<![CDATA[io9: teleportation]]> http://tags.lifehacker.com/assets/base/img/thumbs140x140/io9.com.png <![CDATA[io9: teleportation]]> http://io9.com/tag/teleportation http://io9.com/tag/teleportation <![CDATA[Take a Trip Down the Lynchian Rabbit Hole]]> Fans of surreal mysteries like Lost and The Prisoner would do well to check out Sin Titulo, Cameron Stewart's creepy noir comic involving malevolent nursing home employees, teleportation, and people psychically connected through a vision of a dead tree.

Along with Karl Kerschl, of the previously mentioned The Abominable Charles Christopher, Cameron Stewart is part of Transmission X, a small collective of enormously talented professional comics artists who are trying their hand (with great success, I might add) at webcomics. Stewart has, among other things, provided artwork for Catwoman, Grant Morrison's Seaguy, the Eisner-nominated Vietnam series The Other Side, and the high-energy, post-apocalyptic punk rock book The Apocalipstix.

In Sin Titulo (or simply, Untitled), Stewart puts on his writer hat as well, telling the story of Alex Mackay, an emotional dysfunctional young fellow about to spiral down the rabbit hole. Alex has been having a strange recurring dream, one in which he sees a dead, gnarled tree on a beach. Sometimes he sees someone on the beach, but the image is never clear, and he always wakes before he can see who it is.

He gives little thought to the dream until one day when he goes to visit his grandfather in the retirement home, only to discover that he's been dead a month. And, when he goes through his grandfather's effects, he discovers a recent photograph of his grandfather with an attractive young woman, a woman Alex has never seen before. When he asks the retirement staff about the picture, however, their strange and terse reactions make him suspect that something sinister is at work. As he begins to investigate the woman in the picture and Wesley, the retirement home's menacing orderly, Alex is quickly drawn into a series of ever-deepening mysteries involving coma patients, murder, teleportation, and the mysterious tree, and finds his life, liberty, and girlfriend all placed in jeopardy.

Stewart is well-versed in the language of comics, and Sin Titulo is at its very least a prime example of expert visual scripting. Each episode is set in a rigid eight-panel structure that neatly conveys the suspense and noir tone of the series, and that Stewart can so easily convey small emotional shifts through his thick black lines makes it fantastically jarring when a character displays genuinely intense emotion.

Sin Titulo is far grittier than most webcomics currently running, and when violence occurs, it's not the stylized violence of many comics, but very real, very present violence. Characters get beat up, get in car accidents, and when they do, their bones break and blood gets everywhere. When a punch becomes a frightening thing, characters who throw them become all the more terrifying, as with the squat, muscular orderly — even before we get the sense there may be something supernatural to him. This sense of realism pervades the comic; cubicles, diners, hospital rooms are all stark and unfriendly, but utterly familiar.

But what makes reading Sin Titulo an intriguing and unnerving experience is the way Stewart, borrow a page from the likes of David Lynch, juxtaposes this realism with the fantastical. On panel, we see plenty of punches thrown, but off-panel, we learn that characters have been ripped to shreds. Alex's vivid childhood memories are haunted by a monstrous apparition, and he begins to encounter surreal visuals: a network of cinderblock rooms where the blond woman speaks over a monitor and an old telephone, and a beach front dinner setting , where a blindfolded waiter serves up an unappetizing crustacean. And then there's the fact that Alex isn't the only one visiting the beach and seeing the mysterious dead tree.

Sin Titulo is not a comic for those who like quick and satisfying answers to their mysteries. Just as Alex's head has stopped spinning from the latest series of unexplained developments, a new wrinkle emerges. But for those willing to sit back and watch the story unfold and the protagonist unravel, it's a well-paced and often unsettling read.

[Sin Titulo]

]]>
http://io9.com/index.php?op=postcommentfeed&postId=5351025&view=rss&microfeed=true
<![CDATA[Teleport Into The Secret History Of Tron]]> With Jumper opening today and everyone abuzz about teleportation, it seemed like the perfect time to remind everyone of another movie about teleportation: Tron. The device that zaps Jeff Bridges into the video-game world is actually built to teleport matter from one place to another. Learn the secret history of Tron, after the jump.

That experimental laser that turns Bridges into a video game character actually zips an orange across space first, early in the movie. It's only later that a pissed-off Master Control Program does the same thing to Jeff's pesky ass. Of course, no one at the company seems to remember that they've invented teleportation either, at the end of the movie. Probably a more lucrative line of work to go into than gaming. Here are more secrets of Tron:

