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Uncovers the ways in which the spectator's memory informs theatrical reception
“This gonzo-journalistic exploration of the Silicon Valley techno-utopians’ pursuit of escaping mortality is a breezy romp full of colorful characters.” —New York Times Book Review (Editor's Choice) Transhumanism is a movement pushing the limits of our bodies—our capabilities, intelligence, and lifespans—in the hopes that, through technology, we can become something better than ourselves. It has found support among Silicon Valley billionaires and some of the world’s biggest businesses. In To Be a Machine, journalist Mark O'Connell explores the staggering possibilities and moral quandaries that present themselves when you of think of your body as a device. He visits the world's foremost cryonics facility to witness how some have chosen to forestall death. He discovers an underground collective of biohackers, implanting electronics under their skin to enhance their senses. He meets a team of scientists urgently investigating how to protect mankind from artificial superintelligence. Where is our obsession with technology leading us? What does the rise of AI mean not just for our offices and homes, but for our humanity? Could the technologies we create to help us eventually bring us to harm? Addressing these questions, O'Connell presents a profound, provocative, often laugh-out-loud-funny look at an influential movement. In investigating what it means to be a machine, he offers a surprising meditation on what it means to be human.
'Do you want to live forever? YES or NO.' Polly and Owen have nailed it. Successful in their careers and wildly in love with each other, they feel ready to take on the world. But when a mysterious new technology, promising a break from the daily grind, creeps into everyone's phones, their world is turned upside down. As the line between physical and digital rapidly dissipates, Polly and Owen are forced to question whether their definitions of reality and freedom are the same. Girl in the Machine is a disturbing but compassionate vision of our potential digital future, and what it might mean for 'life' as we know it. The play premiered at the Traverse Theatre, Edinburgh, in 2017, directed by Traverse Artistic Director Orla O'Loughlin.
A single dad meets his adopted daughter for the first time. Then he agrees to meet her birth-mother. When their two worlds collide, will what they have in common outweigh their differences? A one-off meeting. But three lives will be changed forever. One the One Hand, We're Happy is a tender, funny, hopeful play about being a mum when your name is Dad. This edition published to coincide with the run at the Edinburgh Festival Fringe in July 2019.
A disassembling of the Virginia Theatre Machine (VTM), LLC and its annual restaging of an adaption of Charles Dickens' novella, A Christmas Carol. The VTM is a custom-built trailer theater that combines the performance energy of street theater with the magic and wonder of a fully designed theatrical production. I provide a historical context for this 21st century revising of mobile theater that switches the paradigm of the traditional theater experience by bringing the stage to audiences, for free. I draw from critical social and cultural theory to make sense of the audience impact in public and private outdoor spaces. I examine how each new performance environment brings its own resonance to bear on the wonder of the presentation at hand. I present the VTM as an alternative business model and form of theater outreach to inspire a new generation of theater-makers to rethink the traditional constraints of producing theatre.
Renaissance Fun is about the technology of Renaissance entertainments in stage machinery and theatrical special effects; in gardens and fountains; and in the automata and self-playing musical instruments that were installed in garden grottoes. How did the machines behind these shows work? How exactly were chariots filled with singers let down onto the stage? How were flaming dragons made to fly across the sky? How were seas created on stage? How did mechanical birds imitate real birdsong? What was ‘artificial music’, three centuries before Edison and the phonograph? How could pipe organs be driven and made to play themselves by waterpower alone? And who were the architects, engineers, and craftsmen who created these wonders? All these questions are answered. At the end of the book we visit the lost ‘garden of marvels’ at Pratolino with its many grottoes, automata and water jokes; and we attend the performance of Mercury and Mars in Parma in 1628, with its spectacular stage effects and its music by Claudio Monteverdi – one of the places where opera was born. Renaissance Fun is offered as an entertainment in itself. But behind the show is a more serious scholarly argument, centred on the enormous influence of two ancient writers on these subjects, Vitruvius and Hero. Vitruvius’s Ten Books on Architecture were widely studied by Renaissance theatre designers. Hero of Alexandria wrote the Pneumatics, a collection of designs for surprising and entertaining devices that were the models for sixteenth and seventeenth century automata. A second book by Hero On Automata-Making – much less well known, then and now – describes two miniature theatres that presented plays without human intervention. One of these, it is argued, provided the model for the type of proscenium theatre introduced from the mid-sixteenth century, the generic design which is still built today. As the influence of Vitruvius waned, the influence of Hero grew.