Tag Archives: anime

I just watched Episode 9 (“Name”) of Noragami. I am in tears. “I gave you a person’s name. So live as a person! Live, Yukine!”

I mean, I bawled while watching it with subtitles. The seiyu (voice actor) for Yukine is terrifically contrite. Listening to him confess, words came to mind: “forgiveness”, “reconciliation”, “sincerity”, “repentance”, “wholeness”, “heaving”. I was really feeling that scene.

The Traumatic Subliminal Intersection of Dissociation and Shamanism in Ghost Hound

Harry Underwood

Monica Young-Zook

HUMN 2111H

10/15/2011

The Traumatic Subliminal Intersection of Dissociation and Shamanism in Ghost Hound

Mind-body dissociation, as an “altered state of consciousness”, has figured largely in the history of religion as a means by which societies and cultures could ascertain vital messages from inhabitants of mythological cosmologies. Many works of speculative fiction have made use of dissociation as an allegory for the exploration of subliminal aspects of characters’ personalities, but have also vividly depicted such explorations with intentional sensory distortions. The 22-episode animated series Ghost Hound is an exemplary modern exploitation of this core plot element: the correlation between disconnection from normal senses and exposure to the subsensory. The series makes use of this to explore a familiar trope in horror and mystery fiction: communication and interaction with the realm of the dead. Ghost Hound offers a view into the modern intersection between the religious, scientific and artistic views of dissociation as a window into the sublime.

The prior experiences of the three central male characters of the series set the stage for the discovery of the sublime by the viewer. Taro, a 16-year-old middle school student, suffers from trauma caused by the kidnapping of himself and his sister 11 years prior, and the death of his sister during the incident. Makoto, a distant relative of Taro, suffers from witnessing the suicide of his father and abandonment by his mother, as well as the overbearing influence of his grandmother, who operates a local “new religious movement”. Masayuki, a recent transplant from Tokyo, is haunted by both the memory of a classmate’s suicide due to bullying as well as his parents’ emotional withdrawal from each other.

The three students’ own unique hauntings by unfortunate incidents from the past are manifested psychologically. Taro’s almost-daily occurrences of lucid dreams take him through replays of his kidnapping, including the moment of his sister’s death on the bed opposite him with their hands tied behind their backs. However, after exposing themselves to the location of Taro’s sister’s death, the trio discover the ability to consciously experience out-of-body travels. This soon leads them, their families, their classmates and other characters as diverse as Taro’s school counselor and workers at a mysterious laboratory in the mountains into the experience of both psychological and supernatural forces at work in the town of Suiten.

The terror of facing past trauma constitutes a core feature of the plotline, and the trio make use of soul travelling in order to more capably face the manifestations of their traumas. They also soon realize that the daughter of the local Shinto priest unwillingly experiences her own interactions with travelling spirits, which manifest themselves by taking brief possession of her body.

 

Historical Religious Elements in the Subliminality of Ghost Hound

Religion serves as a significant and vital theater of the sublime and subsensory in Ghost Hound. Drawing strongly upon Japanese cosmological mythology, the series provides a rich, historical backdrop whereby the viewer can understand the cultural context of what the children observe in both the Hidden Realm and real world.

A sublime feature of the plot is the wonder and terror at the geography of the “Hidden Realm” in which the spirits of all species reside, and particularly how it overlays the geography of the land within and around Suiten. The world of the dead which the three encounter in their disembodied sojourns is a vast, highly-distorted realm which is inhabited by countless species of creatures, many existent, extinct or mythological. The forest, particularly that part separating the shrine from the lake, initially holds a lot of terrible elements which frighten Taro, as he frequently sees the tall, looming, exaggerated visage of his long-dead kidnapper striding ominously through the forest. This is because the forest itself symbolically demarcates the real world inhabited by the living from the distorted and sensually-intense Hidden Realm.

