Book Description
Computer Applications and Quantitative Methods in Archaeology (CAA)
Author : Juan A. Barceló
Publisher : British Archaeological Reports Oxford Limited
Page : 276 pages
File Size : 36,54 MB
Release : 2000
Category : History
ISBN :
Computer Applications and Quantitative Methods in Archaeology (CAA)
Author : Erik Malcolm Champion
Publisher : Ubiquity Press
Page : 153 pages
File Size : 32,79 MB
Release : 2021-07-22
Category : 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 :
Publisher :
Page : 294 pages
File Size : 42,68 MB
Release : 1996
Category : Archaeology
ISBN :
Sites include: Giza, Saqqara, Thebes, Ebla, Uruk, Ur, Babylon, Susa, Isernia, Malta, Minoan Crete, Mycenaean cities, Bologna, Verucchio, Entella, Athens, Delphi, Olympia, Macedonia, Rome, Pompeii, the Indus Valley, South-Central Asia, Scythia, China, Mongolia, Japan, Teotihuacan, Tikal, Palenque, Copán, Tenochtitlan, the Andes, and others.
Author : Proietti, Enrico
Publisher : IGI Global
Page : 347 pages
File Size : 13,77 MB
Release : 2019-11-22
Category : Social Science
ISBN : 1799810615
Communicating archaeological heritage at the institutional level reflects on the current status of archeology, and a lack of communication between archaeologists and the general public only serves to widen the gap of understanding. As holders of this specific scientific expertise, effective openness and communication is essential to understanding how a durable future can be built through comprehension of the past and the importance of heritage sites and collections. Developing Effective Communication Skills in Archaeology is an essential research publication that examines archeology as a method for present researchers to interact and communicate with the past, and as a methods for identifying the overall trends in the needs of humanity as a whole. Presenting a vast range of topics such as digital transformation, artificial intelligence, and heritage awareness, this book is essential for archaeologists, journalists, heritage managers, sociologists, educators, anthropologists, museum curators, historians, communication specialists, industry professionals, researchers, academicians, and students.
Author : Sebastian Hageneuer
Publisher : Ubiquity Press
Page : 223 pages
File Size : 17,8 MB
Release : 2020-02-06
Category : 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 : Maurizio Forte
Publisher : British Archaeological Reports Limited
Page : 153 pages
File Size : 21,44 MB
Release : 2010
Category : Social Science
ISBN : 9781407307213
This book collects articles from two different workshops organized in 2009 and 2010, one which aimed to analyse the epistemology of cyber-archaeology in relation to state of the art methods, theory, applications and overviews; the other focusing on collaborative environments, collaborative research, virtual models and simulation studies.
Author : Barcelo, Juan A.
Publisher : IGI Global
Page : 436 pages
File Size : 38,17 MB
Release : 2008-07-31
Category : Computers
ISBN : 1599044919
Provides analytical theories offered by innovative artificial intelligence computing methods in the archaeological domain.
Author : Andrew Reinhard
Publisher : Berghahn Books
Page : 236 pages
File Size : 41,47 MB
Release : 2018-06-18
Category : 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 : Gianni Panconesi
Publisher :
Page : pages
File Size : 38,51 MB
Release : 2021
Category : Artificial intelligence
ISBN : 9781799876380
"In a world where where online and offline overlap and coincide, this book presents how digital intelligence is a key competence for the future of education and looks at how AI and other digital tools are improving the world of education"--
Author : Fotis Liarokapis
Publisher : Springer Nature
Page : 440 pages
File Size : 10,25 MB
Release : 2020-04-07
Category : Computers
ISBN : 3030371913
This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.