Peter Hoving on 16mm film

11 September 2019

I loved this ~45m documentary from Peter Hoving on shooting 16mm on a wind-up Bolex.

It delicately combines a technical overview of the Bolex camera (and, later, the editing process and sound sync systems)… with a look back at Hoving’s own first films from the sixties on it, the story of a life shooting moving images, a brief glimpse into social history of America.

All at a delicate, leisurely pace, with time for the images to breathe. No rushed cuts, no heavy edits; quite a lot of Milt Jackson on the soundtrack. Practically no attention paid to the conventions of the Youtube era.

Just a gentle, thoughtful film about making moving images.

I’ve greatly been enjoying A History of Music And Technology from the BBC World Service. It’s an eight-part series in conjunction with the Open University, available through the World Service’s “Documentary Podcast” (which syndicates recent documentary programmes). My friend Andy tipped me off to it, and it’s just wonderful.

Presented by Nick Mason, it casts an eye over the role of technology in 20th century music. To do so, it doesn’t just focus on the technical or artistic angles; it also takes time to look at economies of manufacturing, the nature of innovation, and the role business plays; lots of overlaps into STS in the best possible way.

It also manages go deep enough into all its topic areas to be satisfying, picking interesting interviewees – especially from the archive – and telling good stories. The Telharmonium pops up in both Electronic Music Pioneers and The Hammond Organ, for instance, and I enjoy the focus it places on ‘recording’ and ‘the studio’ as topic areas.

Episode 2, Electronic Music Pioneers, is particularly striking. It looks at early electronic music – covering the Theremin, the WDR, and so forth – but manages to retain focused by announcing early that The Synthesizer and The Hammond Organ are going to get their own 50-minute programmes – so it’s freed up to talk about the foundations for later innovation, rather than ramming it all together. (The show on the Hammond is a particularly fine one, looking at the way that instrument developed life and culture outside and contrary to what Laurens Hammond had intended for it).

Yes, there’s a bit in the episode on the electric guitar about the role of the guitar in a culture of increasingly electronic music that has a familiar, wooden clang… but by and large it’s a self-aware series that acknowledges the biases implicit through musical history.

Deep, meaty, and rewarding; I recommend listening before it goes off air. Individual episodes are here to be listened to:

