Alice Dailey (Author)
How to Do Things with Dead People studies human contrivances for representing and relating to the dead. Alice Dailey takes as her principal objects of inquiry Shakespeare's English history plays, describing them as reproductive mechanisms by which living replicas of dead historical figures are regenerated in the present and re-killed. Considering the plays in these terms exposes their affinity with a transhistorical array of technologies for producing, reproducing, and interacting with dead things--technologies such as literary doppelgängers, photography, ventriloquist puppetry, X-ray imaging, glitch art, capital punishment machines, and cloning. By situating Shakespeare's historical drama in this intermedial conversation, Dailey challenges conventional assumptions about what constitutes the context of a work of art and contests foundational models of linear temporality that inform long-standing conceptions of historical periodization and teleological order. Working from an eclectic body of theories, pictures, and machines that transcend time and media, Dailey composes a searching exploration of how the living use the dead to think back and look forward, to rule, to love, to wish and create.
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Wellington, Jennifer;
(2012)
Narrative as History, Image as Memory: Exhibiting the Great War in Australia, 1917--41
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(2011)
Art, Class and Gender in Joseon Dynasty Korea: Representations of Lower-Class Women by the Scholar-Painter Yun Duseo
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Heefner, Gretchen;
(2007)
Missiles and Memory: Dismantling South Dakota's Cold War
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Prescott, Heather;
(2013)
The Pill at Fifty: Scientific Commemoration and the Politics of American Memory
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Book
Kären Wigen;
Caroline Winterer;
(2020)
Time in Maps: From the Age of Discovery to Our Digital Era
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Schütz, Mathias;
(2019)
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Memory and the Representation of Public Health Crises: Remembering the Plague of Provence in the Tricentennial
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Lisa Marie Griffith;
Ciaran Wallace;
(2016)
Grave Matters: Death and Dying in Dublin, 1500 to the Present
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Olson, Brandon R.;
(January 2013)
Roman Infantry Helmets and Commemoration among Soldiers
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Richmond, Marsha L.;
(2006)
The 1909 Darwin Celebration: Reexamining Evolution in the Light of Mendel, Mutation, and Meiosis
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Adrian Currie;
Kim Sterelny;
(2017)
In Defence of Story-Telling
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Stephanie Boluk;
Patrick LeMieux;
(2017)
Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
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Colin Milburn;
(2018)
Respawn: Gamers, hackers, and technogenic life
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Schüll, Natasha Dow;
(2012)
Addiction by design: machine gambling in Las Vegas
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Jadviga M. da Costa Nunes;
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From Monuments to Memory Sites: Representing Pennsylvania's Anthracite Industry in Public Sculpture, 1855-2010
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Sherri Sheu;
(October 2019)
“Bring the Lake to Your Living Room”: Video Game Nature and the Meanings of Digital Ecologies
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Dick van Lente;
(2013)
Huizinga's Children: Play and Technology in Twentieth Century Dutch Cultural Criticism (From the 1930s to the 1960s)
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Stefan Poser;
(2013)
Playful Celebrations of Technology: Technology at Amusement Parks, in Children's Playrooms and in Sports
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Henrique Leitão;
José Mária Moreno Madrid;
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Desenhando a Porta do Pacífico - Mapas, Cartas e Outras Representações Visuais do Estreito de Magalhães
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(2016)
Glücksmaschinen und Maschinenglück: Grundlagen einer Technik- und Kulturgeschichte des technisierten Spiels [Lucky machines and machine luck: Fundamentals of a technology and cultural history of technical games]
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