The shamanistic roles of the characters derive from historic perceptions of dissociation as a means of communication with deities and spirits. In addition to her duties as a miko (female joint shrine assistant and shaman), the lead character Miyako also encounters recurring instances of spirit possession, whereby disembodied spirits possess and communicate through her. She is the only character with the ability to see disembodied souls, including those of the three lead characters when they are in the midst of an out-of-body experience (O.B.E.). These unbidden gifts of mediumship harken to the historical shamanistic roots of the miko position. The historical miko, who could either be attached or non-attached to any particular shrine, was usually one who possessed the innate trait of communication and interaction with the spirit world. This ability made the miko a role of high importance for local cults of kami (spirits), as the words of a miko under the thrall of a trance could be interpreted as either communications from beyond the grave of a loved one (Feldman 14), prophecies of great political and economic weight or as means by which patients could be healed of ailments (Lee 291).

Likewise, the three male lead characters’ pursuit of this endeavor is fundamentally shamanistic in its intentions and actions. While Miyako herself may be the more “professional” shaman of the lead characters, the three male lead characters are engaging in interactions with the denizens of the Hidden Realm – the spirit world – in order to ascertain answers of paramount interest to not only their own individual desires to bring their mental states under a more capable governance, but to also bring closure to the minds of their disrupted families. This harkens to Lee’s recounting of shamanistic social networks in ancient non-Western societies, whereby those who were adept at dream communication with the afterlife often found and helped each other cultivate their abilities for future applications for the masses (Lee 293).

Yet, at the same time, the trait of communication and interaction with spirits causes problems for Miyako in her daily life. As a born medium, she always finds one foot planted in the realm of ancient, disembodied souls who can take possession of her body at a moment’s notice. The public knowledge of her occupation in the local area allows her to be both the benificiary of parishioners’ gifts as well as the scorn of neighbors. This causes her to doubt her ability to relate to the people around her, and also compels her to constantly reassure herself of her own sense of self.

As a result, the enthusiasm for interaction with the Hidden Realm among the lead characters varies widely. This is exemplified by the fact that the three lead male characters – Taro, Masayuki and Makoto – are eagerly exploring and seeking for answers within the Hidden Realm, while Miyako – a significant figure throughout the series – is seeking for normalcy and acceptance away from the denizens of the Hidden Realm. Makoto, however, is personally conflicted because of his emphatic rejection of the role of heir apparent to his grandmother, herself a spirit medium.  

 

Scientific Psychology’s Significance in the Sublime

Psychological references, particularly those referring to dissociation, figure heavily in the series’ depiction of the sublime world inside the mind. Dell et al. describe dissociation as the “partial or complete disruption of the normal integration of a person’s psychological functioning”, of
ten in “ways that the person cannot easily explain (Dell et al.).” Ghost Hound, as a series, takes stock from the centuries-long appraisals of mental hallucinations from both religious and psychological points of view. In particular, it explores and contrasts such in their historical religious role as means of communication with the deceased and their current role in psychology as theaters for personal (or, if possible, shared) confrontation with traumatic incidences.

The three central characters of the series each have their own psychological reasons for connection with the departed. Taro, whose sister died in front of him during a double-kidnapping attempt 11 years prior, makes use of his almost-daily lucid dreams in order to attempt a reconnection with the soul of his sister. Makoto, a truant whose father killed himself a short time after Mizuka’s death, looks for answers and reconnection with the father who he barely remembers. Masayuki, a transplant from Tokyo, seeks to overcome the stress caused by the bullying-related suicide of a classmate.

The key dissociation away from the body occurs through an encounter with the site of a traumatic experience. It is through exposure (namely a crude attempt at “Exposure therapy”) to the exact place of Taro’s sister’s death that the three are able to achieve the ability to travel out of, and into, their own bodies at will. This allows them to make several journeys through both the present reality around the town of Suiten as well as into various areas of the “Hidden Realm” of deceased and mythological heritage. Other altered states of consciousness come more naturally to the three characters following the initial OBE, in keeping with Blackmore’s hypothesis concerning altered state experients (Alvarado et al. 298).

This exploration of both roles of mental hallucinations, and the reliance upon the measurement of powerfully-manifested emotional reactions to such hallucination, sheds light onto the sublime aspect of mental hallucination as a means of interaction with creatures of the past, including the spirits of the dead. Hallucinations are marked by their vivid pronouncements to the receiver, but are simultaneously noted by their reliance upon some degree of sensory obscurity. Because of the combination of their vivid and obscure elements, hallucinations such as lucid dreams and spirit possession provoke raw, emotional and irrational responses from the receiver.

