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About Face: investigating the multiple potentialities of Cerniello’s Danielle Kristina Fiedrich FPA 824: New Approaches to Moving-Image Studies Dr. Laura U. Marks April 21, 2015
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Through slow-morphing animated portrait photographs, Anthony Cerniello’s animation
Danielle makes visible facial transformations, young child becoming old woman. Created from a
series of photographs of an extended family, Danielle oscillates between a fictitious and real
subject. While the actual subject of Danielle is the inspiration for and exists within the work, the
trajectory of the subject in Danielle is manufactured through digital manipulation. The animation
engages representations of the transforming female face as well as the effect on subjectivity,
both for the singular subject in Danielle and the viewer. Though the way in which the face
transforms can be interpreted as the process of aging1 - generating an anxious, affective
response – this paper will attempt to consider the moving-image work primarily through the lens
of transformation and becoming.
As ‘snapshots’ the individual photographic frames elicit the singular moment as well as a
single subject. Through animation, Cerniello creates a new reality and a new subject. This paper
aims to negotiate the continuous transformation of one family member’s photographic image
into another. In what way does this visualization produce a representation of the potential to
become any number of other subjects? Danielle, whether intentionally or not, echoes the radical
change in spatial and temporal experience through digitally generated images of the body.
Continuing an investigation of surveillance, facial recognition and identification, my
overarching research explores the cultural phenomenon of biometrics and reactions to the
technology, privileging artworks as examples. It is my intention to examine artworks that explore
the ways in which the face is being coded for surveying, classifying and categorizing information
about the private person, and that discover means of resisting or questioning biometric control.
In taking up Cerniello’s Danielle, this paper will not only engage with questions of subjectivity
1 Most reviews of Cerniello’s Danielle discuss the process of aging as central to the work. See: David Haglund, “Some Day Hollywood Aging Effects Will Be This Good,” Slate, 13 Sept. 2013, Slate.com, Web, 7 April 2015. Ron Dicker, “Anthony Cerniello’s Aging Simulation Video Will Mesmerize You,” Huffington Post, 11 Sept. 2013, Huffingtonpost.com, Web, 7 April 2015. Carol Kuruvilla, “Stunning Time-lapse Video Shows Young Girl Aging into Elderly Woman,” Daily News New York, 13 Sept. 2013, Nydailynews.com, Web, 7 April 2015.
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and representations of the face within the animated work, but the effect of multiple subjects
merging/morphing to create an illusion of a singular transforming entity. In what ways might this
work be understood to undermine and complicate technologically driven modes of recognition
and identification?
Mirroring the actual genealogy that exists within the work, this paper engages the
genealogy of animation as methodology, examining the qualities of the photographs-turned-
animation and their multiple/singular subject. The ‘still’ photograph can be understood as a
single frame that exists within both cinematography and animation. At the same time the still is
the in-between, fluctuating between animate and inanimate, motion and non-motion. In this way,
locating Danielle within the genealogy of animation allows for an examination of the innovations
necessary to create both a realistic and strange representation of becoming.
GENEALOGY OF ANIMATION
In "Digital Cinema and the History of a Moving Image,” film and media theorist Lev
Manovich provides a historical analysis and genealogy for my object of study as an animation.
Following Manovich, computer media not only provides cinema new narrative potentialities
(such as the interactive narrative), but “redefine[s] the very identity of cinema.” (293) This
“’crisis’ of cinema’s identity” (294) requires a re-examining of cinema’s past, its features,
innovations and process. While the original characteristic of cinema was narrative and story-
telling, the development of photorealistic computer animation and digital compositing has led to
“computerized” 20th and 21st Century cinema. (“Digital Cinema” 294)
Emerging out of the desire for naturalism or realism, cinema’s foundation is indexical,
photographic, and lens-based. The goal of cinema was to record already-existing reality (live-
action) and erase the traces of production. (298) Understood from the perspective of the ‘art of
motion’ and the illusion of reality, cinema appealed to the obsession with movement and
animation, recording the human body in motion and looping sequences of action. (297) In this
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way, cinema “stressed the aura of reality ‘captured’ on film, thus implying that cinema was about
photographing what existed before the camera rather than creating the ‘never-was’ of special
effects.” (299) On the other hand, animation has an artificial quality, foregrounding its graphic
nature and embracing the ‘never-was.’ As a result of the digital age Manovich argues, cinema
has been affected as a whole, removing the need for a lens, losing its indexicality and becoming
less discernable from animation. Digital filmmaking generates a sense of plasticity previously
achievable only in animation, resulting in “a new kind of realism […] which looks exactly as if it
could have happened, although it really could not.” (301) If contemporary cinema requires no
film, camera or lens, where is the ‘aura of reality’ located in digital cinema?
