Category Archives: archaeology

Post-doctoral contract offer : Collaborative mapping and geovisualisation of spatio-historical data sets

The MAP research unit offers a post-doctoral position for a period of 12 months starting on June 1st 2016. The position profile is related to the field of geovisualisation, but in an application to spatio-historical data sets, and in the context of a citizen science exploratory project.

The MAP unit, funded by CNRS (French National Centre for Scientific Research) and by the French Ministry for Culture, conducts interdisciplinary research activities focusing on the integration of computer science methodologies, formalisms and tools to applications fields like heritage architecture, history and archaeology, spatio-temporal dynamics (www.map.cnrs.fr).

The team is in charge of an exploratory research programme entitled Territographie (www.map.cnrs.fr/territographie), a programme the aim of which is to weigh the potential impact of the citizen science approach in the study of the so-called minor heritage (i.e. collections encompassing tools for agriculture, old occupations, unlisted edifices, etc.).
The team wishes to develop and test a customizable collaborative mapping solution, intended for use in collecting information as well as in browsing/selecting information.

You will find attached two PDF documents (one in French, one in English) presenting the details of the offer : context , mission, skills required , conditions, application procedures.

Contact:

Livio De Luca
Directeur de Recherche au CNRS
Directeur de l’UMR CNRS/MCC MAP _ Modèles et simulations pour l’Architecture et le Patrimoine
http://www.map.cnrs.fr

Email: livio.deluca

postDoctoralPosition_territographie.pdf

offrePostDoc_territographie.pdf

Review of Critical Gaming: Interactive History and Virtual Heritage

Internet Archaeology (@IntarchEditor)
16/02/2016, 7:52 PM
NEW! Review of Critical Gaming: Interactive History and Virtual Heritage dx.doi.org/10.11141/ia.40… @nzerik pic.twitter.com/TMsT7pHRx1

I have to say I found this a fair and interesting book review, my book was intended more as a primer for ideas for others to both reflect on and design (as well as evaluate) virtual heritage and interactive history projects but the change in jobs (and countries) chapter structure and word parameters resulted in some chapters to be less in-depth than the topics deserved. And as I noted on Twitter there is at least one (and probably several) reasons for the apparently too-dominant focus on built heritage! So sorry archaeologists but thanks to all for retweeting the review!

archaeology publishers mostly in the area of digital archaeology and video games

I have been given a deadline of February 3 to source funding for a flight to the Netherlands to the “Interactive Pasts” Value conference 4-5 April 2016. They said they hope to publish an edited book from the conference and I asked them if they had heard of the below publishers (although they probably have their own) so I added the below links. Hope this is of use to someone. Happy to add links to publishers that I have missed.

Teotihuacán

NB The feathered serpent (Quetzalcóatl) and Tláloc (a sort of lizard) entwine the human mountain (the temple) which in the Temple of the Moon (not the larger Temple of the Sun) hold a cave, symbolising fertility (and I assume, creation).

The two thousand year old murals and frescos are fascinating, the sinuous shape near the mouths indicate (flowery) speech:

My thanks to INAH for inviting me to Mexico and to fascinating archaeological sites such as Teotihuacan (INAH:in Spanish) and Xochicalco (see the solar hexagonal shaped overhead solar tunnel as per the below!)

Historical traps and tricks-are there any?

Could historical traps and tricks be used in game designs to encourage thinking about other cultures and create an engaging games?

I raised the below question on twitter (partially to see if twitter was good at answering):

Were any of the traps and tricks in any Indiana Jones movies actually historically plausible and authentic/accurate?

Well I found some interesting answers at
https://www.reddit.com/r/AskHistorians/comments/1cm11z/is_there_any_history_basis_for_the_traps_in_tombs/

And one example (Qin Shi Huang) seemed plausible:
The Secret Tomb of China’s 1st Emperor: Will We Ever See Inside?

Buried deep under a hill in central China, surrounded by an underground moat of poisonous mercury, lies an entombed emperor who’s been undisturbed for more than two millennia.The tomb holds the secrets of China’s first emperor, Qin Shi Huang, who died on Sept. 10, 210 B.C., after conquering six warring states to create the first unified nation of China.

http://www.giantbomb.com/qin-tomb-of-the-middle-kingdom/3030-12977/

 

And there was a game, Qin: Tomb of the Middle Kingdom, which leverages this idea! Not sure I can find and play it (I tried some years ago) but perhaps a working copy is still out there somewhere.

