16 May 2024
Virtual Revenants

Media, Techniques, and Dispositifs for Afterlife Encounters

25 November 2024
Art Before Art 2.0 L’arte paleolitica. Una questione contemporanea

Dalla grotta dipinta alle realtà estese

30 September 2024
At a Distance

Remote, Augmented, Operational Imagery

15 March 2024
EXTENDED REALITIES IN PRACTICE

Roundtables & Hands-on Sessions

19 June 2023
Real Space-Virtual Space

Aesthetics, Architecture, and Immersive Environments

13 June 2022
Immersed in the work

From the environment to virtual reality

research: conference

Virtual Revenants

Media, Techniques, and Dispositifs for Afterlife Encounters
©Johnny Craig | beat-pop.blogspot.com

Speakers: Stefan Andriopoulos, Cristina Cattaneo, Leah Henrickson, Simone Natale, Jenna Ng, Jeffrey Sconce, Davide Sisto, Mel Slater, Johanna Sumiala, Francesco Toniolo.

 

Ever since classical mythology at the origin of Western culture, the encounter with the dead has been a recurring motif: on the one hand, in the form of an exchange actively sought by the living, as in in the myths of katabasis (e.g. the descent into the underworld of Orpheus and Aeneas, Dante’s journey to the Christian afterlife) or in the topos of the revivification of the lifeless (from Galatea to Frankenstein); on the other hand, as an unexpected manifestation, gift or torment, a visual or auditory apparition, a visit in a dream, the haunting of homes. It could be said that the idea of the encounter with the deceased itself, as well as the imaginaries, motives and practices linked to it, reappears cyclically throughout history and in different cultures, bringing about that movement of obsessive “return” of the unresolved which characterises the revenant. 

 

In the context of such an ancient and widespread tendency, the Virtual Revenants conference will focus in particular on the technologically mediated encounter with the departed. In this respect, the magic lantern, already widespread in the 18th century, marked a fundamental shift, at least in Europe. It is no coincidence that this type of spectacle soon took on an occult character. Robertson’s phantascope, patented in 1799, was mounted on wheels and concealed by an invisible screen, allowing the projection of images of ghosts, phantoms and revenants, designed to frighten the spectators by giving them the impression of a gradual and menacing approach (Grossi 2021). Since then, the possibilities for techno-mediated encounters with the afterlife have multiplied and diversified. The realm of the dead is as vast as that of the technologies most in vogue in a given historical period: since the invention of Morse code in 1867, messages from ghosts have arrived in the form of tapping (Kittler 1999 [1986]); “spirit photography” soon established itself as one of the most sought-after forms of personal portraiture (Natale 2016); with the introduction of electrical (and then electronic) devices, the tendency to attribute paranormal powers to technology, especially when it is wireless, has become firmly established (Sconce 2000). Occult possession is at the origin of cinema and television, which were immediately perceived as even miraculous phenomena (Andriopoulos 2008 [2000]; 2005). Today, phantasmagorias are many and varied: we can think of all forms of light projections and virtual holograms that mix concrete objects and fictional elements (Ng 2021), but even of anamorphic screens, holographic fans and hyper-contemporary technologies such as augmented reality, which allow people and images to share the same space in real time (Elcott 2016). 

 

Also among online phenomena, death has acquired a prominent role. On the one hand, it has always been an essential element of the videogame experience, in which the resurrection of the character usually follows the game over, a phenomenon that is sometimes pursued for educational purposes (Toniolo 2020). On the other hand, for at least the last twenty years, the proliferation of social networks in everyday practice has encouraged the coexistence between the living and the dead, blurring the threshold between the spaces reserved to life and the afterlife: the profiles that survive on the net after the departure of the person who created them, as if they were digital ghosts, haunt the shared environments of virtual communities (Sisto 2018). The concept of death is thus reconfigured by new practices of commemoration and rituals of mourning in accordance with the hypermediated nature of both life and death (Sumiala 2012). This hypermediation relies on a wide range of digital technologies, culminating in applications of artificial intelligence. Indeed, AI allows the construction of new forms of presentification of the absent, as in the case of thanabots (Henrickson 2023), which mark the transition from digital heritage to virtual immortality, and which introduce new ethical and legal problems concerning the collection of remains not directly linked to the materiality of a corpse. The latest digital technologies play a fundamental role in offline environments as well, such as in cases of identity reconstruction from highly tangible material traces. Forensic anthropology, for example, makes extensive use of craniofacial superimposition techniques to reconstruct a person’s face (Cattaneo 2018). 

