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16 May 2024
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A return to function as the basis of lithic classification

Using insights from psychology and primatology to reconsider function in lithic typologies

Recommended by ORCID_LOGO, and ORCID_LOGO based on reviews by Vincent Delvigne and 1 anonymous reviewer

The paper “A return to function as the basis of lithic classification” by Radu Iovita (2024) is a contribution to an upcoming volume on the role of typology and type-thinking in current archaeological theory and praxis edited by the PCI recommenders. In this context, the paper offers an in-depth discussion of several crucial dimensions of typological thinking in past and current lithic studies, namely:

  • “common sense” in archaeology, discussed based on earlier proposals by influential anthropologist Clifford Geertz (1975),
  • “function”, argued by the author to be the “fundamental property of tools”,
  • “cognitive” aspects, said to be reflected in the “property we naturally use to classify” stone tools and then argued to be grounded in function,
  • “traceology” as an archaeological bundle of methods and practices to determine (tool) function, discussing the current status of this research perspective in archaeology and its future.

Discussing and importantly re-articulating these concepts, Iovita ultimately aims at “establishing unified guiding principles for studying a technology that spans several million years and several different species whose brain capacities range from ca. 300–1400 cm³”.

The notion that tool function should dictate classification is not new (e.g. Gebauer 1987). It is particularly noteworthy, however, that the paper engages carefully with various relevant contributions on the topic from non-Anglophone research traditions. First, its considering works on lithic typologies published in other languages, such as Russian (Sergei Semenov), French (Georges Laplace), and German (Joachim Hahn). Second, it takes up the ideas of two French techno-anthropologists, in particular: 

  • Anthropologist of technics François Sigaut's (1940-2012) distinction of form, function, and “fonctionnement” (Sigaut 1991). Iovita proposes to draw and recast this tripartition, splitting the notion of function into “structural function” (a concept encompassing biological function as well as the “interface between the tool and its environment”), “operation” (which “relates to learning the function of artifacts from others and representing them through their motor associations”), and "designer-intended function” (DIF). Iovita shows how these distinctions can be used to clarify the ways and the grounds on which we build lithic typologies.
  • Structural anthropologist Claude Lévi-Strauss' (1908-2009) concept of “bricolage”, influentially proposed and developed in his La pensée sauvage (Lévi-Strauss 1962); this concept was also much discussed by North American anthropologist Clifford Geertz and more recently critically re-considered in the English-speaking literature thanks to a new translation of Lévi-Strauss' original text (Lévi-Strauss 2021).

Interestingly, Iovita grounds his argumentation on insights from primatology, psychology and the cognitive sciences, to the extent that they fuel discussion on archaeological concepts and methods. Results regarding the so-called “design stance” for example play a crucial role: coined by philosopher and cognitive scientist and philosopher Daniel Dennett (1942-2024), this notion encompasses the possible discrepancies between the designer’s intended purpose and the object's current functions. DIF, as discussed by Iovita, directly relates to this idea, illustrating how concepts from other sciences can fruitfully be injected into archaeological thinking.

Lastly, readers should note the intellectual contents generated on PCI as part of the reviewing process of the paper itself: both the reviewers and the author have engaged in in-depth discussions on the idea of (tool) “function” and its contested relationship with form or typology, delineating and mapping different views on these key issues in lithic study which are worth reading on their own.

References

Gebauer, A. B. (1987). Stylistic Analysis. A Critical Review of Concepts, Models, and Interpretations, Journal of Danish Archaeology, 6, p. 223–229.

Geertz, C. (1975). Common Sense as a Cultural System, The Antioch Review, 33 (1), p. 5–26.

Iovita, R. (2024). A return to function as the basis of lithic classification. Zenodo, 7734147, ver. 5 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.7734147

Lévi-Strauss, C. (1962). La pensée sauvage. Paris: Plon.

Lévi-Strauss, C. (2021). Wild Thought: A New Translation of “La Pensée sauvage”. Translated by Jeffrey Mehlman & John Leavitt. Chicago, Illinois: University of Chicago Press.

Sigaut, F. (1991). “Un couteau ne sert pas à couper, mais en coupant. Structure, fonctionnement et fonction dans l'analyse des objets” in 25 Ans d'études technologiques en préhistoire : Bilan et perspectives, Juan-les-Pins: Éditions de l'association pour la promotion et la diffusion des connaissances archéologiques, p. 21-34.