There are still vimeo and youtube videos online.

NB it was very interesting to read of mercury being buried with a tomb, as they have recently found liquid mercury at Teotihuacán:

Liquid mercury found under Mexican pyramid could lead to king’s tomb. Researcher reports ‘large quantities’ of the substance under ruins of Teotihuacan in discovery that could shed light on city’s mysterious leaders.

MINECRAFT VR/3D/3D python programming tutorials

MODELS/TERRAIN

We are looking at creating a projected/tracked 3D environment of Perth and Curtin for Curtin Library’s makerspace using Digital Elevation Models (DEM) from sites like

  1. http://vterrain.org/Locations/au/ e.g. http://www.simmersionholdings.com/customers/stories/city-of-perth.html
  2. Then, import into minecraft: https://www.youtube.com/watch?v=tJf2_pQo0dQ
  3. Or from Google Earth: https://www.youtube.com/watch?v=Wha2m4_CPoo

Python

We are looking at creating Python for archaeologists & historians in Minecraft:

Minecraft in a high end game engine and vice versa

Minecraft projection

Minecraft & Oculus & gear

Minecraft in 3D?

https://forums.geforce.com/default/topic/492117/3d-vision/minecraft-does-minecraft-work-in-3d-/

Virtual Heritage vs Gamification. Fight!

I shared on twitter a concern I had about the apparently uncritical acceptance (and especially increasing acceptance) of gamification.

I say apparently as perhaps authors of various publications do have a critical appreciation of the risks and connotations of gamification, but they don’t always share it.

Even though I touched on this in Critical Gaming, I need some percolation time for this but something for me to think about as to my immediate reaction and aversion to this (uncritical use of) gamification is that

  • Gamification ‘sounds’ to my ears like a trivialization of heritage. In my own research if you tell someone a digital archaeology simulation is a game they have less trouble navigating and performing tasks in the simulation but they take less care and have less respect for the cultural significance, authenticity and accuracy of that simulation.
  • Plus there seems to be a hidden or invisible formula: non-games, add gamification fairy dust,….games!
  • For if you search for richer and more defensible definitions of gamification it seems to me these definitions are getting harder and harder to separate from games per se.
  • Gamification implies there is a simple conversion over to games and it is a binary relationship,  there are games or non-games. We need a term that implies some but not all aspects of games have been applied/incorporated/added. Ludification? Unfortunately no, it has a dangerous related meaning! Perhaps something that reflects a Paideia/Ludus scale? Playful learning or play-based learning seems to be the closest fit for me so far..

Luckily I am not alone, thanks to Trevor Owens directing me to his Meanification article and to Shawn Graham for his Gamification article. Gotta love academification.

 

 

Archaeology and Games-draft article

Impressed with Shawn Graham’s decision to blog a draft of his paper I decided to do the same … here is a draft of a more informal paper/article for <name of journal omitted to protect the innocent>, for a special issue/forum on games and archaeology.

Any issues, queries, suggestions, please let me know! Please remember, this is only a draft.

-Erik

Title: Bringing Your A-Game To Digital Archaeology: Why Serious Games And Virtual Heritage Have Let The Side Down And What We Can Do About It

Author: Ear Zow Digital

Wandering around museums or visiting art galleries and school fairs a relatively impartial observer might notice the paucity of interactive historical exhibitions. In particular there is a disconnect between serious games masquerading as entertainment and the aims and motivations of archaeology. Surely this is resolved by virtual heritage projects (Virtual Reality applied to cultural heritage) and interactive virtual learning environments? After all we have therapy games, flight simulators, online role-playing games, even games involving archaeological site inspections. Unfortunately we have few successful case studies that are shareable, robust and clearly delivering learning outcomes.

Early virtual heritage environments were low resolution, unreliable or required specialist equipment, with limited interaction. Games were and still are far more interactive and are arguably the most successful form of virtual environment, so it would seem to be a masterstroke to use game engines for virtual heritage.

