What To Do When The Dead Linger
Exploring Hauntedness as a Material Property of Objects
Citation: Hanson, Rosemary. 2021. "What To Do When the Dead Linger: Exploring Hauntedness as a Material Property of Object". Epoiesen. DOI: http://dx.doi.org/10.22215/epoiesen/2021.10
Rosemary Hanson is a freelance archeological illustrator and 3D modeler (rosemary.m.hanson@gmail.com) ORCID: 0000-0002-4371-4981
An ugly earring.
Cheaply made and cheaply bought, it is meant to resemble a queenly diamond in glass and brass. A large, 3 lobed brown jewel sits beneath a crown of small, round, apricot-colored gems in a color palette that now seems a stereotype of the 1970s. These faux diamonds have been haphazardly set into a thin, metal clip that pinches and weighs the ear unpleasantly. It was presumably once part of a pair, but its twin has long ago been lost in the back of a drawer or the case of a second-hand shop or (most likely) underneath 200ft of Tacoma landfill. It is, without doubt, an object out of place. I keep it in my jewelry box, but I have no intention of wearing it. It has no functionalist, aesthetic, or rational role in my life and there is really no reason that I should keep it. Yet, I cling to it: not for what it is, or what it was, or what it could be; not for its value, not for its beauty, not for the hope that I may someday wear it. I cling to it because it was hers: the property of a great aunt, Bea, now dead. I keep it because it is full of memories: the memory of childhood visits and the smell of old perfume and hospital disinfectant. The memory of a somber distribution that I did not understand, and a jewelry box that I was too small to carry. The memory of a quiet presence, felt on the back of the neck in the superstitious hours. The memory of death and life and loss and obligation and the first thing I ever owned that glittered.
Bea, somehow, has made this object different.
A framed photograph of Bea has been edited to include a halo, a motif from religious art used to denote sainthood. This saintly photograph posed with the earring is meant to evoke the small home shrines to Catholic Saints seen during the childhood of the author.
More than the Sum of Its Parts
Hauntedness as a Material Property of Objects
Hauntedness is therefore a subjective property of object materiality. It is a property in which the dead imbue matter with agency. This agency may be physical[11], magical[7][6][12], and/or emotional[13][14], but it is a power that emerges from biographical associations between people and things[1][15]. It is a persistence of entanglement between the dead, the living, and material objects in a panoply of configurations across time and space[13][3].In this sense, haunted objects are a prime example of mixtures[3] or bundles[16]. They are both subject and object, human and nonhuman, real and unreal, effected by and effecting human consciousness, and full of contradictions and bifurcations[3]. They make the social physical and the physical social[16], entangling, mixing, and distributing human consciousness and object materiality[17]. They compress and distort time and disrupt the neat separation of past, present, and future[13][18].
It is precisely because haunted objects offer such a rich and complex materiality that they are useful for engaging archaeological theory. They provide an example of object agency derived from human subjects, yet at varying levels of intentionality[16][3]. They are vibrant matter, but it is a vibrancy that springs primarily from supernatural or affective sources as opposed to the materials of the objects themselves[2][6]. They are entangled, not only in “webs of life” [19], but webs beyond life, where the dead remain enmeshed in the living world[20] through their objects. Objects become links in a chain to nothing that nevertheless still hold the shape of that enchainment like a phantom limb [16][5]. Perhaps most fascinatingly, this resistant materiality can have a material expression. Haunted objects may evoke sensory experiences that are both powerfully perceived and culturally constituted [11][21][22][23], existing at the boundaries of the Sensorial Turn; beyond the Aristotelian and objective senses. Yet for all that these objects can enrich explorations of object materiality, they exist on the fringe of archaeology. They are, after all, superstitious objects, displaying a materiality that exists outside the natural sciences and the objective goals of processual archaeology [24][4]. Haunted objects appear to embody a form of “magical” thinking that is seen as decidedly unmodern, unenlightened, uneducated, and irrational[21][6][7][12]. Hauntedness, along with magic, folklore, and superstition are therefore relegated to the outskirts of the discipline[25][4], or worse still, left to the purview of pseudo-archaeology in its hunt for ghosts, curses, aliens, and monsters[26][27][12]. These explorations of hauntedness might further appear to skirt the symbolic and psychoanalytic approaches of post-processualism, focusing on the meaning of things [19][14]; a particularly fraught project when no resources are available for emic analysis[24]. This paper does not seek to embark on such a project of meaning making (much less a project of ghost hunting). This paper instead seeks to recognize hauntedness as part of the “murk[y] middle ground” in explorations of folk ritual beliefs[24]. It is a sphere of causality that exists in tandem with objective causality[6]. By dismissing it, we may “build false assumptions about what the ‘real world’ is like”[7], secularizing, rationalizing, and suppressing the often powerful effects of heritage[28][6]. As we collect a library of sensory experience through which to examine objects[29][30][31], a focus on the physical senses alone may well be inconsistent with the ontologies that framed (and frame) the experience of the material world[28][7]. In failing to recognize that sensory experiences may be informed by these deep spiritual, cultural frameworks, we are doomed to an idea of sensitivity that is sanitized and one-dimensional.In failing to recognize these relational frameworks, my own experience of a haunted object simply does not exist.
