Latest recommendations

Id | Title | Authors | Abstract | Picture | Thematic fields | Recommender | Reviewers▲ | Submission date | |
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02 Sep 2023
![]() Research workflows, paradata, and information visualisation: feedback on an exploratory integration of issues and practices - MEMORIA ISDudek Iwona, Blaise Jean-Yves https://doi.org/10.5281/zenodo.8311129Using information visualisation to improve traceability, transmissibility and verifiability in research workflowsRecommended by Isto Huvila based on reviews by Adéla Sobotkova and 2 anonymous reviewersThe paper “Research workflows, paradata, and information visualisation: feedback on an exploratory integration of issues and practices - MEMORIA IS” (Dudek & Blaise, 2023) describes a prototype of an information system developed to improve the traceability, transmissibility and verifiability of archaeological research workflows. A key aspect of the work with MEMORIA is to make research documentation and the workflows underpinning the conducted research more approachable and understandable using a series of visual interfaces that allow users of the system to explore archaeological documentation, including metadata describing the data and paradata that describes its underlying processes. The work of Dudek and Blaise address one of the central barriers to reproducibility and transparency of research data and propose a set of both theoretically and practically well-founded tools and methods to solve this major problem. From the reported work on MEMORIA IS, information visualisation and the proposed tools emerge as an interesting and potentially powerful approach for a major push in improving the traceability, transmissibility and verifiability of research data through making research workflows easier to approach and understand. In comparison to technical work relating to archaeological data management, this paper starts commendably with a careful explication of the conceptual and epistemic underpinnings of the MEMORIA IS both in documentation research, knowledge organisation and information visualisation literature. Rather than being developed on the basis of a set of opaque assumptions, the meticulous description of the MEMORIA IS and its theoretical and technical premises is exemplary in its transparence and richness and has potential for a long-term impact as a part of the body of literature relating to the development of archaeological documentation and documentation tools. While the text is sometimes fairly densely written, it is worth taking the effort to read it through. Another major strength of the paper is that it provides a rich set of examples of the workings of the prototype system that makes it possible to develop a comprehensive understanding of the proposed approaches and assess their validity. As a whole, this paper and the reported work on MEMORIA IS forms a worthy addition to the literature on and practical work for developing critical infrastructures for data documentation, management and access in archaeology. Beyond archaeology and the specific context of the discussed work discussed this paper has obvious relevance to comparable work in other fields. ReferencesDudek, I. and Blaise, J.-Y. (2023) Research workflows, paradata, and information visualisation: feedback on an exploratory integration of issues and practices - MEMORIA IS, Zenodo, 8252923, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.8252923
| Research workflows, paradata, and information visualisation: feedback on an exploratory integration of issues and practices - MEMORIA IS | Dudek Iwona, Blaise Jean-Yves | <p>The paper presents an exploratory web information system developed as a reaction to practical and epistemological questions, in the context of a scientific unit studying the architectural heritage (from both historical sciences perspective, and... | ![]() | Computational archaeology | Isto Huvila | 2023-05-02 12:50:39 | View | |
02 Sep 2023
![]() Towards a Mobile 3D Documentation Solution. Video Based Photogrammetry and iPhone 12 Pro as Fieldwork Documentation ToolsNikolai Paukkonen https://doi.org/10.5281/zenodo.7954534The Potential of Mobile 3D Documentation using Video Based Photogrammetry and iPhone 12 ProRecommended by Ying Tung Fung based on reviews by Dominik Hagmann, Sebastian Hageneuer and 1 anonymous reviewerI am pleased to recommend the paper titled "Towards a Mobile 3D Documentation Solution. Video Based Photogrammetry and iPhone 12 Pro as Fieldwork Documentation Tools" for consideration and publication as a preprint (Paukkonen, 2023). The paper addresses a timely and relevant topic within the field of archaeology and offers valuable insights into the evolving landscape of 3D documentation methods. The advances in technology over the past decade have brought about significant changes in archaeological documentation practices. This paper makes a valuable contribution by discussing the emergence of affordable equipment suitable for 3D fieldwork documentation. Given the constraints that many archaeologists face with limited resources and tight timeframes, the comparison between photogrammetry based on a video captured by a DJI Osmo Pocket gimbal camera and iPhone 12 Pro LiDAR scans is of great significance. The research presented in the paper showcases a practical application of these new technologies in the context of a Finnish Early Modern period archaeological project. By comparing the acquisition processes and evaluating the accuracy, precision, ease of use, and time constraints associated with each method, the authors provide a comprehensive assessment of their potential