Why have games succeeded where virtual reality has failed? In terms of consumer technology there is virtually no competition. Games are typically highly polished, focused products. Large and loyal audiences follow them and if they allow modding (modification of their content) then the community of fans will produce an enviable amount of content, useful feedback and grassroots marketing for the game companies. Virtual reality companies don’t have the loyal audience base, the dedicated and copyrighted content and technology pipeline, or the free advertising.

Game consoles are now the entertainment centers of so many living rooms, the game consoles and related games can last and be viable for ten years or more and in many countries the game industry makes more money than the film industry. Virtual Reality, by contrast, seems to move from hype cycle to hype cycle. The recent media blitz of head mounted displays is exciting and no doubt I will also buy one, but just like the earlier pretenders the technology has great promise but the inspiring long-term content only appears to exist in videos and artists’ impressions.

As interactive entertainment most computer games follow obvious genres and feature affordances (well-known themes, rewards and feedback on performance), they challenge people to find out more rather than telling them everything (a sometimes annoying and overloading aspect of virtual environments) and in most games learning through failure is acceptable (and required). And here lies another advantage for games over virtual environments: games offer procedural knowledge rather than the descriptive and prescriptive knowledge) found in virtual learning environments.

Most definitions and explanations of games include the following three features: a game has some goal in mind that the player works to achieve; systematic or emergent rules; and is considered a form of play or competition. Above all else, games are possibility spaces, they offer different ways of approaching the same problems and because they are played in the “magical circle” failure does not lead to actual harm, which allows people to test out new strategies. That is why, unlike other academics, I don’t view a game as primarily a rules-based system. I think of a game as an engaging (not frustrating) challenge that offers up the possibility of temporary or permanent tactical resolution without harmful outcomes to the real world situation of the participant.

Despite the comparative success of computer games, successful serious games and education-focused virtual heritage games are few and far between. The following preconceptions about games (and game-based learning) could explain why more interactive and game-like heritage environments have not emerged as both engaging entertainment and as successful educational applications.

The first and I think most common preconception of games is that they are puerile wastes of time. For an academic argument against this view, any publication on game-based learning by James Gee will provide some interesting insights, while Steve Johnson in Everything Bad is Good for You writes in a similar if humorous way on how games help hone skills.

Many critics believe games are only for children. Such a view would conveniently ignore the adult enjoyment of sports, but it also neglects the question of how we learn about culture. In the vast majority of societies around the world people learn about culture as children through play, games and roleplaying. Games are also an integral method for transmitting cultural mores and social knowledge. In “The Operational Guidelines for the Implementation of the World Heritage Convention (http://w hc.unesco.org/en/guidelines/) UNESCO specifically state they may provide assistance for informational material such as multimedia to promote the Convention and World Heritage “especially for young people.”

A related criticism of computer games is that they are only about fantasy. While it is true that some human computer interaction (HCI) experts see fantasy as a key component of games, fantasy is also a popular component of literature and fantasy provides a series of perceived affordances, the player is asked to let their imagination fill in the gaps. So perhaps thematic imagination is a more appropriate term. Fantasy creates imaginative affordances, we have a greater idea of what to expect and how to behave when we see fantasy genres and we are more willing to suspend disbelief. Fantasy helps induce narrative coherence and is a feasible vehicle to convey mythology connected to archaeology sites.

Games are not only about fantasy for many are also highly dependent on simulating violence. Yet some of the biggest selling games are not violent, for example Minecraft, Mario and the Sims series: the Sims. A more serious problem for my research has been when the real-world historical context to simulate is itself both horrific and hard to grasp. My objection to violent computer games is not so much that they simulate violence but that they don’t provide situations for the player to question the ubiquitous and gratuitous use of violence. Be definition computer games are good at computing options quickly so it is easier to cater for reflex-based challenges, stopping the player from thinking, from having time to reflect, but challenging them to both move and aim (coordinate) at the same time. And when mainstream game interaction is applied to virtual heritage and digital archaeology, the information learnt is not meaningful or clearly applicable to the real world and the skills developed are not easily transferrable.

