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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
16 Apr 2024
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Creating an Additional Class Layer with Machine Learning to counter Overfitting in an Unbalanced Ancient Coin Dataset

A significant contribution to the problem of unbalanced data in machine learning research in archaeology

Recommended by ORCID_LOGO based on reviews by Simon Carrignon, Joel Santos and 1 anonymous reviewer

This paper [1] presents an innovative approach to address the prevalent challenge of unbalanced datasets in coin type recognition, shifting the focus from coin class type recognition to coin mint recognition. Despite this shift, the issue of unbalanced data persists. To mitigate this, the authors introduce a method to split larger classes into smaller ones, integrating them into an 'additional class layer'.

Three distinct machine learning (ML) methodologies were employed to identify new possible classes, with one approach utilising unsupervised clustering alongside manual intervention, while the others leverage object detection, and Natural Language Processing (NLP) techniques. However, despite these efforts, overfitting remained a persistent issue, prompting the authors to explore alternative methods such as dataset improvement and Generative Adversarial Networks (GANs).

The paper contributes significantly to the intersection of ML techniques and archaeology, particularly in addressing overfitting challenges. Furthermore, the authors' candid acknowledgment of the limitations of their approaches serves as a valuable resource for researchers encountering similar obstacles.

This study stems from the D4N4 project, aimed at developing a machine learning-based coin recognition model for the extensive "Corpus Nummorum" dataset, comprising over 19,600 coin types and 49,000 coins from various ancient landscapes. Despite encountering challenges with overfitting due to the dataset's imbalance, the authors' exploration of multiple methodologies and transparent documentation of their limitations enriches the academic discourse and provides a foundation for future research in this field.

Reference

[1] Gampe, S. and Tolle, K. (2024). Creating an Additional Class Layer with Machine Learning to counter Overfitting in an Unbalanced Ancient Coin Dataset. Zenodo, 8298077, ver. 4 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.8298077

Creating an Additional Class Layer with Machine Learning to counter Overfitting in an Unbalanced Ancient Coin DatasetSebastian Gampe, Karsten Tolle<p>We have implemented an approach based on Convolutional Neural Networks (CNN) for mint recognition for our Corpus Nummorum (CN) coin dataset as an alternative to coin type recognition, since we had too few instances for most of the types (classe...Computational archaeologyAlex Brandsen2023-08-29 16:26:41 View
28 May 2020
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TIPZOO: a Touchscreen Interface for Palaeolithic Zooarchaeology. Towards making data entry and analysis easier, faster, and more reliable

A new software to improve standardization and quality of data in zooarchaeology

Recommended by ORCID_LOGO based on reviews by Delphine Vettese and Argant Thierry

Standardization and quality of data collection are identified as challenges for the future in zooarchaeology [1]. These issues were already identified in the early 1970s when the International Council for Archaeozoology (ICAZ) recommended to “standardize measurements and data in publications”. In the recent years, there is strong recommendations by publishers and grant to follow the FAIR Principle i.e. to “improve the findability, accessibility, interoperability, and reuse of digital assets” [2]. As zooarchaeologists, we should make our methods more clear and replicable by other researchers to produce comparable datasets. In this paper the authors make a significant step in proposing a tool to replace traditional data recording softwares. The problems related to data recording are clearly identified and discussed. All the features offered by TIPZOO allow to standardize the data, to reduce the errors when entering the data, to save time with auto-filling entries. The coding system used in TIPZOO is based on variables taken from the most used and updated literature in zooarchaeology. Its connections with various R packages allow to directly export the data and to transform the raw data to produce summary tables, graphs and basic statistics. Finally, the advantage of this tool is that it can be improved, debugged, or implemented at any time. TIPZOO provides a standardized system to compile and share large and consistent datasets that will allow comparison among assemblages at a large scale, and for this reason, I have recommended the work for PCI Archaeology.

References

[1] Steele, T.E. (2015). The contributions of animal bones from archaeological sites: the past and future of zooarchaeology. J. Archaeol. Sci. 56, 168–176. doi: 10.1016/j.jas.2015.02.036
[2] https://go-fair.org/fair-principles/

TIPZOO: a Touchscreen Interface for Palaeolithic Zooarchaeology. Towards making data entry and analysis easier, faster, and more reliableEmmanuel Discamps<p>Zooarchaeological studies of fossil bone collections are often conducted using simple spreadsheet programs for data recording and analysis. After quickly summarizing the limitations of such an approach, we present a new software solution, TIPZO...Spatial analysis, Taphonomy, ZooarchaeologyFlorent Rivals2020-04-16 13:27:00 View