A return to function as the basis of lithic classificationRadu Iovita<p>Complex tool use is one of the defining characteristics of our species, and, because of the good preservation of stone tools (lithics), one of the few which can be studied on the evolutionary time scale. However, a quick look at the lithics lit...Ancient Palaeolithic, Lithic technology, Theoretical archaeology, TraceologySébastien Plutniak2023-03-14 19:01:40 View
29 Aug 2023
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Designing Stories from the Grave: Reviving the History of a City through Human Remains and Serious Games

AR and VR Gamification as a proof-of-concept

Recommended by ORCID_LOGO based on reviews by Sophie C. Schmidt and Tine Rassalle

Tsaknaki 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


Champion, Erik Malcolm. 2016. „Entertaining the Similarities and Distinctions between Serious Games and Virtual Heritage Projects“. Entertainment Computing 14 (Mai): 67–74. https://doi.org/10.1016/j.entcom.2015.11.003

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 GamesTsaknaki, 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, EuropeSebastian Hageneuer2023-05-29 13:19:46 View
14 Nov 2023
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Student Feedback on Archaeogaming: Perspectives from a Classics Classroom

Learning with Archaeogaming? A study based on student feedback

Recommended by ORCID_LOGO based on reviews by Jeremiah McCall and 1 anonymous reviewer

This 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 ClassroomStephan, 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, MediterraneanSebastian HageneuerAnonymous, Jeremiah McCall2023-08-07 16:45:31 View
11 Oct 2023
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Transforming the Archaeological Record Into a Digital Playground: a Methodological Analysis of The Living Hill Project

Gamification of an archaeological park: The Living Hill Project as work-in-progress

Recommended by ORCID_LOGO 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.

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* ProjectSamanta 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-medievalSebastian Hageneuer2023-08-30 20:25:32 View
03 Nov 2023
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The Dynamic Collections – a 3D Web Platform of Archaeological Artefacts designed for Data Reuse and Deep Interaction

A comparative teaching and learning tool for 3D data: Dynamic Collections

Recommended by ORCID_LOGO based on reviews by Alex Brandsen and Louise Tharandt

The 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.

Bibliography

Callieri, 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 InteractionMarco 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 archaeologySebastian Hageneuer2023-08-31 15:05:32 View
09 Sep 2024
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The Games of our People. Analysing Populist Nationalist Rhetorics of the Past in Historical Games

A framework for the analysis of populist nationalist rhetorics in historical games

Recommended by ORCID_LOGO based on reviews by Angus Mol, Aris Politopoulos and 1 anonymous reviewer

This paper by Visonà and Cassone (2024) looks on historic video games and populist national rhetoric of the past with the goal of understanding the political implications of historical games today. Based on the works of Chapman et al. (2017) and Reinhard (2018), the paper focuses on political rhetoric and the possibility to provide forms of friction or alternative historical experiences. The paper wants to present an analytical framework to investigate these possibilities in video games and is structured into four parts.

Part 1 (history and digital games) gives a short introduction into the topic of archaeogaming and the development in researching different aspects of video games. It also briefly introduces into the mechanics of knowledge transfer (see also Giere 2019). Part 2 (populist nationalism and the construction of the past) explains the dynamics of populist nationalism of the past and how these same mechanisms are on the rise again today. This makes this paper extremely relevant to today's political situation. Populist movements try to construct a past to form identity, a past that never really existed. These movements then use these identities to justify their political goals.Part 3 (analytical framework) describes the authors framework for analysis. It is structured into a matrix of three dimensions (Identitarian mythopoesis, Unavoidable conflict, Western teleology) by three procedures (Perspective, Connection, Selection), each with distinct questions to ask and answer for the researched video game. Part 4 (implementation) finally discusses how the framework works and presents some practical examples with the help of the games Assassin’s Creed III and Civilization V. The conclusions summarize the paper once more very briefly.

The proposed framework is a very welcome tool in reflecting on video games in terms of the political dimensions represented. The matrix provided can give a hint on what questions to ask and how to analyze the answers. Nevertheless, a little more explanation on how to work with these questions might be helpful, especially for students wanting to utilize this matrix. The two provided examples help a lot, but it might not be clear to everyone how to use the framework. If one does however, this framework can help tremendously in video game analysis with a political focus. This is especially important today with raising populist narratives all over the world. This paper presents a very good starting point on an analytical framework for the analysis of historical video games.