The utility of certain physical objects to the characters when experiencing their respective OBEs is also of dissociative importance. Taro often sleeps in the room of his sister Mizuka, focusing upon her backpack hanging from the chair as he nods off. Makoto often goes soul travelling while his physical arms clutch his electric guitar, his favorite pastime and means of sensory escape from the gloom of the Ogami shrine complex. Masayuki often nods off into an OBE while wearing his gyroscopic video game headset. All three objects hold sensory importance to the characters, providing individual means of sensory dissociation and removal from the physical body, and perhaps a root by which they can reenter their bodies. Such objects as utilized in real-world meditation are described by Lutz et al. as tools in “Focused Attention” meditation (Lutz et al. 6), a practice that is well-known to societies with large Buddhist populations such as Japan. The objects, when applied in the context most appropriate to the meditator, allow for the users to ignite the sensation of dissociation in the user.

Finally, the concept of the Hidden Realm is also dynamically reapplied to a more naturalistic, disenchanted reappraisal of the invisible, externalized repository of memories. It is somewhat secularized by Hirata, Taro’s psychiatrist, in the form of Thought Field Therapy (TFT), a form of therapy which attempts to treat phobias (Callahan et al. 123) by means of interaction with a hypothetical “invisible field” external to the brain which contains long-term memories (Sheldrake 32; “Affordance/TFT”). This concept may also explain why Taro is able to visit the eternal Kameiwa Hospital, which resides on a floating island within a “forest”of flashing neural synapses which he supposes as the inside of his own brain. This pairing of the religious concept of the “Hidden Realm” with the secular hypothesis of the external “though field” allows for the series to carefully reposition the concept of the human mind as both a window into the self as well as a window into the abodes of the permanently-disembodied selves.

 

Artistic Depictions of the Sublime

The sublime value of dissociation in the series is manifested through visual and auditory distortions. Distortions and unrealistic increase whenever the viewer is brought within any distance of mental or religious significance, resulting in artistic cues for the viewer to immediately decipher as an experience within the mind or in the mind’s travels. These cues of distortion give the viewer a strong sense of the intensity and subliminality, the heightened sense of heavy emotional drama, which may likely be felt by the character at that exact moment.

The Hidden Realm, for example, is characterized by heavy, predominant visual elements. It is depicted as a transparent overlay over the reality of the living, one which is as ghostly and flexible as its inhabitants. Heavy colors predominate in certain environments during key scenes in the series. When Taro travels to the Kameiwa hospital and talks with a patient, only to find that he is visiting an area of the Hidden Realm in which the souls of the hospital’s oldened patients reside for eternity, the predominant color of the area is various shades of brown (“For the Snark”). When travelling through the swirling eddies of the Hidden Realm, the predominant color is blue; this color is also the predominant shade which the souls of OBE experients assume when in the out-of-body state.

As a further explanation of places in the series which hold sublime importance and relevance to the realm of the spirits, a contrast of sublime elements can also be made between the mountain shrine belonging to Miyako’s father and the larger shrine owned by the Ogami sect. The mountain shrine, while old, is comparatively bright, earthy and rich in its predominant brown shade; the only time where any prolonged focus takes place in a dark part of the shrine is in Miyako’s bedroom at night, as her psychological condition visibly worries her awake. The Ogami shrine, on the other hand, is so dark and suppressed in its exterior and interior atmosphere that the only sources of interior lighting come from candles. The only room lit by window light is the room in which Makoto’s father killed himself. As he, at age 5, was the first to discover the body of his father, Makoto finds it most difficult, yet most necessary, to enter this room in order to seek the answers that are kept hidden in the dark by those with whom he lives.

The sound effects used in the series also strongly evoke the intense and sublime. From the perspective of his recurring nightmares, Taro’s perception of sound within his dreams, particularly those recounting images from his kidnapping, is highly distorted and often jarring to the ears of the viewer. Williams interprets this experience of sound as Taro “sealing his aural memories in a womb-like enclosure” (Williams). Similar sound effects also feature in the mental episodes of Makoto and Masayuki when recounting their own personal traumas.

The choice of instrumentation for the soundtrack, again, reflects the and are applied at key moments of mental or religious sensation. Most of the instruments used for the background music are traditional Japanese instruments associated with Shinto observances at shrines like the Komagusu and Ogami shrines. Makoto’s electric guitar, on which he occasionally practices in certain episodes of the serie
s, is a channeling of his otherwise-cold and rough emotion through his fingers.

