- 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
Media Voices: Beyond Talking Heads
Media Voices: Beyond Talking Heads
- Chapter:
- (p.344) (p.345) 18 Media Voices: Beyond Talking Heads
- Source:
- VOICE
- Author(s):
Giselle Beiguelman
- Publisher:
- The MIT Press
This chapter explores voice and media art within computer networks, with an emphasis on voice and the emergent condition of the networked body in net art, wireless art, and spaces between online and offline networks, or cybrid spaces. It begins with the mechanical voice, as dramatized in films in which computers acquire emotions and a will of their own. The chapter then considers art works that no longer humanize the computer voice and instead highlight how it can emanate from anything such as a room or a book, and yet strongly influence our lives. In this way it offers a vivid perspective on the “hybridization of man and machine” that, although a departure from the traditional scenario, remains powerful. The chapter also analyzes the epistemological implications of the human–machine relationship, mediated by voice command.
Keywords: voice, media art, computer networks, networked body, net art, wireless art, cybrid spaces, computer voice, human–machine relationship, voice command
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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