References

Chapman, A., Foka, A., and Westin, J. (2017) Introduction: what is historical game studies? 499 Rethinking History, 21(3), 358-371. https://doi.org/10.1080/13642529.2016.1256638

Giere, D. (2019) Computerspiele - Medienbildung - historisches Lernen. Zu Repräsentation und Rezeption von Geschichte in digitalen Spielen. Forum historisches Lernen. Frankfurt am Main: Wochenschau.

Reinhard, A. (2018) Archaeogaming - An Introduction to Archaeology in and of Video Games. New York - Oxford: Berghahn.

Visonà, M. M. and Idone Cassone, V. (2024) The Games of our People. Analysing Populist Nationalist Rhetorics of the Past in Historical Games. Zenodo, ver.5 peer-reviewed and recommended by PCI Archaeology https://doi.org/10.5281/zenodo.8309653

The Games of our People. Analysing Populist Nationalist Rhetorics of the Past in Historical GamesMarvin M. Visonà , Vincenzo Idone Cassone <p>Populist Nationalist movements have been using social media and popular culture as a way to diffuse their rhetorics, by reinterpreting TV series, movies and video games through discourses aiming to seek legitimacy in the history and the past.<b...Theoretical archaeologySebastian Hageneuer2023-09-01 18:33:50 View
10 Jan 2024
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Linking Scars: Topology-based Scar Detection and Graph Modeling of Paleolithic Artifacts in 3D

A valuable contribution to automated analysis of palaeolithic artefacts

Recommended by ORCID_LOGO based on reviews by Lutz Schubert and 1 anonymous reviewer

In this paper (Linsel/Bullenkamp/Mara 2024), the authors propose an automatic system for scar-ridge-pattern detection on palaeolithic artefacts based on Morse Theory. Scare-Ridge pattern recognition is a process that is usually done manually while creating a drawing of the object itself. Automatic systems to detect scars or ridges exist, but only a small amount of them is utilizing 3D data. In addition to the scar-ridges detection, the authors also experiment in automatically detecting the operational sequence, the temporal relation between scars and ridges. As a result, they can export a traditional drawing as well as graph models displaying the relationships between the scars and ridges.

After an introduction to the project and the practice of documenting palaeolithic artefacts, the authors explain their procedure in automatising the analysis of scars and ridges as well as their temporal relation to each other on these artefacts. To illustrate the process, an open dataset of lithic artefacts from the Grotta di Fumane, Italy, was used and 62 artefacts selected. To establish a Ground Truth, the artefacts were first annotated manually. The authors then continue to explain in detail each step of the automated process that follows and the results obtained.

In the second part of the paper, the results are presented. First the results of the segmentation process shows that the average percentage of correctly labelled vertices is over 91%, which is a remarkable result. The graph modelling however shows some more difficulties, which the authors are aware of. To enhance the process, the authors rightfully aim to include datasets of experimental archaeology in the future. They also aim to develop a way of detecting the operational sequence automatically and precisely.

This paper has great potential as it showcases exactly what Digital and Computational Archaeology is about: The development of new digital methods to enhance the analysis of archaeological data. While this procedure is still in development, the authors were able to present a valuable contribution to the automatization of analytical archaeology. By creating a step towards the machine-readability of this data, they also open up the way to further steps in machine learning within Archaeology.

Bibliography

Linsel, F., Bullenkamp, J. P., and Mara, H. (2024). Linking Scars: Topology-based Scar Detection and Graph Modeling of Paleolithic Artifacts in 3D, Zenodo, 8296269, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.8296269

Linking Scars: Topology-based Scar Detection and Graph Modeling of Paleolithic Artifacts in 3DFlorian Linsel, Jan Philipp Bullenkamp & Hubert Mara<p>Motivated by the concept of combining the archaeological practice of creating lithic artifact drawings with the potential of 3D mesh data, our goal in this project is not only to analyze the shape at the artifact level, but also to enable a mor...Computational archaeology, Europe, Lithic technology, Upper PalaeolithicSebastian Hageneuer2023-09-01 23:03:59 View
09 Dec 2024
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Latest updates on the study of the Middle Palaeolithic Lithic assemblages of Cardina- Salto do Boi site (Côa Valley, Portugal)

Fresh insights into the Middle Paleolithic of the Côa Valley (Portugal) and the importance of quartz