 

Conclusion

The entire plotline of Ghost Hound is imbued with a strong essence of the sublime, as best filtered through a modern Japanese cultural filter. The psychological, artistic and supernatural are easily blended, while the effects of such blendings upon all of the characters is made evident through their varying reactions and coping mechanisms. The applications of dissociation and the resulting distortive effects of such dissociation deliver to the viewer of the series a strong sense of the highly-personal.

The intersection of mind-body dissociation and, as shown in Ghost Hound, allow for the modern generation to explore ancient, yet modern, constellations of the sublime and emotion-inspiring. The series, in itself, is not a horror-oriented work, nor is it totally geared toward the solicitation of suspense, thrill or awe, yet it manages to combine portions of such plot elements into a procedural call to the viewer to reappraise the characters’ experiences as intimate, sensually distorted and intense in its relevance to the plotline. Such a combination, when best performed, is difficult to find in the larger corpus of speculative fiction, but it is also rewarding to the viewer in its rich, subsensory narrative.

From the meditation to the lucid dreaming to the out-of-body experience to many other types of dissociation depicted, the most general constant visible in these techniques, their applications and the intersections of dissociation and distortion  is the adventure toward both resolution with death and the reaffirmation of living. In this complex adventure, which takes the characters and viewers through the most sensually-intense corners of the mind (both inside and out), Ghost Hound accomplishes such goals, and its presentation of the sublime leaves the viewer desirous for more of what it offers.

 

Works cited

Alvarado, Carlos, Nancy Zingrone and Kathy Dalton. “Out-of-Body Experiences: Alterations of Consciousness and the Five-Factor Model of Personality”. Imagination, Cognition and Personality, 1998-99. Vol. 18(4) pp. 297-317. Print. 9 Dec 2011.

“Affordance/TFT . Thought Field Therapy”. Ghost Hound. Nakamura, Ryūtarō, dir. Shirow, Masamune, wri. WOWOW. Tokyo. 20 Dec 2007. Television.

Callahan, R.J. and Callahan, J. (2000). Stop the Nightmares of Trauma. Chapel Hill: Professional Press. p. 143. Print.

Dell, P. F., & O’Neil, J. A.. Preface. In P. F. Dell & J. A. O’Neil (Eds.), Dissociation and the dissociative disorders: DSM-V and beyond (pp. xix-xxi). New York: Routledge. 2009 Print.

Feldman, Ross Christopher. “Enchanting Modernity: Religion and the Supernatural in Contemporary Japanese Culture.” The University of Texas at Austin. 2011. pp 14, 29-32.

“For the Snark Was a Boojum, You See”. Ghost Hound. Nakamura, Ryūtarō, dir. Shirow, Masamune, wri. WOWOW. Tokyo. 31 Jan 2008. Television.

Lee, Raymond L.M. “Forgotten Fantasies? Modernity, Reenchantment and Dream Consciousness.” Dreaming, Vol 20(4), Dec 2010, 288-304. Print.

Lutz, Antoine, Heleen A. Slagter, John D. Dunne and Richard J. Davidson. “Attention regulation and monitoring in meditation.” Trends in Cognitive Science. 2008 April; 12(4): 163–169. Print.

Sheldrake, Rupert. The Sense of Being Stared At: And Other Unexplained Powers of the Human Mind. Random House Digital, Inc. 2004. p. 32. Print.

Williams, Alex. “Ghost Hound: Sounds from the womb, visuals made from nightmares.” Undated. <http://alex-williams.net&gt;. PDF file.

Never Turn Your Back on Family: An Analysis of Relationships in Summer Wars

Harry Underwood
Film Analysis
COMM 3010
4/13/2013

Never Turn Your Back on Family: An Analysis of Relationships in Summer Wars

Theories about communication are crafted in order to almost-accurately predict the communicative behavior of individuals in a number of settings and intentions. Within the realm of both old, large families as well as new, young ones, the utility of discerning communication commonalities among participants in these relationships is indispensable. Summer Wars, a 2009 animated film directed by Mamoru Hosoda, is exemplary of a number of theories and principles on communications which have been explored over the history of communications as a subject of academic investigation. Ranging from the interpersonal and nonverbal to the massive and computer-mediated, the film uses the protagonist as a vehicle for exploration of communication as a life- and world-changing agent in human experience.

