Latest recommendations
Id | Title * | Authors * | Abstract * | Picture * | Thematic fields * | Recommender▲ | Reviewers | Submission date | |
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16 May 2022
Wood technology: a Glossary and Code for analysis of archaeological wood from stone tool culturesAnnemieke Milks, Jens Lehmann, Utz Böhner, Dirk Leder, Tim Koddenberg, Michael Sietz, Matthias Vogel, Thomas Terberger https://doi.org/10.31219/osf.io/x8m4jOpen glossary for wood technologiesRecommended by Ruth Blasco based on reviews by Paloma Vidal-Matutano, Oriol López-Bultó, Eva Francesca Martellotta and Laura Caruso FerméWood is a widely available and versatile material, so it is not surprising that it has been a key resource throughout human history. However, it is more vulnerable to decomposition than other materials, and its direct use is only rarely recorded in prehistoric sites. Despite this, there are exceptions (e.g., [1-5] [6] and references therein), and indirect evidence of its use has been attested through use-wear analyses, residue analyses (e.g., [7]) and imprints on the ground (e.g., [8]). One interesting finding of note is that the technology required to make, for example, wooden spears was quite complex [9], leading some authors to propose that this type of tool production represented a cognitive leap for Pleistocene hominids [10]. Other researchers, however, have proposed that the production process for wooden tools could have been much easier than is currently thought [11]. Be that as it may, in recent years researchers have begun to approach wood remains systematically, developing analyses of natural and anthropogenic damage, often with the help of experimental reference samples. In this work, the authors elaborate a comprehensive glossary as a first step towards the understanding of the use of wood for technological purposes in different times and places, as there is still a general gap in the established nomenclature. Thus, this glossary is a synthesis and standardisation of analytical terms for early wood technologies that includes clear definitions and descriptions of traces from stone tool-using cultures, to avoid confusion in ongoing and future studies of wood tools. For this, the authors have carried out a detailed search of the current literature to select appropriate terms associated with additional readings that provide a wide, state-of-the-art description of the field of wood technology. An interesting point is that the glossary has been organised within a chaîne opératoire framework divided into categories including general terms and natural traces, and then complemented by an appendix of images. It is important to define the natural traces –understanding these as alterations caused by natural processes–because they can mask those modifications produced by other agents affecting both unmodified and modified wood before, during or after its human use. In short, the work carried out by Milks et al. [6] is an excellent and complete assessment and vital to the technological approach to wooden artifacts from archaeological contexts and establishing a common point for a standardised nomenclature. One of its particular strengths is that the glossary is a preprint that will remain open during the coming years, so that other researchers can continue to make suggestions and refinements to improve the definitions, terms and citations within it. [1] Oakley, K., Andrews, P., Keeley, L., Clark, J. (1977). A reappraisal of the Clacton spearpoint. Proceedings of the Prehistoric Society 43, 13-30. https://doi.org/10.1017/S0079497X00010343 [2] Thieme, H. (1997). Lower Palaeolithic hunting spears from Germany. Nature 385, 807-810. https://doi.org/10.1038/385807a0 [3] Schoch, W.H., Bigga, G., Böhner, U., Richter, P., Terberger, T. (2015). New insights on the wooden weapons from the Paleolithic site of Schöningen. Journal of Human Evolution 89, 214-225. https://doi.org/10.1016/j.jhevol.2015.08.004 [4] Aranguren, B., Revedin, A., Amico, N., Cavulli, F., Giachi, G., Grimaldi, S. et al. (2018). Wooden tools and fire technology in the early Neanderthal site of Poggetti Vecchi (Italy). Proceedings of the National Academy of Sciences. 115, 2054-2059. https://doi.org/10.1073/pnas.1716068115 [5] Rios-Garaizar, J., López-Bultó, O., Iriarte, E., Pérez-Garrido, C., Piqué, R., Aranburu, A., et al. (2018). A Middle Palaeolithic wooden digging stick from Aranbaltza III, Spain. PLoS ONE 13(3): e0195044. https://doi.org/10.1371/journal.pone.0195044 [6] Milks, A. G., Lehmann, J., Böhner, U., Leder, D., Koddenberg, T., Sietz, M., Vogel, M., Terberger, T. (2022). Wood technology: a Glossary and Code for analysis of archaeological wood from stone tool cultures. Peer-reviewed and recommended by PCI Archaeology https://doi.org/10.31219/osf.io/x8m4j [7] Nugent, S. (2006). Applying use-wear and residue analyses to digging sticks. Mem Qld Mus Cult Herit Ser 4, 89-105. https://search.informit.org/doi/10.3316/informit.890092331962439 [8] Allué, E., Cabanes, D., Solé, A., Sala, R. (2012). Hearth Functioning and Forest Resource Exploitation Based on the Archeobotanical Assemblage from Level J, in: i Roura E. (Ed.), High Resolution Archaeology and Neanderthal Behavior: Time and Space in Level J of Abric Romaní (Capellades, Spain). Springer Netherlands, Dordrecht, pp. 373-385. https://doi.org/10.1007/978-94-007-3922-2_9 [9] Ennos, A.R., Chan, T.L. (2016). "Fire hardening" spear wood does slightly harden it, but makes it much weaker and more brittle. Biology Letters 12. https://doi.org/10.1098/rsbl.2016.0174 [10] Haidle, M.N. (2009). How to think a simple spear?, in: de Beaune S.A., Coolidge F.L., Wynn T. (Eds.), Cognitive Archaeology and Human Evolution. Cambridge University Press, New York, pp. 57-73. [11] Garofoli, D. (2015). A Radical Embodied Approach to Lower Palaeolithic Spear-making. Journal of Mind and Behavior 36, 1-26. | Wood technology: a Glossary and Code for analysis of archaeological wood from stone tool cultures | Annemieke Milks, Jens Lehmann, Utz Böhner, Dirk Leder, Tim Koddenberg, Michael Sietz, Matthias Vogel, Thomas Terberger | <p>The analysis of wood technologies created by stone tool-using cultures remains underdeveloped relative to the study of lithic and bone technologies. In recent years archaeologists have begun to approach wood assemblages systematically, developi... | Ancient Palaeolithic, Archaeobotany, Mesolithic, Middle Palaeolithic, Neolithic, Raw materials, Taphonomy, Traceology, Upper Palaeolithic | Ruth Blasco | 2021-12-01 12:18:53 | View | ||
