An Enchantment Of Digital Archaeology
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Author | : Shawn Graham |
Publisher | : Berghahn Books |
Total Pages | : 204 |
Release | : 2020-07-01 |
Genre | : Social Science |
ISBN | : 9781789207866 |
The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the ‘just-so’ stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with video games. This volume explores this spectrum in the context of Roman archaeology, addressing the strengths, weaknesses, and opportunities of a formalized approach to computation and archaeogaming.
Author | : Shawn Graham |
Publisher | : Berghahn Books |
Total Pages | : 209 |
Release | : 2020-07-01 |
Genre | : Social Science |
ISBN | : 1789207878 |
The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the ‘just-so’ stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with video games. This volume explores this spectrum in the context of Roman archaeology, addressing the strengths, weaknesses, and opportunities of a formalized approach to computation and archaeogaming.
Author | : Kevin Garstki |
Publisher | : Cotsen Institute of Archaeology Press |
Total Pages | : 226 |
Release | : 2022-02-01 |
Genre | : Social Science |
ISBN | : 1950446263 |
Every part of archaeological practice is intimately tied to digital technologies, but how deeply do we really understand the ways these technologies impact the theoretical trends in archaeology, how these trends affect the adoption of these technologies, or how the use of technology alters our interactions with the human past? This volume suggests a critical approach to archaeology in a digital world, a purposeful and systematic application of digital tools in archaeology. This is a call to pay attention to your digital tools, to be explicit about how you are using them, and to understand how they work and impact your own practice. The chapters in this volume demonstrate how this critical, reflexive approach to archaeology in the digital age can be accomplished, touching on topics that include 3D data, predictive and procedural modelling, digital publishing, digital archiving, public and community engagement, ethics, and global sustainability. The scale and scope of this research demonstrates how necessary it is for all archaeological practitioners to approach this digital age with a critical perspective and to be purposeful in our use of digital technologies.
Author | : Uroš Matić |
Publisher | : Springer Nature |
Total Pages | : 172 |
Release | : |
Genre | : |
ISBN | : 3031681576 |
Author | : Lorna-Jane Richardson |
Publisher | : Taylor & Francis |
Total Pages | : 382 |
Release | : 2024-06-20 |
Genre | : Social Science |
ISBN | : 1040023010 |
The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes explored include archaeology and traditional media, archaeology in a digital age, archaeology in a post‐truth era and the future of archaeology. Such comprehensive coverage has not been seen before, and the focus on 21st‐century concerns and media consumption practices provides an innovative and original approach. The Routledge Handbook of Archaeology and the Media in the 21st Century updates the interdisciplinary field of media studies in archaeology and will appeal to students and researchers in multiple fields including contemporary, public, digital, and media archaeology, and heritage studies and management. Television and film producers, writers and presenters of cultural heritage will also benefit from the many entanglements shared here between archaeology and the contemporary media landscape.
Author | : Sebastian Hageneuer |
Publisher | : Ubiquity Press |
Total Pages | : 223 |
Release | : 2020-02-06 |
Genre | : Social Science |
ISBN | : 1911529862 |
Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.
Author | : Andrew Reinhard |
Publisher | : Berghahn Books |
Total Pages | : 192 |
Release | : 2024-07-01 |
Genre | : Social Science |
ISBN | : 1805395718 |
Archaeology can be weird and fun, especially the digital kind. Readers of archaeology, media studies, and game studies are introduced to the wild-and-wooly side of digital archaeology: artifacts, sites, and landscapes contained within—and supporting—interactive digital built environments. Follow your guide, the reluctant digital archaeologist Charlie, to disappear into the weeds of post-landscapes, non-place cultural spaces, persistent digital spaces, software citizenship, machine-created culture, digital drift, technofossils, quantum archaeology, archaeological time, singularities, complexity and retrocausality, noise, and more. These bite-sized chapters offer new ways of interpreting humanity’s blossoming digitalia, an archaeology done at the source of creation, use, and abandonment of our electronic selves.
Author | : Dr. Andrew Reinhard |
Publisher | : Berghahn Books |
Total Pages | : 242 |
Release | : 2024-05-03 |
Genre | : Social Science |
ISBN | : 1805395351 |
As a sequel to Archaeogaming: an Introduction to Archaeology in and of Video Games, the author focuses on the practical and applied side of the discipline, collecting recent digital fieldwork together in one place for the first time to share new methods in treating interactive digital built environments as sites for archaeological investigation. Fully executed examples of practical and applied archaeogaming include the necessity of a rapid archaeology of digital built environments, the creation of a Harris matrix for software stratigraphy, the ethnographic work behind a human civilization trapped in an unstable digital landscape, how to conduct photogrammetry and GIS mapping in procedurally generated space, and how to transform digital artifacts into printed three-dimensional objects. Additionally, the results of the 2014 Atari excavation in Alamogordo, New Mexico are summarized for the first time.
Author | : John Aycock |
Publisher | : Berghahn Books |
Total Pages | : 210 |
Release | : 2023-03-10 |
Genre | : Social Science |
ISBN | : 1800738684 |
Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered.
Author | : Associate Professor Classical Archaeology and Centre for Urban Network Evolutions (Urbnet) Tom Brughmans |
Publisher | : Oxford University Press |
Total Pages | : 355 |
Release | : 2022-09-14 |
Genre | : Rome |
ISBN | : 0192857827 |
The use of formal modelling and computational simulation in studies of the Roman economy has become more common over the last decade. But detailed critical evaluations of this innovative approach are still missing and much needed. What kinds of insights about the Roman economy can it lead to that could not have been obtained through more established approaches, and how do simulation methods constructively enhance research processes in Roman Studies? This edited volume addresses this need through critical discussion and convincing examples. It presents the Roman economy as a highly complex system, traditionally studied through critical examinations of material and textual sources, and understood through a wealth of diverging theories. A key contribution of simulation lies in its ability to formally represent diverse theories of Roman economic phenomena, and test them against empirical evidence. Critical simulation studies rely on collaboration across Roman data, theory, and method specialisms, and can constructively enhance multivocality of theoretical debates of the Roman economy. This potential is illustrated, avoiding computational and mathematical language, through simulation studies of a wealth of Roman economic phenomena: from maritime trade and terrestrial transport infrastructures, through the economic impacts of the Antonine Plague and demography, to local cult economies and grain trade. Through these examples and discussions, this volume aims to provide the common ground, guidance, and inspiration needed to make simulation methods part of the tools of the trade in Roman Studies, and to allow them to make constructive contributions to our understanding of the Roman economy.