Marshall McLuhan apparently once said “Anyone who thinks there is a difference between education and entertainment doesn’t know the first thing about either.” I have not found the origin for this quote but this saying is popular for a reason: many automatically assume entertainment is not educational or that to be meaningful, education cannot be entertaining. In the area of history this is a very worrying point, a recent survey of the American public found that while they were charmed and inspired by the word “past”, the word “history” reminded them of a school-time subject that they dreaded (Rosenzweig and Thelen, 2000).

Gamification could be the commercial savior for many educational designers but it has many critics. Fuchs ( 2013) explained gamification as the use of game-based rules structures and interfaces by corporations “to manage and control brand-communities and to create value”, this definition reveals both the attraction of gamification to business and the derision it has received from game designers and academics.

A more technical objection to using games for digital archaeology projects is that they can only provide low-resolution quality for images, movies and real-time interaction. With all due respect, game engines (such as Crysis and Unreal 4) and archaeological environments created in game engines (such as http://www.westergrenart.com/ or http://www.byzantium1200.com/) would challenge many CADD (computer-aided design and drafting) showcases. In 2015 the Guardian newspaper released an article declaring we are entering the era of photorealistic rendering (Stuart, 2015). Autodesk (the company behind the biggest CADD programs) have recognized the threat and now sell their own game engine. Even if CADD did produce higher-resolution and more accurate 3D models, what advantage would this offer over game-based real-time interactive environments where the general public is free to explore?

The last preconception or rather I should say concern about games is that they are not suitable for preservation due to software and hardware obsolescence. Game-based virtual heritage environments are not great as digital heritage, the technology does not last and the content is not maintained and updated. I agree this is a major problem, but the problem is more a lack of suitably maintained infrastructure than technology. In terms of usability research, there are very few surveys and tangible results that have helped improve the field but the biggest issue is preservation of the research data and 3D models. We still lack a systematic pipeline featuring open source software, a well-organized online archive of 3D models in a robust open format, globally accepted metadata and a community who reviews, critiques, augments and maintains suitable content.

Definitions vary but virtual heritage is not an effective communication medium and is certainly not a great exponent of digital heritage. Many of the great virtual heritage showcases such as Rome Reborn, or Beyond Space and Time (IBM) have been taken offline, use proprietary software, or have simply disappeared due to a lack of long-term maintenance. So there are very few existing exemplars and accessible showcases to learn from, (CINECA’s Blender pipeline: https://www.blendernetwork.org/cineca is an exception to the rule).

Many game engines can now export to a variety of 3D formats and run across a variety of platforms and devices. They can export VRML and now also WebGL so interactive 3D models can run in an Internet browser without requiring the end user to download a web-based plugin. Some game engines can dynamically import media assets at runtime; others can run off a database.

UNESCO recently accepted my proposal to build a chair in cultural heritage and visualization to look at these issues from an Australian perspective. We intend to survey and collate existing world heritage models, unify the metadata schemas, determine the best and most robust 3D format for online archives and web-based displays, provide training material on free open source software such as Blender and demonstrate ways to link 3D models and subcomponents to relevant online resources.

Conclusion: Archaeologists and Games Do Not Mix?

Archaeologists and suitable games could mix if games existed that leverage game mechanics to help teach archaeological methods, approaches and interpretations. As far as I know, archaeologists don’t have easy to translate mechanics for their process of discovery and understanding that we can transform into game mechanics to engage and educate the public with the methods and approaches of archaeology and heritage studies. And yet virtual heritage environments should be interactive because data changes and technologies change. Interaction can provide for different types of learning preferences and interaction will draw in the younger generations.

My solution is to suggest that rather than concentrate on the technology archaeologists should focus on the expected audience. What do we want to show with digital technology, for what purpose, for which audience and how will we know when we have succeeded?

References

Fuchs, M. 2013. CfP: Rethinking Gamification Workshop [Online]. Germany: Art and Civic Media Lab at the Centre for Digital Cultures, Leuphana University Germany. Available: http://projects.digital-cultures.net/gamification/2013/02/07/118/ [Accessed 15 October 2015].

Rosenzweig, R. & Thelen, D. 2000. The Presence of the Past: Popular Uses of History in American Life, New York, Columbia University Press.