20 Jul 2022
Faunal remains from the Upper Paleolithic site of Nahal Rahaf 2 in the southern Judean Desert, IsraelNimrod Marom, Dariya Lokshin Gnezdilov, Roee Shafir, Omry Barzilai, Maayan Shemer https://doi.org/10.1101/2022.05.17.492258New zooarchaeological data from the Upper Palaeolithic site of Nahal Rahaf 2, IsraelRecommended by Ruth Blasco based on reviews by Ana Belén Galán and Joana GabucioThe Levantine Corridor is considered a crossing point to Eurasia and one of the main areas for detecting population flows (and their associated cultural and economic changes) during the Pleistocene. This area could have been closed during the most arid periods, giving rise to processes of population isolation between Africa and Eurasia and intermittent contact between Eurasian human communities [1,2]. Zooarchaeological studies of the early Upper Palaeolithic assemblages constitute an important source of knowledge about human subsistence, making them central to the debate on modern behaviour. The Early Upper Palaeolithic sequence in the Levant includes two cultural entities – the Early Ahmarian and the Levantine Aurignacian. This latter is dated to 39-33 ka and is considered a local adaptation of the European Aurignacian techno-complex. In this work, the authors present a zooarchaeological study of the Nahal Rahaf 2 (ca. 35 ka) archaeological site in the southern Judean Desert in Israel [3]. Zooarchaeological data from the early Upper Paleolithic desert regions of the southern Levant are not common due to preservation problems of non-lithic finds. In the case of Nahal Rahaf 2, recent excavation seasons brought to light a stratigraphical sequence composed of very well-preserved archaeological surfaces attributed to the 'Arkov-Divshon' cultural entity, which is associated with the Levantine Aurignacian. This study shows age-specific caprine (Capra cf. Capra ibex) hunting on prime adults and a generalized procurement of gazelles (Gazella cf. Gazella gazella), which seem to have been selectively transported to the site and processed for within-bone nutrients. An interesting point to note is that the proportion of goats increases along the stratigraphic sequence, which suggests to the authors a specialization in the economy over time that is inversely related to the occupational intensity of use of the site. It is also noteworthy that the materials represent a large sample compared to previous studies from the Upper Paleolithic of the Judean Desert and Negev. In summary, this manuscript contributes significantly to the study of both the palaeoenvironment and human subsistence strategies in the Upper Palaeolithic and provides another important reference point for evaluating human hunting adaptations in the arid regions of the southern Levant. References [1] Bermúdez de Castro, J.-L., Martinon-Torres, M. (2013). A new model for the evolution of the human pleistocene populations of Europe. Quaternary Int. 295, 102-112. https://doi.org/10.1016/j.quaint.2012.02.036 [2] Bar-Yosef, O., Belfer-Cohen, A. (2010). The Levantine Upper Palaeolithic and Epipalaeolithic. In Garcea, E.A.A. (Ed), South-Eastern Mediterranean Peoples Between 130,000 and 10,000 Years Ago. Oxbow Books, pp. 144-167. [3] Marom, N., Gnezdilov, D. L., Shafir, R., Barzilai, O. and Shemer, M. (2022). Faunal remains from the Upper Paleolithic site of Nahal Rahaf 2 in the southern Judean Desert, Israel. BioRxiv, 2022.05.17.492258, ver. 4 peer-reviewed and recommended by Peer community in Archaeology. https://www.biorxiv.org/content/10.1101/2022.05.17.492258v4 | Faunal remains from the Upper Paleolithic site of Nahal Rahaf 2 in the southern Judean Desert, Israel | Nimrod Marom, Dariya Lokshin Gnezdilov, Roee Shafir, Omry Barzilai, Maayan Shemer | <p>Nahal Rahaf 2 (NR2) is an Early Upper Paleolithic (ca. 35 kya) rock shelter in the southern Judean Desert in Israel. Two excavation seasons in 2019 and 2020 revealed a stratigraphical sequence composed of intact archaeological surfaces attribut... | Upper Palaeolithic, Zooarchaeology | Ruth Blasco | Joana Gabucio | 2022-05-19 06:16:47 | View | |
01 Sep 2023