Contemporary computer graphics provide insight into the myriad ways that animation is
being applied to moving-image works. Similarly, methods of editing, sampling, and stitching
leads to combinations of hand-drawn, computer-based, photographic and cinematic techniques,
blurring the delineation of moving-image production. Due to its ubiquity, it becomes challenging
to separate animation from other moving-image media and practices. Following this argument,
advancements in digital-image manipulation can be considered the return to the ‘pro-cinematic
practices’ of hand-animation. As Manovich states: “Although marginalized by the twentieth-
century institution of live-action, narrative cinema […], these techniques are reemerging as the
foundation of digital filmmaking.” (“Digital Cinema” 308) Therefore, while early forms of manual
animation were trumped by the live-action animation of lens-based images, Manovich exposes
the return of animation as the new groundwork of digital cinema. (302) Moving-image history
thus comes full circle.
FINDING DANIELLE
No stranger to moving-image practices, commercial and film editor Anthony Cerniello
produces commercials for clients such as San Diego Zoo, Rampage and UGG Australia, music
videos for artists Yeah Yeah Yeahs, Bright Eyes and Kings of Leon, as well as editing for short
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films with director Patrick Daughters (In Life We Soar; Unloved). My object of study, Danielle
(2013), is a five-minute single channel digitally enhanced animation video by Cerniello, in
collaboration with animators and artists Keith Sirchio, Nathan Meier, Edmund Earle and George
Cuddy.
While Danielle has been widely circulated across the internet, I viewed the animation in
Biometric, an exhibition at the New Media Gallery (New Westminster, BC) that explored the
meeting point between portraiture and biometric-centered science and technologies.
(“Biometrics: New Media Portraits”) Presented on a 65-inch wall-mounted Christie monitor,
Danielle immediately drew my attention as the face(s) fluidly transformed in front of a stark white
seamless background. In a recent email correspondence, New Media Gallery curator Sarah
Joyce noted the decision to show Danielle on a monitor was based on conversations with the
artist and how the exhibition was taking shape. Biometric centered on the tension between the
portrait as a genre and its sterile, technological augmentation. The monitor also provided what
Joyce referred to as “its own intimate space and little zone of focus,” within the clinical white-lit
gallery. Benches were positioned for visitors to contemplate the work, though as Joyce
observed (and I experienced) viewers tended to gravitate to the screen, standing close in an
attempt to perhaps better grasp what is at once an attractive and uneasy work.
The animation begins with almost imperceptible transformations, producing an uncanny
sensation. I stood close and watched Danielle. The first few viewings my eyes were fixed on the
screen, in an effort to witness the moment of change from child to young girl to young woman to
matriarch. The illusion of liveness – as opposed to a static photographic representation – is
carried by the subtle movements of the facial features: the mouth quivers as though to speak;
the eyes blink, gazing back; cheeks flutter, eyebrows perk, chins tremble and throats swallow. I
left with the desire to know how this subject – the animated Danielle – could possibly exist.
In the fall of 2012 Cerniello, with photographer Keith Sirchio, attended Danielle’s family
reunion. Using a Hasselblad medium format camera, Sirchio photographed members of
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Danielle’s family, from her youngest cousins to her oldest relatives. (Jobson np) The
photographs were scanned and edited to include only those family members with the most
similar facial structure and features, then animated by Nathan Meier and Edmund Earle using
After Effects and 3D Studio Max. In order to bring the still
photographs back to life and generate the illusion of a
singular subject captured in a time lapse video, artist
George Cuddy used 3D visual effects software Nuke to
include details such as blinking to the animation. (Jobson)
Cerniello described Danielle as the product of a desire to
“make a person,” to fabricate a narrative embedded in a
life’s trajectory from young to old. (Cerniello, qtd in Jobson
np.) In this way, Danielle can be understood as a construct,
a person that both does and does not exist within the
animation. This concept will be further explored through an
investigation of subject and facial recognition later in this
paper.
