- Title Pages
- Series Foreword
- Preface
- Acknowledgments
- Introduction: The Paradox of Voice
-
I Capturing Voice -
1 Vox Humana: The Instrumental Representation of the Human Voice -
2 Before the Beep: A Short History of Voice Mail -
3 Voice-Cast: The Distribution of the Voice via Podcasting -
4 Four Rooms -
5 The Crackle of the Wire: Media, Digitization, and the Voicing of Aboriginal Languages -
II Performing Voice -
6 Doing Things with Voices: Performativity and Voice -
7 Voice, Dance, Process, and the “Predigital”: Simone Forti and Yvonne Rainer in the Early 1960s -
8 Raw Orality: Sound Poetry and Live Bodies -
9 Vocal Textures -
10 Professor VJ’s Big Blog Mashup -
III Reanimating VOICE -
11 Carbon and Silicon -
12 Cheats or Glitch?: Voice as a Game Modification in Machinima -
13 Filmic Voices -
14 Voice, Videogames, and the Technologies of Immersion -
15 The Play of the Voice: The Role of the Voice in Contemporary Video and Computer Games -
IV At the Human Limits of VOICE -
16 Humming -
17 “Digital Ghosts”: Voice and Migratory Hauntings -
18 Media Voices: Beyond Talking Heads -
19 Vocalizing the Posthuman - Contributors
- Index
“Digital Ghosts”: Voice and Migratory Hauntings
“Digital Ghosts”: Voice and Migratory Hauntings
- Chapter:
- (p.319) 17 “Digital Ghosts”: Voice and Migratory Hauntings
- Source:
- VOICE
- Author(s):
Nermin Saybasili
- Publisher:
- The MIT Press
This chapter looks at the strange, ghostlike quality of the disembodied voice in reference to Jacques Derrida’s “hauntology.” It examines disembodiment in art works dealing with immigration, including Zarina Bhimji’s film Out of the Blue (2002), Esra Ersen’s video work If You Could Speak Swedish (2001), and Danica Dakíc’s media installation El Dorado (2006–2007). In all three works, sound and voice create their own place that cannot be conceived of or experienced in visual terms. The chapter analyzes images and visual objects “symptomatically” through voice in order to understand the most fundamental questions of social and political life in relation to dislocation and migration. It also argues that the “ghosts” can be seen but not heard.
Keywords: Jacques Derrida, hauntology, ghosts, voice, disembodiment, art, Zarina Bhimji, Esra Ersen, Danica Dakíc, immigration
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- Title Pages
- Series Foreword
- Preface
- Acknowledgments
- Introduction: The Paradox of Voice
-
I Capturing Voice -
1 Vox Humana: The Instrumental Representation of the Human Voice -
2 Before the Beep: A Short History of Voice Mail -
3 Voice-Cast: The Distribution of the Voice via Podcasting -
4 Four Rooms -
5 The Crackle of the Wire: Media, Digitization, and the Voicing of Aboriginal Languages -
II Performing Voice -
6 Doing Things with Voices: Performativity and Voice -
7 Voice, Dance, Process, and the “Predigital”: Simone Forti and Yvonne Rainer in the Early 1960s -
8 Raw Orality: Sound Poetry and Live Bodies -
9 Vocal Textures -
10 Professor VJ’s Big Blog Mashup -
III Reanimating VOICE -
11 Carbon and Silicon -
12 Cheats or Glitch?: Voice as a Game Modification in Machinima -
13 Filmic Voices -
14 Voice, Videogames, and the Technologies of Immersion -
15 The Play of the Voice: The Role of the Voice in Contemporary Video and Computer Games -
IV At the Human Limits of VOICE -
16 Humming -
17 “Digital Ghosts”: Voice and Migratory Hauntings -
18 Media Voices: Beyond Talking Heads -
19 Vocalizing the Posthuman - Contributors
- Index