for archaeological fieldwork. This practical approach is a commendable aspect of the paper, as it not only explores the technical aspects but also considers the practical implications for archaeologists on the ground. Furthermore, the paper appropriately addresses the limitations of these technologies, specifically highlighting their potential inadequacy for projects requiring a higher level of precision, such as Neolithic period excavations. This nuanced perspective adds depth to the discussion and provides a realistic portrayal of the strengths and limitations of the new documentation methods. In conclusion, the paper offers valuable insights into the future of 3D field documentation for archaeologists. The authors' thorough evaluation and practical approach make this study a valuable resource for researchers, practitioners, and professionals in the field. I believe that this paper would be an excellent addition to PCIArchaeology and would contribute significantly to the ongoing dialogue within the archaeological community. References Paukkonen, N. (2023) Towards a Mobile 3D Documentation Solution. Video Based Photogrammetry and iPhone 12 Pro as Fieldwork Documentation Tools, Zenodo, 8281263, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.8281263 | Towards a Mobile 3D Documentation Solution. Video Based Photogrammetry and iPhone 12 Pro as Fieldwork Documentation Tools | Nikolai Paukkonen | <p>New affordable equipment suitable for 3D fieldwork documentation has appeared during the last years. Both photogrammetry and laser scanning are becoming affordable for archaeologists, who often work with limited resources and tight time constra... | ![]() | Europe, Post-medieval, Remote sensing | Ying Tung Fung | 2023-05-21 21:32:33 | View | |
23 Nov 2023
![]() Percolation Package - From script sharing to package publicationSophie C Schmidt; Simon Maddison https://doi.org/10.5281/zenodo.7966497Sharing Research Code in ArchaeologyRecommended by James Allison based on reviews by Thomas Rose, Joe Roe and 1 anonymous reviewerThe paper “Percolation Package – From Script Sharing to Package Publication” by Sophie C. Schmidt and Simon Maddison (2023) describes the development of an R package designed to apply Percolation Analysis to archaeological spatial data. In an earlier publication, Maddison and Schmidt (2020) describe Percolation Analysis and provide case studies that demonstrate its usefulness at different spatial scales. In the current paper, the authors use their experience collaborating to develop the R package as part of a broader argument for the importance of code sharing to the research process. The paper begins by describing the development process of the R package, beginning with borrowing code from a geographer, refining it to fit archaeological case studies, and then collaborating to further refine and systematize the code into an R package that is more easily reusable by other researchers. As the review by Joe Roe noted, a strength of the paper is “presenting the development process as it actually happens rather than in an idealized form.” The authors also include a section about the lessons learned from their experience. Moving on from the anecdotal data of their own experience, the authors also explore code sharing practices in archaeology by briefly examining two datasets. One dataset comes from “open-archaeo” (https://open-archaeo.info/), an on-line list of open-source archaeological software maintained by Zack Batist. The other dataset includes articles published between 2018 and 2023 in the Journal of Computer Applications in Archaeology. Schmidt and Maddison find that these two datasets provide contrasting views of code sharing in archaeology: many of the resources in the open-archaeo list are housed on Github, lack persistent object identifiers, and many are not easily findable (other than through the open-archaeo list). Research software attached to the published articles, on the other hand, is more easily findable either as a supplement to the published article, or in a repository with a DOI. The examination of code sharing in archaeology through these two datasets is preliminary and incomplete, but it does show that further research into archaeologists’ code-writing and code-sharing practices could be useful. Archaeologists often create software tools to facilitate their research, but how often? How often is research software shared with published articles? How much attention is given to documentation or making the software usable for other researchers? What are best (or good) practices for sharing code to make it findable and usable? Schmidt and Maddison’s paper provides partial answers to these questions, but a more thorough study of code sharing in archaeology would be useful. Differences among journals in how often they publish articles with shared code, or the effects of age, gender, nationality, or context of employment on attitudes toward code sharing seem like obvious factors for a future study to consider. Shared code that is easy to find and easy to use benefits the researchers who adopt code written by others, but code authors also have much to gain by sharing. Properly shared code becomes a citable research product, and the act of code sharing can lead to productive research collaborations, as Schmidt and Maddison describe from their own experience. The strength of this paper is the attention it brings to current code-sharing practices in archaeology. I hope the paper will also help improve code sharing in archaeology by inspiring more archaeologists to share their research code so other researchers can find and use (and cite) it. References