Humanist Problems Require Creative Solutions
Indeed, attempts to measure and record evidence of ghosts and spirits quickly diverge into the realms of ghost hunting [11], spiritualism[21], and pseudo-archeology[26][27]. Instead, subjective questions require a more subjective toolkit: one that engages this subjectivity, as opposed to resisting or obscuring it[32]. This paper deploys two such tools to explore hauntedness as a material property of objects. The first is auto-ethnographic storytelling [11][13][14], and the second is visual artistic practice[33][13][32]. In doing so, I seek to demonstrate the ways that creative practice can be deployed to enrich more traditional forms of analysis.
Case Studies
I. Objects Possessed
Clearly, there is something in the experience of hauntedness that resists and endures.
II. Object Aura
Background image, this slide: In cultural heritage contexts, labels are a primary medium by which objects are denoted as special. Archeological labels and museum labels each tie an object into an object biographical framework - relating the entanglements that separate an ordinary object from an extraordinary object.
In cultural heritage contexts, labels are a primary medium by which objects are denoted as special [63]. Archeological labels and museum labels each tie an object into an object biographical framework - relating the entanglements that separate an ordinary object from an extraordinary object.
III. Objects of Memory
I want to remain haunted.
Conclusion
Background image: Objects cast long shadows, both literally and metephorically. These metephorical shadows may be far larger and more evocative than the objects themselves, and are vital to understanding the effects of materiality on our experiences of the world. To represent objects as purely objective packets of materials is to represent them without dimensionality.
Acknowledgements
Thank you to Amy, for hunting down family photographs, to Bill and Marge, for their wonderful collection of images, to Shawn, for his unwavering enthusiasm, technical knowledge, and formatting prowess, and to Bea, who inspired it all.
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Image Production Notes
Fig 1. Photo taken on a Nikon D3100 and the image was edited in the image manipulation software GIMP 2.10.22.
Fig 2. Original photograph was digitized from the collection of Bill and Marge Richie using a smartphone camera. The digital photograph was then digitally edited into a frame owned by the author using the image manipulation software GIMP 2.10.22.
Fig 3. Model meshes were sculpted by hand using photographic references. Blender 2.93.5 was chosen after photogrammetric approaches failed due to the transparent, reflective materiality of the glass gems. Images were rendered using Eevee and then posed together using the image manipulation software GIMP 2.10.22.
Fig 4. Screenshot of Blender 2.93.5 workspace during the process of editing the earring model mesh.
Fig 5. Digital 3D model of a clip-on earring, produced in Blender 2.93.5. This image was produced using a spotlight and a plane in addition to the earring mesh and was rendered using Eevee.
Fig 6. The earring illustration was produced in the image manipulation software GIMP 2.10.22, using both a manually produced illustration and a photograph as references. Hands were then traced by the author in GIMP.
Fig 7. Images were taken from the personal collections of the author as well as the photographic collections of Bea's relatives, Bill and Marge Richie and Amy Hanson. They were then compiled in the image manipulation software GIMP 2.10.22.
Fig 8. Image was produced in the image manipulation software GIMP 2.10.22.
Fig 9. This image was produced using the image manipulation software GIMP 2.10.22.
Fig 10. This image was produced in Blender 2.93.5 using a spotlight and a plane in addition to the earring mesh and was rendered using Eevee.
Fig 11. This image was produced using the image manipulation software GIMP 2.10.22.
Fig 12. Photogrammetric data was compiled into a mesh in MeshLab and then exported to Blender. However, this resulted in a distorted mesh.
Fig 13. This photogrammetric data was produced from images taken on a Nikon D3100 Camera, compiled in Cloud Compare and exported to MeshLab.
Fig 14. Photogrammetric data was compiled into a mesh in MeshLab and then exported to Blender. However, this resulted in a distorted mesh.