Zooarchaeological investigation of the Hoabinhian exploitation of reptiles and amphibians in Thailand and Cambodia with a focus on the Yellow-headed tortoise (Indotestudo elongata (Blyth, 1854))Corentin Bochaton, Sirikanya Chantasri, Melada Maneechote, Julien Claude, Christophe Griggo, Wilailuck Naksri, Hubert Forestier, Heng Sophady, Prasit Auertrakulvit, Jutinach Bowonsachoti, Valery Zeitoun https://doi.org/10.1101/2023.04.27.538552A zooarchaeological perspective on testudine bones from Hoabinhian hunter-gatherer archaeological assemblages in Southeast AsiaRecommended by Ruth Blasco based on reviews by Noel Amano and Iratxe BonetaThe study of the evolution of the human diet has been a central theme in numerous archaeological and paleoanthropological investigations. By reconstructing diets, researchers gain deeper insights into how humans adapted to their environments. The analysis of animal bones plays a crucial role in extracting dietary information. Most studies involving ancient diets rely heavily on zooarchaeological examinations, which, due to their extensive history, have amassed a wealth of data. During the Pleistocene–Holocene periods, testudine bones have been commonly found in a multitude of sites. The use of turtles and tortoises as food sources appears to stretch back to the Early Pleistocene [1-4]. More importantly, these small animals play a more significant role within a broader debate. The exploitation of tortoises in the Mediterranean Basin has been examined through the lens of optimal foraging theory and diet breadth models (e.g. [5-10]). According to the diet breadth model, resources are incorporated into diets based on their ranking and influenced by factors such as net return, which in turn depends on caloric value and search/handling costs [11]. Within these theoretical frameworks, tortoises hold a significant position. Their small size and sluggish movement require minimal effort and relatively simple technology for procurement and processing. This aligns with optimal foraging models in which the low handling costs of slow-moving prey compensate for their small size [5-6,9]. Tortoises also offer distinct advantages. They can be easily transported and kept alive, thereby maintaining freshness for deferred consumption [12-14]. For example, historical accounts suggest that Mexican traders recognised tortoises as portable and storable sources of protein and water [15]. Furthermore, tortoises provide non-edible resources, such as shells, which can serve as containers. This possibility has been discussed in the context of Kebara Cave [16] and noted in ethnographic and historical records (e.g. [12]). However, despite these advantages, their slow growth rate might have rendered intensive long-term predation unsustainable. While tortoises are well-documented in the Southeast Asian archaeological record, zooarchaeological analyses in this region have been limited, particularly concerning prehistoric hunter-gatherer populations that may have relied extensively on inland chelonian taxa. With the present paper Bochaton et al. [17] aim to bridge this gap by conducting an exhaustive zooarchaeological analysis of turtle bone specimens from four Hoabinhian hunter-gatherer archaeological assemblages in Thailand and Cambodia. These assemblages span from the Late Pleistocene to the first half of the Holocene. The authors focus on bones attributed to the yellow-headed tortoise (Indotestudo elongata), which is the most prevalent taxon in the assemblages. The research include osteometric equations to estimate carapace size and explore population structures across various sites. The objective is to uncover human tortoise exploitation strategies in the region, and the results reveal consistent subsistence behaviours across diverse locations, even amidst varying environmental conditions. These final proposals suggest the possibility of cultural similarities across different periods and regions in continental Southeast Asia. In summary, this paper [17] represents a significant advancement in the realm of zooarchaeological investigations of small prey within prehistoric communities in the region. While certain approaches and issues may require further refinement, they serve as a comprehensive and commendable foundation for assessing human hunting adaptations.
References [1] Hartman, G., 2004. Long-term continuity of a freshwater turtle (Mauremys caspica rivulata) population in the northern Jordan Valley and its paleoenvironmental implications. In: Goren-Inbar, N., Speth, J.D. (Eds.), Human Paleoecology in the Levantine Corridor. Oxbow Books, Oxford, pp. 61-74. https://doi.org/10.2307/j.ctvh1dtct.11 [2] Alperson-Afil, N., Sharon, G., Kislev, M., Melamed, Y., Zohar, I., Ashkenazi, R., Biton, R., Werker, E., Hartman, G., Feibel, C., Goren-Inbar, N., 2009. Spatial organization of hominin activities at Gesher Benot Ya'aqov, Israel. Science 326, 1677-1680. https://doi.org/10.1126/science.1180695 [3] Archer, W., Braun, D.R., Harris, J.W., McCoy, J.T., Richmond, B.G., 2014. Early Pleistocene aquatic resource use in the Turkana Basin. J. Hum. Evol. 77, 74-87. https://doi.org/10.1016/j.jhevol.2014.02.012 [4] Blasco, R., Blain, H.A., Rosell, J., Carlos, D.J., Huguet, R., Rodríguez, J., Arsuaga, J.L., Bermúdez de Castro, J.M., Carbonell, E., 2011. Earliest evidence for human consumption of tortoises in the European Early Pleistocene from Sima del Elefante, Sierra de Atapuerca, Spain. J. Hum. Evol. 11, 265-282. https://doi.org/10.1016/j.jhevol.2011.06.002 [5] Stiner, M.C., Munro, N., Surovell, T.A., Tchernov, E., Bar-Yosef, O., 1999. Palaeolithic growth pulses evidenced by small animal exploitation. Science 283, 190-194. https://doi.org/10.1126/science.283.5399.190 [6] Stiner, M.C., Munro, N.D., Surovell, T.A., 2000. The tortoise and the hare: small-game use, the Broad-Spectrum Revolution, and paleolithic demography. Curr. Anthropol. 