 

Furthermore, the specificity of personal devices such as virtual reality helmets opens up a reconfiguration of the distinction between life and death: on the one hand, because the visors allow the production of realistic near-death experiences (Bourdin 2017); on the other, because they enable experiments in the resurrection “on demand” of lost loved ones (Conte 2020). The latter cases especially lead to controversial issues about the detachment, at least to some extent, required by the individual and collective mourning process: if funeral rites have traditionally fulfilled the mission of keeping the dead “in their place”, drawing a line between “cherished memory” and “obsession” becomes increasingly complex.  

 

As Gilbert Simondon has reminded us, at the moment of death an individual’s activity is unfinished and will remain so as long as there are others capable of making this active absence present again (2020 [1989]). Keeping the dead alive is a burden which ensures the bereaved remain alert to the most critical issues of the present, by taking care of those who are no longer here.  

May 16, 2024

10:00 10:15

Welcome address

10:15 11:15
Jenna Ng (University of York)

“ Who Wants to Live Forever?”: Reflections on AI - generated Ghosts, or, the Future of Not Dying

11:15 12:15
Davide Sisto (University of Turin)

From Residual to Digital Ghost: Heaven is a Place on (Google) Earth

12:15 13:15
Leah Henrickson (University of Queensland)

Continuing Bonds Through AI: A Hermeneutic Reflection on Thanabots

13:15 14:30

Lunch Break

14:30 15:30
Stefan Andriopoulos (Columbia University)

Spectral Projections: The Magic Lantern, Kant, and Marx

15:30 16:30
Jeffrey Sconce (Northwestern University)

Analog Hauntings

16:30 17:30
Simone Natale (University of Turin)

From Spiritualist Seances to Virtual Revenants

17:30 18:30

Tour to the Sepolcreto of the Annunciata Chapel (1473 - 1587)

May 17, 2024

09:00 10:00
Cristina Cattaneo (University of Milan)

Human Remains at the Service of Justice and Human Rights Through Science and Technology

10:00 11:00
Francesco Toniolo (Catholic University of the Sacred Heart)

Die Till Git Gud: Death in Digital Games as a Skill Check

11:00 11:30

Coffee Break

11:30 12:30
Johanna Sumiala (University of Helsinki)

Metadeath - How to Understand the Mediated Lives of the Dead in the Age of AI

12:30 13:30
Mel Slater (University of Barcelona)

Life, Death and Rejuvenation in Virtual Reality

Program

May 16, 2024

10:00 10:15

Welcome address

10:15 11:15
Jenna Ng (University of York)

“ Who Wants to Live Forever?”: Reflections on AI - generated Ghosts, or, the Future of Not Dying

11:15 12:15
Davide Sisto (University of Turin)

From Residual to Digital Ghost: Heaven is a Place on (Google) Earth

12:15 13:15
Leah Henrickson (University of Queensland)

Continuing Bonds Through AI: A Hermeneutic Reflection on Thanabots

13:15 14:30

Lunch Break

14:30 15:30
Stefan Andriopoulos (Columbia University)

Spectral Projections: The Magic Lantern, Kant, and Marx

15:30 16:30
Jeffrey Sconce (Northwestern University)

Analog Hauntings

16:30 17:30
Simone Natale (University of Turin)

From Spiritualist Seances to Virtual Revenants

17:30 18:30

Tour to the Sepolcreto of the Annunciata Chapel (1473 - 1587)

May 17, 2024

09:00 10:00
Cristina Cattaneo (University of Milan)