When viewed as a series of screenshots
transformations are more apparent, the subject appearing
to grow, taking up more space on the screen (fig.1).
Similarly, the screenshots also reveal the original ‘snapshot’
structure of the work and expose greater differences
between subjects later overcoded by the animation. The
transformation produced by the morphing face(s) echoes
long-term portrait projects such as Noah Kalina’s Everyday Fig. 1. Screenshots from Cerniello’s Danielle, 0:10-1:50. Cerniello, Anthony. Danielle 2013. Anthonycerniello.com. Anthony Cerniello, 8 Sept. 2013. Web. 20 Feb. 2015.
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(2000-2012)2 that configured twelve years of self-portraits into an 8-minute video composite, or
Diego Goldberg’s The Arrow of Time (1976-2014)3 that documents annually each member of his
family in an ongoing ritual. These works specifically engage with aging by documenting and
recording imperceptible changes that accumulate over the years, requiring the passage of real
time. Danielle, by comparison, artificially produces the passage of time, merging multiple
singular subjects (the various family members) into an animation that tricks the viewer into
believing they are witnessing a time-lapse video.
In cinematic terms, the reproduction of movement functions as a selection of equidistant
instants to create an impression of continuity. Taking up Henri Bergson’s second thesis of
movement – the any-instant-whatever – Deleuze frames the lineage of cinema within the
snapshot transformed by the sequential organization of a whole. (“Theses on Movement” 4) He
references Muybridge’s galloping horse (5) that allows the viewer to witness singular points of
movement, not dissimilar to the original ‘snapshots’ of Danielle and the screenshots illustrated in
figure 1. Deleuze notes that the any-instant-whatever could generate a new awareness of
cinema as ‘the organ for perfecting the new reality.’ (8) The creation of a new reality includes
the creation of a new subject - Danielle - who exists only within the animation. In this way,
Danielle can be interpreted as side-stepping the dialogue of aging, engaging instead a
discourse of transformation and becoming, a decidedly less anxious and more unexpected
viewing experience. This subsiding of anxiety can perhaps be attributed to the spectacle of
technology – the use of compositing software to create the illusion of a singular subject – or by
contrast the recognition of the various subjects that can be identified to have been merged
together through visual similarities. Let us first examine the use and attraction of software in
Danielle.
2 Noah Kalina, “Everyday.” Blog.noahkalina.com. Noah Kalina, nd. Web. 3 Mar. 2015. 3 Diego Goldberg, “The Arrow of Time.” Zonezero.com. Zone Zero, 17 Jun. 2014. Web. 3 Mar. 2015.
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SOFTWARE AS ATTRACTION
The compositing tool Nuke, by software developers The Foundry, combines powerful
node-based VFX, editorial and finishing in a program designed to empower creative individuals
and collaborative teams alike. (“Nuke”) While Nuke has roots in high-end feature films, it is
being used in short-form, episodic television, design, marketing and advertising. (“The new
Nuke Range”) Nuke is an open-source, highly customizable range of software that provides
high levels of workflow through speed, flexibility, scalability, and collaboration. The software
allows for access to camera tracking, geometry-building, particle system and lighting, promoting
collaborative VFX production. (“The new Nuke Range”) In its production, Danielle combines
scanning, modeling and rendering, compositing and VFX software. Following the advancements
of digital media and open-source software, the creation, distribution and modifying of software in
the 21st Century engenders social activity. Though credited with creating Danielle, Cerniello
collaborated with several other artists with the skills needed to bring the work to fruition. As
such, Danielle exemplifies what Manovich describes as the social activity of software,
(“Software” 79) forming a universal language and new dimension of culture. Taking up Marshall
McLuhan’s thesis, “the medium is the message,” Manovich describes our current “culture of
software” as the main new media of contemporary society, replacing various technologies
previously required to communicate, create, house and access cultural artifacts. (79) In this
way, software – when added to culture – has the ability to change, adjust and shape cultural
identity and can be considered the perfect example of McLuhan’s “message” of the medium. In
the case of photography, the once-fixed image can be scanned, manipulated, and potentially
animated. Considering Danielle was created using still photographs animated using multiple
software platforms, Manovich’s contemporized McLuhanesque thesis provides an argument
relevant to the analysis of software as a new approach to cultural artifacts. Similarly, the special
effects made possible by Nuke speaks to the attraction of cutting-edge software, making way for
even more spectacular visual experiences.