41, 39-73. https://doi.org/10.1086/300102 [7] Stiner, M.C., 2001. Thirty years on the “Broad Spectrum Revolution” and paleolithic demography. Proc. Natl. Acad. Sci. U. S. A. 98 (13), 6993-6996. https://doi.org/10.1073/pnas.121176198 [8] Stiner, M.C., 2005. The Faunas of Hayonim Cave (Israel): a 200,000-Year Record of Paleolithic Diet. Demography and Society. American School of Prehistoric Research, Bulletin 48. Peabody Museum Press, Harvard University, Cambridge. [9] Stiner, M.C., Munro, N.D., 2002. Approaches to prehistoric diet breadth, demography, and prey ranking systems in time and space. J. Archaeol. Method Theory 9, 181-214. https://doi.org/10.1023/A:1016530308865 [10] Blasco, R., Cochard, D., Colonese, A.C., Laroulandie, V., Meier, J., Morin, E., Rufà, A., Tassoni, L., Thompson, J.C. 2022. Small animal use by Neanderthals. In Romagnoli, F., Rivals, F., Benazzi, S. (eds.), Updating Neanderthals: Understanding Behavioral Complexity in the Late Middle Palaeolithic. Elsevier Academic Press, pp. 123-143. ISBN 978-0-12-821428-2. https://doi.org/10.1016/C2019-0-03240-2 [11] Winterhalder, B., Smith, E.A., 2000. Analyzing adaptive strategies: human behavioural ecology at twenty-five. Evol. Anthropol. 9, 51-72. https://doi.org/10.1002/(sici)1520-6505(2000)9:2%3C51::aid-evan1%3E3.0.co;2-7 [12] Schneider, J.S., Everson, G.D., 1989. The Desert Tortoise (Xerobates agassizii) in the Prehistory of the Southwestern Great Basin and Adjacent areas. J. Calif. Gt. Basin Anthropol. 11, 175-202. http://www.jstor.org/stable/27825383 [13] Thompson, J.C., Henshilwood, C.S., 2014b. Nutritional values of tortoises relative to ungulates from the Middle Stone Age levels at Blombos Cave, South Africa: implications for foraging and social behaviour. J. Hum. Evol. 67, 33-47. https://doi.org/10.1016/j.jhevol.2013.09.010 [14] Blasco, R., Rosell, J., Smith, K.T., Maul, L.Ch., Sañudo, P., Barkai, R., Gopher, A. 2016. Tortoises as a Dietary Supplement: a view from the Middle Pleistocene site of Qesem Cave, Israel. Quat Sci Rev 133, 165-182. https://doi.org/10.1016/j.quascirev.2015.12.006 [15] Pepper, C., 1963. The truth about the tortoise. Desert Mag. 26, 10-11. [16] Speth, J.D., Tchernov, E., 2002. Middle Paleolithic tortoise use at Kebara Cave (Israel). J. Archaeol. Sci. 29, 471-483. https://doi.org/10.1006/jasc.2001.0740 [17] Bochaton, C., Chantasri, S., Maneechote, M., Claude, J., Griggo, C., Naksri, W., Forestier, H., Sophady, H., Auertrakulvit, P., Bowonsachoti, J. and Zeitoun, V. (2023) Zooarchaeological investigation of the Hoabinhian exploitation of reptiles and amphibians in Thailand and Cambodia with a focus on the Yellow-headed Tortoise (Indotestudo elongata (Blyth, 1854)), BioRXiv, 2023.04.27.538552 , ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.1101/2023.04.27.538552v3 | Zooarchaeological investigation of the Hoabinhian exploitation of reptiles and amphibians in Thailand and Cambodia with a focus on the Yellow-headed tortoise (*Indotestudo elongata* (Blyth, 1854)) | Corentin Bochaton, Sirikanya Chantasri, Melada Maneechote, Julien Claude, Christophe Griggo, Wilailuck Naksri, Hubert Forestier, Heng Sophady, Prasit Auertrakulvit, Jutinach Bowonsachoti, Valery Zeitoun | <p style="text-align: justify;">While non-marine turtles are almost ubiquitous in the archaeological record of Southeast Asia, their zooarchaeological examination has been inadequately pursued within this tropical region. This gap in research hind... | Asia, Taphonomy, Zooarchaeology | Ruth Blasco | Iratxe Boneta, Noel Amano | 2023-05-02 09:30:50 | View | |
02 Mar 2024
A note on predator-prey dynamics in radiocarbon datasetsNimrod Marom, Uri Wolkowski https://doi.org/10.1101/2023.11.12.566733A new approach to Predator-prey dynamicsRecommended by Ruth Blasco based on reviews by Jesús Rodríguez, Miriam Belmaker and 1 anonymous reviewerVarious biological systems have been subjected to mathematical modelling to enhance our understanding of the intricate interactions among different species. Among these models, the predator-prey model holds a significant position. Its relevance stems not only from its application in biology, where it largely governs the coexistence of diverse species in open ecosystems, but also from its utility in other domains. Predator-prey dynamics have long been a focal point in population ecology, yet access to real-world data is confined to relatively brief periods, typically less than a century. Studying predator-prey dynamics over extended periods presents challenges due to the limited availability of population data spanning more than a century. The most extensive dataset is the hare-lynx records from the Hudson Bay Company, documenting a century of fur trade [1]. However, other records are considerably shorter, usually spanning decades [2,3]. This constraint hampers our capacity to investigate predator-prey interactions over centennial or millennial scales. Marom and Wolkowski [4] propose here that leveraging regional radiocarbon databases offers a solution to this challenge, enabling the reconstruction of predator-prey population dynamics over extensive timeframes. To substantiate this proposition, they draw upon examples from Pleistocene Beringia and the Holocene Judean Desert. This approach is highly relevant and might provide insight into ecological processes occurring at a time scale beyond the limits of current ecological datasets. The methodological approach employed in this article proposes that the summed probability distribution (SPD) of predator radiocarbon dates, which reflects changes in population size, will demonstrate either more or less variation than anticipated from random sampling in a homogeneous distribution spanning the same timeframe. A deviation from randomness would imply a covariation between predator and prey populations. This basic hypothesis makes no assumptions about the frequency, mechanism, or cause of predator-prey interactions, as it is assumed that such aspects cannot be adequately tested with the available data. If validated, this hypothesis would offer initial support for the idea that long-term regional radiocarbon data contain signals of predator-prey interactions. This approach could justify the construction of larger datasets to facilitate a more comprehensive exploration of these signal structures.
