March
7, Thursday, 8PM, 2002
Director's
Eye: Ericka Beckman
I
see film as an art form and make experimental
films that are inspired by games, folklore and
fairy-tale structures, and try to develope as
much material from my imagination as I do from
the real world. -
Ericka Beckman
Ericka
Beckman makes movies that are playful in the
most liberal sense. Boldly colored and cheerfully
self-absorbed, they take their structure, rhythm,
and imagery from games. Given the difficulties
inherent in avant garde film production, Beckman's
work is improbably optimistic - it seems to celebrate
its own coming into existence. There is something
undeniably calisthenic about her vision, which
is characterized by exhoratory chants repetitive
gestures, and the iconic use of sports equipment
and cheerleaders. Beckman's roots are in the art
world. She began making movies in the mid 1970s
using the then new technology of sync-sound super
8. Her first films were neither documentaries
nor narratives, but rather idiosyncratic constructions
that triumphed over the limitations of the narrow-gauge
format with their ingenious homemade special effects.
(...) If Beckman's narratives are often cryptic,
her work is preoccupied by a recurring core of
themes - competition, cognition, role-playing,
and what she's called "the coordination of the
self in the physical world."
-- J. Hoberman
Switch
Center 8min, 16mm 2001
This
film is a tribute to the Soviet architecture
of the future, and at the same time a reaction
to seeing it be transitioned to shopping malls
or global corporate office structures. I was
invited by Balazs Bela Studio in Budapest, Hungary
to produce a short experimental film there.
I was the first American artist to be invited
by this famous film collective after the fall
of Soviet power. The collaboration took place
in August 2000, culminating in a 10 minute color
16mm film. SWITCH CENTER is an experimental
document shot in many defunct Danube Water Works
locations on the outskirts of Budapest. It includes
many old water towers and a 1960's water purification
plant which was left in perfect condition for
25 years. The architecture inspired me to make
a document of the factory, to recreate the workings
there in sight and sound. Many of Budapest's
industrial sites, which were built during their
soviet occupation, are now being demolished
or bought up by commercial interests. While
I was meditating on the animation of 6 story
water tank, a Pokemon commercial was being filmed
down the corridor.
Cinderella 25min, 16mm 1986
In
a musical treatment of the original fairytale,
Ericka Beckman's CINDERELLA breaks apart the
story and sets it to the mechanical repeats
of a game, where Cinderella is projected like
a ping-pong ball back and forth from the hearth
to the castle, never succeeding in fulfilling
the requirement of "the Cinderella."
The bewitching hour arrives again and again,
always too late. Mixing genres, the film begins
on a naturalistic outdoor setting, and then
into animation and computer graphics, becoming
progressively more abstract and creating a delirious
terrain that teeters on its internal logic and
manic rhythms. A departure from Ericka Beckman's
early non-narrative work, CINDERELLA approaches
a full-blown musical production, replete with
narrative closure and lip-sync delivery of the
soundtrack, written collaboratively by Beckman
and Brooke Halpin.
"Although
no less fraught with psychodrama than Disney's,
Ericka Beckman's CINDERELLA drops the sibling
rivalry and Oedipal underpinnings, boiling the
material down to an enigmatic meditation on
the nature of socialization - while exhibiting
the filmmaker's characteristic use of pinball
imagery, stutter-stop development, incantatory
songs, and dreamlike condensation."
- J. Hoberman
Hiatus
30min, 16mm, 1999
Madi
plays an interactive on-line computer game in
a privacy of her apartment. Wearing a computer
corset that stores her programs in a "garden
interface", she propels her gogocowgirl construct
Wonder through the game world, encountering
an assortment of logged on players and game
identities who trick and confuse her. An aggressive
male character Wang logs on, and inserts his
cold architecture into her coordinates draining
the power in her corset. To confront this powerful
takeover artist, she must rely on her organic
memory and is forced to establish some boundaries
to protect her identity and preserve her freedom.
You
the better 30min, 16mm, 1983
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