12 Feb 2024
3Duewelsteene - A website for the 3D visualization of the megalithic passage grave Düwelsteene near Heiden in Westphalia, GermanyTharandt, Louise https://doi.org/10.5281/zenodo.7948379
Online presentation of the digital reconstruction process of a megalithic tomb : “3Duewelsteene”Recommended by Sophie C. Schmidt and James Allison based on reviews by Robert Bischoff, Ronald Visser and Scott Ure
“3Duewelsteene - A website for the 3D visualization of the megalithic passage grave Düwelsteene near Heiden in Westphalia, Germany” (Tharandt 2024) presents several 3-dimensional models of the Düwelsteene monument, along with contextual information about the grave and the process of creating the models. The website (https://3duewelsteene.github.io/) includes English and German versions, making it accessible to a wide audience. The website itself serves as the primary means of presenting the data, rather than as a supplement to a written text. This is an innovative and engaging way to present the research to a wider public.
Düwelsteene (“Devil’s Stones”) is a megalithic passage grave from the Funnel Beaker culture, dating to approximately 3300 BC. to 2600 BC. that was excavated in 1932. The website displays three separate 3-dimensional models. They ares shown in the 3D viewer software 3DHOP, which enables viewers to interact with the models in several ways, Annotations on the models display further information.
The first model was created by image-based modeling and shows the monument as it appears today.
A second model uses historical photographs and excavation data to reconstruct the grave as it appeared prior to the 1932 archaeological excavation. Restoration work following the excavation relocated many of the stones. Pre-1932 photographs collected from residents of the nearby town of Heiden were then used to create a model showing what the tomb looked like before the restoration work. It is commendable that a “certainty view” of the model shows the certainty with which the stones can be put at the reconstructed place. Gaps in the 3D models of stones that were caused by overlap with other stones have been filled with a rough mesh and marked as such, thereby differentiating between known and unknown parts of the stones.
The third model is the most imaginative and most interesting. As it shows as the grave as it might have appeared in approximately 3000 B.C., many aspects of this model are necessarily somewhat speculative. There is no direct evidence for exact size and shape of the capstones, the height of the mound, and other details. But enough is known about other similar constructions to allow these details to be inferred with some confidence. Again, care was taken to enable viewers to distinguish between the stones that are still in existence and those that were reconstructed.
A video on the home page of the website adds a nice touch. It starts with the model of the Düwelsteene as it currently appears then shows, in reverse order, the changes to the grave, ending with the inferred original state.
The 3D reconstructions are convincing and the methods well described. This project follows an open science approach and the FAIR principles, which is commendable and cutting edge in the field of Digital Archaeology. The preprint of the website hosted on zenodo includes all the photos, text, html files, and nine individual 3D model (.ply) files that are combined in the reconstructions exhibited on the website. A “readme.md” file includes details about building the models using CloudCompare and Blender, and modifications to the 3D viewer software (3DHOP) to get the website to improve the display of the reconstructions. We have to note that the link between the reconstructed models and the html page does not work when the files are downloaded from zenodo and opened offline. The html pages open in the browser, and the individual ply files work fine, but the 3D models do not display on the browser page when the html files are opened offline. The online version of the website is working perfectly.
The 3Düwelsteene website combines the presentation of archaeological domain knowledge to a lay audience as well as in-depths information on the reconstruction process to make it an interesting contribution for researchers. By providing data and code for the website it also models an Open Science approach, which enables other researchers to re-use these materials. We congratulate the author on a successful reconstruction of the megalithic tomb, an admirable presentation of the archaeological work and the thoughtful outreach to a broad audience.
|3Duewelsteene - A website for the 3D visualization of the megalithic passage grave Düwelsteene near Heiden in Westphalia, Germany
|<p>The Düwelsteene near Heiden, Westphalia, is one of the most southern megalithic tombs of the Funnel Beaker culture. In 1932 the Düwelsteene were restored and the appearance of the grave was changed. Even though the megalithic tomb was excavated...
|Computational archaeology, Mesolithic, Neolithic
|Sophie C. Schmidt
01 Dec 2022
Surface texture analysis in Toothfrax and MountainsMap® SSFA module: Different software packages, different results?Ivan CALANDRA, Konstantin BOB, Gildas MERCERON, François BLATEYRON, Andreas HILDEBRANDT, Ellen SCHULZ-KORNAS, Antoine SOURON, Daniela E. WINKLER https://doi.org/10.5281/zenodo.4671438
An important comparison of software for Scale Sensitive Fractal Analysis : are ancient and new results compatible?Recommended by Alain Queffelec and Florent Rivals based on reviews by Antony Borel and 2 anonymous reviewers
The community of archaeologists, bioanthropologist and paleontologists relying on tools use-wear and dental microwear has grown in the recent years, mainly driven by the spread of confocal microscopes in the laboratories. If the diversity of microscopes is quite high, the main software used for 3D surface texture data analysis are mostly different versions of the same Mountains Map core. In addition to this software, since the beginning of 3D surface texture analysis in dental microwear, surface sensitive fractal analysis (SSFA) initially developed for industrial research (Brown & Savary, 1991) have been performed in our disciplines with the Sfrax/Toothfrax software for two decades (Ungar et al., 2003). This software being discontinued, these calculations have been integrated to the new versions of Mountains Map, with multi-core computing, full integration in the software and an update of the calculation itself.