The Relationship Interaction Stages Model, which offers a suitable rubric for the development of characters’ relationships within the film, shows various stages of interpersonal behavior which reflect the severity of sentiments harbored by the participants of the relationship toward other participants. The model ranges in its stages from “coming together” – the stages of initiation, experimenting, intensifying, integrating and bonding – to “coming apart” – differentiation, circumscribing, stagnation, avoiding, and terminating. It is through this model that the behaviors of a number of key characters in Summer Wars – namely Kenji, Natsuki, Wabisuke, Sakae and Kazuma – can be assessed as fluctuations in relationship status within a large family in the flux of institutional change.

Coming Apart

The differentiating stage is one in which differences between individuals or groups is emphasized by the participants, with resent often being a major sentiment exhibited by the parties. This stage is reached on a group basis by the male members of the Jinnouchi clan following the matriarch Sakae’s death, as they pursue a plan to take Love Machine down while the female members of the family concern themselves with preparations for the funeral. On an interpersonal level, Kenji and Natsuki also experience this stage with each other, with Natsuki angrily running from him after seeing her uncle Wabisuke remove himself from the clan and leave the house. To her, Kenji seems too much of an outsider to understand her feelings.

Circumscribing is a stage marked by the focus of individuals on their own personal matters, actively distancing themselves from each other. This, collectively, is developed by the men and women of the family, with the men, including Kenji, attempting to work on a plan to take on the virus, and the women focusing on the funerary arrangements for Sakae. Members of the two groups complain about each other’s seemingly-misplaced priorities, showing their greater desperation and concern for the matters at their respective hands.

The stagnation stage is marked by a lack of change in relational intensity, boredom, and short answers to questions from relationship participants. Wabisuke, a “love child” of Sakae’s husband who is first shown as a late, ill-welcomed arrival to the reunion, attempts to strike up a conversation with family members, only for most of the adult members of the clan to show their anger at his presence due to past misdeeds. He remains, for a period, on the periphery of family functions with a sense of tedium, with the adult members remaining leery and dismissive of his presence. His lack of change in relationship status vis-à-vis the family reflects the intolerant sentiment blocking the two parties from any progression.

The avoiding stage is one in which mostly physical isolation from other family members occurs with only minimal communication. It is in this stage which we find characters like Kazuma, who isolates himself from the clan while playing in the virtual world Oz as his character King Kazma. He hardly communicates or interacts with other family members or their activities, only involving himself with the family when needed, asked or drawn by a sudden impulse of self-interest.

The termination stage, in which absolutely no contact of a physical or communicative nature is maintained between parties, is reached by Wabisuke, as he had already spent ten years of his life in the United States and had only come back to Japan for the sake of his adoptive grandmother Sakae, who he calls “you old hag” in a semi-joking tone of voice. This termination is renewed after he finds himself at the point of an antique spear wielded by Sakae in anger for his creation and selling of the virus to the U.S. military; he flees in a rage from the estate and remains in isolation from the clan until the one person who has admiration for him, Natsuki, calls him home with the news of Sakae’s death.

Coming Together

The initiating stage, in which individuals first interact with each other, is illustrated from the beginning of the film. Natsuki and Kenji enter this stage when Natsuki, the “prettiest girl in school,” enlists him to join her on her train trip to her family reunion. The two ask questions of each other along the way about their interests and hobbies, such as Kenji’s prowess in mathematics and the size of Natsuki’s family; this stage transforms into something too radical for Kenji’s tastes as Natsuki surprisingly introduces him to Sakae as her fiancée.

The intensifying stage involves probes into, and disclose, each other’s personal morals and values. Sakae participates in this stage when, after he is introduced as Natsuki’s “beau,” she sternly questions Kenji on his ability to protect Natsuki from any harm or danger, receiving a reluctant answer in the affirmative before smiling with assurance. Before he is (temporarily) hauled away for his alleged unleashing of a virus, Kenji shows more of himself to Sakae by disclosing to her his own comparative lack of a family life compared to that enjoyed by the Jinnouchi clan, ending with an expression of appreciation to her and to the clan. Finally, after explosively driving off Wabisuke from her estate, Sakae invites Kenji to play a (final) card game called “hanafuda,” disclosing Natsuki’s shortcomings and wagering (successfully) that, if she wins, he will “promise to take care of Natsuki.” With these trades of inquiry and information, Kenji and Sakae establish a rapport as individuals sharing commonalities in values and interests.

