"[for] 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 
multidimensional,
polyvocal corporeal code * when the body, head included, has been decoded and 
has to be overcoded by something we shall call Face." Deleuze and Guattari

Capgras delusion is understood as a breakdown in facial recognition. You see 
but do not recognize other people. You see a person and insist that they look 
like or even look identical to someone, but that they are in fact an imposter, 
a replacement, or a robot. The breakdown occurs most commonly with recognition 
of those closest and most intimate. You see a parent, spouse, child, sibling, 
lover, etc., but insist they are replaced by a robot or other synthetic being. 
Capgras can extend to the self as well: you look in the mirror or at a 
photograph of yourself and see someone who is identical to you but is not you. 
You see a robot imposter. In a variant known as Fregoli delusion, you insist 
that all other people are replaced by a single imposter. The multitudes you 
see, from intimates to strangers on the street, are in fact one person who 
moves around and changes appearance.

These delusions are thought to result from brain lesions. You see but do not 
recognize. You do not recognize the "person in the face," according to Oliver 
Sacks, who compares the failed face recognition to computer optical scanning. 
There is capture of details, there is locating surfaces, there is even 
identification of pieces of the face (an eye, the nose, mouth, skin), but the 
pieces remain pieces. No more persons, nothing but defacements and 
dismembering. Perhaps Sacks' analogy to the computer is exactly right. Is this 
not how you see in the digital? You see the object on screen but you recognize 
it as pixilated and processed. The digital is exact, everything addressable, 
everything antialiased. The image is cool and clean, yet precisely its 
perfection references otherness. If you read the digital, it is because you 
read into the digital, into and towards otherness.

Alan Sondheim’s work is a faceoff between the digital and the analog, a 
continuous wearing through to the practico-inert of the real. Sondheim deals 
with uncanny encounters between the perfection of digital and the messiness of 
the real. "Hi, are your breasts your ears?" These words begin Sondheim’s video 
havingfunhead.mov. The head is odd, disturbingly so. It is apparently made of 
digital images. The ears are indeed breasts, from an image of a naked woman, as 
are the eyes, and the limbs of the image, which twine around the chin and the 
back of the head. Other surfaces of the face are some sort of unreadable map, 
the details too blurred to be discernible. Throughout the video, a voice 
questions the head, and the head responds, turning, nodding, tilting, but never 
speaking. 

But in what way are they "your breasts" and "your ears"? At least this is what 
the voice asks, and the head's responses are far from clear. Is the voice 
speaking to the head or is it speaking to you? Does the head actually respond? 
Or do you respond, watching the movie, answering the voice by recognizing the 
breasts and the ears, recognizing the face of this odd mute head? What is clear 
is that response, whatever response occurs, is part of self-possession, part of 
being in this environment. Response places the head and the body parts, places 
the breast and the ears, places the voice and you, places all loci of address, 
as direction and intention of an image * of this video * and as the subject of 
a narrative of desire and possession played out on video. In short, as a 
problem of reading the spectacle.

The head seems to nod but the nodding is a kind of twisting. It may not even 
form a nod of affirmation. What is a nod? Which is to say: what transactions 
occurs when you agree to my request? The voice asks: "do you want me to touch 
you?" and then: "I don’t know what you’re saying, do you mean yes?" The head is 
addressed, placed by the voice. The voice speaks to the head, naming your 
breasts and your ears. In fact, a mouse pointer follows the head's movements. 
If at first it seemed that the head moved and responded, it soon becomes clear 
that the mouse is directing the head. The head is responded, turned, nodded, 
tilted, and spoken for. In fact, the cursor and voice are multiplexed, working 
together. Voice and pointer are a single field of action across the visible 
space of the video. As you watch, the voice seems to come from where you sit, 
the pointer seems directed by your hand out of sight on the computer's mouse. 
The head responds to your desire.

The voice touches the head. It seems to penetrate the thick, image-laden 
surface, extruding it from the background. The voice wraps the head. The voice 
multiplexed with the mouse pulls the surface. More than an image on the surface 
of digital video, the wrapping seems to extrude, to push into the space between 
the pixilated screen and where you view the video. The wrapping thickens and 
replaces the head. The wrapping becomes a medium absorbing your voice and gaze. 
"Does this make you happy? Do you want me to stop?" The head's wrapping looks 
like a bondage mask. It covers every part of the head. The way it holds tightly 
around every feature, containing any hair or teeth, references the restraint 
and containment of sadomasochism. The head is a gimp, the submissive partner in 
domination relationship. This relation is already established: you watch and 
control, the head responds. The bondage hood objectifies, removing features and 
turning the head into nothing but a shape, a toy!
  to be played with. The bondage hood silences, gags any sound. The head has 
ears only for you (and they are breasts).

How do you understand the head's desire? Your desire guides the images, 
interlacing the voice and the image. The head's desire, the submissive desire 
of the gimp, is withdrawn and hidden in what the images wrap, hidden beneath 
the surface of the digital. There is a willingness that draws the voice into 
the head. At the same time, there is torture, a silent cry of a mouth gagged 
and covered.

Where does this wrapping come from? Havingfunhead.mov is made using software 
such as Face Tracker, which takes a video data stream as input and processes it 
frame-by-frame to automatically locate and extract faces. Similar software is 
available on many digital cameras. You no longer need to carefully frame and 
focus on a person's face, the camera automatically does it for you. The 
software uses twenty or more different recognition points, based on an 
eigenface recognition algorithm, to output estimated human face locations. The 
head is wrapped with video feeds automatically formed into a face. The twenty 
or more standard locations of the face are the criteria for wrapping the head.

The eigenface algorithm is an approach to face recognition based on possible 
human faces. An eigenface is the merging and normalization of a large number of 
actual facial images, into a single image composed of statistically common 
features of human faces, standard ingredients that we share to some degree: 
perhaps 30% of the ears of this eigenface, perhaps 10% of the nose, perhaps 70% 
of the chin, and so on. Looking at an eigenface, one sees a vague and hazy 
blur, apparently a human face but not recognizable as anyone in particular. The 
bland vagueness is disturbing. The eigenface lacks specificity. It is no one’s 
face but is like everyone’s face. The eigenface drives out the singularity and 
otherness of individual faces, until all faces tend towards mess and blur. 

Using Face Tracker with software such as Geomagic Studio, which automatically 
generates three dimensional virtual objects from flat streams of data, digital 
artists meticulously craft avatars for video gaming and movies. From scanning 
body parts to the final knitting together of complete bodies, there are 
environments built around production cycles, transforming pieces and bits of 
the analog into the virtual body. An avatar head is built from individually 
designed ears, nose, mouth, eyes, and so on. In Geomagic Studio, the head is 
sewn together, its three-dimensional shape formed, every surface smoothed. All 
virtual heads are motley collections of pieces. All that appears in the digital 
is production value, artful assemblies of dismembered parts. 

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