New research based on these standard parameters of surface texture analysis will be, from now on, mainly calculated with this new add-on of Mountains Map, and will be directly compared with the important literature based on the previous software. The question addressed by Calandra et al. (2022), gathering several prominent researchers in this domain including the Mountains Map developer F. Blateyron, is key for the future research: can we directly compare SSFA results from both software?
Thanks to a Bayesian approach to this question, and comparing results calculated with both software on three different datasets (two on dental microwear, one on lithic raw materials), the authors show that the two software gives statistically different results for all surface texture parameters tested in the paper. Nevertheless, applying the new calculation to the datasets, they also show that the results published in original studies with these datasets would have been similar. Authors also claim that in the future, researchers will need to re-calculate the fractal parameters of previously published 3D surfaces and cannot simply integrate ancient and new data together.
We also want to emphasize the openness of the work published here. All datasets have been published online and will be probably very useful for future methodological works. Authors also published their code for statistical comparison of datasets, and proposed a fully reproducible article that allowed the reviewers to check the content of the paper, which can also make this article of high interest for student training.
This article is therefore a very important methodological work for the community, as noted by all three reviewers. It will certainly support the current transition between the two software packages and it is necessary that all surface texture specialists take these results and the recommendation of authors into account: calculate again data from ancient measurements, and share the 3D surface measurements on open access repositories to secure their access in the future.
Brown CA, and Savary G (1991) Describing ground surface texture using contact profilometry and fractal analysis. Wear, 141, 211–226. https://doi.org/10.1016/0043-1648(91)90269-Z
Calandra I, Bob K, Merceron G, Blateyron F, Hildebrandt A, Schulz-Kornas E, Souron A, and Winkler DE (2022) Surface texture analysis in Toothfrax and MountainsMap® SSFA module: Different software packages, different results? Zenodo, 7219877, ver. 4 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.7219877
Ungar PS, Brown CA, Bergstrom TS, and Walker A (2003) Quantification of dental microwear by tandem scanning confocal microscopy and scale-sensitive fractal analyses. Scanning: The Journal of Scanning Microscopies, 25, 185–193. https://doi.org/10.1002/sca.4950250405
|Surface texture analysis in Toothfrax and MountainsMap® SSFA module: Different software packages, different results?
|Ivan CALANDRA, Konstantin BOB, Gildas MERCERON, François BLATEYRON, Andreas HILDEBRANDT, Ellen SCHULZ-KORNAS, Antoine SOURON, Daniela E. WINKLER
|<p>The scale-sensitive fractal analysis (SSFA) of dental microwear textures is traditionally performed using the software Toothfrax. SSFA has been recently integrated to the software MountainsMap® as an optional module. Meanwhile, Toothfrax suppor...
|Computational archaeology, Palaeontology, Traceology
|Anonymous, John Charles Willman, Antony Borel
02 Jan 2024
Advancing data quality of marine archaeological documentation using underwater robotics: from simulation environments to real-world scenariosDiamanti, Eleni; Yip, Mauhing; Stahl, Annette; Ødegård, Øyvind https://doi.org/10.5281/zenodo.8305098
Beyond Deep Blue: Underwater robotics, simulations and archaeologyRecommended by Daniel Carvalho based on reviews by Marco Moderato and 1 anonymous reviewer
Diamanti et al. (2024) is a significant contribution to the field of underwater robotics and their use in archaeology, with an innovative approach to some major problems in the deployment of said technologies. It identifies issues when it comes to approaching Underwater Cultural Heritage (UCH) sites and does so through an interest in the combination of data, maneuverability, and the interpretation provided by the instruments that archaeologists operate. The article's motives are clear: it is not enough to find the means to reach these sites, but rather is fundamental to take a step forward in methodology and how we can safeguard certain aspects of data recovery with robust mission planning.
To this end, the article does not fail to highlight previous contributions, in an intertwined web of references that demonstrate the marked evolution of the use of Unmanned Underwater Vehicles (UUVs), Remote Operated Vehicles (ROVs), Autonomous Underwater Vehicles (AUVs) and Autonomous Surface Vehicles (ASVs), which are growing exponentially in use (see Kapetanović et al. 2020). It should be emphasized that the notion of ‘aquatic environment’ used here is quite broad and is not limited to oceanic or maritime environments, which allows for a larger perspective on distinct technologies that proliferate in underwater archaeology. There is also a relevant discussion on the typologies of sensors and how these autonomous vehicles obtain their data, where are debated Inertial Measurement Units (IMU) and LiDAR systems.
Thus, the authors of this article propose the creation of a model that acquires data through simulations, which allows for a better understanding of what a real mission presupposes in the field. Their tripartite method - pre-mission planning; mission plan and post-mission plan - offers a performing algorithm that simplifies and provides reliability to all the parts of the intervention. The use of real cases to create simulation models allows for a substantial approximation to common practice in underwater environments. And yet, the article is at its most innovative status when it combines all the elements it sets out to explore. It could simply focus on the methodological or planning component, on obtaining data, or on theoretical problems. But it goes further, which makes this approach more complete and of interest to the archaeological community. By not taking any part as isolated, the problems and possible solutions arising from the course of the mission are carried over from one parameter to another, where details are worked upon and efficiency goals are set.