Maddison, M.S. and Schmidt, S.C. (2020). Percolation Analysis – Archaeological Applications at Widely Different Spatial Scales. Journal of Computer Applications in Archaeology, 3(1), p.269–287. https://doi.org/10.5334/jcaa.54 Schmidt, S. C., and Maddison, M. S. (2023). Percolation Package - From script sharing to package publication, Zenodo, 7966497, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.7966497 | Percolation Package - From script sharing to package publication | Sophie C Schmidt; Simon Maddison | <p>In this paper we trace the development of an R-package starting with the adaptation of code from a different field, via scripts shared between colleagues, to a published package that is being successfully used by researchers world-wide. Our aim... | ![]() | Computational archaeology | James Allison | 2023-05-24 15:40:15 | View | |
06 Aug 2023
![]() A Focus on the Future of our Tiny Piece of the Past: Digital Archiving of a Long-term Multi-participant Regional ProjectScott Madry, Gregory Jansen, Seth Murray, Elizabeth Jones, Lia Willcoxon, Ebtihal Alhashem https://doi.org/10.5281/zenodo.7967035A meticulous description of archiving research data from a long-running landscape research projectRecommended by Isto Huvila based on reviews by Dominik Hagmann and Iwona DudekThe paper “A Focus on the Future of our Tiny Piece of the Past: Digital Archiving of a Long-term Multi-participant Regional Project” (Madry et al., 2023) describes practices, challenges and opportunities encountered in digital archiving of a landscape research project running in Burgundy, France for more than 45 years. As an unusually long-running multi-disciplinary undertaking working with a large variety of multi-modal digital and non-digital data, the Burgundy project has lived through the development of documentation and archiving technologies from the 1970s until today and faced many of the challenges relating to data management, preservation and migration. The major strenght of the paper is that it provides a detailed description of the evolution of digital data archiving practices in the project including considerations about why some approaches were tested and abandoned. This differs from much of the earlier literature where it has been more common to describe individual solutions how digital archiving was either planned or was performed at one point of time. A longitudinal description of what was planned, how and why it has worked or failed so far, as described in the paper, provides important insights in the everyday hurdles and ways forward in digital archiving. As a description of a digital archiving initiative, the paper makes a valuable contribution for the data archiving scholarship as a case description of practices and considerations in one research project. For anyone working with data management in a research project either as a researcher or data manager, the text provides useful advice on important practical matters to consider ahead, during and after the project. The main advice the authors are giving, is to plan and act for data preservation from the beginning of the project rather than doing it afterwards. To succeed in this, it is crucial to be knowledgeable of the key concepts of data management—such as “digital data fixity, redundant backups, paradata, metadata, and appropriate keywords” as the authors underline—including their rationale and practical implications. The paper shows also that when and if unexpected issues raise, it is important to be open for different alternatives, explore ways forward, and in general be flexible. The paper makes also a timely contribution to the discussion started at the session “Archiving information on archaeological practices and work in the digital environment: workflows, paradata and beyond” at the Computer Applications and Quantitative 2023 conference in Amsterdam where it was first presented. It underlines the importance of understanding and communicating the premises and practices of how data was collected (and made) and used in research for successful digital archiving, and the similar pertinence of documenting digital archiving processes to secure the keeping, preservation and effective reuse of digital archives possible. ReferencesMadry, S., Jansen, G., Murray, S., Jones, E., Willcoxon, L. and Alhashem, E. (2023) A Focus on the Future of our Tiny Piece of the Past: Digital Archiving of a Long-term Multi-participant Regional Project, Zenodo, 7967035, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.7967035 | A Focus on the Future of our Tiny Piece of the Past: Digital Archiving of a Long-term Multi-participant Regional Project | Scott Madry, Gregory Jansen, Seth Murray, Elizabeth Jones, Lia Willcoxon, Ebtihal Alhashem | <p>This paper will consider the practical realities that have been encountered while seeking to create a usable Digital Archiving system of a long-term and multi-participant research project. The lead author has been involved in archaeologic... | ![]() | Computational archaeology, Environmental archaeology, Landscape archaeology | Isto Huvila | 2023-05-24 18:46:34 | 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 HageneuerTsaknaki 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 | |
06 Oct 2023