  • "An 11 minute documentary exploring the merits and impact of pixel art, animation and chiptune music." Nice interviews, careful, and thoughtful.
  • "Our original inclination was to put game content under "~/Library/Application Support/Steam", along with the other support files Steam uses. The problem is that uninstalling an application is meant to be as simple as dragging it from the Applications folder into the Trash. However, uninstalling Steam this way will leave all of your game content on the drive, which could easily be quite a few gigabytes of wasted space. Our solution was to put the content in a very visible and often used location so users could easily find and delete the game data if they didn't want it anymore. That's right, we chose the Documents folder specifically because it was visible and often used — the very reasons users don't want it there." Well done, Valve, for explaining this in the short term, and providing a solution in the long term. (And: their thinking wasn't so woolly, really).
  • "The route of the [Metropolitan] line between Paddington and Bayswater (opened in 1868) necessitated the demolition of 23 and 24 Leinster Gardens, situated on a long, upmarket terrace of five story houses, and it was decided to build a 5ft-thick facade which matched the houses either side of the break."
  • Back in 2006, early on a Saturday morning, artist Julien Berthier installed a new door in the city of Paris—but it was a fake door, leading nowhere, on an otherwise empty wall in the 3rd arrondissement… Unbelievably, Berthier adds, "Almost 4 years later, the address still exists. Regularly graffitied it is even cleaned by the city service.”
  • Stanford's iPhone development course.
  • "Is writing ever NOT collaboration? Doesn’t one collaborate with oneself, in a sense? Don’t we access different aspects of ourselves, different characters and attitudes and then, when they’ve had their say, switch hats and take a more distanced and critical view — editing and structuring our other half’s outpourings? Isn’t the end product sort of the result of two sides collaborating? Surely I’m not the only one who does this?" Something else that's been on the pile (to link) for a while now.
  • "The craftsman as hero is a consistent motif in Ruskin’s artistic and social theories. To him, mechanisation and division of labour dehumanise workers, enslaving them to execute exactly the specifications of others. The only way to recapture the humanity in labour is to put the designer back in touch with the tools of the craft and to unleash the creativity of the maker." A lovely metaphorical piece from Matt Edgar, reminding me of how much I need to brush up on my knowledge of the Arts and Crafts movement, if only because of how much I appreciate their sentiments.
  • "At some point, I begin to feel that I am carrying entire Latin American forests home with me. Also, I am afflicted with a terrible need to stop and write things down, at almost every corner, slowing my passage through the city and impeding motion. I am locked in this ridiculous two-step, unable to travel more than half a block before sitting down and writing out more, papering over the last thirty feet, dripping more ink onto the street: this absurd project, this incomprehensible, incompletable urge, this terror of forgetting and compulsion to record." Beautiful writing from James, which has been sitting on the "to link" pile for far too long.
  • "Here is an extraordinary piece of film. It is a live outside broadcast of a British army simulation of an attack on a train in Britain. It went out at prime time on a BBC programme called Saturday Night Out. And it happened in 1956."
  • "Maps are having their F-64 moment, right now, which is important and wonderful but I don't think anyone really wants to live in a world with an infinite depth of field. It's an appealing idea but then something like the Hipstamatic comes along and we all get irrationally weak in the knees, all over again." As usual with Aaron, I could quote most of the article, but in this case, I'll pick my favourite piece of writing, rather than perhaps the most succint quotation; just read the whole thing. (And: I wish I could code or even write like this).
  • "If / when telly people complain that their industry was blind-sided by the internet/interactivity I think it might be fair to point out that this was made in 1990. And that it was shown – ON THE TELLY. Or would that be mean?" Douglas Adams' documentary "Hyperland", a crash course in hypertext written and shown pre-the-web.
  • "The best games communicate their systems to us in ways that feel satisfying, and the quality of this dialogue between player and game often determines the success or failure of the game." Michael Abbott's been playing Demon's Souls.
  • "Raphaël is a small JavaScript library that should simplify your work with vector graphics on the web. If you want to create your own specific chart or image crop and rotate widget, for example, you can achieve it simply and easily with this library." Looks really rather interesting, and potentially beautiful.
  • "Finally, if one can wrap a game around a complex issue like the national budget and engage that many young people, we should be able to do the same with other important policy issues, from climate change to health care. The budget was about the most boring issue one could take on compared to Lost, Heroes, World of Warcraft, or playing Moto Racer on the iPhone." Really interesting set of conclusions from a large-scale serious game.
  • "There was once a world of living robots. But one day a bad accident occured in the main power generator. The world fell into a deep sleep. Bring life back to the world!" Wonderful animation and art design, and a charming little game. It'll take you about 10-20 minutes. It's brilliant.
  • Dustin Curtis didn't like the American Airlines website, and complained on his blog; a UX architect from AA gets back to him and explains how things are; Dustin responds. I need to write something longer on this, but in a nutshell: I understand Dustin's position, but it feels naive, and I think he confuses corporate culture with business practice. I want my airline to have a corporate culture of conservatism and fustiness, just like I want my bank to be severe and serious. That doesn't meant their website has to suck, but it also doesn't mean that their sucky website is their CEO's fault.
  • "ART & COPY reveals the stories behind and the personal odysseys of some of the most influential advertising visionaries of our time and their campaigns, including Lee Clow (Apple Computer 1984, and today’s iPod); Dan Wieden (“Just Do It”); Phyllis K. Robinson (who invented the “me generation” with Clairol); Hal Riney (who helped President Reagan get re-elected); and George Lois (who saved MTV and launched Tommy Hilfiger overnight). Directed by Doug Pray (SURFWISE, HYPE!, SCRATCH), ART & COPY captures the creative energy and passion behind the iconic campaigns that have had a profound impact on American culture." Sounds good – Scratch was excellent.
  • "I hope you find this overview of the future timeline of Facebook Usernames useful to understand where this exciting feature is going in the future, how our industry will adapt and respond to this sort of innovation, and how our tech trade press will hold the powerful company's feet to the fire as this sort of capability becomes mainstream in the years to come." Meanwhile, Anil Dash drops the awesome.
  • "This is what Tim O’Reilly warned about in his definition of Web 2.0. He said that one of the new kinds of lock-in in the era of [cloud computing] will be owning a namespace." Chris Messina, being thoughtful about the Facebook Usernames issue…
  • "An almost-real-time, behind-the-scenes look at the assigning, writing, editing, and designing of a Wired feature."
  • "Brands are built…out of culture…out of meanings from culture. In the Volvo campaign, the meaning was safety and symbol for this safety was a little girl. Pretty standard. But this book is interested in new ways to source meaning. Let's look at new, emerging brand tactics." More excellent posts from Grant.
  • "The current browsers, including Firefox, just can’t cut it. JavaScript isn’t fast enough (thereby limiting the UX), browsers are single threaded and they aren’t stable enough. If Google want to challenge Microsoft (or anyone else for that matter) in the desktop space they needed a better platform… Google’s solution is I think much neater – build an open source browser that supports multithreading, fast JavaScript execution and stuff Google Gears into the back end so it works offline." Now that's a good explanation.