Human Remains at the Service of Justice and Human Rights Through Science and Technology

10:00 11:00
Francesco Toniolo (Catholic University of the Sacred Heart)

Die Till Git Gud: Death in Digital Games as a Skill Check

11:00 11:30

Coffee Break

11:30 12:30
Johanna Sumiala (University of Helsinki)

Metadeath - How to Understand the Mediated Lives of the Dead in the Age of AI

12:30 13:30
Mel Slater (University of Barcelona)

Life, Death and Rejuvenation in Virtual Reality

Abstract and Bio

Stefan Andriopoulos
Columbia University

Spectral Projections: the Magic Lantern, Kant, and Marx

 

The talk will investigate the use of the magic lantern in phantasmagorical projections ofghosts and revenants in the late eighteenth century. In doing so, it will also analyze Kant'sand Marx's reliance on optical metaphors to describe epistemic and social illusions.

Stefan Andriopoulos is Professor of German and co-founder of the Center for Comparative Media at Columbia University. He is author of Ghostly Apparitions: German Idealism, the Gothic Novel, and Optical Media (Zone Books, 2013), which was named book of the year in Times Literary Supplement. His previous book Possessed: Hypnotic Crimes, Corporate Fiction, and the Invention of Cinema (University of Chicago Press, 2008) won the SLSA Michelle Kendrick award for best academic book on literature, science, and the arts.

He is currently working on a new project that adopts a historical perspective on how the introduction of new technologies has increased the circulation of rumors and misinformation, from Gutenberg to QAnon. A short and accessible article, "The Multiplication of Monsters," came out recently in Public Books. A longer essay, "Rumor and Media: On Circulations and Credence (via Kant and Marx)," has been published in Grey Room.

Cristina Cattaneo
University of Milan
Leah Henrickson
University of Queensland

Continuing Bonds Through AI: A Hermeneutic Reflection on Thanabots  

 

We have long continued our bonds with loved ones after they have died (Klass, Silverman, and Nickman, eds. 1996). However, digital media facilitate myriad ways to continue posthumous bonds in ways that extend past individual and collective memories and imaginations of the deceased (Arnold et al. 2018). For example, the dead may be reincarnated via thanabot: a chatbot trained on their data, programmed to convincingly mimic their textual, visual, and/or aural habits. Rapidly increasing public access to generative AI tools like ChatGPT have led to wider development of thanabots, as users can now create chatbots with data of their own choosing, in graphical user interfaces that require little to no programming knowledge. Yet we know little about these users: who they are, who they believe they are talking to, and why they are engaging with thanabots in the first place. 

  

This talk will consider thanabots from a perspective rooted in their hermeneutic implications for users. It will build upon my previous work about the hermeneutics of thanabots (Henrickson 2023) by reflecting upon a broader range of user-reported experiences, popular media representations, news coverage, and marketing materials to paint a broader picture of this technology's societal contributions. Thanabots prompt new understandings of grief: understandings rooted in hyperindividualised recontextualisation of the dead. 

Dr Leah Henrickson is a Lecturer in Digital Media and Cultures at the University of Queensland. She is the author of Reading Computer-Generated Texts (Cambridge University Press, 2021) and other peer-reviewed articles about how we understand text generation systems and output, artificial intelligence, and digital media ecosystems. Dr Henrickson also studies digital storytelling for critical self-reflection, community building, and commercial benefit. 

Simone Natale
University of Turin

From Spiritualist Seances to Virtual Revenants

 

According to the origin story of Luka, the company behind companion chatbot Replika, the project started when founder Eugenia Kuyda designed a chatbot that would bring back to life a deceased friend. Yet Replika today is not used as a technology to revive the death, but as an AI companion that can talk and listen to users. In fact, Kuyda had founded the company in 2012, four years before the death of her friend, to create a service that provided recommendations for restaurants, and in the brief history of the Luka company, Replika has been marketed as a psychotherapy bot, a virtual friend, and an erotic partner, but never as a technology to play with death. This talk takes seriously the question if Replika was ever a virtual revenant to reflect on the relationship between fiction and reality as fundamental to understand present and past fascinations for the claim that technology can revive the dead. Mobilizing histories of spiritualist seances in the Victorian age helps reframe virtual revenants as technologies of attraction, belief and memory.