References [1] Elton, C. and Nicholson, M., 1942. The Ten-Year Cycle in Numbers of the Lynx in Canada. J. Anim. Ecol. 11, 215–244. [2] Gilg, O., Sittler, B. and Hanski, I., 2009. Climate change and cyclic predator-prey population dynamics in the high Arctic. Glob. Chang. Biol. 15, 2634–2652. https://doi.org/10.1111/j.1365-2486.2009.01927.x [3] Vucetich, J.A., Hebblewhite, M., Smith, D.W. and Peterson, R.O., 2011. Predicting prey population dynamics from kill rate, predation rate and predator-prey ratios in three wolf-ungulate systems. J. Anim. Ecol. 80, 1236–1245. https://doi.org/10.1111/j.1365-2656.2011.01855.x [4] Marom, N. and Wolkowski, U. (2024). A note on predator-prey dynamics in radiocarbon datasets, BioRxiv, 566733, ver. 4 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.1101/2023.11.12.566733 | A note on predator-prey dynamics in radiocarbon datasets | Nimrod Marom, Uri Wolkowski | <p>Predator-prey interactions have been a central theme in population ecology for the past century, but real-world data sets only exist for recent, relatively short (<100 years) time spans. This limits our ability to study centennial/millennial... | Bioarchaeology, Environmental archaeology, Palaeontology, Paleoenvironment, Zooarchaeology | Ruth Blasco | 2023-12-12 14:37:22 | View | ||
29 Aug 2023
Designing Stories from the Grave: Reviving the History of a City through Human Remains and Serious GamesTsaknaki, Electra; Anastasovitis, Eleftherios; Georgiou, Georgia; Alagialoglou, Kleopatra; Mavrokostidou, Maria; Kartsiakli, Vasiliki; Aidonis, Asterios; Protopsalti, Tania; Nikolopoulos, Spiros; Kompatsiaris, Ioannis https://doi.org/10.5281/zenodo.7981323AR and VR Gamification as a proof-of-conceptRecommended by Sebastian Hageneuer based on reviews by Sophie C. Schmidt and Tine RassalleTsaknaki et al. (2023) discuss a work-in-progress project in which the presentation of Cultural Heritage is communicated using Serious Games techniques in a story-centric immersive narration instead of an exhibit-centered presentation with the use of Gamification, Augmented and Virtual Reality technologies. In the introduction the authors present the project called ECHOES, in which knowledge about the past of Thessaloniki, Greece is planned to be processed as an immersive and interactive experience. After presenting related work and the methodology, the authors describe the proposed design of the Serious Game and close the article with a discussion and conclusions. The paper is interesting because it highlights an ongoing process in the realm of the visualization of Cultural Heritage (see for example Champion 2016). The process described by the authors on how to accomplish this by using Serious Games, Gamification, Augmented and Virtual Reality is promising, although still hypothetical as the project is ongoing. It remains to be seen if the proposed visuals and interactive elements will work in the way intended and offer users an immersive experience after all. A preliminary questionnaire already showed that most of the respondents were not familiar with these technologies (AR, VR) and in my experience these numbers only change slowly. One way to overcome the technological barrier however might be the gamification of the experience, which the authors are planning to implement. I decided to recommend this article based on the remarks of the two reviewers, which the authors implemented perfectly, as well as my own evaluation of the paper. Although still in progress it seems worthwhile to have this article as a basis for discussion and comparison to similar projects. However, the article did not mention the possible longevity of data and in which ways the usability of the Serious Game will be secured for long-term storage. One eminent problem in these endeavors is, that we can read about these projects, but never find them anywhere to test them ourselves (see for example Gabellone et al. 2016). It is my intention with this review and the recommendation, that the ECHOES project will find a solution for this problem and that we are not only able to read this (and forthcoming) article(s) about the ECHOES project, but also play the Serious Game they are proposing in the near and distant future. References
Gabellone, Francesco, Antonio Lanorte, Nicola Masini, und Rosa Lasaponara. 2016. „From Remote Sensing to a Serious Game: Digital Reconstruction of an Abandoned Medieval Village in Southern Italy“. Journal of Cultural Heritage. https://doi.org/10.1016/j.culher.2016.01.012 Tsaknaki, Electra, Anastasovitis, Eleftherios, Georgiou, Georgia, Alagialoglou, Kleopatra, Mavrokostidou, Maria, Kartsiakli, Vasiliki, Aidonis, Asterios, Protopsalti, Tania, Nikolopoulos, Spiros, and Kompatsiaris, Ioannis. (2023). Designing Stories from the Grave: Reviving the History of a City through Human Remains and Serious Games, Zenodo, 7981323, ver. 4 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.7981323 | Designing Stories from the Grave: Reviving the History of a City through Human Remains and Serious Games | Tsaknaki, Electra; Anastasovitis, Eleftherios; Georgiou, Georgia; Alagialoglou, Kleopatra; Mavrokostidou, Maria; Kartsiakli, Vasiliki; Aidonis, Asterios; Protopsalti, Tania; Nikolopoulos, Spiros; Kompatsiaris, Ioannis | <p>The main challenge of the current digital transition is to utilize computing media and cutting-edge technologyin a more meaningful way, which would make the archaeological and anthropological research outcomes relevant to a heterogeneous audien... | Bioarchaeology, Computational archaeology, Europe | Sebastian Hageneuer | 2023-05-29 13:19:46 | View | ||
14 Nov 2023