  • Director Steve Lisberger saw video games in the late 1970s, and was fascinated with the world they existed in. However, he wanted to open that up to people in a non-cliqueish way, and he and his partner Donald Kushner set up an animation studio in 1977 to start developing the film.
  • The film was supposed to be animated, with live-action bookends setting up the "human" side of the story. However, Lisberger met with Information International, Inc., who showed him footage of filming real actors in front of back-lit animation. They filmed test-footage of a frisbee champion hurling discs, and this convinced Disney to fund the film.
  • Information International, Inc. had previously animated the android-vision in the movie Westworld, and they scanned and animated Peter Fonda's head for the sequel Futureworld, which was the first appearance of 3D computer graphics in a film. They also did animation tests for Close Encounters of the Third Kind and Star Wars, but they ultimately achieved the most success for creating a newspaper and technical document publishing system.
  • Moebius, Syd Mead, and tech artist Peter Lloyd all contributed to the production design of the film, with each designing different elements: Moebius the set, Mead the vehicles, and Lloyd the environment. Mead also created the iconic Tron logo.
  • Speaking of vehicles, when I was a kid those Recognizers scared the hell out of me. Yes, it's not really trivia related, but can you imagine one of these, on fire, and piloted by a Sleestak? Holy hell.
  • Peter O'Toole was originally signed on to play Sark/Dillinger, but when he arrived on set and didn't see any of the physical sets or props, he balked.
  • Apparently Jess Bridge's manhood created too much of a bulge in his "Clu" outfit, so he had to wear a dance belt to conceal it. The Big Lebowski, indeed.
  • Debbie Harry screen-tested for the role of Yori. She probably told the producers to "Call Me," which they never did. Yes, that was a bad Blondie joke. Sorry.
  • The scenes of the ENCOM labs with the laser teleportation array were shot at Lawrence Livermore National Laboratory. Their own real laser is able to produce 28 trillion watts of power on target. The lab is now the home of the faster computer in the world, Blue Gene.
  • The Tron videogame was a smash hit compared to the movie, which did moderately well. The game has far outgrossed the movie. In fact, it took several dozens of my quarters back in the 80s. It spawned a sequel called Discs of Tron, which is worth it just for the black light effect alone.
  • A game sequel that ties into the movie, Tron 2.0, was released in 2003. It features Jet Bradley, the son of Alan Bradley (Tron) being zapped back into the computer world. It didn't do that well financially, but is worth picking up and playing. I still play the damn thing from time to time.
  • Supertramp was supposed to provide two songs for the movie, but eventually those were provided by Journey. They are "Only Solutions" and "1990's Theme," and are pretty forgettable.
  • Composer Wendy Carlos provided the rest of the soundtrack, doing most of the work on MOOG synthesizers. She had also provided the scores for The Shining and A Clockwork Orange.
  • The Academy left Tron out of the voting for any visual effects awards, because they felt they'd cheated by using a computer. Oh Academy, always so forward-looking.
  • A sequel for the film has been in the works since 1999, and last September Disney announced that the project continues to move forward based on a script by Eddie Kitsis and Adam Horowitz, who both write for Lost. Jeff Bridges has said he's excited about possibly reprising his role as Flynn.
]]>
http://io9.com/index.php?op=postcommentfeed&postId=357067&view=rss&microfeed=true
<![CDATA[Which Will Suck Less: Jumper or Knight Rider?]]> This weekend pits the teleporting deadpannisms of Hayden Christensen in the movie Jumper vs. Val Kilmer's monotone as KITT in Sunday's Knight Rider TV movie. So which one will be less sucky? We've already weighed in with our Jumper review, and we've given you a look at some clips from Knight Rider. Will you be watching both, one or the other, or neither? Sound off in the poll below.

Weirdly, both properties involve Doug Liman, who directed Jumper and executive-produced Knight Rider. We just hope that in some parallel universe there's a kickass version of Knight Rider featuring Jamie Bell as the new driver, with Sam Jackson as the voice of KITT. So where do you stand?

Gawker Media polls require Javascript; if you're viewing this in an RSS reader, click through to view in your Javascript-enabled web browser.

]]>
http://io9.com/index.php?op=postcommentfeed&postId=356264&view=rss&microfeed=true
<![CDATA[No, Kids, That's Not How Teleportation Really Works]]> I know how much all of you wanted to believe that the teleportation effects in Jumper were based on real science, but it turns out tragically not to be true. Popular Mechanics has roped an actual physicist, Dr. Max Tegmark of MIT, into explaining the difference between what Hayden Christensen and Jamie Bell do in Jumper, and what would happen in the real world.

Though Tegmark gives director Doug Liman credit for trying to get the science right, he points out:

I think Liman had in mind that there was supposed to be some kind of wormhole through space-time, and that's how it was supposed to work. The ones we know of in physics don't just appear out of nowhere, and they're very unstable. If you try to fly through them, the whole thing collapses into a black hole. It's still an open problem in physics—whether all wormholes are unstable or whether by putting dark energy in them you can make them stable, and whether or not traversable wormholes are actually possible . . . [Also] as you convert yourself into pure energy, you correspond to many, many megatons of energy. If you unleash that in an uncontrolled way, it would look like a giant nuclear bomb—and you didn't see anything like that in the movie.
Damn, I wish we had seen that in the movie, though. Further proof that science can be cooler than fiction.

Jumper Movie Teleportation [Popular Mechanics]

]]>
http://io9.com/index.php?op=postcommentfeed&postId=356685&view=rss&microfeed=true
<![CDATA[Dematerialize Yourself]]> A current exhibition in London gives you the feeling of stepping into a teleportation beam. Artist and film-maker Anthony McCall fills a room with dry ice, then two projectors beam a Quicktime video of moving cones of light into the haze. Thanks to the artificial smoke, the cones appear solid and it looks as though your body is becoming transparent as you step through them. The installation, at the Serpentine Gallery in London through Feb. 3, is a follow-up to McCall's famous 1973 project Light Describing A Cone. Click through for bigger image. [This Is London]

]]>
http://io9.com/index.php?op=postcommentfeed&postId=342236&view=rss&microfeed=true