Simone Natale is Associate Professor in Media Theory and History at the University of Turin, Italy, and an Editor of the journal Media, Culture & Society. He is the author of two monographs, most recently Deceitful Media: Artificial Intelligence and Social Life after the Turing Test (Oxford University Press, 2021, translated into Italian, Chinese and Portuguese), as well as numerous articles in journals including New Media & Society, the Journal of Communication, Communication Theory, Information, Communication & Society and Convergence. He has taught and researched at Columbia University, US, Concordia University in Montreal, Canada, Humboldt University and the University of Cologne in Germany, and Loughborough University in the UK, and his research has been funded by the AHRC, ESRC, MIUR, the Humboldt Foundation and Columbia University’s Italian Academy.

Jenna Ng
University of York

"Who Wants to Live Forever?": Reflections on AI-generated ghosts, or, the future of not dying

 

In this talk, I will discuss the use of AI systems in re-animating the dead. From 19th century Pepper's Ghost projections to computer-generated imagery to VR, media have long been used in different ways to enable the "re-appearance" of dead people on stage and screen. However, generative AI systems enable potentially limitless propagation of images and voices from the dead. Resurrection is becoming mainstream. Examples include genealogy company MyHeritage, whose Deep Nostalgia feature of "video reenactment" offers to "animate the faces in your family photos". The AI company DeepZen advertises technology that can generate "sounds and intonations" "characteristic" of human actors. Once licensed, those voices can be used, for example, to narrate audiobooks long after those actors are dead. At present, these AI-generated media may or may not be realistic or convincing. But the possibilities of generative re-creations of images and voices of dead people are not only clear. They are mind-boggling.  

 

At stake here are two crucial reckonings. The first is the future of our relationship with media as images of our bodies and faces and sound recordings of our voices are no longer just documentation, but fodder for endless generativeness. The second is our thinking about death, and the meanings of finitude and endings. Our existential future is no longer only about life or death. Increasingly, through the generativeness of AI, it is also about not dying. But not dying is not the same as being alive.   

 

Dr Jenna Ng is Professor in Digital Media and Culture and Head of Creative Technologies at the University of York. She works primarily on digital visual culture, but also has research interests in the philosophy of technology, the posthuman and computational culture. Her books include Understanding Machinima: Essays on Films in Virtual Worlds and The Post-Screen Through Virtual Reality, Holograms and Light Projections, which was awarded an Honourable Mention by the British Association of Film, Television and Screen Studies. Working across a range of media, Jenna also produces creative projects with practice-based methodologies. Her creative practice work has won the John Culkin Award for Outstanding Praxis, the MeCCSA Practice Based Research of the Year Award and the Learning on Screen Special Jury Prize. She is currently writing a monograph about the existential tensions of AI, tentatively titled New Shadows: Living and Dying in the Age of AI. 

Jeffrey Sconce
Northwestern University

Analog Hauntings

 

For most of the 20th century, ghosts and the unconscious were analog phenomena, an inchoate and vaguely energetic presence glimpsed briefly as a visitor from the other side.  Can the ghost and the unconscious, frequently theorized as occult fields, survive the digital translation of the world into binary code, positivist mapping, and hypervisible data?  If not, what will it mean to live in a world where ghosts and the unconscious have succumbed to empirical murder?  Is it time to give up these Victorian specters, or will doing so signal a final surrender to the technologies of presence that sustained these hauntings for over a century?    

Jeffrey Sconce is Professor in the Screen Cultures program at Northwestern University.  He is the author of Haunted Media: Electronic Presence from Telegraphy to Television (2000) and The Technical Delusion: Electronics, Power, Insanity (2019).  He is also the editor of Sleaze Artists: Cinema at the Margins of Style, Taste, and Financing (2007) and a 2020 Guggenheim Fellow. His forthcoming book examines fantasies of diegetic space in contemporary media. 