Student Feedback on Archaeogaming: Perspectives from a Classics ClassroomStephan, Robert https://doi.org/10.5281/zenodo.8221286Learning with Archaeogaming? A study based on student feedbackRecommended by Sebastian Hageneuer based on reviews by Jeremiah McCall and 1 anonymous reviewerThis paper (Stephan 2023) is about the use of video games as a pedagogical tool in class. Instead of taking the perspective of a lecturer, the author seeks the student’s perspectives to evaluate the success of an interactive teaching method at the crossroads of history, archaeology, and classics. The paper starts with a literature review, that highlights the intensive use of video games among college students and high schoolers as well as the impact video games can have on learning about the past. The case study this paper is based on is made with the game Assassin’s Creed: Odyssey, which is introduced in the next part of the paper as well as previous works on the same game. The author then explains his method, which entailed the tasks students had to complete for a class in classics. They could either choose to play a video game or more classically read some texts. After the tasks were done, students filled out a 14-question-survey to collect data about prior gaming experience, assignment enjoyment, and other questions specific to the assignments. The results were based on only a fraction of the course participants (n=266) that completed the survey (n=26), which is a low number for doing statistical analysis. Besides some quantitative questions, students had also the possibility to freely give feedback on the assignments. Both survey types (quantitative answers and qualitative feedback) solely relied on the self-assessment of the students and one might wonder how representative a self-assessment is for evaluating learning outcomes. Both problems (size of the survey and actual achievements of learning outcomes) are getting discussed at the end of the paper, that rightly refers to its results as preliminary. I nevertheless think that this survey can help to better understand the role that video games can play in class. As the author rightly claims, this survey needs to be enhanced with a higher number of participants and a better way of determining the learning outcomes objectively. This paper can serve as a start into how we can determine the senseful use of video games in classrooms and what students think about doing so. References
Stephan, R. (2023). Student Feedback on Archaeogaming: Perspectives from a Classics Classroom, Zenodo, 8221286, ver. 6 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.8221286
| Student Feedback on Archaeogaming: Perspectives from a Classics Classroom | Stephan, Robert | <p>This study assesses student feedback from the implementation of Assassin’s Creed: Odyssey as a teaching tool in a lower level, general education Classics course (CLAS 160B1 - Meet the Ancients: Gateway to Greece and Rome). In this course, which... | Antiquity, Classic, Mediterranean | Sebastian Hageneuer | Anonymous, Jeremiah McCall | 2023-08-07 16:45:31 | View | |
11 Oct 2023
Transforming the Archaeological Record Into a Digital Playground: a Methodological Analysis of The Living Hill ProjectSamanta Mariotti https://doi.org/10.5281/zenodo.8302563Gamification of an archaeological park: The Living Hill Project as work-in-progressRecommended by Sebastian Hageneuer based on reviews by Andrew Reinhard, Erik Champion and 1 anonymous reviewerThis paper (2023) describes The Living Hill project dedicated to the archaeological park and fortress of Poggio Imperiale in Poggibonsi, Italy. The project is a collaboration between the Poggibonsi excavation and Entertainment Games App, Ltd. From the start, the project focused on the question of the intended audience rather than on the used technology. It was therefore planned to involve the audience in the creation of the game itself, which was not possible after all due to the covid pandemic. Nevertheless, the game aimed towards a visit experience as close as possible to reality to offer an educational tool through the video game, as it offers more periods than the medieval period showcased in the archaeological park itself. The game mechanics differ from a walking simulator, or a virtual tour and the player is tasked with returning three lost objects in the virtual game. While the medieval level was based on a 3D scan of the archaeological park, the other two levels were reconstructed based on archaeological material. Currently, only a PC version is working, but the team works on a mobile version as well and teased the possibility that the source code will be made available open source. Lastly, the team also evaluated the game and its perception through surveys, interviews, and focus groups. Although the surveys were only based on 21 persons, the results came back positive overall. The paper is well-written and follows a consistent structure. The authors clearly define the goals and setting of the project and how they developed and evaluated the game. Although it has be criticized that the game is not playable yet and the size of the questionnaire is too low, the authors clearly replied to the reviews and clarified the situation on both matters. They also attended to nearly all of the reviewers demands and answered them concisely in their response. In my personal opinion, I can fully recommend this paper for publication. For future works, it is recommended that the authors enlarge their audience for the quesstionaire in order to get more representative results. It it also recommended to make the game available as soon as possible also outside of the archaeological park. I would also like to thank the reviewers for their concise and constructive criticism to this paper as well as for their time. References Mariotti, Samanta. (2023) Transforming the Archaeological Record Into a Digital Playground: a Methodological Analysis of The Living Hill Project, Zenodo, 8302563, ver. 5 peer-reviewed and recommended by Peer Community in Archaeology https://doi.org/10.5281/zenodo.8302563 | Transforming the Archaeological Record Into a Digital Playground: a Methodological Analysis of *The Living Hill* Project | Samanta Mariotti | <p>Video games are now recognised as a valuable tool for disseminating and enhancing archaeological heritage. In Italy, the recent institutionalisation of Public Archaeology programs and incentives for digital innovation has resulted in a prolifer... | Conservation/Museum studies, Europe, Medieval, Post-medieval | Sebastian Hageneuer | 2023-08-30 20:25:32 | View | ||