Recommended by ORCID_LOGO based on reviews by Marta Arzarello, Davide Delpiano and 1 anonymous reviewer

The Middle Palaeolithic period represents a crucial phase in the Prehistory of Europe, marked by the dominance of Neanderthal populations and their adaptive strategies. In Portugal, this period is characterized by a wealth of archaeological sites that provide valuable insights into the lifeways, technology, and environmental adaptations of its inhabitants (Aubry et al., 2011; J. L. Cardoso & Cascalheira, 2024; Cascalheira et al., 2022; Zilhão, 2001; Zilhão et al., 2021). One of the most significant is Gruta da Figueira Brava, located near the modern coastline: recent research has highlighted its role as a key site for understanding coastal adaptation by Neanderthals (Zilhão et al., 2020). Almonda Cave System is another pivotal area (Marks et al., 2001; Marks et al., 1994), offering a long stratigraphic sequence that includes Middle Palaeolithic layers . A prominent site is also and Foz do Enxarrique (Cunha et al., 2019), rich in lithic artifacts indicating a reliance on local hunting and foraging . The lithic technology of the Middle Palaeolithic in Portugal is largely characterized by the widespread use of the Levallois method, with variations reflecting local adaptations and raw material availability. Quartz, quartzite and flint were commonly used, indicating a strategic selection of materials based on functionality and proximity.

The Côa Valley, located in northern Portugal, is renowned for its rich archaeological record spanning from the Middle Palaeolithic to the Upper Palaeolithic (Aubry et al., 2012, 2016). The region’s significance lies not only in its rock art but also in its evidence of human occupation and technological development during the Pleistocene. Middle Palaeolithic sites in the Côa Valley are characterized by lithic assemblages associated with Neanderthal populations. These sites reveal a predominance of quartzite and flint tools, typical of Middle Palaeolithic technology. Excavations at sites like Cardina-Salto do Boi have uncovered stratified deposits with stone tools and faunal remains, shedding light on subsistence strategies and mobility patterns. As shown by the work presented by Patricia Ramos & Thierry Aubry, the tools from these layers exhibit a range of core reduction techniques, including Levallois flaking. The chosen approach for studying the lithic assemblage emphasizes the significance of raw materials in defining the technological behaviours employed by Neanderthal groups. Specifically, the study highlights the intensive use of quartz as a primary resource. The classification of different types of quartz, based on defined criteria and categories, reveals variations in material selection and technological practices across the analysed layers. This detailed analysis allows for a deeper interpretation of the technological strategies adopted by Neanderthal groups at the Cardina-Salto do Boi site. The work of Patricia Ramose and Thierry Aubry demonstrates how the Middle Palaeolithic record of the Côa Valley continues to provide interesting insights into Neanderthal life in the Iberian Peninsula. 

 

References

Aubry, T., Barbosa, A. F., Luís, L., Santos, A. T., and Silvestre, M. (2016). Quartz use in the absence of flint: Middle and Upper Palaeolithic raw material economy in the Côa Valley (North-eastern Portugal). Quaternary International, 424, 113–129. https://doi.org/10.1016/j.quaint.2015.11.067

Aubry, T., Dimuccio, L. A., Almeida, M., Neves, M. J., Angelucci, D. E., and Cunha, L. (2011). Palaeoenvironmental forcing during the Middle–Upper Palaeolithic transition in central-western Portugal. Quaternary Research, 75, 66–79. https://doi.org/10.1016/j.yqres.2010.11.002

Aubry, T., Luís, L., Llach, J. M., and Matias, H. (2012). We will be known by the tracks we leave behind: Exotic lithic raw materials, mobility and social networking among the Côa Valley foragers (Portugal). Journal of Anthropological Archaeology, 31(4), 528–550. https://doi.org/10.1016/j.jaa.2012.05.003

Cardoso, J. L., and Cascalheira, J. (2024). 40,000 years later: what we know about the presence of Neanderthals in Portuguese territory and their extinction. Academia das Ciências de Lisboa. https://doi.org/10.58164/qhdw-y588

Cascalheira, J., Gonçalves, C., and Maio, D. (2022). The spatial patterning of Middle Palaeolithic human settlement in westernmost Iberia. Journal of Quaternary Science, 37(2), 291–299. https://doi.org/10.1002/JQS.3286

