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488 result(s) for "Archaeology Computer simulation."
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An enchantment of digital archaeology : raising the dead with agent-based models, archaeogaming and artificial intelligence
\"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\"-- Provided by publisher.
Archaeology in the Digital Era
The Conference on Computer Applications and Quantitative Methods in Archaeology is the leading conference on digital archaeology, and this volume offers a comprehensive and up-to-date account of the state of the field today. It features a selection of the best papers presented at the fortieth annual conference in 2012 and explores a multitude of topics of interest to all those working in digital archaeology.
Digital Cities
The guiding premise of this book is the role of the study of the city, its display and dissemination, in the information network of digital cities. A collection of essays on the ways the city can now be studied and presented, this book surveys the current situation in regard to various visualizations of cities of the past and present, built on historical evidence and scientific hypothesis. The chapters reflect the authors’ wide-ranging fields of interest and experience, from archeology to urban planning. Current methods of visualization, including 3D models and virtual reality simulations, are described and critiqued, primarily in regard to the field of cyber-archeology. Thus, the book offers a view of cities in the digital realm as simultaneously memory, imagination, and experience. In this way, it depicts how the ever-changing character of the past, present, and future is reformulated and re-presented in our digital era.
Digital Giza : visualizing the Pyramids
\"After a brief introduction to the Giza Plateau of the Old Kingdom and a summary of the history of excavation at the site, this book explores new, primarily digital, approaches to accessing the site. A 3-D reconstruction of the site allows for both general access and targeted research inquiries that were previously impossible, even at the site itself. Case studies and philosophical musings on the nature of visualization in archaeology round out the volume, along with some speculation about emerging technologies and possible next steps.\"-- Provided by publisher
Computational approaches to archaeological spaces
This volume of original chapters written by experts in the field offers a snapshot of how historical built spaces, past cultural landscapes, and archaeological distributions are currently being explored through computational social science. It focuses on the continuing importance of spatial and spatio-temporal pattern recognition in the archaeological record, considers more wholly model-based approaches that fix ideas and build theory, and addresses those applications where situated human experience and perception are a core interest. Reflecting the changes in computational technology over the past decade, the authors bring in examples from historic and prehistoric sites in Europe, Asia, and the Americas to demonstrate the variety of applications available to the contemporary researcher.
Archaeogaming
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. This book serves as a general introduction to \"archaeogaming\"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact
3D Delineation
A recent trend concerning archaeological research has focused on producing a real-time methodology for 3D digital models as archaeological documentation within the excavation setting. While such methodologies have now firmly been established, what remains is to examine how 3D models can be integrated more fully alongside other forms of archaeological documentation. This work explored one avenue by developing a method that combines the interpretative power of traditional archaeological drawings and the realistic visualisation capacity of 3D digital models. An experiment was initiated during archaeological excavations at Uppåkra, Sweden where photographic data was captured to produce 3D digital models through Photoscan. These models were geospatially located within ESRI’s 3D GIS ArcScene where shapefile editing tools were used to draw overtop of their surfaces in three-dimensions. All drawings closely followed the single context method of drawing, were allotted context numbers, and given descriptive geodatabase attributes. This methodology resulted in the further integration of 3D models alongside other forms of archaeological documentation. The drawings increased the communicative powers of archaeological interpretation by enabling the information to be disseminated in a 3D environment alongside other formats of data that would have otherwise been disconnected in 2D space. Finally, the database attributes permitted the drawings complete integration within the geodatabase, thereby making them available for query and other analytical procedures. Archaeological information is three-dimensional; therefore, archaeologists must begin to approach documentation bearing this in mind. This technique has demonstrated that 3D models are a fluidic form of documentation allowing for accurate preservation of archaeology while enabling new forms of data to be derived all within a limited amount of time. Archaeologists must begin to affect change towards embracing 3D models and their associated applications as a standard tool within the excavator’s toolbox.
Archaeology, history, and predictive modeling : research at Fort Polk 1972-2002
Fort Polk Military Reservation encompasses approximately 139,000 acres in western Louisiana 40 miles southwest of Alexandria. As a result of federal mandates for cultural resource investigation, more archaeological work has been undertaken there, beginning in the 1970s, than has occurred at any other comparably sized area in Louisiana or at most other localities in the southeastern United States. The extensive program of survey, excavation, testing, and large-scale data and artifact recovery, as well as historic and archival research, has yielded a massive amount of information. While superbly curated by the U.S. Army, the material has been difficult to examine and comprehend in its totality. With this volume, Anderson and Smith collate and synthesize all the information into a comprehensive whole. Included are previous investigations, an overview of local environmental conditions, base military history and architecture, and the prehistoric and historic cultural sequence. An analysis of location, environmental, and assemblage data employing a sample of more than 2,800 sites and isolated finds was used to develop a predictive model that identifies areas where significant cultural resources are likely to occur. Developed in 1995, this model has already proven to be highly accurate and easy to use. Archaeology, History, and Predictive Modeling will allow scholars to more easily examine the record of human activity over the past 13,000 or more years in this part of western Louisiana and adjacent portions of east Texas. It will be useful to southeastern archaeologists and anthropologists, both professional and amateur. David G. Anderson is an archaeologist with the National Park Service's Southeast Archeological Center in Tallahassee, Florida, and coeditor of The Woodland Southeast. Steven D. Smith is with SCIAA in Columbia, South Carolina. J.W. Joseph and Mary Beth Reed are with New South Associates in Stone Mountain, Georgia.
Visualizing Cityscapes of Classical Antiquity
The study presented here aims to make a practical contribution to a new understanding and use of digital 3D reconstructions in archaeology, namely as 'laboratories' to test hypotheses and visualize, evaluate and discuss multiple interpretations.