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In his seminal 1989 essay “An Aesthetics of Astonishment: Early Cinema and the
(In)Credulous Spectator,” cinema and media scholar Tom Gunning describes the alarming first
experience of moving images, one which claims to have terrified audiences by its uncanny
realism. According to Gunning, this legendary response demonstrates the illusory power of
cinema, setting in motion the theory of spectatorship that would come to dominate film studies.
(57) Approaching the spectator from a historical perspective, Gunning investigates the attraction
of new inventions and the role of illusion in cinematic experience, the impact of projected
movement and visual transformation from the trompe l’oeil genre to the uncanny qualities of
recording the real. According to Gunning, early films express the essential element of
attractions, through the excitement of technological curiosities, the exaggeration of experience
and the highlighting of display. (57) Though the illusion of cinema was and is successful, it is
nonetheless understood as illusion. In this way the spectator, not duped into believing that what
they are seeing is ‘real,’ is nevertheless attracted to the spectacle of the experience. Though
analyzed as an animation, Danielle takes up Gunning’s cinema of attractions in its use of new
technologies and software to create the effect of a singular aging subject.
This “attraction” recalls Kracauer’s Mass Ornament in which he describes the alienation
of modern experience, the technologizing of everyday life, and the radical changes in the
experience of space and time. In examining the ornamentation of modernity Kracauer refers to
the spectacle created by popular and internationally renowned female dance ensemble the Tiller
Girls as a “distraction factory,” (75) that works to appease the masses, diverting attention away
from meaning-making and the drive for individualization. (76) The mass movements of the Tiller
Girls’ bodies generates the illusion of a singular organism, working in perfect unison. Danielle
implements an ornamentation of transforming face(s), creating the impression of such a singular
‘organism’. Live action has given way to special effects to generate a more efficient, well-oiled
machine that can out-perform the real. Taking up Manovich, Gunning and Kracauer provides a
historical foundation for the attraction/spectacle of software and contemporary animation, as
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well as the dual attraction to and repulsion of technologically generated subjectivity. In this way,
Danielle puts forward a contemporary spectacle of the digitally mediated subject.
SEEING FACES
As shown, the contemporary spectator continues to be swayed by distracting spectacles:
though aware of the illusions made more possible and more distracting by technology, Danielle
engages the viewer in the spectacle of seamless, sur-real transformation. In observing Danielle
closely, it becomes apparent that the question is not what we see but rather who. Is it the willing
suspension of disbelief that creates the experience of a single subject, or is there another
device to decipher? To better understand how we see faces, I turn first to the psychology of
face-perception and the neurological (in/dis)ability to cognize the face, its features and
proportions.
One of the most rapidly growing areas of research within cognitive science, human face
processing has been a topic of increasing interest to behavioural, neuropsychological and
neuroimaging studies in the last 50 years. To this end, psychologist Dr. Davide Rivolta
demonstrates via a series of standard neurological experiments the ability and depth of
processing involved in face cognition. The process of recognizing objects and faces is mediated
by visual stimuli known as “featural mechanisms,” which visually cognizes and combines
various features (ie: eyes, nose, and mouth). (20) Humans have evolved, gaining the ability to
perceive a face through “holistic processing” (20) that can identify the whole face among other
objects and images within a space of 100 milliseconds. (33) The Bruce and Young model of
face recognition stipulates that facial recognition occurs in multiple stages, from the initial stage
of holistic and featural processing, to the response to specific familiar faces, followed by
semantic information and name retrieval. (27) But how well can we recognize the difference
between faces that are both holistically and featurally similar? Does Danielle really do the trick?
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In their essay “Visual Adaptation and Face Perception,” Drs. Michael Webster and
Donald MacLeod note that the way in which we see a face is affected by the characteristics of
the previous face viewed. (1702) Judgements of identity, expression and similarity are encoded
in the visual system and is based on what the authors refer to as the ‘diet of faces.’ (1702) The
“Jane task,” for example, tests the holistic process by artificially modifying the shape or spacing
of facial features, challenging participants to determine whether two consecutive faces are the
same. (Rivolta 23) While this and other tests might prove that facial recognition falters when
features change, or when viewed with other (dis)similar faces, it places an overbearing focus on
judgements of similarity rather than the actual cognition of a face (and therefore the subject).
