual ancestors they created would be vastly greater than the number of real ancestors.

    There would be no way for any of these ancestors to know for sure whether they were virtual or real, because the sights and feelings they’d experience would be indistinguishable. But since there would be so many more virtual ancestors, any individual could figure that the odds made it nearly certain that he or she was living in a virtual world.

    The math and the logic are inexorable once you assume that lots of simulations are being run. But there are a couple of alternative hypotheses, as Dr. Bostrom points out. One is that civilization never attains the technology to run simulations (perhaps because it self-destructs before reaching that stage). The other hypothesis is that posthumans decide not to run the simulations.

    “This kind of posthuman might have other ways of having fun, like stimulating their pleasure centers directly,” Dr. Bostrom says. “Maybe they wouldn’t need to do simulations for scientific reasons because they’d have better methodologies for understanding their past. It’s quite possible they would have moral prohibitions against simulating people, although the fact that something is immoral doesn’t mean it won’t happen.”

    Dr. Bostrom doesn’t pretend to know which of these hypotheses is more likely, but he thinks none of them can be ruled out. “My gut feeling, and it’s nothing more than that,” he says, “is that there’s a 20 percent chance we’re living in a computer simulation.”

    My gut feeling is that the odds are better than 20 percent, maybe better than even. I think it’s highly likely that civilization could endure to produce those supercomputers. And if owners of the computers were anything like the millions of people immersed in virtual worlds like Second Life, SimCity and World of Warcraft, they’d be running simulations just to get a chance to control history — or maybe give themselves virtual roles as Cleopatra or Napoleon.

    It’s unsettling to think of the world being run by a futuristic computer geek, although we might at last dispose of that of classic theological question: How could God allow so much evil in the world? For the same reason there are plagues and earthquakes and battles in games like World of Warcraft. Peace is boring, Dude.

    A more practical question is how to behave in a computer simulation. Your first impulse might be to say nothing matters anymore because nothing’s real. But just because your neural circuits are made of silicon (or whatever posthumans would use in their computers) instead of carbon doesn’t mean your feelings are any less real.

    David J. Chalmers, a philosopher at the Australian National University, says Dr. Bostrom’s simulation hypothesis isn’t a cause for skepticism, but simply a different metaphysical explanation of our world. Whatever you’re touching now — a sheet of paper, a keyboard, a coffee mug — is real to you even if it’s created on a computer circuit rather than fashioned out of wood, plastic or clay.

    You still have the desire to live as long as you can in this virtual world — and in any simulated afterlife that the designer of this world might bestow on you. Maybe that means following traditional moral principles, if you think the posthuman designer shares those morals and would reward you for being a good person.

    Or maybe, as suggested by Robin Hanson, an economist at George Mason University, you should try to be as interesting as possible, on the theory that the designer is more likely to keep you around for the next simulation. (For more on survival strategies in a computer simulation, go to www.nytimes.com/tierneylab.)

    Of course, it’s tough to guess what the designer would be like. He or she might have a body made of flesh or plastic, but the designer might also be a virtual being living inside the computer of a still more advanced form of intelligence. There could be layer upon layer of simulations until you finally reached the architect of the first simulation — the Prime Designer, let’s call him or her (or it).

    Then again, maybe the Prime Designer wouldn’t allow any of his or her creations to start simulating their own worlds. Once they got smart enough to do so, they’d presumably realize, by Dr. Bostrom’s logic, that they themselves were probably simulations. Would that ruin the fun for the Prime Designer?

    If simulations stop once the simulated inhabitants understand what’s going on, then I really shouldn’t be spreading Dr. Bostrom’s ideas. But if you’re still around to read this, I guess the Prime Designer is reasonably tolerant, or maybe curious to see how we react once we start figuring out the situation.

    It’s also possible that there would be logistical problems in creating layer upon layer of simulations. There might not be enough computing power to continue the simulation if billions of inhabitants of a virtual world started creating their own virtual worlds with billions of inhabitants apiece.

    If that’s true, it’s bad news for the futurists who think we’ll have a computer this century with the power to simulate all the inhabitants on earth. We’d start our simulation, expecting to observe a new virtual world, but instead our own world might end — not with a bang, not with a whimper, but with a message on the Prime Designer’s computer.

    It might be something clunky like “Insufficient Memory to Continue Simulation.” But I like to think it would be simple and familiar: “Game Over.”


 

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