Cunha, P. P., Martins, A. A., Buylaert, J. P., Murray, A. S., Gouveia, M. P., Font, E., Pereira, T., Figueiredo, S., Ferreira, C., Bridgland, D. R., Yang, P., Stevaux, J. C., and Mota, R. (2019). The lowermost Tejo River terrace at Foz do Enxarrique, Portugal: A palaeoenvironmental archive from c. 60–35 ka and its implications for the last Neanderthals in westernmost Iberia. Quaternary, 2(3). https://doi.org/10.3390/quat2010003

Marks, A. E., Bich, N., Ferring, C. R., and Zilhão, J. (1994). Upper pleistocene prehistory in portuguese estremadura: Results of preliminary research. Journal of Field Archaeology, 21(1), 53–68. https://doi.org/10.1179/JFA.1994.21.1.53

Marks, A., Monigal, K., and Zilhão, J. (2001). The lithic assemblages of the Late Mousterian at Gruta de Oliveira, Almonda, Portugal. Trabalhos de Arquelogia, 17, 145–154.

Patrícia O. S. Ramos, and Thierry J. Aubry (2024) Latest updates on the study of the Middle Palaeolithic Lithic assemblages of Cardina- Salto do Boi site (Côa Valley, Portugal) . OSF preprints, ver. 11 peer-reviewed and recommended by PCI Archaeology https://doi.org/10.31219/osf.io/s3jd2

Zilhão, J. (2001). Middle Paleolithic settlement patterns in Portugal. In N. Conard (Ed.), Settlement dynamics of the Middle Palaeolithic and Middle Stone Age (pp. 597–608). Kerns Verlag.

Zilhão, J., Angelucci, D. E., Araújo Igreja, M., Arnold, L. J., Badal, E., Callapez, P., Cardoso, J. L., d’Errico, F., Daura, J., Demuro, M., Deschamps, M., Dupont, C., Gabriel, S., Hoffmann, D. L., Legoinha, P., Matias, H., Monge Soares, A. M., Nabais, M., Portela, P., … Souto, P. (2020). Last Interglacial Iberian Neandertals as fisher-hunter-gatherers. Science, 367(6485). https://doi.org/10.1126/SCIENCE.AAZ7943

Zilhão, J., Angelucci, D. E., Arnold, L. J., d’Errico, F., Dayet, L., Demuro, M., Deschamps, M., Fewlass, H., Gomes, L., Linscott, B., Matias, H., Pike, A. W. G., Steier, P., Talamo, S., and Wild, E. M. (2021). Revisiting the Middle and Upper Palaeolithic archaeology of Gruta do Caldeirão (Tomar, Portugal). PLoS ONE, 16(10 October). https://doi.org/10.1371/JOURNAL.PONE.0259089

 

Latest updates on the study of the Middle Palaeolithic Lithic assemblages of Cardina- Salto do Boi site (Côa Valley, Portugal) Patrícia O. S. Ramos, Thierry J. Aubry<p>Cardina-Salto do Boi (Guarda, Portugal) is one of the few studied sites with Middle Palaeolithic occupations in the Côa Valley. These span MIS 6 to MIS 3, which constitutes a favourable circumstance for studying dwelling dynamics diachronically...Lithic technology, Middle PalaeolithicSara Daffara2024-03-30 10:16:56 View
16 May 2022
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Wood technology: a Glossary and Code for analysis of archaeological wood from stone tool cultures

Open glossary for wood technologies

Recommended by ORCID_LOGO based on reviews by Paloma Vidal-Matutano, Oriol López-Bultó, Eva Francesca Martellotta and Laura Caruso Fermé

Wood is a widely available and versatile material, so it is not surprising that it has been a key resource throughout human history. However, it is more vulnerable to decomposition than other materials, and its direct use is only rarely recorded in prehistoric sites. Despite this, there are exceptions (e.g., [1-5] [6] and references therein), and indirect evidence of its use has been attested through use-wear analyses, residue analyses (e.g., [7]) and imprints on the ground (e.g., [8]). One interesting finding of note is that the technology required to make, for example, wooden spears was quite complex [9], leading some authors to propose that this type of tool production represented a cognitive leap for Pleistocene hominids [10]. Other researchers, however, have proposed that the production process for wooden tools could have been much easier than is currently thought [11]. Be that as it may, in recent years researchers have begun to approach wood remains systematically, developing analyses of natural and anthropogenic damage, often with the help of experimental reference samples.