Similarly, the determinism of facial cognition locates an ‘average’ or ‘normal’ face against which
all others are considered to deviate. The act of averaging faces refutes differences, changes
and transformations that occur in the space of a life. As Danielle includes several different
faces/subjects morphing consecutively to form an imaginary subject, one could argue that
attempting to locate ‘normal’ diminishes the strangeness and appeal of the animation and
avoids engaging in a critique of how we see faces. In this way, the neuropsychology of facial
recognition – while an interesting avenue to explore – leaves out subjectivity and its discourse of
transformation and becoming.
As a portrait (of a person ‘made’ by Cerniello), Danielle engages questions of subjectivity
and representation, taking the viewer to the edge of recognition, identification and the digitally
manufactured subject. From this position, who am I as a subject and who is Danielle? As the
curators of Biometric state: “The portrait has long been a representation, a reflection, a human
map; a testament to an individual’s existence, a mark in time.” (“Biometrics: New Media
Portraits”) Danielle complicates the representation of an individual existence, highlighting the
way in which we adapt, transform and become throughout a life. Biometric, as both thematic
component and title of the exhibition in which Danielle was curated, engages a field that “seems
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at times to run closely parallel to portraiture, for it is an attempt to describe, quantify and record
the precise measure of a human being.” (“Biometrics: New Media Portraits.”) The drive to ‘know
faces’ through biometric qualifications questions whether technology can better identify faces
than humans and addresses ways of seeing shaped by social, cultural and historical forces. As
a result of the rising culture of surveillance, various sites of our bodies have become
commoditized, denying multiplicity of meaning and dynamism. In this way, facial biometrics and
recognition technology treat the face as a static representation of identity.
Identifying biometrics within the discourse of ‘failure,’ Shoshanna Magnet traces the
various uses and misuses of biometric data collected off the face, stating “real-world
deployment of biometric technologies depends upon practices of inscription, reading, and
interpretation that are assumed to be transparent and self-evident and yet remain complex,
ambiguous, and, as a result, inherently problematic.” (Magnet 3) The biometric imperative is to
engender the body as a ‘thing’ (4) that exists outside of culture, flexibility and fluidity. Stemming
from a long history of documenting and analysing the face as a visible representation of
character and personality, contemporary facial recognition software continues to draw from
scientific methods of information-gathering to support its claim that the face, isolated in a
photographic representation, can give away the truth.
But if the face is an unfixed self-representation, fluid in its motions and characteristics,
what is this fundamental truth? Danielle as an artwork brings this question to the forefront,
generating a fluid body that points to the variability of a perceived ‘singular’ identity and in doing
so questions the potential for positive (ie: correct) biometric identification. With so many faces,
then, which one is the ‘real’ Danielle? Is there a Danielle?
DELEUZIAN FACES
To work through the multiple facial layers within the work, this paper will take up the
many potentialities within Deleuzian analyses of the face: the deterritorialization of the
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importance of a face; the qualities of Peircean firstness and secondness; the whole subject who
is elsewhere, forming a ceaseless becoming; and the immanence of a life that exists as multiple
virtual subjectivities. The face is explored in multiple ways throughout the works of philosophers
Gilles Deleuze and Felix Guattari. In “Year Zero: Faciality,” they examine the face as the
convergence of sign and subjectivity, resulting in a facial zone that becomes redundant and
loses meaning. As an overcoded external consideration to the body, the human face becomes
excluded or an addition to our concept of the body resulting in what Deleuze and Guattari refer
to as ‘facialization:’
“The face is produced only when the head ceases to be a part of the body, when it ceases to be coded by the body, when it ceases to have a multidimentional polyvocal corporeal code – when the body, head included, has been decoded and has to be overcoded by something we shall call the Face. (170)
To decipher these codes is to recognize the way in which representations of ‘faces’
appear in various locations/surfaces, in this case through digital manipulation. Similar to the way
in which biometrics ‘maps’ the face for identification, what Deleuze and Guattari suggest is that
the face is always put forward as a surface of nodes to be coded and categorized. The close-up
image of the face(s) in Danielle separate the head from the body as it transforms externally from
the original subject photographed, becoming another surface, another subject, another face.
