Showing posts with label Harris Metcalf. Show all posts
Showing posts with label Harris Metcalf. Show all posts

Monday, 5 December 2011

Voiceover

An entry in the Glossary project

Ever-cautious about confusing issues of authorship and ownership, Nanneman did not provide a facility for voiceovers within his movie-making kit, claiming that "audiences are wont to recognise the perpetrator of a movie voiceover as the owner of the images and their subsidiary ideas and emotions regardless of the fact that the voice belongs to a fictional character with limited proprietary rights." However, it did not take long for his city council colleagues to find a 'cheat': a specific combination of one of the shyest character types placed into a busy set (where they would inevitably recede behind other visual matter) and pumped full of third-person dialogue. It appeared, when this cheat was being used, that a voiceover was being read by some unseen, all-seeing character when in fact this effect was achieved by specifically generating a self-effacing character with a high intuition level-setting. A cruder version of this cheat, known as a "feelings voiceover", involved partially-hidden characters screaming, grunting or verbalising emotions in sympathy with the surrounding images: Nanneman was not impressed, pointing out that there were plenty of pure feelings to choose from within the Catalogue without having to resort to ambiguous vocal effects.

Unusually, Nanneman was in agreement with Francis Dove concerning the rejection of voiceover, albeit for different reasons. In his (apparently ad lib) narration of an educational video on the history of film, an increasingly distressed-sounding Dove offers the theory that voiceover is first experienced as the third-person narration of one’s own development i.e. as a baby listening to one's parents; that this early exposure to voiceover is an over-clinical yet disorienting affair following the abstract aural experience of womb life; and that indeed, should we choose to go back that far, it all goes downhill after one's respective gametes are rocked by the soundwaves of pleasure or relief that accompany the procreative act. Three-fifths of the way through the same educational video, just after describing Harley Byrne’s notorious documentary Girls of Unfortunate Climes*, Dove declares the voiceover "dead", himself remaining silent for the rest of the programme apart from the occasional faint chewing sound.

Aside from his pathological distrust of certainty - which he identified as a recurrent yet undesirable characteristic of the movie voiceover - Dove had several recent examples of the voiceover-in-breakdown to inspire this moratorium. In Harris Metcalf's Clockwork Film it quickly becomes clear from the way they move that the supporting characters, as the result of a technical fault, can hear the hero's voiceover, though not make out the words he's saying - only cadence and timbre. Their actions become an involuntary dance to an obscure song whose near synchronization with the unfolding events (which the voiceover of course describes) occurs to them as a déjà vu. Metcalf attempted to improve on his "mechanically-generated" filmmaking technique with Clockwork II, but this time the hero - who is retrospectively narrating the images in which he appears - runs out of things to say mid-way through. The on-screen action slows to a halt and, to fill the time, our screen-hero himself starts to dance, accompanied intermittently by the rather amateurish beat-boxing attempts of his narrator alter-ego. After a while, the screen-hero runs out of moves and sits down for the rest of the movie, while the other characters develop a subplot.

Witness also Nola Luna IV's Takashi From End To End, the unauthorised feature-length biopic of her eponymous ex-boyfriend, in which Luna herself provides the "narration": the off-screen parroting of Takashi's every spoken line with sounds like "muh" and "mur" pronounced in what is undoubtedly neither her own natural voice nor a strictly accurate impersonation of Takashi himself.

*(in which Byrne's authoritative narration, rewriting events in his own voice, was committed to tape in apparent denial of the trauma of having been imprisoned and tortured by the feral teens he was documenting; a digital stutter on surviving copies seems, however, to express through technical fault that which Byrne was unwilling or unable to acknowledge in the text.)

Monday, 26 September 2011

Plug-in

An entry in the Glossary project

The concept of the plug-in in relation to the work of Nanneman and his contemporaries can be a confusing one, as various filmmakers of that era used the term to refer to different, albeit interrelated, concepts.

Nanneman used the term in asides to refer to third-party components that were incompatible with those provided within his Catalogue, i.e. any that weren’t included in it. Whether his use of the term indicated that he hoped that, some day, developments might allow for third-party components to be plugged-in to his own, or whether it intentionally evoked the negative connotations associated with electrical current since the (then still recent) scares in order to discourage such piggybacking, is not known. The implication in his contemporaries’ references to "Nanneman’s cross-eyed sockets" suggests they believed the former: that the idealist Nanneman wanted his components to be compatible with those built by others, but that however open his source, no-one else could make head or tail of it. (see also Operating System)

Harris Metcalf was, like Nanneman, interested in using the latest technological innovations to maintain a standard quality across his work. For him, a plug-in was a neural augmentation device that could be literally "plugged-in" to an actor’s nervous system to influence his or her technique. Safety issues aside, the main drawback to the Metcalfian plug-in was that the technology was not yet sufficiently advanced that it could actually improve the actor’s performance, but only degrade it to a given setting or crudely accentuate pre-existing attributes. Metcalf told a court:

"It is only by using my reductive plug-in method that you can ensure unity across the performance of your entire cast. In a sense, it is a lowest common denominator approach, as it ensures that no-one performs any better than your worst actor. In certain circumstances you may prefer to use plug-ins to highlight the performance of a key cast member, so that the entire cast is levelled out with a basic performance-quality plug-in, but the hero also runs a charisma augmentation plug-in parallel to this. Or, if a certain subsection of your cast are representing characters with non-British accents, they might use a common application to ensure their accents are no worse or better than each other, whist running the same core acting-method plug-in as those playing the British. It is a question of performance resolution: it is no good one actor being clear and another all grainy."

The notoriously fickle Nola Luna IV, whose technique during her brief digital period was to video each actor separately and then digitally composite the performances in post-production, used the term to refer to the removal and replacement of entire screen elements long after a film had been finished and had its first release: "By the time it comes to re-release a movie, the main actor may have lost his or her public appeal, through an unfortunate child abuse case or the disfigurement that comes with a bio-chemical assault, for example. When your actors weren’t actually interacting with each other or any of the digital props, sets or noises, how easy now to simply unplug the unwelcome actor from the original edit and clip on today’s hot thing. The same can be done with props and locations, for example a stick of carrot or memory can replace a cigarette, or a lovely garden replace an urban site that has since tactlessly associated itself with some terrorist atrocity or architectural hiccup."

Monday, 19 September 2011

Eyeline

An entry in the Glossary project

Questioned as to why it was so difficult to create the correct eyelines when lining up Catalogue-generated characters in dialogue scenes - from shot to shot and even within the same frame - Nanneman responded that of the 65, 536 character templates that his system had generated, it so happened that the majority of them turned out to be of a type that finds it difficult to maintain eye contact. Careful study of the sample scenes has indeed shown that in a large proportion of apparently mismatched eyelines, the characters portrayed are in fact very accurately looking at fluff on the other’s shoulder, the toes of their own boots, or a door handle in the background. Eyeline discrepancies between characters and objects were far rarer and can mainly be attributed to shortsighted or confused characters.

cf. The films of Harris Metcalf, who liberated the representation of eyes from the realm of physical realism, used eyeline angle as an expressionist device and whose characters’ unseeing eyes only ever met by accident.