One of the most significant cases is the tuning of ocean optics in aquatic environments according to the idiosyncracies of real cases (Diamanti et al. 2024: 8), a complex endeavor but absolutely necessary in order to increase the informative potential of the simulation. The exploration of various data capture models is also welcome, for the purposes of comparison and adaptation on a case-by-case basis. The brief theoretical reflection offered at the end of the article dwells in all these points and problematizes the difference between terrestrial and aquatic archaeology. In fact, the distinction does not only exist in the technical component, as although it draws in theoretical elements from archaeology that is carried out on land (see Krieger 2012 for this matter), the problems and interpretations are shaped by different factors and therefore become unique (Diamanti et al 2024: 15). The future, according to the authors, lies in increasing the autonomy of these vehicles so that the human element does not have to make decisions in a systematic way. It is in that note, and in order for that path to become closer to reality, that we strongly recommend this article for publication, in conjunction with the comments of the reviewers. We hope that its integrated approach, which brings together methods, theories and reflections, can become a broader modus operandi within the field of underwater robotics applied to archaeology.
Diamanti, E., Yip, M., Stahl, A. and Ødegård, Ø. (2024). Advancing data quality of marine archaeological documentation using underwater robotics: from simulation environments to real-world scenarios, Zenodo, 8305098, ver. 4 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.8305098
Kapetanović, N., Vasilijević, A., Nađ, Đ., Zubčić, K., and Mišković, N. (2020). Marine Robots Mapping the Present and the Past: Unraveling the Secrets of the Deep. Remote Sensing, 12(23), 3902. MDPI AG. http://dx.doi.org/10.3390/rs12233902
Krieger, W. H. (2012). Theory, Locality, and Methodology in Archaeology: Just Add Water? HOPOS: The Journal of the International Society for the History of Philosophy of Science, 2(2), 243–257. https://doi.org/10.1086/666956
|Advancing data quality of marine archaeological documentation using underwater robotics: from simulation environments to real-world scenarios
|Diamanti, Eleni; Yip, Mauhing; Stahl, Annette; Ødegård, Øyvind
|<p>This paper presents a novel method for visual-based 3D mapping of underwater cultural heritage sites through marine robotic operations. The proposed methodology addresses the three main stages of an underwater robotic mission, specifically the ...
|Computational archaeology, Remote sensing
20 Feb 2024
Understanding Archaeological Site Topography: 3D Archaeology of ArchaeologyWaagen, Jitte & Wijngaarden, Gert Jan van https://doi.org/10.5281/zenodo.10061343
Rewriting Archaeological Narratives: Archaeology of Archaeology through 3D Site Topography RecordingRecommended by Devi Taelman based on reviews by Geert Verhoeven, Jesús García-Sánchez and Catherine Scott
Even though applications of 3D recording have existed in archaeology for a long time, it is only since the early 2000s that this field of research has become mainstream thanks to technological advances, and the availability of low-cost sensors and image-based modelling software. This has led to significant changes in the way archaeological sites are documented. This paper entitled "Understanding Archaeological Site Topography: 3D Archaeology of Archaeology" by Jitte Waagen & Gert Jan van Wijngaarden (2024) presents an overview of the current developments in the application possibilities of 3D site topography recording in archaeology. The paper is the result of the round table discussion "Understanding Archaeological Site Topography: 3D Archaeology of Archaeology" at the CAA conference on 5 April 2023 in Amsterdam, with contributions from Radu Brunchi, Nicola Lercari, Joep Orbons, Davide Tanasi, Alicia Walsh, Pawel Wolf and Teagan Zoldoske.
The paper starts with a discussion of the Amsterdam Troy Project (ATP). In the frame of the ATP, the rich history of archaeological activity (over 150 years of fieldwork) at Troy is being studied to explore how previous archaeological research has helped to shape the current topography of the site and how these earlier research activities, embedded in their contemporary theoretical frameworks, have determined our understanding of the site (see Murray and M. Spriggs 2017, Carver 2011 for the influence of theory on archaeological fieldwork and archaeology as a discipline), the so-called 'Archaeology of Archaeology' approach. In addition to studying previous research records and re-excavating old excavation trenches, a central element of the project is the 3D recording of the past and present topography of the site in order to reconstruct the archaeological research activities at the site and their impact on the archaeological landscape.
The paper focuses on current trends in 3D recording of archaeological site topography and discusses three main areas where 3D recording of archaeological site topography can contribute to the "Archaeology of Archaeology" approach: (1) monitoring the topography of sites for preservation, conservation, research and dissemination purposes; (2) reconstructing, reevaluating and reinterpreting past archaeological research efforts; and (3) archiving in a 4D (GIS) environment. This is done using the example of the Amsterdam Troy project and comparing it with other projects using similar methods and approaches. Using these case studies, the authors effectively discuss the impact of these technologies on the understanding of the topography of archaeological sites and how 3D recording can enhance archaeological research methodologies and interpretations, for example, by not using such 3D approaches as a stand-alone product but integrating them with available information from previous research activities. They also recognise the limitations and challenges involved, such as the need for customised data acquisition strategies and the lack of ready-made software solutions for developing comprehensive data management strategies.