According to film and cultural theorist Amy Herzog, the reference to faciality “questions the
notion of a coherent subject, […] let alone the implication that one’s face might transparently
signify some truth about interior psychic states,” and “invoke[s] a long history of fascination with
the physiognomy of the close-up in film theory.” (Herzog 63- 64) In this way, Danielle is an
incoherent subject whose truth is to confound the viewer’s experience of subjectivity, and the
condition for a consistent, singular identity.
As a digital animation of still photographs, the face(s) in Danielle interpreted through the
lens of faciality become reorganized to suggest a single subject, overcoding the multiple
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singularities of each frame. At the same time, or alternatively, the faciality of Danielle can be
found in the superficiality of the special effects that overcode the original snapshots. As Deleuze
and Guattari note, faces are not individual but rather “they define zones of frequency or
probability.” (“Year Zero” 168) In taking up the similar faces of a family genealogy, Cerniello de-
individualizes the subjects embedded in the work replacing them with frequencies of features
and a zone of familiarity/familiality. As faces transform from one to the next, the Danielle that
exists somewhere within the animation becomes overcoded, deterritorialized by Danielle as a
single constructed entity.
CLOSE-UP
Watching the animation, it is challenging – if not impossible – to tell where one subject
ends and another begins. The subtlety of the transformations and the micro-movements of the
eyes, mouth, cheeks and chin create the impression of a living entity, becoming an old woman.
In the 6th chapter of Cinema 1: The Movement-Image Deleuze takes up the close-up face in
cinema, describing the oscillation between the reflective and intensive face. In comparing
qualities, Deleuze draws on the dual possibility of the face represented either as a unified
surface or an expression on the face’s surface (as a collection of independent micro-
movements). (“The Affection Image” 88) The surface of the face, as in Deleuze’s concept of the
close-up face, expresses the passage of Bergsonian affection (87) and might be said to mimic
cinema and animation. With the close-up face, typical capacities to express, socialize, identify,
and communicate dissolve. The face becomes immobilized yet animated with potentialities, and
can point to new connections or assemblages that might bring to life previously unknown
representations of the face and subject. (Herzog 66)
In the case of Danielle, the changing face of the single, manufactured subject can be
understood as an intensive face, transforming over time, with micro facial expressions and
movements. This becomes the representation of a previously unknown subject, brought to life
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through animation and special effects. The constructed subject that does not exist outside the
‘cinematic’ space. Alternatively, if the work is considered to comprise multiple subjectivities, the
intensive face(s) could be understood as contained within the outline of the reflective face, a
placeholder in which the face of Danielle might (at one unknown moment) appear like a
phantom4.
In describing the face as affection-image, Deleuze takes up C.S. Peirce’s classification
of images and signs into ‘firstness,’ ‘secondness’ (“The Affection Image” 98). The affection-
image is categorized as ‘firstness’ as it relates to possibility prior to actualization, sensation and
feeling: “it gives a proper consistency to the possible, it expresses the possible without
actualising it” (98) Secondness on the other hand is the ‘real’ of actualization, a closing down of
possibility into one outcome. Danielle can be considered as ‘firstness,’ if we take into
consideration the variability and changing surface of the face, as well as the space each subject
takes up. According to Peirce, firstness “is that rare faculty […] of seeing what stares one in the
face […] unreplaced by any interpretation.” (Peirce 147) The impossibility of deciphering where
one subject ends and another begins lends the singular manufactured subject of Danielle the
impression of always-becoming that seems to therefore locate itself within firstness.
Secondness on the other hand “is a resolute discrimination which fastens itself […] upon the
particular feature that we are studying […] and detects it beneath all its disguises.” (147) The
struggle to locate the ‘real’ within Danielle, to uncover the trick of special effects and the
disguise created by the one single subject, is therefore secondness, supplied by the viewer. In
this way, the qualities of firstness and secondness echo the multiple possibilities prior to the
feeling, sensation and affection of the self.