The integration stage, in which the lives of individuals begin to merge and individuals begin to see themselves as participants in a larger collective, is reached by most of the key characters in the film in their own individual ways. Wabisuke’s isolation is ended when Natsuki calls his phone with the news of Sakae’s death, to which he reacts by desperately rushing back to the clan house to pay his respects to his grandmother. This sudden turn of emotion is reciprocated by the family to Wabisuke on Sakae’s written wishes for them to welcome him back. Kazuma also experiences this stage as he begins to emerge from his isolation and become more involved in the family’s struggle to stop the artificially-intelligent Love Machine virus, using his King Kazma character to fight the avatar incarnation of the virus. Natsuki herself is emotionally reintegrated into the clan by being enlisted to play a life-or-death card game of Hanafuda with the Love Machine, waging the Oz avatars of her family members in order to gain hundreds of millions of stolen accounts from Love Machine.

The integration stage is also reached on a monogamous level between Natsuki and Kenji at various points in the film. In the immediate aftermath of Sakae’s death, a distraught Natsuki begs Kenji to hold her hand, to which the reluctant main protagonist eventually complies as she weeps. It is this contact which marks the duo’s first attempt at intimate self-disclosure, with Natsuki, in a time of depression, showing her interest in physical and emotional solidarity from someone who is as interested in playing a positive role in her world. However, given their comparative lack of private self-disclosure to each other throughout most of the story, this moment in their relationship is also indicative of the experimental relationship, as they are now slightly more comfortable and connected with each others’ close presence.

Finally, the stage of bonding is reached by Kenji and Natsuki as they attempt to kiss each other in public for the first time after the clan’s victory over the Love Machine virus. This stage is marked by a public declaration of love, an act which shows the progression of a relationship to a moment of comfort and internal acceptance of one’s status as a participant and partner which would be hardly deprecated in quality if it were to be shown to the view of other parties. At the same time, due to their comparative lack of time spent within each other’s close proximity, this moment of self-disclosure and intimacy can also be associated with the experimenting stage. At this particular moment in time, the two are now more comfortable and willing to embrace the connections forged between each other, although the two continue to carry this budding relationship at a steady pace.

Conclusion

In conclusion, Summer Wars demonstrates to the viewer how the relationship interaction stage model operates within a large family in a moment of violent change. Sakae’s written will and testament advises her surviving family, including Wabisuke, to show resilience in their relationships: “Never turn your back on family, even when they hurt you. Never let life get the better of you.” This statement speaks volumes to the viewer about the film’s message of collective resilience in the face of crisis. The statement can just as well apply to the relationship between two individuals like Natsuki and Kenji, who are separated from each other at various times, but find themselves increasingly drawn to each other in their most-helpless moments. Just as Wabisuke possesses a close, but fluctuating relationship with Sakae and her family, Natsuki and Kenji develop their relationship in stages of interaction with each other and with their clan.

On “Summer Wars”

I can say that Summer Wars, Mamoru Hosoda’s 2009 film, was decent. I can’t say that it presented anything startlingly new (other than the family angle and the consistently-amazing animation style that I can expect from few other directors besides Mr. Hosoda) because, after finishing the film, I (and a few others: here, here and here) realized that the plot for this film was a latter day revisitation (not necessarily a rehash, but a timely revision) of his 2000 Digimon Adventure film, Children’s War Game.

I can name a few differences in the technological/industrial aspect between Children’s War Game and Summer Wars:

  • Children’s is much more replete with A.I. vs. A.I. (in the form of the Digimon characters), while a form of A.I. is mostly posited as a world-eating antagonist vs. the whole of humanity.
  • Unlike the less-likely scenario presented in Children’s at the time of its release, Summer was more reflective of the very-likely integration of pervasive Internet-based social network accounts with more superfluous user avatars and persistent virtual environments (like, say, integrating Facebook or Myspace with IMVU or Second Life)
  • Because of the lack of a large A.I. population in Summer‘s virtual world (known as "OZ"), the story line is driven more by the contributions, conflicts, hopes and fears of the human participants than in Children’s.