One topic that could have been covered in more detail is how 3D site topography recording (and 3D recording in general) is affected by current theoretical developments in archaeology. Like any other archaeological fieldwork or data collection approach, it is a child of its time. Decisions such as what to record, how to record, what to store, how to store, what to visualise, and how to visualise influence our understanding of archaeological sites (Ward 2022). This minor critical reflection aside, the paper makes a timely and significant contribution to archaeology by addressing current trends and the limitations of the increasingly widespread use of 3D site topography recording technologies.
Carver, G. (2011). Reflections on the archaeology of archaeological excavation, Archaeological Dialogues 18(1), pp. 18–26. https://doi.org/10.1017/S1380203811000067
Murray, T. and Spriggs, M. (2017). The historiography of archaeology: exploring theory, contingency and rationality, World Archaeology 49(2), pp. 151–157. https://doi.org/10.1080/00438243.2017.1334583
Ward, C. (2022). Excavating the Archive / Archiving the Excavation: Archival Processes and Contexts in Archaeology, Advances in Archaeological Practice 10(2), pp. 160–176. https://doi.org/10.1017/aap.2022.1
Waagen, J. and van Wijngaarden, G.J. (2024). Understanding Archaeological Site Topography: 3D Archaeology of Archaeology, Zenodo, 10061343, ver. 3 peer-reviewed and recommonded by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.10061343
|Understanding Archaeological Site Topography: 3D Archaeology of Archaeology
|Waagen, Jitte & Wijngaarden, Gert Jan van
|<p>The current ubiquitous use of 3D recording technologies in archaeological fieldwork, for a large part due to the application of budget-friendly (drone) sensors and the availability of many low-cost image-based 3D modelling software packages, ha...
|Computational archaeology, Remote sensing
29 Jan 2024
Visual encoding of a 3D virtual reconstruction's scientific justification: feedback from a proof-of-concept researchJ.Y Blaise, I.Dudek, L.Bergerot, G.Simon https://zenodo.org/record/7983163
3D Models, Knowledge and Visualization: a prototype for 3D virtual models according to plausible criteriaRecommended by Daniel Carvalho based on reviews by Robert Bischoff and Louise Tharandt
The construction of 3D realities is deeply embedded in archaeological practices. From sites to artifacts, archaeology has dedicated itself to creating digital copies for the most varied purposes. The paper “Visual encoding of a 3D virtual reconstruction's 3 scientific justification: feedback from a proof-of-concept research” (Jean-Yves et al 2024) represents an advance, in the sense that it does not just deal with a three-dimensional theory for archaeological practice, but rather offers proposals regarding the epistemic component, how it is possible to represent knowledge through the workflow of 3D virtual reconstructions themselves. The authors aim to unite three main axes - knowledge modeling, visual encoding and 3D content reuse - (Jean-Yves et al 2024: 2), which, for all intents and purposes, form the basis of this article. With regard to the first aspect, this work questions how it is possible to transmit the knowledge we want to a 3D model and how we can optimize this epistemic component. A methodology based on plausibility criteria is offered, which, for the archaeological field, offers relevant space for reflection. Given our inability to fully understand the object or site that is the subject of the 3D representation, whether in space or time, building a method based on probabilistic categories is probably one of the most realistic approaches to the realities of the past.
Thus, establishing a plausibility criterion allows the user to question the knowledge that is transmitted through the representation, and can corroborate or refute it in future situations. This is because the role of reusing these models is of great interest to the authors, a perfectly justifiable sentiment, as it encourages a critical view of scientific practices. Visual encoding is, in terms of its conjunction with knowledge practices, a key element. The notion of simplicity under Maeda's (2006) design principles not only represents a way of thinking that favors operability, but also a user-friendly design in the prototype that the authors have created. This is also visible when it comes to the reuse of parts of the models, in a chronological logic: adapting the models based on architectural elements that can be removed or molded is a testament to intelligent design, whereby instead of redoing models in their entirety, they are partially used for other purposes.
All these factors come together in the final prototype, a web application that combines relational databases (RDBMS) with a data mapper (MassiveJS), using the PHP programming language. The example used is the Marmoutier Abbey hostelry, a centuries-old building which, according to the sources presented, has evolved architecturally over several centuries ((Jean-Yves et al 2024: 8). These states of the building are represented visually through architectural elements based on their existence, location, shape and size, always in terms of what is presented as being plausible. This allows not only the creation of a matrix in which various categories are related to various architectural elements, but also a visual aid, through a chromatic spectrum, of the plausibility that the authors are aiming for.
In short, this is an article that seeks to rethink the degree of knowledge we can obtain through 3D visualizations and that does not take models as static, but rather realities that must be explored, recycled and reinterpreted in the light of different data, users and future research. For this reason, it is a work of great relevance to theoretical advances in 3D modeling adapted to archaeology.