4 Deleuze describes the close-up face as ‘phantasmal’ in that it has abandoned the three roles of recognisability: individuating, socialising and communicating. (“The Affection Image” 99)
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ONE OR THE OTHER PERSON
The oscillation between self and other, Danielle and viewer, generates an experience of
the face as a potential encounter with something unrecognizable. In their essay “Losing Face,”
English and literary scholar Dr. Gregory Flaxman, with film and literary theorist Dr. Elena Oxman,
explore the various recurrent concepts of the face put forward by Deleuze and Guattari. The
potential of the indistinguishable face leads to its disappearance, “[becoming] the non-place of an
encounter between the subject and an asubjective becoming, between faciality and its
effacement, between thinking and an unthought.” (Flaxman and Oxman 40) The most salient
aspect of Flaxman and Oxman’s essay is the discussion of the “Other Person” which designates
only one place among multiple positions that can generate a plurality of subjects. (41) From this
position Deleuze and Guattari question to whom an Other Person is actually other. According to
Flaxman and Oxman, “this field of indeterminacy already suggests the contours of another
problem […]: what if instead of asking which comes first, self or other person, we inquire into the
nature of the positions that define self and Other Person, or even subject and object?” (41)
Determining in this way that the Other Person has the potential to occupy a plurality of positions,
Deleuze and Guattari note that “the Other Person appears […] as something that is very different:
a possible world, the possibility of a frightening world. This possible world is not real, or not yet,
but it exists nonetheless” (qtd. In Flaxman and Oxman 42) As it relates to animation, the
expression of the Other Person implicates the possible world of experience, not yet real but
existing nevertheless within the reality created by the moving-image illusion. Danielle as having
multiple subjects could be explored through this theoretical position, challenging the singularity of
the other in relation to the viewer, observing manufactured ‘single’ subject Danielle. The ‘no one’
which appears in Danielle points to a ‘frightening’ world in which transformations take place at a
rapid pace, never allowing one possibility take priority over any other. At the same time, the
multiple potentialities presented in the face(s) of Danielle signal endless possibilities – the many
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positions from which we might experience life, self, becoming, other. Each/all can perhaps be
understood as virtual subjects engaged in the process of actualization within the animation.
The potentialities, subjectivities and transformations within Danielle all contribute to the
illusion of liveness and movement that ‘make’ the animation. Borrowing from Bergson’s third
thesis of movement, Danielle engages the capacity to express change of duration or the whole.
(“Theses on Movement” 8) Duration and movement, by definition, are in a perpetual state of
change and points to a ‘whole,’ elsewhere, which is open and changing. The ‘whole’ according
to Deleuze is defined by its relations that are external to it and is in a state of ceaseless
becoming: “through movement the whole is divided up into objects, and objects are re-united in
the whole, and indeed between the two ‘the whole’ changes.” (11) Danielle forms a ceaseless
becoming, a constant transformation of one family member’s photographic image into another,
each relating to all the rest whether sequentially or otherwise. The ‘whole’ that is elsewhere is a
fictitious subject that has the potential to become any number of other subjects, and might even
point to life itself, which traverses the individual faces while exceeding them. (Marks) The
complexity of Danielle stems from the inability to decide between the hegemony of the singular
fabricated Danielle, or the between-moments that create the perception of a singular person,
while also containing multiple potential singularities. (“Pure Immanence” 30-31)
CONCLUSION
The many faces of Danielle remain full of possibilities – for analysis, exploration,
interpretation and identification. Initially captivated by the visualization of aging that
overshadows Danielle, throughout this paper it has been my goal to allow room for the subjects
to come into view, adapt and transform, mimicking the process of becoming that I have argued
is inherent in the animated work. Danielle calls upon the viewer to come face-to-face with the
illusion of a rapidly changing subjectivity, an experience not unlike the surging flow of time and
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the transformation of life itself. A genealogical representation, Danielle has the potential to
become any number of subjects, and from this position replaces the anxious discourse of aging
with possibilities for personal growth, or metamorphosis. Who I am not now I may become later.
The extraordinary illusion of transformation speaks to the evolution of digitally generated
images, the replacement of the real with new capacities of animation software. Taken in by the
attractiveness of the morphing face(s) the viewer is absorbed by the illusion while
simultaneously acknowledging its deception. Aided by the slight movements and shifts in the
faces themselves, the uncanny quality of liveness created by the animation eclipses its fiction.