Davide Sisto
University of Turin

From Residual to Digital Ghost: Heaven is a Place on (Google) Earth

 

My presentation aims to explore how the relationship between contemporary technologies and death intersects with two particular movements, which are interconnected: 1) the shift from the residual ghost to the active digital ghost; 2) the shift from one-way immortality to two-way immortality. The residual ghost is the passive double of the deceased: a permanent residue that differentiates from its living twin without becoming something else. Thus, the timeless presence of the deceased in signs, sounds, and images representing them constitutes their one-way immortality. This consists of the ability to communicate with the future only through what has been left behind in the world. On the other hand, the active digital ghost allows the deceased to continue communicating with the future by continuing to learn and evolve. I

n this historical period, we are witnessing multiple experiments using artificial intelligence to keep the dialogue between the living and the dead active: HereAfter AI, the documentary I Met You, Alexa, and various thanabots produced with ChatGPT. How do memory and oblivion change with two-way immortality? Will we live in a future where the active relationship with loved ones remains eternal, and where music bands will be forever on tour, regardless of the rules of biology? My presentation aims to show how the active digital ghost and two-way immortality are poised to transform our connection with the nostalgia for the past and with the end of things. 

 

 

Davide Sisto teaches Philosophy and Ethics of Care at the University of Turin. He also holds workshops on Cyborg Cultures and Augmented Reality for the degree course in Communication and Media Cultures at the same University. He then teaches at the University of Padua’s Master’s program "Death Studies & the End of Life" and collaborates with the University of Trieste. Specializing in the field of Digital Thanatology, he holds training courses for doctors, psychologists, etc. throughout Italy. His main books, translated into several languages, are: La morte si fa social. Immortalità, memoria e lutto nell’epoca della cultura digitale (Bollati Boringhieri 2018; MIT Press 2020; Katz Editores 2022; Zigurate 2023; Passagen Verlag 2024), Ricordati di me. La rivoluzione digitale tra memoria e oblio (Bollati Boringhieri 2020; Polity Press 2021; Niin & Näin 2021; Ketebe 2024), Porcospini digitali. Vivere e mai morire online (Bollati Boringhieri 2022; Fondo de Cultura Economica 2023; Katz Editores 2023); I confini dell’umano. La tecnica, la natura, la specie (Il Mulino 2023). In September he will publish for Einaudi the first philosophical book on virtual influencers. 

Mel Slater
University of Barcelona

Life, Death and Rejuvenation in Virtual Reality  

 

With Virtual Reality (VR) it is possible to experience situations and events that are impossible in reality. In this talk I will illustrate some particular examples of this involving out-of-the-body and near-death experiences. I will also argue that VR can be used to achieve positive outcomes, even though the experiences are impossible in everyday reality. Moreover, in combination with generative AI, VR can be used to bring to life the possible views of iconic people long departed from this life. Overall VR and AI can be used to achieve outcomes that are beneficial for people. 

 

 

 

Mel Slater is a Distinguished Investigator at the University of Barcelona in the Institute of Neurosciences, and co-Director of the Event Lab (Experimental Virtual Environments for Neuroscience and Technology). He was previously Professor of Virtual Environments at University College London in the Department of Computer Science. He has been involved in research in virtual reality since the early 1990s, and has been first supervisor of 40 PhDs in graphics and virtual reality since 1989. He held a European Research Council Advanced Grant TRAVERSE 2009-2015 and has now a second Advanced Grant MoTIVE 2018-2023. He is a Research Award Winner of the Alexander von Humboldt Foundation in 2021, and was elected to the IEEE VGTC Virtual Reality Academy in 2022. He is Field Editor of Frontiers in Virtual Reality, and Chief Editor of the Human Behaviour in Virtual Reality section. His publications can be seen on http://publicationslist.org/melslater 

 