03 Nov 2023
The Dynamic Collections – a 3D Web Platform of Archaeological Artefacts designed for Data Reuse and Deep InteractionMarco Callieri, Åsa Berggren, Nicolò Dell’Unto, Paola Derudas, Domenica Dininno, Fredrik Ekengren, Giuseppe Naponiello https://doi.org/10.5281/zenodo.10067103A comparative teaching and learning tool for 3D data: Dynamic CollectionsRecommended by Sebastian Hageneuer based on reviews by Alex Brandsen and Louise TharandtThe paper (Callieri, M. et al. 2023) describes the “Dynamic Collections” project, an online platform initially created to showcase digital archaeological collections of Lund University. During a phase of testing by department members, new functionalities and artefacts were added resulting in an interactive platform adapted to university-level teaching and learning. The paper introduces into the topic and related works after which it starts to explain the project itself. The idea is to resemble the possibilities of interaction of non-digital collections in an online platform. Besides the objects themselves, the online platform offers annotations, measurement and other interactive tools based on the already known 3DHOP framework. With the possibility to create custom online collections a collaborative working/teaching environment can be created. The already wide-spread use of the 3DHOP framework enabled the authors to develop some functionalities that could be used in the “Dynamic Collections” project. Also, current and future plans of the project are discussed and will include multiple 3D models for one object or permanent identifiers, which are both important additions to the system. The paper then continues to explain some of its further planned improvements, like comparisons and support for teaching, which will make the tool an important asset for future university-level education. The paper in general is well-written and informative and introduces into the interactive tool, that is already available and working. It is very positive, that the authors rely on up-to-date methodologies in creating 3D online repositories and are in fact improving them by testing the tool in a teaching environment. They mention several times the alignment with upcoming EU efforts related to the European Collaborative Cloud for Cultural Heritage (ECCCH), which is anticipatory and far-sighted and adds to the longevity of the project. Comments of the reviewers were reasonably implemented and led to a clearer and more concise paper. I am very confident that this tool will find good use in heritage research and presentation as well as in university-level teaching and learning. Although the authors never answer the introductory question explicitly (What characteristics should a virtual environment have in order to trigger dynamic interaction?), the paper gives the implicit answer by showing what the "Dynamic Collections" project has achieved and is able to achieve in the future. BibliographyCallieri, M., Berggren, Å., Dell'Unto, N., Derudas, P., Dininno, D., Ekengren, F., and Naponiello, G. (2023). The Dynamic Collections – a 3D Web Platform of Archaeological Artefacts designed for Data Reuse and Deep Interaction, Zenodo, 10067103, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.10067103 | The Dynamic Collections – a 3D Web Platform of Archaeological Artefacts designed for Data Reuse and Deep Interaction | Marco Callieri, Åsa Berggren, Nicolò Dell’Unto, Paola Derudas, Domenica Dininno, Fredrik Ekengren, Giuseppe Naponiello | <p>The Dynamic Collections project is an ongoing initiative pursued by the Visual Computing Lab ISTI-CNR in Italy and the Lund University Digital Archaeology Laboratory-DARKLab, Sweden. The aim of this project is to explore the possibilities offer... | Archaeometry, Computational archaeology | Sebastian Hageneuer | 2023-08-31 15:05:32 | View | ||
09 Sep 2024
The Games of our People. Analysing Populist Nationalist Rhetorics of the Past in Historical GamesMarvin M. Visonà , Vincenzo Idone Cassone https://doi.org/10.5281/zenodo.8309653A framework for the analysis of populist nationalist rhetorics in historical gamesRecommended by Sebastian Hageneuer based on reviews by Angus Mol, Aris Politopoulos and 1 anonymous reviewerThis paper by Visonà and Cassone (2024) looks on historic video games and populist national rhetoric of the past with the goal of understanding the political implications of historical games today. Based on the works of Chapman et al. (2017) and Reinhard (2018), the paper focuses on political rhetoric and the possibility to provide forms of friction or alternative historical experiences. The paper wants to present an analytical framework to investigate these possibilities in video games and is structured into four parts. Part 1 (history and digital games) gives a short introduction into the topic of archaeogaming and the development in researching different aspects of video games. It also briefly introduces into the mechanics of knowledge transfer (see also Giere 2019). Part 2 (populist nationalism and the construction of the past) explains the dynamics of populist nationalism of the past and how these same mechanisms are on the rise again today. This makes this paper extremely relevant to today's political situation. Populist movements try to construct a past to form identity, a past that never really existed. These movements then use these identities to justify their political goals.Part 3 (analytical framework) describes the authors framework for analysis. It is structured into a matrix