This new subject can only exist within the space of the digitally manufactured ‘portrait’,
questioning representations of the face, the veracity of identification and the visual deception of
animation. As a result, the viewer can no longer trust the presentation and perception of a real
subject. In the discourse of facial identification and biometric technologies, Danielle challenges
the capacity to truly know any face.
The theoretical approaches taken up in this paper, though by no means exhausted, have
provided various modes of understanding the many transformations and subjectivities of
Danielle, as well as the way in which we recognize faces. From the multiple individuals
photographed to the single life of Danielle, the close-up face(s) slip in and out of potentialities.
One moment a surface waiting to carry an expression, the next a whole subject with the
possibility to change into any other. Who might Danielle become next?
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BIBLIOGRAPHY
“Biometrics: New Media Portraits.” Biometric. New Westminster: New Media Gallery, 2015. Web. 7 April 2015. Deleuze, Gilles. “The Affection-Image: Face and Close-up.” Cinema 1: The Movement-Image. Trans. Hugh Tomlinson, Barbara Habberjam. Minneapolis: University of Minnesota Press, 1986. 87-101. Print. Deleuze, Gilles. “Theses on Movement: First Commentary on Bergson.” Cinema 1: the Movement-Image. Trans. Hugh Tomlinson, Barbara Habberjam. Minneapolis: Minnesota University Press, 1986. 1-11. Deleuze, Gilles, and Anne Boyman. "Immanence: A Life." Pure Immanence: Essays on a Life. New York: Zone, 2001. 25-31. Print. Deleuze, Gilles and Felix Guattari. “Year Zero: Faciality.” A Thousand Plateaus: Capitalism and Schizophrenia. Minneapolis: University of Minnesota Press, 1987. 167-191. Print. Flaxman, Gregory, Elena Oxman. "Losing Face." Deleuze and the Schizoanalysis of Cinema. Ed. Ian Buchanan and Patricia MacCormack. London: Continuum International, 2008. 39-51. Print. Gunning, Tom. "An Aesthetics of Astonishment: Early Cinema and the (In)Credulous Spectator." Film Theory: Critical Concepts in Media and Cultural Studies, Volume 3. Ed. Philip Simpson, Andrew Utterson, and Karen J. Shepherdson. London: Routledge, 2004. 78-97. Print. Herzog, Amy. "Suspended Gestures: Schizoanalysis, Affect and the Face in Cinema." Deleuze and the Schizoanalysis of Cinema. Eds. Ian Buchanan and Patricia MacCormack. London: Continuum International, 2008. 63-74. Print. Jobson, Christopher. “Timelapse of the Imperceptible Effects of Aging Created from Family Portraits by Anthony Cerniello.” Colossal. (September 2013): n. pag. Web. 7 April 2015. Joyce, Sarah. “Re: Anthony Cerniello’s ‘Danielle’.” Message to Kristina Fiedrich. 19 Apr. 2015. E-mail. Kracauer, Siegfried, and Thomas Y. Levin. "The Mass Ornament." The Mass Ornament: Weimar Essays. Cambridge, Mass.: Harvard UP, 1995. 75-88. Print. Magnet, Soshana A. When Biometrics Fail: Gender, Race, and the Technology of Identity. Durham, NC: Duke University Press, 2011. Print. Manovich, Lev. "Digital Cinema and the History of a Moving Image." The Language of New Media. Cambridge and London: The MIT Press, 2001. 293-307. ---. “Software is the Message.” Journal of Visual Culture 13.1 (2014: 79-81. Sage. Web. 20 Feb. 2015.
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Marks, Laura U. Assignment Notes. FPA 824: New Approaches to Moving-Images Studies, Annotated Bibliography, Simon Fraser University. Vancouver. 9 Mar. 2015. “Nuke.” The Foundry. The Foundry, nd. Web. 12 April 2015. Peirce, C.S. “On Phenomenology (Lecture II).” Selected Philosophical Writings, Volume 2 (1893-1913). Ed. The Peirce Edition Project. Bloomington and Indianapolis: Indiana University Press, 1998. 145-159. Rivolta, Davide. "Cognitive and Neural Aspects of Face Processing." Prosopagnosia: When All Faces Look the Same. Berlin: Springer, 2014. 19-40. Print. "The new Nuke Range: NUKE 9." Vimeo. Vimeo, 20 October 2014. Web. 12 April 2015.
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