Johanna Sumiala
University of Helsinki

Metadeath - How to Understand the Mediated Ritual Lives of the AI Dead 

 

In this presentation inspired by anthropology and philosophy of death and theory of digital communication as I wish to explore ritual encounters between the living and the dead in a context of contemporary society immersed in AI driven communication. My emphasis is on the ritual entanglement with the AI dead as strangers, their mourning and the social relationships established and maintained between living and the dead. By using the concept of stranger, I take inspiration on philosopher and sociologist George Simmel’s (1950 [1908]) classical work on the topic. In his theory of urban social life in early twentieth century Simmel describes stranger as someone who simultaneously unites distance and closeness. In other words, stranger is concurrently an insider and an outsider, and it is exactly this quality that makes them so important in constitution of social life as stranger can carry out tasks no one else can in society. Here I approach the idea of the stranger through the lens of AI dead. My aim is to contribute to new theoretical and empirical understanding of the mediated ritual lives of the AI dead and the social relationships established among the living and the AI dead in digital platforms. My empirical examples draw on the studies carried out in Digital Death: Transforming History, Rituals and Afterlife (DiDe) research consortium.  

Johanna Sumiala is Professor at Media and Communication Studies in the Faculty of Social Sciences in the University of Helsinki. She is Visiting Senior Research Fellow at LSE, London, and Visiting Professor in the University of Bath (CDAS). Her research interests consist of the study of digital media, death, violence, ritual and immortality. She has published widely on these topics and her latest books include Media and Ritual (Routledge, 2013), Hybrid Media Events (Emerald, 2018) and Mediated Death (Polity, 2021). Currently Sumiala leads EU CHANSE funded international and interdisciplinary research consortium: Digital Death: Transforming History, Rituals and Afterlife (DiDe). 

Francesco Toniolo
Catholic University of the Sacred Heart

Die till git gud: death in digital games as a skill check 

 

Death in digital games comes in various forms and has been the subject of numerous studies. However, the link between the death of the player character (as game over, not as a permanent death in narration), and the skills of those who play are often little considered. To begin with, the speech offers a quick overview of the main discourses related to death in digital games: representation (for example the humble death, distant to heroic sacrifice, proposed in The Graveyard by Tale of Tales), game mechanics (the constant repetition of deaths in the so called “rage games” and the diegetization of the return from death as a gameplay element) and educational possibilities (death education through game experiences, especially in VR). In the second part of the speech, the focus is on the characteristics that the skill check challenges must have in a digital game. Those moments that act as a bottleneck and break the flow for those who have not sufficiently mastered the mechanics behind the game. It’s useful to understand what characteristics these moments must have and, especially, what role repeated death has within them. 

Francesco Toniolo, PhD, is adjunct professor of and “Forms and Genres of Cinema and Audiovisual”, “Languages and semiotics of Media Products” and “Marketing for Media and Creative Industries” at the Università Cattolica del Sacro Cuore of Milan and “Game Culture” at Nuova Accademia delle Belle Arti (NABA). His research interest focuses upon game studies, online communities, YouTube and intersections between different forms of art and narration in media. 

Bibliography

Andriopoulos, S. (2008). Possessed: Hypnotic Crimes, Corporate Fiction, and the Invention of Cinema (2000). Chicago, University of Chicago Press. 

  • (2005). “Psychic Television” in Critical Inquiry, 31(3), pp. 618-637.  

Berton, M. (2021). Le medium (au) cinema. Genève, Georg. 

Bourdin, P., Barberia, I., Oliva, R., Slater, M. (2017). “A Virtual Out-of-Body Experience Reduces Fear of Death” in PloS one, 12(1), e0169343. 

Cattaneo, C. (2018). Naufraghi senza volto. Dare un nome alle vittime del Mediterraneo. Milan, Raffaello Cortina. 

Conte, P. (2020). “Reunited? On the Aesthetics and Rhetoric of Meeting the Dead Through Virtual Reality” in img journal, 2(3), 216-229. 

