Author: STEFANO. BERTOLDI
Publisher: Archaeopress Archaeology
ISBN: 9781803272665
Category :
Languages : en
Pages :
Book Description
The Past as Digital Playground: Archaeology, Virtual Reality, and Video Gamescollects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage.
The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games
Author: Stefano Bertoldi
Publisher: Archaeopress Publishing Ltd
ISBN: 1803272678
Category : Social Science
Languages : en
Pages : 124
Book Description
This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site.
Publisher: Archaeopress Publishing Ltd
ISBN: 1803272678
Category : Social Science
Languages : en
Pages : 124
Book Description
This book collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site.
Augmented Reality Games II
Author: Vladimir Geroimenko
Publisher: Springer Nature
ISBN: 3031544757
Category :
Languages : en
Pages : 371
Book Description
Publisher: Springer Nature
ISBN: 3031544757
Category :
Languages : en
Pages : 371
Book Description
An Educator's Handbook for Teaching about the Ancient World
Author: Pınar Durgun
Publisher: Archaeopress Publishing Ltd
ISBN: 1789697611
Category : Education
Languages : en
Pages : 247
Book Description
With the right methods, studying the ancient world can be as engaging as it is informative. The teaching activities in this book are designed in a cookbook format so that educators can replicate these teaching "recipes” (including materials, budget, preparation time, study level) in classes of ancient art, archaeology, social studies, and history.
Publisher: Archaeopress Publishing Ltd
ISBN: 1789697611
Category : Education
Languages : en
Pages : 247
Book Description
With the right methods, studying the ancient world can be as engaging as it is informative. The teaching activities in this book are designed in a cookbook format so that educators can replicate these teaching "recipes” (including materials, budget, preparation time, study level) in classes of ancient art, archaeology, social studies, and history.
The Routledge Handbook of Archaeology and the Media in the 21st Century
Author: Lorna-Jane Richardson
Publisher: Taylor & Francis
ISBN: 1040023010
Category : Social Science
Languages : en
Pages : 382
Book Description
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.
Publisher: Taylor & Francis
ISBN: 1040023010
Category : Social Science
Languages : en
Pages : 382
Book Description
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.
The Bloomsbury Handbook of Experimental Approaches to Roman Archaeology
Author: Lee Graña Nicolaou
Publisher: Bloomsbury Publishing
ISBN: 1350217859
Category : Social Science
Languages : en
Pages : 601
Book Description
This volume is the first comprehensive overview of Roman experimental archaeology, exploring its key themes, methodologies and applications through a diverse array of international case studies. Experiments, simulations and reconstructions are important methods for understanding the past, from uncovering how ancient objects and structures were made, used, destroyed, deposited and affected underground, to illuminating the experiences of tasting ancient foods, fighting alongside comrades or living in replicated structures. Although the incorporation of experimentation has had great success in prehistoric studies, greater reliance on the wealth of literary and material sources remaining from the classical period has meant that its potential for Roman studies has yet to be fully realised. The 26 chapters in this book are divided into 5 thematic parts, each of which opens with a contextualizing introduction that frames the detailed case studies found in individual chapters and showcases the actual and potential diversity of experimentation as applied to the Roman past by scholars, re-enactors, and practitioners in the heritage sector. In laying out a detailed guide to Roman experimental archaeology, the volume as a whole maps its past, present and future, and provides a firm foundation for further practical research and collaboration. In doing so, it reasserts that experiments and reconstructions are a significant resource for testing or developing theories, rather than merely artistic replicas, and that the vast amount of quantifiable data they yield can be invaluable in support of interpretations of relevant archaeological or historical evidence, regardless of the period in question and beyond the confines of academia.
Publisher: Bloomsbury Publishing
ISBN: 1350217859
Category : Social Science
Languages : en
Pages : 601
Book Description
This volume is the first comprehensive overview of Roman experimental archaeology, exploring its key themes, methodologies and applications through a diverse array of international case studies. Experiments, simulations and reconstructions are important methods for understanding the past, from uncovering how ancient objects and structures were made, used, destroyed, deposited and affected underground, to illuminating the experiences of tasting ancient foods, fighting alongside comrades or living in replicated structures. Although the incorporation of experimentation has had great success in prehistoric studies, greater reliance on the wealth of literary and material sources remaining from the classical period has meant that its potential for Roman studies has yet to be fully realised. The 26 chapters in this book are divided into 5 thematic parts, each of which opens with a contextualizing introduction that frames the detailed case studies found in individual chapters and showcases the actual and potential diversity of experimentation as applied to the Roman past by scholars, re-enactors, and practitioners in the heritage sector. In laying out a detailed guide to Roman experimental archaeology, the volume as a whole maps its past, present and future, and provides a firm foundation for further practical research and collaboration. In doing so, it reasserts that experiments and reconstructions are a significant resource for testing or developing theories, rather than merely artistic replicas, and that the vast amount of quantifiable data they yield can be invaluable in support of interpretations of relevant archaeological or historical evidence, regardless of the period in question and beyond the confines of academia.
›Assassin’s Creed‹ in the Classroom
Author: Erik Champion
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3111253279
Category : Games & Activities
Languages : en
Pages : 276
Book Description
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3111253279
Category : Games & Activities
Languages : en
Pages : 276
Book Description
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
Virtual Heritage
Author: Erik Malcolm Champion
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153
Book Description
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.
Publisher: Ubiquity Press
ISBN: 1914481011
Category : Social Science
Languages : en
Pages : 153
Book Description
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.
Gaming the Past
Author: Jeremiah McCall
Publisher: Routledge
ISBN: 1136832092
Category : Education
Languages : en
Pages : 198
Book Description
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
Publisher: Routledge
ISBN: 1136832092
Category : Education
Languages : en
Pages : 198
Book Description
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.
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.
The Interactive Past
Author: Angus A. A. Mol
Publisher:
ISBN: 9789088904363
Category : Archaeology
Languages : en
Pages : 0
Book Description
Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.
Publisher:
ISBN: 9789088904363
Category : Archaeology
Languages : en
Pages : 0
Book Description
Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.