In this work, the authors elaborate a comprehensive glossary as a first step towards the understanding of the use of wood for technological purposes in different times and places, as there is still a general gap in the established nomenclature. Thus, this glossary is a synthesis and standardisation of analytical terms for early wood technologies that includes clear definitions and descriptions of traces from stone tool-using cultures, to avoid confusion in ongoing and future studies of wood tools. For this, the authors have carried out a detailed search of the current literature to select appropriate terms associated with additional readings that provide a wide, state-of-the-art description of the field of wood technology.

An interesting point is that the glossary has been organised within a chaîne opératoire framework divided into categories including general terms and natural traces, and then complemented by an appendix of images. It is important to define the natural traces –understanding these as alterations caused by natural processes–because they can mask those modifications produced by other agents affecting both unmodified and modified wood before, during or after its human use.

In short, the work carried out by Milks et al. [6] is an excellent and complete assessment and vital to the technological approach to wooden artifacts from archaeological contexts and establishing a common point for a standardised nomenclature. One of its particular strengths is that the glossary is a preprint that will remain open during the coming years, so that other researchers can continue to make suggestions and refinements to improve the definitions, terms and citations within it.

[1] Oakley, K., Andrews, P., Keeley, L., Clark, J. (1977). A reappraisal of the Clacton spearpoint. Proceedings of the Prehistoric Society 43, 13-30. https://doi.org/10.1017/S0079497X00010343

[2] Thieme, H. (1997). Lower Palaeolithic hunting spears from Germany. Nature 385, 807-810. https://doi.org/10.1038/385807a0

[3] Schoch, W.H., Bigga, G., Böhner, U., Richter, P., Terberger, T. (2015). New insights on the wooden weapons from the Paleolithic site of Schöningen. Journal of Human Evolution 89, 214-225. https://doi.org/10.1016/j.jhevol.2015.08.004

[4] Aranguren, B., Revedin, A., Amico, N., Cavulli, F., Giachi, G., Grimaldi, S. et al. (2018). Wooden tools and fire technology in the early Neanderthal site of Poggetti Vecchi (Italy). Proceedings of the National Academy of Sciences. 115, 2054-2059. https://doi.org/10.1073/pnas.1716068115

[5] Rios-Garaizar, J., López-Bultó, O., Iriarte, E., Pérez-Garrido, C., Piqué, R., Aranburu, A., et al. (2018). A Middle Palaeolithic wooden digging stick from Aranbaltza III, Spain. PLoS ONE 13(3): e0195044. https://doi.org/10.1371/journal.pone.0195044

[6] Milks, A. G., Lehmann, J., Böhner, U., Leder, D., Koddenberg, T., Sietz, M., Vogel, M., Terberger, T. (2022). Wood technology: a Glossary and Code for analysis of archaeological wood from stone tool cultures. Peer-reviewed and recommended by PCI Archaeology https://doi.org/10.31219/osf.io/x8m4j

[7] Nugent, S. (2006). Applying use-wear and residue analyses to digging sticks. Mem Qld Mus Cult Herit Ser 4, 89-105. https://search.informit.org/doi/10.3316/informit.890092331962439

[8] Allué, E., Cabanes, D., Solé, A., Sala, R. (2012). Hearth Functioning and Forest Resource Exploitation Based on the Archeobotanical Assemblage from Level J, in: i Roura E. (Ed.), High Resolution Archaeology and Neanderthal Behavior: Time and Space in Level J of Abric Romaní (Capellades, Spain). Springer Netherlands, Dordrecht, pp. 373-385. https://doi.org/10.1007/978-94-007-3922-2_9

[9] Ennos, A.R., Chan, T.L. (2016). "Fire hardening" spear wood does slightly harden it, but makes it much weaker and more brittle. Biology Letters 12. https://doi.org/10.1098/rsbl.2016.0174

[10] Haidle, M.N. (2009). How to think a simple spear?, in: de Beaune S.A., Coolidge F.L., Wynn T. (Eds.), Cognitive Archaeology and Human Evolution. Cambridge University Press, New York, pp. 57-73.

[11] Garofoli, D. (2015). A Radical Embodied Approach to Lower Palaeolithic Spear-making. Journal of Mind and Behavior 36, 1-26.