Elcott, N. (2016). “The Phantasmagoric Dispositif: An Assembly of Bodies and Images in Real Time and Space” in Grey Room 62, 42-71. 

Fabiano, D. (2019). Senza paradiso. Miti e credenze dell’Aldilà greco. Bologna, il Mulino. 

Grespi, B., Violi, A. (2019). Apparizioni. Scritti sulla fantasmagoria. Rome, Aracne. 

Grossi, G. (2021). La notte dei simulacri. Sogno, cinema, realtà virtuale. Milan, Johan & Levi. 

Henrickson, L. (2023). “Chatting with the Dead: The Hermeneutics of Thanabots” in Media, Culture & Society, 45(5), 949-966. 

Kasket, E. (2019). All the Ghosts in the Machine: Illusions of Immortality in the Digital Age. London, Robinson.  

Kittler, F. A. (1999). Gramophone, Film, Typewriter (1986). Stanford, Stanford University Press. 

Kohn, T., Nansen, B., Arnold, M., Meese, J., Gibbs, M. (2017). Death and Digital Media. New York, Routledge. 

Mason-Robbie, V., Savin-Baden, M. (2020). Digital Afterlife: Death Matters in a Digital Age. Boca Raton, CRC Press. 

Mayer-Schönberger, V. (2009). Delete: The Virtue of Forgetting in the Digital Age. Princeton, Princeton University Press. 

Natale, S. (2016). Supernatural Entertainments: Victorian Spiritualism and the Rise of Modern Media Culture. University Park, The Pennsylvania State University Press. 

Ng, J. (2021). The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie. Amsterdam, Amsterdam University Press. 

Pinotti, A. (2021). Alla soglia dell'immagine. Da Narciso alla realtà virtuale. Torino, Einaudi.

Radomska, M., Mehrabi, T., Lykke, N. (2020). “Queer Death Studies: Death, Dying and Mourning from a Queerfeminist Perspective” in Australian Feminist Studies, 35(104), 81-100. 

Sconce, J. (2000). Haunted Media: Electronic Presence from Telegraphy to Television. Durham- London, Duke University Press. 

Simondon, G. (2020). Individuation in Light of Notions of Form and Information (1989). Minneapolis, University of Minnesota Press. 

Sisto, D. (2018). La morte si fa social. Turin, Bollati Boringhieri. 

Stokes, P. (2021). Digital Souls: A Philosophy of Online Death. London, Bloomsbury. 

Sumiala, J. (2012). Media and Ritual: Death, Community and Everyday Life. New York, Routledge. 

Toniolo, F. (2020). “Virtual Death: immagini videoludiche immersive e percezione della morte” in Imago. Studi di cinema e media, 20, 199-213. 

Ziccardi, G. (2017). Il libro digitale dei morti: Memoria, lutto, eternità e oblio nell’era dei social. Milan, Utet.  

research: conference

Virtual Revenants

Media, Techniques, and Dispositifs for Afterlife Encounters
©Johnny Craig | beat-pop.blogspot.com

Speakers: Stefan Andriopoulos, Cristina Cattaneo, Leah Henrickson, Simone Natale, Jenna Ng, Jeffrey Sconce, Davide Sisto, Mel Slater, Johanna Sumiala, Francesco Toniolo.

 

Ever since classical mythology at the origin of Western culture, the encounter with the dead has been a recurring motif: on the one hand, in the form of an exchange actively sought by the living, as in in the myths of katabasis (e.g. the descent into the underworld of Orpheus and Aeneas, Dante’s journey to the Christian afterlife) or in the topos of the revivification of the lifeless (from Galatea to Frankenstein); on the other hand, as an unexpected manifestation, gift or torment, a visual or auditory apparition, a visit in a dream, the haunting of homes. It could be said that the idea of the encounter with the deceased itself, as well as the imaginaries, motives and practices linked to it, reappears cyclically throughout history and in different cultures, bringing about that movement of obsessive “return” of the unresolved which characterises the revenant. 