Blaise, J.-Y., Dudek, I., Bergerot, L. and Gaël, S. (2024). Visual encoding of a 3D virtual reconstruction's scientific justification: feedback from a proof-of-concept research, Zenodo, 7983163, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.10496540
John Maeda. (2006). The Laws of Simplicity. MIT Press, Cambridge, MA, USA.
|Visual encoding of a 3D virtual reconstruction's scientific justification: feedback from a proof-of-concept research
|J.Y Blaise, I.Dudek, L.Bergerot, G.Simon
|<p> 3D virtual reconstructions have become over the last decades a classical mean to communicate about analysts’ visions concerning past stages of development of an edifice or a site. However, they still today remain quite often a one-s...
|Computational archaeology, Spatial analysis
05 Jun 2023
SEAHORS: Spatial Exploration of ArcHaeological Objects in R ShinyROYER, Aurélien, DISCAMPS, Emmanuel, PLUTNIAK, Sébastien, THOMAS, Marc https://doi.org/10.5281/zenodo.7957154
Analyzing piece-plotted artifacts just got simpler: A good solution to the wrong problem?Recommended by Reuven Yeshurun based on reviews by Frédéric Santos, Jacqueline Meier and Maayan Lev
Paleolithic archaeologists habitually measure 3-coordinate data for artifacts in their excavations. This was first done manually, and in the last three decades it is usually performed by a total station and associated hardware. While the field recording procedure is quite straightforward, visualizing and analyzing the data are not, often requiring specialized proprietary software or coding expertise. Here, Royer and colleagues (2023) present the SEAHORS application, an elegant solution for the post-excavation analysis of artifact coordinate data that seems to be instantly useful for numerous archaeologists. SEAHORS allows one to import and organize field data (Cartesian coordinates and point description), which often comes in a variety of formats, and to create various density and distribution plots. It is specifically adapted to the needs of archaeologists, is free and accessible, and much simpler to use than many commercial programs. The authors further demonstrate the use of the application in the post-excavation analysis of the Cassenade Paleolithic site (see also Discamps et al., 2019).
While in no way detracting from my appreciation of Royer et al.’s (2023) work, I would like to play the devil’s advocate by asking whether, in the majority of cases, field recording of artifacts in three coordinates is warranted. Royer et al. (2023) regard piece plotting as “…indispensable to propose reliable spatial planimetrical and stratigraphical interpretations” but this assertion does not hold in all (or most) cases, where careful stratigraphic excavation employing thin volumetric units would do just as well.
Moreover, piece-plotting has some serious drawbacks. The recording often slows excavations considerably, beyond what is needed for carefully exposing and documenting the artifacts in their contexts, resulting in smaller horizontal and vertical exposures (e.g., Gilead, 2002). This typically hinders a fuller stratigraphic and contextual understanding of the excavated levels and features. Even worse, the method almost always creates a biased sample of “coordinated artifacts”, in which the most important items for understanding spatial patterns and site-formation processes – the small ones – are underrepresented. Some projects run the danger of treating the coordinated artifacts as bearing more significance than the sieve-recovered items, preferentially studying the former with no real justification. Finally, the coordinated items often go unassigned to a volumetric unit, effectively disconnecting them from other types of data found in the same depositional contexts.
The advantages of piece-plotting may, in some cases, offset the disadvantages. But what I find missing in the general discourse (certainly not in the recommended preprint) is the “theory” behind the seemingly technical act of 3-coordinate recording (Yeshurun, 2022). Being in effect a form of sampling, this practice needs a rethink about where and how to be applied; what depositional contexts justify it, and what the goals are. These questions should determine if all “visible” artifacts are plotted, or just an explicitly defined sample of them (e.g., elongated items above a certain length threshold, which should be more reliable for fabric analysis), or whether the circumstances do not actually justify it. In the latter case, researchers sometimes opt for using “virtual coordinates” within in each spatial unit (typically 0.5x0.5 m), essentially replicating the data that is generated by “real” coordinates and integrating the sieve-recovered items as well. In either case, Royer et al.’s (2023) solution for plotting and visualizing labeled points within intra-site space would indeed be an important addition to the archaeologists’ tool kits.
Discamps, E., Bachellerie, F., Baillet, M. and Sitzia, L. (2019). The use of spatial taphonomy for interpreting Pleistocene palimpsests: an interdisciplinary approach to the Châtelperronian and carnivore occupations at Cassenade (Dordogne, France). Paleoanthropology 2019, 362–388. https://doi.org/10.4207/PA.2019.ART136
Gilead, I. (2002). Too many notes? Virtual recording of artifacts provenance. In: Niccolucci, F. (Ed.). Virtual Archaeology: Proceedings of the VAST Euroconference, Arezzo 24–25 November 2000. BAR International Series 1075, Archaeopress, Oxford, pp. 41–44.
