Author: Shawn Graham
Publisher: Berghahn Books
ISBN: 9781789207866
Category : Social Science
Languages : en
Pages : 204
Book Description
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.
An Enchantment of Digital Archaeology
Author: Shawn Graham
Publisher: Berghahn Books
ISBN: 9781789207866
Category : Social Science
Languages : en
Pages : 204
Book Description
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.
Publisher: Berghahn Books
ISBN: 9781789207866
Category : Social Science
Languages : en
Pages : 204
Book Description
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.
An Enchantment of Digital Archaeology
Author: Shawn Graham
Publisher: Berghahn Books
ISBN: 1789207878
Category : Social Science
Languages : en
Pages : 209
Book Description
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.
Publisher: Berghahn Books
ISBN: 1789207878
Category : Social Science
Languages : en
Pages : 209
Book Description
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.
Communicating the Past in the Digital Age
Author: Sebastian Hageneuer
Publisher: Ubiquity Press
ISBN: 1911529862
Category : Social Science
Languages : en
Pages : 223
Book Description
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.
Publisher: Ubiquity Press
ISBN: 1911529862
Category : Social Science
Languages : en
Pages : 223
Book Description
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.
Archaeogaming
Author: Andrew Reinhard
Publisher: Berghahn Books
ISBN: 1785338749
Category : Social Science
Languages : en
Pages : 236
Book Description
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.
Publisher: Berghahn Books
ISBN: 1785338749
Category : Social Science
Languages : en
Pages : 236
Book Description
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.
Sacred Heritage
Author: Roberta Gilchrist
Publisher: Cambridge University Press
ISBN: 1108496547
Category : Religion
Languages : en
Pages : 275
Book Description
Forges innovative connections between monastic archaeology and heritage studies, revealing new perspectives on sacred heritage, identity, medieval healing, magic and memory. This title is available as Open Access.
Publisher: Cambridge University Press
ISBN: 1108496547
Category : Religion
Languages : en
Pages : 275
Book Description
Forges innovative connections between monastic archaeology and heritage studies, revealing new perspectives on sacred heritage, identity, medieval healing, magic and memory. This title is available as Open Access.
Playful Classics
Author: Juliette Harrisson
Publisher: Bloomsbury Publishing
ISBN: 1350418641
Category : History
Languages : en
Pages : 289
Book Description
This is the first book to deal exclusively with ludic interactions with classical antiquity – an understudied research area within classical reception studies – that can shed light on current processes of construction and appropriation of the Greco-Roman world. Classical antiquity has, for many years, been sold as a product and consumed in a wide variety of forms of entertainment. As a result, games, playing and playful experiences are a privileged space for the reception of antiquity. Through the medium of games, players, performers and audiences are put into direct contact with the classical past, and encouraged to experience it in a participative, creative and subjective fashion. The chapters in this volume, written by scholars and practitioners, cover a variety of topics and cultural artefacts including toys, board games and video games, as well as immersive experiences such as museums, theme parks and toga parties. The contributors tackle contemporary ludic practices and several papers establish a dialogue between artists and scholars, contrasting and harmonising their different approaches to the role of playfulness. Other chapters explore the educational potential of these manifestations, or their mediating role in shaping our conceptions of ancient Greece and Rome. Altogether, this edited collection is the first to offer a comprehensive overview of the ways we can play with antiquity.
Publisher: Bloomsbury Publishing
ISBN: 1350418641
Category : History
Languages : en
Pages : 289
Book Description
This is the first book to deal exclusively with ludic interactions with classical antiquity – an understudied research area within classical reception studies – that can shed light on current processes of construction and appropriation of the Greco-Roman world. Classical antiquity has, for many years, been sold as a product and consumed in a wide variety of forms of entertainment. As a result, games, playing and playful experiences are a privileged space for the reception of antiquity. Through the medium of games, players, performers and audiences are put into direct contact with the classical past, and encouraged to experience it in a participative, creative and subjective fashion. The chapters in this volume, written by scholars and practitioners, cover a variety of topics and cultural artefacts including toys, board games and video games, as well as immersive experiences such as museums, theme parks and toga parties. The contributors tackle contemporary ludic practices and several papers establish a dialogue between artists and scholars, contrasting and harmonising their different approaches to the role of playfulness. Other chapters explore the educational potential of these manifestations, or their mediating role in shaping our conceptions of ancient Greece and Rome. Altogether, this edited collection is the first to offer a comprehensive overview of the ways we can play with antiquity.