Fig 15. Photograph taken with the camera from a Motorolla G8 Power smartphone.
Fig 16. Digital archeological illustration was produced in the image manipulation software GIMP 2.10.22 from a digitized manual illustration and photographs of the artefact.
Fig 17. This image was produced using the 3D digital modelling software Blender 2.93.5. It was produced using a red-tinted spotlight and a plane in addition to the earring mesh and was rendered using Eevee.
Fig 18. This image was produced using the image manipulation software GIMP 2.10.22. The illustration was produced from manual illustrations and photographs.
Fig 19. This image was produced using the image manipulation software GIMP 2.10.22 from photographs of both the earring and the author’s hand.
Fig 20. The earring mesh was produced using the digital 3D modelling software Blender 2.93.5 and then rendered in Eevee. The image was then imported into the image manipulation software GIMP 2.10.22 and the halo was added.
Fig 21. The photograph of Bea was taken from the collection of Bill and Marge Richie, and then layered over a Blender 2.93.5 model of the earring in the image manipulation software GIMP 2.10.22.
Fig 22. The photograph of Bea was taken from the collection of Bill and Marge Richie, and then layered over a Blender 2.93.5 model of the earring in the image manipulation software GIMP 2.10.22.
Fig 23. The image was taken with the smartphone camera of a Motorolla G8 Power, and then edited with the image manipulation software GIMP 2.10.22.
Fig 24. The modelled earring was produced in the digital 3D modelling software Blender 2.93.5, rendered with Eevee, and then layered over a background produced in the image manipulation software GIMP 2.10.22.
Fig 25. The modelled earring was produced in the digital 3D modelling software Blender 2.93.5, rendered with Eevee, and then layered over a background produced in the image manipulation software GIMP 2.10.22.
Fig 26. The modelled earring was produced in the digital 3D modelling software Blender 2.93.5, rendered with Eevee, and then layered over a background produced in the image manipulation software GIMP 2.10.22.
Fig 27. The modelled earring was produced in the digital 3D modelling software Blender 2.93.5, rendered with Eevee, then layered between backgrounds produced in the image manipulation software GIMP 2.10.22.
Fig 28. This illustration was produced in the image manipulation software GIMP 2.10.22.
Fig 29. The models were created and lit in the digital 3D modelling software Blender 2.93.5 and rendered with Eevee. They were then arranged against a black background in the image manipulation software GIMP 2.10.22.
Fig 30. The models were produced in the digital 3D modelling software Blender 2.93.5 and rendered in Eevee. Both inner glow and arrangement were them produced in the image manipulation software GIMP 2.10.22.
Fig 31. The modelled earrings in this image were produced and lit in the modelling software Blender 2.93.5 and rendered in Eevee. The photograph was taken with a Nikon D3100 Camera. Halos were produced variously in Blender and the image manipulation software GIMP 2.10.22. GIMP was also used to create the artefact illustration and background of the image.
Fig 32. The photograph of the earring was taken on a Nikon D3100 Camera, and then edited into a sketch of both earring and pedestal produced in the image manipulation software GIMP 2.10.22.
Fig 33. This illustration was produced in the image manipulation software GIMP 2.10.22 from photographs of both Bea and the author.
Fig 34. This illustration was produced in the image manipulation software GIMP 2.10.22 from hand photographs.
Fig 35. Family photo from the collection of Bill and Marge Richie. Photo was digitized from the original using a smartphone camera.
Fig 36. This image was produced with the photo manipulation software GIMP 2.10.22.
Background Image - photograph with halo - Original photograph was digitized from the collection of Bill and Marge Richie using a smartphone camera. The image file was then digitally edited in the image manipulation software GIMP 2.10.22 along with images of the frame and earring taken using a smartphone camera from a Motorolla G8 Power.
Background Image - visual outline - This image was produced using the image manipulation software GIMP 2.10.22.
Background Image - museum case - The modelled earring was produced in the digital 3D modelling software Blender 2.93.5, rendered with Eevee, and then layered over a background produced in the image manipulation software GIMP 2.10.22.
Background Image - tagged object - This image was produced using the image manipulation software GIMP 2.10.22.
Background Image - Bea as part of the materiality of the earring - This image was produced from a 3D model produced in the digital 3D modelling software Blender 2.93.5 and rendered in Eevee. The model was then imported into the image manipulation software GIMP 2.10.22 where it was layered with a photograph of Bea from the collection of Bill and Marge Richie.
Background Image - object casting shadow - This image was produced and lit in the digital 3D modelling software Blender 2.93.5 and rendered in Eevee.