Royer, A., Discamps, E., Plutniak, S. and Thomas, M. (2023). SEAHORS: Spatial Exploration of ArcHaeological Objects in R Shiny Zenodo, 7957154, ver. 2 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.7929462
Yeshurun, R. (2022). Intra-site analysis of repeatedly occupied camps: Sacrificing “resolution” to get the story. In: Clark A.E., Gingerich J.A.M. (Eds.). Intrasite Spatial Analysis of Mobile and Semisedentary Peoples: Analytical Approaches to Reconstructing Occupation History. University of Utah Press, pp. 27–35.
|SEAHORS: Spatial Exploration of ArcHaeological Objects in R Shiny
|ROYER, Aurélien, DISCAMPS, Emmanuel, PLUTNIAK, Sébastien, THOMAS, Marc
|<p style="text-align: justify;">This paper presents SEAHORS, an R shiny application available as an R package, dedicated to the intra-site spatial analysis of piece-plotted archaeological remains. This open-source script generates 2D and 3D scatte...
|Computational archaeology, Spatial analysis, Theoretical archaeology
24 Jun 2021
The strength of parthood ties. Modelling spatial units and fragmented objects with the TSAR method – Topological Study of Archaeological RefittingSébastien Plutniak https://osf.io/q2e69
A practical computational approach to stratigraphic analysis using conjoinable material culture.Recommended by Hector A. Orengo based on reviews by Robert Bischoff, Matthew Peeples and 1 anonymous reviewer
The paper by Plutniak  presents a new method that uses refitting to help interpret stratigraphy using the topological distribution of conjoinable material culture. This new method opens up new avenues to the archaeological use of network analysis but also to assess the integrity of interpreted excavation layers. Beyond its evident applicability to standard excavation practice, the paper presents a series of characteristics that exemplify archaeological publication best practices and, as someone more versed in computational than in refitting studies I would like to comment upon.
It was no easy task to find adequate reviewers for this paper as it combines techniques and expertise that are not commonly found together in individual researchers. However, Plutniak, with help from three reviewers, particularly M. Peeples, a leading figure in archaeological applications of network science, makes a considerable effort to be accessible to non-specialist archaeologists. The core Topological Study of Archaeological Refitting (TSAR) method is freely accessible as the R package archeofrag, which is available at the Comprehensive R Archive Network (https://CRAN.R-project.org/package=archeofrag) that can be applied without the need to understand all its mathematical, graph theory and coding aspects. Beside these, an online interface including test data has been provided (https://analytics.huma-num.fr/Sebastien.Plutniak/archeofrag/), which aims to ease access to the method to those archaeologists inexperienced with R. Finally, supplementary material showing how to use the package and evaluating its potential through excellent examples is provided as both pdf and Rmw (Sweave) files. This is an important companion for the paper as it allows a better understanding of the methods presented in the paper and its practical application.
The author shows particular care in testing the potential and capabilities of the method. For example, a function is provided “frag.observer.failure” to test the robustness of the edge count method against the TSAR method, which is able to prove that TSAR can deal well with incomplete information. As a further step in this direction both simulated and real field-acquired data are used to test the method which further proves that archeofrag is not only able to quantitatively assess the mixture of excavated layers but to propose meaningful alternatives, which no doubt will add an increased methodological consistency and thoroughness to previous quantitative approaches to material refitting work, even when dealing with very complex stratigraphies.
All in all, this paper makes an important contribution to core archaeological practice through the use of innovative, reproducible and accessible computational methods. I fully endorse it for the conscious and solid methods it presents but also for its adherence to open publication practices. I hope that it can become of standard use in the reconstruction of excavated stratigraphical layers through conjoinable material culture.
 Plutniak, S. 2021. The Strength of Parthood Ties. Modelling Spatial Units and Fragmented Objects with the TSAR Method – Topological Study of Archaeological Refitting. OSF Preprints, q2e69, ver. 3 Peer-reviewed and recommended by PCI Archaeology. https://doi.org/10.31219/osf.io/q2e69.
|The strength of parthood ties. Modelling spatial units and fragmented objects with the TSAR method – Topological Study of Archaeological Refitting
|<p>Refitting and conjoinable pieces have long been used in archaeology to assess the consistency of discrete spatial units, such as layers, and to evaluate disturbance and post-depositional processes. The majority of current methods, despite their...
|Computational archaeology, Taphonomy
|Hector A. Orengo
21 Mar 2023
Archaeology, Typology and Machine EpistemologyGavin Lucas https://zenodo.org/record/7267834
Automation and Novelty –Archaeocomputational Typo-Praxis in the Wake of the Third Science RevolutionRecommended by Shumon Tobias Hussain, Felix Riede and Sébastien Plutniak based on reviews by Rachel Crellin and 1 anonymous reviewer
“Archaeology, Typology and Machine Epistemology” submitted by G. Lucas (1) offers a refreshing and welcome reflection on the role of computer-based practice, type-thinking and approaches to typology in the age of big data and the widely proclaimed ‘Third Science Revolution’ (2–4). At the annual meeting of the EAA in Maastricht in 2017, a special thematic block was dedicated to issues and opportunities linked to the Third Science Revolution in archaeology “because of [its] profound and wide ranging impact on practice and theory in archaeology for the years to come” (5). Even though the Third Science Revolution, as influentially outlined by Kristiansen in 2014 (2), has occasionally also been met with skepticism and critique as to its often implicit scientism and epistemological naivety (6–8), archaeology as a whole seems largely euphoric as to the promises of the advancing ‘revolution’. As Lucas perceptively points out, some even regard it as the long-awaited opportunity to finally fulfil the ambitions and goals of Anglophone processualism. The irony here, as Lucas rightly notes, is that early processualists initially foregrounded issues of theory and scientific epistemology, while much work conducted under the banner of the Third Science Revolution, especially within its computational branches, does not. Big data advocates have echoed Anderson’s much-cited “end of theory” (9) or at least emphatically called for an ‘empirization’ and ‘computationalization’ of theory, often under the banner of ‘data-driven archaeology’ (10), yet typically without much specification of what this is supposed to mean for archaeological theory and reflexivity. The latter is indeed often openly opposed by archaeological Third Science Revolution enthusiasts, arguably because it is viewed as part of the supposedly misguided ‘post-modernist’ project.