Practical Archaeogaming
Author: Andrew Reinhard
Publisher: Berghahn Books
ISBN: 1805395343
Category : Social Science
Languages : en
Pages : 252
Book Description
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.
Publisher: Berghahn Books
ISBN: 1805395343
Category : Social Science
Languages : en
Pages : 252
Book Description
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.
Critical Archaeology in the Digital Age
Author: Kevin Garstki
Publisher: Cotsen Institute of Archaeology Press
ISBN: 1950446263
Category : Social Science
Languages : en
Pages : 226
Book Description
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.
Publisher: Cotsen Institute of Archaeology Press
ISBN: 1950446263
Category : Social Science
Languages : en
Pages : 226
Book Description
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.
Advances in Social Simulation
Author: Marcin Czupryna
Publisher: Springer Nature
ISBN: 3030928438
Category : Science
Languages : en
Pages : 463
Book Description
This book covers the latest advances in applying agent-based modelling in social sciences. The Social Simulation Conference is the major global conference devoted to this topic. It is aimed at promoting social simulation and computational social science. This year’s special theme is “Social Simulation geared towards Post-Pandemic times”, focused not only on questions raised by the current pandemic but also on future challenges related to economic recovery, such as localization, globalization, inequality, sustainable growth and social changes induced by progressive digitalization, data availability and artificial intelligence. The primary audience of this book are scholars and practitioners in computational social sciences including economics, business, sociology, politics, psychology and urban studies.
Publisher: Springer Nature
ISBN: 3030928438
Category : Science
Languages : en
Pages : 463
Book Description
This book covers the latest advances in applying agent-based modelling in social sciences. The Social Simulation Conference is the major global conference devoted to this topic. It is aimed at promoting social simulation and computational social science. This year’s special theme is “Social Simulation geared towards Post-Pandemic times”, focused not only on questions raised by the current pandemic but also on future challenges related to economic recovery, such as localization, globalization, inequality, sustainable growth and social changes induced by progressive digitalization, data availability and artificial intelligence. The primary audience of this book are scholars and practitioners in computational social sciences including economics, business, sociology, politics, psychology and urban studies.
Entangled
Author: Ian Hodder
Publisher: John Wiley & Sons
ISBN: 0470672129
Category : Social Science
Languages : en
Pages : 272
Book Description
A powerful and innovative argument that explores the complexity of the human relationship with material things, demonstrating how humans and societies are entrapped into the maintenance and sustaining of material worlds Argues that the interrelationship of humans and things is a defining characteristic of human history and culture Offers a nuanced argument that values the physical processes of things without succumbing to materialism Discusses historical and modern examples, using evolutionary theory to show how long-standing entanglements are irreversible and increase in scale and complexity over time Integrates aspects of a diverse array of contemporary theories in archaeology and related natural and biological sciences Provides a critical review of many of the key contemporary perspectives from materiality, material culture studies and phenomenology to evolutionary theory, behavioral archaeology, cognitive archaeology, human behavioral ecology, Actor Network Theory and complexity theory
Publisher: John Wiley & Sons
ISBN: 0470672129
Category : Social Science
Languages : en
Pages : 272
Book Description
A powerful and innovative argument that explores the complexity of the human relationship with material things, demonstrating how humans and societies are entrapped into the maintenance and sustaining of material worlds Argues that the interrelationship of humans and things is a defining characteristic of human history and culture Offers a nuanced argument that values the physical processes of things without succumbing to materialism Discusses historical and modern examples, using evolutionary theory to show how long-standing entanglements are irreversible and increase in scale and complexity over time Integrates aspects of a diverse array of contemporary theories in archaeology and related natural and biological sciences Provides a critical review of many of the key contemporary perspectives from materiality, material culture studies and phenomenology to evolutionary theory, behavioral archaeology, cognitive archaeology, human behavioral ecology, Actor Network Theory and complexity theory