Wood technology: a Glossary and Code for analysis of archaeological wood from stone tool culturesAnnemieke Milks, Jens Lehmann, Utz Böhner, Dirk Leder, Tim Koddenberg, Michael Sietz, Matthias Vogel, Thomas Terberger<p>The analysis of wood technologies created by stone tool-using cultures remains underdeveloped relative to the study of lithic and bone technologies. In recent years archaeologists have begun to approach wood assemblages systematically, developi...Ancient Palaeolithic, Archaeobotany, Mesolithic, Middle Palaeolithic, Neolithic, Raw materials, Taphonomy, Traceology, Upper PalaeolithicRuth Blasco2021-12-01 12:18:53 View
20 Jul 2022
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Faunal remains from the Upper Paleolithic site of Nahal Rahaf 2 in the southern Judean Desert, Israel

New zooarchaeological data from the Upper Palaeolithic site of Nahal Rahaf 2, Israel

Recommended by ORCID_LOGO based on reviews by Ana Belén Galán and Joana Gabucio

The Levantine Corridor is considered a crossing point to Eurasia and one of the main areas for detecting population flows (and their associated cultural and economic changes) during the Pleistocene. This area could have been closed during the most arid periods, giving rise to processes of population isolation between Africa and Eurasia and intermittent contact between Eurasian human communities [1,2]. 

Zooarchaeological studies of the early Upper Palaeolithic assemblages constitute an important source of knowledge about human subsistence, making them central to the debate on modern behaviour. The Early Upper Palaeolithic sequence in the Levant includes two cultural entities – the Early Ahmarian and the Levantine Aurignacian. This latter is dated to 39-33 ka and is considered a local adaptation of the European Aurignacian techno-complex. In this work, the authors present a zooarchaeological study of the Nahal Rahaf 2 (ca. 35 ka) archaeological site in the southern Judean Desert in Israel [3].

Zooarchaeological data from the early Upper Paleolithic desert regions of the southern Levant are not common due to preservation problems of non-lithic finds. In the case of Nahal Rahaf 2, recent excavation seasons brought to light a stratigraphical sequence composed of very well-preserved archaeological surfaces attributed to the 'Arkov-Divshon' cultural entity, which is associated with the Levantine Aurignacian. 

This study shows age-specific caprine (Capra cf. Capra ibex) hunting on prime adults and a generalized procurement of gazelles (Gazella cf. Gazella gazella), which seem to have been selectively transported to the site and processed for within-bone nutrients. An interesting point to note is that the proportion of goats increases along the stratigraphic sequence, which suggests to the authors a specialization in the economy over time that is inversely related to the occupational intensity of use of the site. 

It is also noteworthy that the materials represent a large sample compared to previous studies from the Upper Paleolithic of the Judean Desert and Negev.

In summary, this manuscript contributes significantly to the study of both the palaeoenvironment and human subsistence strategies in the Upper Palaeolithic and provides another important reference point for evaluating human hunting adaptations in the arid regions of the southern Levant.

References

[1] Bermúdez de Castro, J.-L., Martinon-Torres, M. (2013). A new model for the evolution of the human pleistocene populations of Europe. Quaternary Int. 295, 102-112. https://doi.org/10.1016/j.quaint.2012.02.036

[2] Bar-Yosef, O., Belfer-Cohen, A. (2010). The Levantine Upper Palaeolithic and Epipalaeolithic. In Garcea, E.A.A. (Ed), South-Eastern Mediterranean Peoples Between 130,000 and 10,000 Years Ago. Oxbow Books, pp. 144-167.

[3] Marom, N., Gnezdilov, D. L., Shafir, R., Barzilai, O. and Shemer, M. (2022). Faunal remains from the Upper Paleolithic site of Nahal Rahaf 2 in the southern Judean Desert, Israel. BioRxiv, 2022.05.17.492258, ver. 4 peer-reviewed and recommended by Peer community in Archaeology. https://www.biorxiv.org/content/10.1101/2022.05.17.492258v4

Faunal remains from the Upper Paleolithic site of Nahal Rahaf 2 in the southern Judean Desert, IsraelNimrod Marom, Dariya Lokshin Gnezdilov, Roee Shafir, Omry Barzilai, Maayan Shemer<p>Nahal Rahaf 2 (NR2) is an Early Upper Paleolithic (ca. 35 kya) rock shelter in the southern Judean Desert in Israel. Two excavation seasons in 2019 and 2020 revealed a stratigraphical sequence composed of intact archaeological surfaces attribut...Upper Palaeolithic, ZooarchaeologyRuth Blasco Joana Gabucio2022-05-19 06:16:47 View