Lucas makes an original meta-archaeological contribution here and attempts to center the epistemological, ontological and praxeological dimensions of what is actually – in situated archaeological praxis and knowledge-production – put at stake by the mobilization of computers, algorithms and artificial intelligence (AI), including its many but presently under-reflected implications for ordering practices such as typologization. Importantly, his perspective thereby explicitly and deliberately breaks with the ‘normative project’ in traditional philosophy of science, which sought to nail down a universal, prescriptive way of doing science and securing scientific knowledge. He instead focuses on the practical dimensions and consequences of computer-reliant archaeologies, what actually happens on the ground as researchers try to grapple with the digital and the artefactual and try to negotiate new insights and knowledge, including all of the involved messiness – thereby taking up the powerful impetus of the broader practice turn in interdisciplinary science studies and STS (Science and Technology Studies (11)) (12–14), which have recently also re-oriented archaeological self-observation, metatheory and epistemology (15). This perspective on the dawning big data age in archaeology and incurred changes in the status, nature and aims of type-thinking produces a number of important insights, which Lucas fruitfully discusses in relation to promises of ‘automation’ and ‘novelty’ as these feature centrally in the rhetorics and politics of the Third Science Revolution.
With regard to automation, Lucas makes the important point that machine or computer work as championed by big data proponents cannot adequately be qualified or understood if we approach the issue from a purely time-saving perspective. The question we have to ask instead is what work do machines actually do and how do they change the dynamics of archaeological knowledge production in the process? In this optic, automation and acceleration achieved through computation appear to make most sense in the realm of the uncontroversial, in terms of “reproducing an accepted way of doing things” as Lucas says, and this is precisely what can be observed in archaeological practice as well. The ramifications of this at first sight innocent realization are far-reaching, however. If we accept the noncontroversial claim that automation partially bypasses the need for specialists through the reproduction of already “pre-determined outputs”, automated typologization would primarily be useful in dealing with and synthesizing larger amounts of information by sorting artefacts into already accepted types rather than create novel types or typologies. If we identity the big data promise at least in part with automation, even the detection of novel patterns in any archaeological dataset used to construct new types cannot escape the fact that this novelty is always already prefigured in the data structure devised. The success of ‘supervised learning’ in AI-based approaches illustrates this. Automation thus simply shifts the epistemological burden back to data selection and preparation but this is rarely realized, precisely because of the tacit requirement of broad non-contentiousness.
Minimally, therefore, big data approaches ironically curtail their potential for novelty by adhering to conventional data treatment and input formats, rarely problematizing the issue of data construction and the contested status of (observational) data themselves. By contrast, they seek to shield themselves against such attempts and tend to retain a tacit universalism as to the nature of archaeological data. Only in this way is it possible to claim that such data have the capacity to “speak for themselves”. To use a concept borrowed from complexity theory, archaeological automation-based type-construction that relies on supposedly basal, incontrovertible data inputs can only ever hope to achieve ‘weak emergence’ (16) – ‘strong emergence’ and therefore true, radical novelty require substantial re-thinking of archaeological data and how to construct them. This is not merely a technical question as sometimes argued by computational archaeologies – for example with reference to specifically developed, automated object tracing procedures – as even such procedures cannot escape the fundamental question of typology: which kind of observations to draw on in order to explore what aspects of artefactual variability (and why). The focus on readily measurable features – classically dimensions of artefactual form – principally evades the key problem of typology and ironically also reduces the complexity of artefactual realities these approaches assert to take seriously. The rise of computational approaches to typology therefore reintroduces the problem of universalism and, as it currently stands, reduces the complexity of observational data potentially relevant for type-construction in order to enable to exploration of the complexity of pattern. It has often been noted that this larger configuration promotes ‘data fetishism’ and because of this alienates practitioners from the archaeological record itself – to speak with Marxist theory that Lucas briefly touches upon. We will briefly return to the notion of ‘distance’ below because it can be described as a symptomatic research-logical trope (and even a goal) in this context of inquiry.