of three dimensions (Identitarian mythopoesis, Unavoidable conflict, Western teleology) by three procedures (Perspective, Connection, Selection), each with distinct questions to ask and answer for the researched video game. Part 4 (implementation) finally discusses how the framework works and presents some practical examples with the help of the games Assassin’s Creed III and Civilization V. The conclusions summarize the paper once more very briefly. The proposed framework is a very welcome tool in reflecting on video games in terms of the political dimensions represented. The matrix provided can give a hint on what questions to ask and how to analyze the answers. Nevertheless, a little more explanation on how to work with these questions might be helpful, especially for students wanting to utilize this matrix. The two provided examples help a lot, but it might not be clear to everyone how to use the framework. If one does however, this framework can help tremendously in video game analysis with a political focus. This is especially important today with raising populist narratives all over the world. This paper presents a very good starting point on an analytical framework for the analysis of historical video games. References Chapman, A., Foka, A., and Westin, J. (2017) Introduction: what is historical game studies? 499 Rethinking History, 21(3), 358-371. https://doi.org/10.1080/13642529.2016.1256638 Giere, D. (2019) Computerspiele - Medienbildung - historisches Lernen. Zu Repräsentation und Rezeption von Geschichte in digitalen Spielen. Forum historisches Lernen. Frankfurt am Main: Wochenschau. Reinhard, A. (2018) Archaeogaming - An Introduction to Archaeology in and of Video Games. New York - Oxford: Berghahn. Visonà, M. M. and Idone Cassone, V. (2024) The Games of our People. Analysing Populist Nationalist Rhetorics of the Past in Historical Games. Zenodo, ver.5 peer-reviewed and recommended by PCI Archaeology https://doi.org/10.5281/zenodo.8309653 | The Games of our People. Analysing Populist Nationalist Rhetorics of the Past in Historical Games | Marvin M. Visonà , Vincenzo Idone Cassone | <p>Populist Nationalist movements have been using social media and popular culture as a way to diffuse their rhetorics, by reinterpreting TV series, movies and video games through discourses aiming to seek legitimacy in the history and the past.<b... | Theoretical archaeology | Sebastian Hageneuer | 2023-09-01 18:33:50 | View | ||
10 Jan 2024
Linking Scars: Topology-based Scar Detection and Graph Modeling of Paleolithic Artifacts in 3DFlorian Linsel, Jan Philipp Bullenkamp & Hubert Mara https://doi.org/10.5281/zenodo.8296269A valuable contribution to automated analysis of palaeolithic artefactsRecommended by Sebastian Hageneuer based on reviews by Lutz Schubert and 1 anonymous reviewerIn this paper (Linsel/Bullenkamp/Mara 2024), the authors propose an automatic system for scar-ridge-pattern detection on palaeolithic artefacts based on Morse Theory. Scare-Ridge pattern recognition is a process that is usually done manually while creating a drawing of the object itself. Automatic systems to detect scars or ridges exist, but only a small amount of them is utilizing 3D data. In addition to the scar-ridges detection, the authors also experiment in automatically detecting the operational sequence, the temporal relation between scars and ridges. As a result, they can export a traditional drawing as well as graph models displaying the relationships between the scars and ridges. After an introduction to the project and the practice of documenting palaeolithic artefacts, the authors explain their procedure in automatising the analysis of scars and ridges as well as their temporal relation to each other on these artefacts. To illustrate the process, an open dataset of lithic artefacts from the Grotta di Fumane, Italy, was used and 62 artefacts selected. To establish a Ground Truth, the artefacts were first annotated manually. The authors then continue to explain in detail each step of the automated process that follows and the results obtained. In the second part of the paper, the results are presented. First the results of the segmentation process shows that the average percentage of correctly labelled vertices is over 91%, which is a remarkable result. The graph modelling however shows some more difficulties, which the authors are aware of. To enhance the process, the authors rightfully aim to include datasets of experimental archaeology in the future. They also aim to develop a way of detecting the operational sequence automatically and precisely. This paper has great potential as it showcases exactly what Digital and Computational Archaeology is about: The development of new digital methods to enhance the analysis of archaeological data. While this procedure is still in development, the authors were able to present a valuable contribution to the automatization of analytical archaeology. By creating a step towards the machine-readability of this data, they also open up the way to further steps in machine learning within Archaeology. BibliographyLinsel, F., Bullenkamp, J. P., and Mara, H. (2024). Linking Scars: Topology-based Scar Detection and Graph Modeling of Paleolithic Artifacts in 3D, Zenodo, 8296269, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.8296269 | Linking Scars: Topology-based Scar Detection and Graph Modeling of Paleolithic Artifacts in 3D | Florian Linsel, Jan Philipp Bullenkamp & Hubert Mara | <p>Motivated by the concept of combining the archaeological practice of creating lithic artifact drawings with the potential of 3D mesh data, our goal in this project is not only to analyze the shape at the artifact level, but also to enable a mor... | Computational archaeology, Europe, Lithic technology, Upper Palaeolithic | Sebastian Hageneuer | 2023-09-01 23:03:59 | View |
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