 

In the context of such an ancient and widespread tendency, the Virtual Revenants conference will focus in particular on the technologically mediated encounter with the departed. In this respect, the magic lantern, already widespread in the 18th century, marked a fundamental shift, at least in Europe. It is no coincidence that this type of spectacle soon took on an occult character. Robertson’s phantascope, patented in 1799, was mounted on wheels and concealed by an invisible screen, allowing the projection of images of ghosts, phantoms and revenants, designed to frighten the spectators by giving them the impression of a gradual and menacing approach (Grossi 2021). Since then, the possibilities for techno-mediated encounters with the afterlife have multiplied and diversified. The realm of the dead is as vast as that of the technologies most in vogue in a given historical period: since the invention of Morse code in 1867, messages from ghosts have arrived in the form of tapping (Kittler 1999 [1986]); “spirit photography” soon established itself as one of the most sought-after forms of personal portraiture (Natale 2016); with the introduction of electrical (and then electronic) devices, the tendency to attribute paranormal powers to technology, especially when it is wireless, has become firmly established (Sconce 2000). Occult possession is at the origin of cinema and television, which were immediately perceived as even miraculous phenomena (Andriopoulos 2008 [2000]; 2005). Today, phantasmagorias are many and varied: we can think of all forms of light projections and virtual holograms that mix concrete objects and fictional elements (Ng 2021), but even of anamorphic screens, holographic fans and hyper-contemporary technologies such as augmented reality, which allow people and images to share the same space in real time (Elcott 2016). 

 

Also among online phenomena, death has acquired a prominent role. On the one hand, it has always been an essential element of the videogame experience, in which the resurrection of the character usually follows the game over, a phenomenon that is sometimes pursued for educational purposes (Toniolo 2020). On the other hand, for at least the last twenty years, the proliferation of social networks in everyday practice has encouraged the coexistence between the living and the dead, blurring the threshold between the spaces reserved to life and the afterlife: the profiles that survive on the net after the departure of the person who created them, as if they were digital ghosts, haunt the shared environments of virtual communities (Sisto 2018). The concept of death is thus reconfigured by new practices of commemoration and rituals of mourning in accordance with the hypermediated nature of both life and death (Sumiala 2012). This hypermediation relies on a wide range of digital technologies, culminating in applications of artificial intelligence. Indeed, AI allows the construction of new forms of presentification of the absent, as in the case of thanabots (Henrickson 2023), which mark the transition from digital heritage to virtual immortality, and which introduce new ethical and legal problems concerning the collection of remains not directly linked to the materiality of a corpse. The latest digital technologies play a fundamental role in offline environments as well, such as in cases of identity reconstruction from highly tangible material traces. Forensic anthropology, for example, makes extensive use of craniofacial superimposition techniques to reconstruct a person’s face (Cattaneo 2018). 

 

Furthermore, the specificity of personal devices such as virtual reality helmets opens up a reconfiguration of the distinction between life and death: on the one hand, because the visors allow the production of realistic near-death experiences (Bourdin 2017); on the other, because they enable experiments in the resurrection “on demand” of lost loved ones (Conte 2020). The latter cases especially lead to controversial issues about the detachment, at least to some extent, required by the individual and collective mourning process: if funeral rites have traditionally fulfilled the mission of keeping the dead “in their place”, drawing a line between “cherished memory” and “obsession” becomes increasingly complex.  

 

As Gilbert Simondon has reminded us, at the moment of death an individual’s activity is unfinished and will remain so as long as there are others capable of making this active absence present again (2020 [1989]). Keeping the dead alive is a burden which ensures the bereaved remain alert to the most critical issues of the present, by taking care of those who are no longer here.  

16 May
17 May 2024
09:30
13:30

University of Milan

AULA MILANI

via Francesco Sforza 28

organized by

Pietro Conte
Sofia Pirandello
Maria Serafini
Virtual Revenants
Media, Techniques, and Dispositifs for Afterlife Encounters
University of Milan
AULA MILANI
via Francesco Sforza 28
20240516
20240517
09:30
13:30