The Mechanism of Organic Preservation at Monte Verde, Chile, and One Use of Biomolecules in Archaeological Interpretation

1995 ◽  
Vol 22 (1) ◽  
pp. 97 ◽  
Author(s):  
Noreen Tuross ◽  
Tom D. Dillehay
1992 ◽  
Vol 26 (3) ◽  
pp. 179-181
Author(s):  
Virginia Hetrick ◽  
Richard M. Leventhal ◽  
Dwight M. Read

Geosciences ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 26
Author(s):  
Edisa Lozić ◽  
Benjamin Štular

Airborne LiDAR is a widely accepted tool for archaeological prospection. Over the last decade an archaeology-specific data processing workflow has been evolving, ranging from raw data acquisition and processing, point cloud processing and product derivation to archaeological interpretation, dissemination and archiving. Currently, though, there is no agreement on the specific steps or terminology. This workflow is an interpretative knowledge production process that must be documented as such to ensure the intellectual transparency and accountability required for evidence-based archaeological interpretation. However, this is rarely the case, and there are no accepted schemas, let alone standards, to do so. As a result, there is a risk that the data processing steps of the workflow will be accepted as a black box process and its results as “hard data”. The first step in documenting a scientific process is to define it. Therefore, this paper provides a critical review of existing archaeology-specific workflows for airborne LiDAR-derived topographic data processing, resulting in an 18-step workflow with consistent terminology. Its novelty and significance lies in the fact that the existing comprehensive studies are outdated and the newer ones focus on selected aspects of the workflow. Based on the updated workflow, a good practice example for its documentation is presented.


2021 ◽  
pp. 1-9
Author(s):  
Caroline Arbuckle MacLeod

Abstract Digital tools are widely used in archaeology for excavation, research, and communication of results. Recently, due in large part to the COVID-19 pandemic, there has been a significant increase in the use of these resources in the classroom. The use of digital games for teaching undergraduate archaeology courses has been explored by a number of educators, but the majority of instructors continue to see this medium as lacking any particular educational merit. To combat this conclusion, in this article, the author explores some of the ways that unmodified digital games can be integrated into undergraduate archaeology courses to inspire critical discussions. She discusses two main types of games—conceptual simulations and realist simulations—to show how these can help students better understand theoretical approaches to archaeological interpretation and to consider the most effective form of archaeological reconstructions for different audiences. The author highlights her own experiences teaching with Assassin's Creed: Origins to show the benefits and challenges of working with this medium, and she includes student responses to the use of digital games in discussions. An example of a student assignment and an example of a project prompt are provided as supplemental materials to further encourage the use of digital games in the classroom.


2018 ◽  
Vol 1 ◽  
pp. 1-5
Author(s):  
David Fairbairn

The use of maps and other geovisualisation methods has been longstanding in archaeology. Archaeologists employ advanced contemporary tools in their data collection, analysis and presentation. Maps can be used to render the ‘big data’ commonly collected by archaeological prospection techniques, but are also fundamental output instru-ments for the dissemination of archaeological interpretation and modelling. This paper addresses, through case studies, alternate methods of geovisualisation in archaeology and identifies the efficiencies of each.


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