Stuart, K. 2015. Photorealism – the future of video game visuals. The Guardian [Online]. Available: http://www.theguardian.com/technology/2015/feb/12/future-of-video-gaming-visuals-nvidia-rendering [Accessed 31 October 2015].

Join the CAA! Call for candidates for four open CAA committee posts

I have only ever reviewed for CAA but the papers I have reviewed have been consistently better than for other heritage conferences and I respect the work of the people behind CAA. I highly recommend the organisation.

Archaeological Networks

I love the CAA and I thoroughly enjoy being able to give something back to this community by being CAA secretary. If you think this is a great community and are keen to be involved, consider applying for one of the open positions!

Computer Applications and Quantitative Methods in Archaeology (CAA) invites CAA members to apply for one of four open committee posts: outreach officer, treasurer, publication officer, bursary and student/low income officer. The current treasurer and publication officer will stand down at CAA2016 in Oslo, the outreach and the bursary and student/low income officers are two new posts. Candidates must be CAA members and applications by all CAA members will be considered. CAA encourages in particular applications from female or non-European CAA members. The tasks associated with these posts are given below. Candidates must express an interest in the posts before 29 February 2016 by sending a motivational statement…

View original post 936 more words

are there open access virtual heritage/digital archaeology journals?

Not so many virtual heritage open access journals (help me here!) but there are various open access archaeology journals:

  • The open access archaeology journal I first knew of (around 2004 I think I first heard of it?) http://intarch.ac.uk/ does have Author Processing Charges (APC) and I don’t know the cost of APC (I assume it varies based on page count) but it does also include 3D media asset. Now “All our content is Open Access”.
  • Now there is also Open Archaeology which only issues once per year, and accepts many graphic formats (but not 3D?) but what interested me was this request:It is important that authors include a cover letter with their manuscript. Please explain why you consider your manuscript as suitable for publication in the Journal, why will your paper inspire the other members of your field, and how will it drive research forward. However, there is a pricing paragraph on the right. Most confusing, is it open access and authors pay? In passing, there is an interesting issue entitled Topical Issue on Challenging Digital Archaeology.
  • There is also a wider ranging series of open access journals in ancient studies. I note also the open access and free articles in the JOURNAL OF ANCIENT HISTORY AND ARCHAEOLOGY.
  • Frontiers in Digital Humanities is not archaeology-specific but does have a digital archaeology section so deserves a mention.As it includes experimental work I am not sure how it is rated as a quality journal output by educational institutes (Indexed in: Google Scholar, CrossRef) but in Australia very few open access journals in any field (especially Digital Humanities!) seem to receive the Excellence in Research for Australia (ERA) rating anyway! Frontiers have a tiered reader-decided impact-led publication system which I find rather interesting if puzzling.
  • There is also Mediterranean Archaeology and Archaeometry Journal, which is a little more wide ranging, I believe, than the title suggests (although there is obviously an emphasis on the Mediterranean region) . It has been free open access PDF articles since 2014, and is issued three times a year.
  • American Journal of Archaeology is open access but only for book reviews, review articles, editorials etc. Eprint articles can be stored in an institutional repository.
  • There is also the Open Access Journal: Virtual Archaeology Review.
  • Doug’s archaeology blog lists archaeology journals and open access journals.
  • Please also consider the Journal of Contemporary Archaeology – looks interesting! “Journal of Contemporary Archaeology is the first dedicated, international, peer-reviewed journal to explore archaeology’s specific contribution to understanding the present and recent past.” It features both open access and subscription access.
  • For more general publishing outlets in archaeology please consider these resources http://researchguides.uoregon.edu/anthropology/openaccess
  • Finally, I’d like to mention The Cotsen Institute of Archaeology Press including Digital Archaeology such as open access issue/proceedings (?) Archaeology 2.0. Open Access in general? I hope so!

Digital Heritage/Virtual Heritage Open Access Journals? A work-on! I wonder if there is enough of a market to push for a virtual heritage open access journal or if it is more realistic to dock such an idea under the arm of a more general archaeology or heritage open access journal.

For more game-related articles there is the Journal of Virtual Worlds Research (but I don’t know if they still have APC); Game Studies and Eludamos. Journal for Computer Game Culture, and so on.