Practical Archaeogaming
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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 | : Andrew Reinhard |
Publisher | : Berghahn Books |
Total Pages | : 236 |
Release | : 2018-06-18 |
Genre | : Social Science |
ISBN | : 1785338749 |
A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.
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 | : Erik Malcolm Champion |
Publisher | : Ubiquity Press |
Total Pages | : 153 |
Release | : 2021-07-22 |
Genre | : Social Science |
ISBN | : 1914481011 |
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Author | : Ethan Watrall |
Publisher | : University Press of Florida |
Total Pages | : 312 |
Release | : 2022-06-28 |
Genre | : Social Science |
ISBN | : 081307228X |
Exploring the use of digital methods in heritage studies and archaeological research The two volumes of Digital Heritage and Archaeology in Practice bring together archaeologists and heritage professionals from private, public, and academic sectors to discuss practical applications of digital and computational approaches to the field. Contributors thoughtfully explore the diverse and exciting ways in which digital methods are being deployed in archaeological interpretation and analysis, museum collections and archives, and community engagement, as well as the unique challenges that these approaches bring. In this volume, essays address methods for preparing and analyzing archaeological data, focusing on preregistration of research design and 3D digital topography. Next, contributors use specific case studies to discuss data structuring, with an emphasis on creating and maintaining large data sets and working with legacy data. Finally, the volume offers insights into ethics and professionalism, including topics such as access to data, transparency and openness, scientific reproducibility, open-access heritage resources, Indigenous sovereignty, structural racial inequalities, and machine learning. Digital Heritage and Archaeology in Practice highlights the importance of community, generosity, and openness in the use of digital tools and technologies. Providing a purposeful counterweight to the idea that digital archaeology requires expensive infrastructure, proprietary software, complicated processes, and opaque workflows, these volumes privilege perspectives that embrace straightforward and transparent approaches as models for the future. Contributors: Lynne Goldstein | Ethan Watrall | Brian Ballsun-Stanton | Rachel Opitz | Sebastian Heath | Jolene Smith | Philip I Buckland | Adela Sobotkova | Petra Hermankova | Theresa Huntsman | Heather Richards-Rissetto | Ben Marwick | Li-Ying Wang | Carrie Heitman | Neha Gupta | Ramona Nicholas | Susan Blair | Jeremy Huggett
Author | : Howard Williams |
Publisher | : Archaeopress Publishing Ltd |
Total Pages | : 290 |
Release | : 2019-11-21 |
Genre | : Social Science |
ISBN | : 1789693748 |
This collection, stemming from the 2nd University of Chester Archaeology Student Conference 'Archaeo-Engage: Engaging Communities in Archaeology' (April 2017), provides original perspectives on public archaeology’s current practices and future potentials focusing on art/archaeological media, strategies and subjects.
Author | : Raiford Guins |
Publisher | : MIT Press |
Total Pages | : 371 |
Release | : 2014-01-24 |
Genre | : Games & Activities |
ISBN | : 0262019981 |
A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.
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 | : Howard Williams |
Publisher | : Archaeopress Publishing Ltd |
Total Pages | : 366 |
Release | : 2020-02-27 |
Genre | : Social Science |
ISBN | : 1789695287 |
What does the ‘Dark Ages’ mean in contemporary society? Tackling public engagements through archaeological fieldwork, heritage sites and museums, fictional portrayals and art, and increasingly via a broad range of digital media, this is the first-ever dedicated collection exploring the public archaeology of the Early Middle Ages.
Author | : Martin Carver |
Publisher | : Routledge |
Total Pages | : 463 |
Release | : 2013-10-18 |
Genre | : Social Science |
ISBN | : 1136616837 |
Drawing its numerous examples from Britain and beyond, Archaeological Investigation explores the procedures used in field archaeology travelling over the whole process from discovery to publication. Divided into four parts, it argues for a set of principles in part one, describes work in the field in part two and how to write up in part three. Part four describes the modern world in which all types of archaeologist operate, academic and professional. The central chapter ‘Projects Galore’ takes the reader on a whirlwind tour through different kinds of investigation including in caves, gravel quarries, towns, historic buildings and underwater. Archaeological Investigation intends to be a companion for a newcomer to professional archaeology – from a student introduction (part one), to first practical work (part two) to the first responsibilities for producing reports (part three) and, in part four, to the tasks of project design and heritage curation that provide the meat and drink of the fully fledged professional. The book also proposes new ways of doing things, tried out over the author’s thirty years in the field and brought together here for the first time. This is no plodding manual but an inspiring, provocative, informative and entertaining book, urging that archaeological investigation is one of the most important things society does.