![]() Body Mapping the Digital: Visually representing the impact of technology on archaeological practice.Araar, Leila; Morgan, Colleen; Fowler, Louise https://doi.org/10.5281/zenodo.7990581Understanding archaeological documentation through a participatory, arts-based approachRecommended by Nicolo Dell'Unto based on reviews by 2 anonymous reviewersThis paper presents the use of a participatory arts-based methodology to understand how digital and analogue tools affect individuals' participation in the process of archaeological recording and interpretation. The preliminary results of this work highlight the importance of rethinking archaeologists' relationship with different recording methods, emphasising the need to recognise the value of both approaches and to adopt a documentation strategy that exploits the strengths of both analogue and digital methods. Although a larger group of participants with broader and more varied experience would have provided a clearer picture of the impact of technology on current archaeological practice, the article makes an important contribution in highlighting the complex and not always easy transition that archaeologists trained in analogue methods are currently experiencing when using digital technology. This is assessed by using arts-based methodologies to enable archaeologists to consider how digital technologies are changing the relationship between mind, body and practice. I found the range of experiences described in the papers by the archaeologists involved in the experiment particularly interesting and very representative of the change in practice that we are all experiencing. As the article notes, the two approaches cannot be directly compared because they offer different possibilities: if analogue methods foster a deeper connection with the archaeological material, digital documentation seems to be perceived as more effective in terms of data capture, information exchange and data sharing (Araar et al., 2023). It seems to me that an important element to consider in such a study is the generational shift and the incredible divide between native and non-native digital. The critical issues highlighted in the paper are central and provide important directions for navigating this ongoing (digital) transition. References Araar, L., Morgan, C. and Fowler, L. (2023) Body Mapping the Digital: Visually representing the impact of technology on archaeological practice., Zenodo, 7990581, ver. 5 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.7990581 | Body Mapping the Digital: Visually representing the impact of technology on archaeological practice. | Araar, Leila; Morgan, Colleen; Fowler, Louise | <p>This paper uses a participatory, art-based methodology to understand how digital and analog tools impact individuals' experience and perceptions of archaeological recording. Body mapping involves the co-creation of life-sized drawings and narra... | ![]() | Computational archaeology, Theoretical archaeology | Nicolo Dell'Unto | 2023-06-01 09:06:52 | 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 HageneuerThis 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 HageneuerThe 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 | |
02 Nov 2020
![]() Probabilistic Modelling using Monte Carlo Simulation for Incorporating Uncertainty in Least Cost Path Results: a Roman Road Case StudyJoseph Lewis https://doi.org/10.31235/osf.io/mxas2A probabilistic method for Least Cost Path calculation.Recommended by Otis Crandell based on reviews by Georges Abou Diwan and 1 anonymous reviewerThe paper entitled “Probabilistic Modelling using Monte Carlo Simulation for Incorporating Uncertainty in Least Cost Path Results: a Roman Road Case Study” [1] submitted by J. Lewis presents an innovative approach to applying Least Cost Path (LCP) analysis to incorporate uncertainty of the Digital Elevation Model used as the topographic surface on which the path is calculated. The proposition of using Monte Carlo simulations to produce numerous LCP, each with a slightly different DEM included in the error range of the model, allows one to strengthen the method by proposing a probabilistic LCP rather than a single and arbitrary one which does not take into account the uncertainty of the topographic reconstruction. This new method is integrated in the R package leastcostpath [2]. The author tests the method using a Roman road built along a ridge in Cumbria, England. The integration of the uncertainty of the DEM, thanks to Monte Carlo simulations, shows that two paths could have the same probability to be the real LCP. One of them is indeed the path that the Roman road took. In particular, it is one of two possibilities of LCP in the south to north direction. This new probabilistic method therefore strengthens the reconstruction of past pathways, while also allowing new hypotheses to be tested, and, in this case study, to suggest that the northern part of the Roman road’s location was selected to help the northward movements. [1] Lewis, J., 2020. Probabilistic Modelling using Monte Carlo Simulation for Incorporating Uncertainty in Least Cost Path Results: a Roman Road Case Study. SocArXiv, mxas2, ver 17 peer-reviewed and recommended by PCI Archaeology, 10.31235/osf.io/mxas2. [2] Lewis, J., 2020. leastcostpath: Modelling Pathways and Movement Potential Within a Landscape. R package. Version 1.7.4. | Probabilistic Modelling using Monte Carlo Simulation for Incorporating Uncertainty in Least Cost Path Results: a Roman Road Case Study | Joseph Lewis | <p>The movement of past peoples in the landscape has been studied extensively through the use of Least Cost Path (LCP) analysis. Although methodological issues of applying LCP analysis in Archaeology have frequently been discussed, the effect of v... | ![]() | Spatial analysis | Otis Crandell | Adam Green, Georges Abou Diwan | 2020-08-05 12:10:46 | 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 HageneuerThis 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 |
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