scholarly journals Virtual Archaeology, Virtual Longhouses and "Envisioning the Unseen" Within the Archaeological Record

2018 ◽  
Author(s):  
William Michael Carter

We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the tacking and cabling of archaeological knowledge within the virtual space. This paper addresses through the 3D (re)imagination of a 16th century pre-contact Iroquoian longhouse, by community paradata blogging and participatory research, how archaeologists negotiate meaningmaking through the use of presence and phenomenology while also addressing the foundations of the London Charter: namely agency, authority, authenticity and transparency when virtually representing constructed archaeological knowledge. Through the use of Ontario Late Woodland longhouse excavation archaeological data, archaeological literature, historical accounts and linguistic research in combination with 3D animation and visual effects production methodologies, and engaging this mental construction made real in virtual reality by deploying these assets in a real-time gaming and head mounted immersive digital platform, archaeologists can interact, visualize and interrogate archaeological norms, constructs and notions. I advocate that by using Virtual Archaeology, archaeologists build meaning by making within 3D space, and by deploying these 3D assets within a real-time, immersive platform they are able to readily negotiate the past in the present.

2021 ◽  
Author(s):  
D. Yu. Hookk ◽  

According to the system development life cycle framework (ISO/IEC/IEEE 15288), any technical project usually passes six stages: requirement analysis, design, development and testing, implementation, documentation, and evaluation. The international “Virtual archaeology” project is no exception. It was born thanks to the ideas of the ISAP London meeting in 2011 and contacts with the newly established Ludwig Bolzmann Institute for Archaeological Prospection and Virtual Archaeology. The concept of virtual archaeology was first proposed by Paul Reilly in 1990 who introduced the use of 3D computer models based on virtual reality for the visualisation of archaeological data (Reilly 1990). Since then, virtual archaeology has developed into a broad field of research and applications using the internationally recognised principles for the use of computer-based visualisation (London Charter Initiative 2009), while still missing its fundamental definition. That was the problem to discuss by the specialists interested in the topic. The sequence of all the activities based on the previous results has got the title International “Virtual archaeology” project with periodical conferences taking place.


2021 ◽  
pp. 104687812110082
Author(s):  
Omamah Almousa ◽  
Ruby Zhang ◽  
Meghan Dimma ◽  
Jieming Yao ◽  
Arden Allen ◽  
...  

Objective. Although simulation-based medical education is fundamental for acquisition and maintenance of knowledge and skills; simulators are often located in urban centers and they are not easily accessible due to cost, time, and geographic constraints. Our objective is to develop a proof-of-concept innovative prototype using virtual reality (VR) technology for clinical tele simulation training to facilitate access and global academic collaborations. Methodology. Our project is a VR-based system using Oculus Quest as a standalone, portable, and wireless head-mounted device, along with a digital platform to deliver immersive clinical simulation sessions. Instructor’s control panel (ICP) application is designed to create VR-clinical scenarios remotely, live-stream sessions, communicate with learners and control VR-clinical training in real-time. Results. The Virtual Clinical Simulation (VCS) system offers realistic clinical training in virtual space that mimics hospital environments. Those VR clinical scenarios are customizable to suit the need, with high-fidelity lifelike characters designed to deliver interactive and immersive learning experience. The real-time connection and live-stream between ICP and VR-training system enables interactive academic learning and facilitates access to tele simulation training. Conclusions. VCS system provides innovative solutions to major challenges associated with conventional simulation training such as access, cost, personnel, and curriculum. VCS facilitates the delivery of academic and interactive clinical training that is similar to real-life settings. Tele-clinical simulation systems like VCS facilitate necessary academic-community partnerships, as well as global education network between resource-rich and low-income countries.


2018 ◽  
Vol 14 (27) ◽  
pp. 165-178
Author(s):  
Stanov Purnawibowo

AbstractArchaeology not only describing about the past, but also present. The form of cultural transformation process which describe the process of archaeological record disposition in the post-depositoanal factors, one of example form describe from present. Cultural transformation of archaeological record was found in Benteng Putri Hijau site. Precipitation position of archaeological data and stratigraphy can give information about cultural transformation data and contexts remain found in archaeological deposition.


1995 ◽  
Vol 6 (1) ◽  
pp. 1-25 ◽  
Author(s):  
Jun Ohya ◽  
Yasuichi Kitamura ◽  
Fumio Kishino ◽  
Nobuyoshi Terashima ◽  
Haruo Takemura ◽  
...  

Information ◽  
2020 ◽  
Vol 11 (5) ◽  
pp. 278 ◽  
Author(s):  
Jeremy Huggett

The availability and accessibility of digital data are increasingly significant in the creation of archaeological knowledge with, for example, multiple datasets being brought together to perform extensive analyses that would not otherwise be possible. However, this makes capturing the silences in those data—what is absent as well as present, what is unknown as well as what is known—a critical challenge for archaeology in terms of the suitability and appropriateness of data for subsequent reuse. This paper reverses the usual focus on knowledge and considers the role of ignorance—the lack of knowledge, or nonknowledge—in archaeological data and knowledge creation. Examining aspects of archaeological practice in the light of different dimensions of ignorance, it proposes ways in which the silences, the range of unknowns, can be addressed within a digital environment and the benefits which may accrue.


1972 ◽  
Vol 37 (3) ◽  
pp. 419-432 ◽  
Author(s):  
Frederick W. Lange ◽  
Charles R. Rydberg

AbstractExamination of a recently abandoned modern rural house-site in northern Costa Rica was undertaken in an attempt to gain insights into the absence of comparable sites from the Precolumbian archaeological record. The site was thoroughly described, a number of hypotheses based on artifactual evidence were advanced, and the former occupants were then interviewed. Abandonment and post-abandonment behavior by the occupants and others stongly influenced the material culture remains and potential archaeological data. The site had been subjected to a number of alterations and artifacts found were of the lowest retentive priority. A number of problems relevant to archaeological investigation at such sites were elucidated.


2019 ◽  
Vol 1 (2) ◽  
pp. 62-74
Author(s):  
Luis Sangil

Technological advances have introduced changes in digital media business and funding models. Traditional “legacy” newspapers are reacting to the superior business performance of digital intermediaries such as Google and Facebook, which capture a big part of total digital advertising revenues. This work describes the change of focus of the Unidad Editorial, publisher of a set of leading digital newspapers in Spain, including elmundo.es. The company ceased perceiving other digital newspapers as its competitor and tried to learn from the advertising revenue models of major players in the digital arena. This study argues that the management of big data is deeply transforming legacy newspapers' advertising regime. Their advertising model is increasingly based on more sophisticated segmentation tools and programmatic advertising techniques. It finds that a strategy to attract revenue based on learning from competitive models of big platforms is efficient and logical. Hence, the ability to market the value of individual users in real-time is a key factor in the success of this model.


2020 ◽  
Vol 30 ◽  
pp. 56-60
Author(s):  
Mark Reybrouck

Taking an epistemological stance towards music in a real-time listening situation entails a definition of music as a temporal and sounding art. This means that music cannot be described in abstract and detached terms as something “out there” in a virtual space but rather as something that impinges upon our senses in an actual “here and now.” Musical sense-making, therefore, should be considered a kind of ongoing knowledge construction with a dynamic tension between actual sensation and mental representation of sounding events. Four major dichotomies may be considered in this regard: the focal versus synoptic overview of the sounding music, the continuous/discrete processing of the sounds, the distinction between sensory experience versus cognitive economy, and the in-time/outside-of-time distinction. The author argues that a deliberate combination of these diverging approaches makes the musical experience a richer one.


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