But if Summer Wars is a more timely revision of Children’s War Game, then it is (IMO) logical that a sequel to Summer would be a more timely revision of his last Digimon Adventure film, Diaboromon Strikes Back. This time, the fight (and whatever such a fight would be over) would take place in the real world and after a few years post-Summer Wars, just as in Diaboromon; the key ingredient of such a sequel would be augmented reality (and AR/VR glasses), just as in the 2006 series Dennou Coil.

I just hope that the plot for Summer Wars II isn’t as lightweight terribly composed as Diaboromon. It might need more A.I. than Summer Wars, but I hope that it doesn’t rely as much on its predecessor in order to wow and entrance theater-goers.

LiveJournal-MediaWiki integration?

 I’ve finally gotten the Navbox template done on WikiFur.

Also, I think that a MediaWiki extension that utilizes a LiveJournal code base is possible and replete with potential benefits, although it may be more for integration of LiveJournal’s core features into MediaWiki in the form of user and community blogs (with the obvious utilization of wikitext in blog posts and comments).

Finally, what relevance does augmented reality have to brain-computer interfaces? I have glanced over multiple articles where the two are included as examples of virtual reality interaction, but I honestly haven’t seen where the two can be relevant to each other. At best, I can assume that any combination of AR and (two-way?) BCI can result in something like what I saw in Denno Coil and its concept of "Imago".

on Bolivia and opportunism; and Toonami

I think that supporters of both Morales and the opposition in that country are overplaying their ideological hands, or at least the rhetoric of both sides are showing their age.

Also, this has been a month of change:

  • Tsvangirai has negotiated his way into a coalition government with Mugabe.
  • Mbeki’s resigning in South Africa.
  • Olmert is resigning and is being replaced as leader of his party by his foreign minister
  • Toonami has been axed by Cartoon Network.

And on that last note, I wanted to add this:

When Toonami first premiered in 1997, anime wasn’t as ubiquitous in the US as it is now. You already knew about Voltron, Robotech, , Speed Racer, Astro Boy, stuff that had existed for a long time; plus, Sci-Fi channel also showed English-dubbed anime series earlier in the 90’s. But it was one of the first to bring it to such a massive youth audience at such opportune time slots: weekday daytime, weekday nighttime/latenight, weekend morning, weekend afternoon, weekend nighttime/latenight. At its heyday (2000/2001, I believe), Toonami practically had everything that was action-oriented under its wing.

It was also in 2001 that Cartoon Network launched Adult Swim (which premiered Cowboy Bebop that same year). Today, Adult Swim has usurped Toonami’s role as the premier anime block for the network, with Toonami relegated increasingly into the background throughout the 2000s, until its cancellation on September 20. This transition of anime premieres from a primarily children’s/teen’s perspective (Toonami) to a primarily adult perspective (Adult Swim) may reflect many things:

  • The maturation of the Western anime fandom, and its general tastes, within the decade
  • The development of anime from just "kids’ stuff" to cinematic-grade high art
  • The increasing ubqiuity of anime and pseudo-anime on the animation blocks of competing networks
  • The availability of the Internet, as anime is usually distributed long before it is dubbed and premiered on US television (of course, Adult Swim’s website has had a forum board for years, while Toonami’s few Internet-based presences included the Flash (Shockwave?) games that were shown on the website and the more recent Jetstream streaming service)
  • The thinning of the creative thinkers at Williams Street/Cartoon Network/Turner Broadcasting/Time Warner.

Many factors came into play, I’m sure, in the gradual shifting of anime from Toonami, a block on CN that didn’t evolve as much as it could, to Adult Swim, a block that is given its own focus as a separate channel by Nielsen Ratings. How this will pan out in the coming few years will be an interesting thing to see.

And I like how Tom, the long-time host of the Toonami block voiced by Steven Jay Blum, gave a not-too-subtle nod of ironic consideration to the last spoken word of Spike Spiegel, the lead character of the first anime series to premiere on Adult Swim – Cowboy Bebop, which Blum also voiced in the English dub: "Bang".