In total, then, the aspiration for novelty is ultimately difficult to uphold if computational archaeologies refuse to engage in fundamental epistemological and reflexive self-engagement. As Lucas poignantly observes, the most promising locus for novelty is currently probably not to be found in the capacity of the machines or algorithms themselves, but in the modes of collaboration that become possible with archaeological practitioners and specialists (and possibly diverse other groups of knowledge stakeholders). In other words, computers, supercomputers and AI technologies do not revolutionize our knowledge because of their superior computational and pattern-detection capacities – or because of some mysterious ‘superintelligence’ – but because of the specific ‘division of labour’ they afford and the cognitive challenge(s) they pose. Working with computers and AI also often requires to ask new questions or at least to adapt the questions we ask. This can already be seen on the ground, when we pay attention to how machine epistemologies are effectively harnessed in archaeological practice (and is somewhat ironic given that the promise of computational archaeology is often identified with its potential to finally resolve "long-standing (old) questions"). The Third Science Revolution likely prompts a consequential transformation in the structural and material conditions of the kinds of ‘distributed’ processes of knowledge production that STS have documented as characteristic for scientific discoveries and knowledge negotiations more generally (14, 17, 18). This ongoing transformation is thus expected not only to promote new specializations with regard to the utilization of the respective computing infrastructures emerging within big data ecologies but equally to provoke increasing demand for new ways of conceptualizing observations and to reformulate the theoretical needs and goals of typology in archaeology. The rediscovery of reflexivity as an epistemic virtue within big data debates would be an important step into this direction, as it would support the shared goal of achieving true epistemic novelty, which, as Lucas points out, is usually not more than an elusive self-declaration. Big data infrastructures require novel modes of human-machine synergy, which simply cannot be developed or cultivated in an atheoretical and/or epistemological disinterested space.
Lucas’ exploration ultimately prompts us to ask big questions (again), and this is why this is an important contribution. The elephant in the room, of course, is the overly strong notion of objectivity on which much computational archaeology is arguably premised – linked to the vow to eventually construct ‘objective typologies’. This proclivity, however, re-tables all the problematic debates of the 1960s and – to speak with the powerful root metaphor of the machine fueling much of causal-mechanistic science (19, 20) – is bound to what A. Wylie (21) and others have called the ‘view from nowhere’. Objectivity, in this latter view, is defined by the absence of positionality and subjectivity – chiefly human subjectivity – and the promise of the machine, and by extension of computational archaeology, is to purify and thus to enhance processes of knowledge production by minimizing human interference as much as possible. The distancing of the human from actual processes of data processing and inference is viewed as positive and sometimes even as an explicit goal of scientific development. Interestingly, alienation from the archaeological record is framed as an epistemic virtue here, not as a burden, because close connection with (or even worse, immersion in) the intricacies of artefacts and archaeological contexts supposedly aggravates the problem of bias. The machine, in this optic, is framed as the gatekeeper to an observer-independent reality – which to the backdoor often not only re-introduces Platonian/Aristotelian pledges to a quasi-eternal fabric of reality that only needs to be “discovered” by applying the right (broadly nonhuman) means, it is also largely inconsistent with defendable and currently debated conceptions of scientific objectivity that do not fall prey to dogma.
Furthermore, current discussions on the open AI ChatGPT have exposed the enormous and still under-reflected dangers of leaning into radical renderings of machine epistemology: precisely because of the principles of automation and the irreducible theory-ladenness of all data, ecologies such as ChatGPT tend to reinforce the tacit epistemological background structures on which they operate and in this way can become collaborators in the legitimization and justification of the status quo (which again counteracts the potential for novelty) – they reproduce supposedly established patterns of thought. This is why, among other things, machines and AI can quickly become perpetuators of parochial and neocolonial projects – their supposed authority creates a sense of impartiality that shields against any possible critique. With Lucas, we can thus perhaps cautiously say that what is required in computational archaeology is to defuse the authority of the machine in favour of a new community archaeology that includes machines as (fallible) co-workers. Radically put, computers and AI should be recognized as subjects themselves, and treated as such, with interesting perspectives on team science and collaborative practice.
1. Lucas, G. (2022). Archaeology, Typology and Machine Epistemology. https:/doi.org/10.5281/zenodo.7620824.
2. Kristiansen, K. (2014). Towards a New Paradigm? The Third Science Revolution and its Possible Consequences in Archaeology. Current Swedish Archaeology 22, 11–34. https://doi.org/10.37718/CSA.2014.01.
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17. Shapin, S., Schaffer, S. and Hobbes, T. (1985). Leviathan and the air-pump: Hobbes, Boyle, and the experimental life, including a translation of Thomas Hobbes, Dialogus physicus de natura aeris by Simon Schaffer, Princeton University Press.
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|Archaeology, Typology and Machine Epistemology
|<p>In this paper, I will explore some of the implications of machine learning for archaeological method and theory. Against a back-drop of the rise of Big Data and the Third Science Revolution, what lessons can be drawn from the use of new digital...
|Computational archaeology, Theoretical archaeology
|Shumon Tobias Hussain
|Anonymous, Rachel Crellin
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.7990581
Understanding archaeological documentation through a participatory, arts-based approachRecommended by Nicolo Dell'Unto based on reviews by 2 anonymous reviewers
This 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.
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
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.8302563
Gamification 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 reviewer
This 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.
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
|<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