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TSAKNAKI Electra

  • Information Technologies Institute, Centre for Research and Technology Hellas, Thessaloniki, Greece
  • Computational archaeology

Recommendations:  0

Review:  1

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virtual reality, augmented reality, serious games, immersion, photogrammetry, 3D representation, cultural heritage, 3D graphics, 3D animation, 3D reconstruction

Review:  1

13 Jan 2024
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Dealing with post-excavation data: the Omeka S TiMMA web-database

Managing Archaeological Data with Omeka S

Recommended by based on reviews by Electra Tsaknaki and 1 anonymous reviewer

Managing data in archaeology is a perennial problem. As the adage goes, every day in the field equates to several days in the lab (and beyond). For better or worse, past archaeologists did all their organizing and synthesis manually, by hand, but since the 1970s ways of digitizing data for long term management and analysis have gained increasing attention [1]. It is debatable whether this ever actually made things easier, particularly given the associated problem of sustainable maintenance and accessibility of the data. Many older archaeologists, for instance, still have reels and tapes full of data that now require a new form of archaeology to excavate (see [2] for an unrealized idea on how to solve this).

Today, the options for managing digital archaeological data are limited only by one’s imagination. There are systems built specifically for archaeology, such as Arches [3], Ark [4], Codifi [5], Heurist [6], InTerris Registries [7], OpenAtlas [8], S-Archeo [9], and Wild Note [10], as well as those geared towards museum collections like PastPerfect [11] and CatalogIt [12], among others. There are also mainstream databases that can be adapted to archaeological needs like MS Access [13] and Claris FileMaker [14], as well as various web database apps that function in much the same way (e.g., Caspio [15], dbBee [16], Amazon's Simpledb [17], Sci-Note [18], etc.) — all with their own limitations in size, price, and utility. One could also write the code for specific database needs using pre-built frameworks like those in Ruby-On-Rails [19] or similar languages. And of course, recent advances in machine-learning and AI will undoubtedly bring new solutions in the near future.

But let’s be honest — most archaeologists probably just use Excel. That's partly because, given all the options, it is hard to decide the best tool and whether its worth changing from your current system, especially given few real-world examples in the literature. Bastien Rueff’s new paper [20] is therefore a welcomed presentation on the use of Omeka S [21] to manage data collected for the Timbers in Minoan and Mycenaean Architecture (TiMMA) project. Omeka S is an open-source web-database that is based in PHP and MySQL, and although it was built with the goal of connecting digital cultural heritage collections with other resources online, it has been rarely used in archaeology. Part of the issue is that Omeka Classic was built for use on individual sites, but this has now been scaled-up in Omeka S to accommodate a plurality of sites. 

Some of the strengths of Omeka S include its open-source availability (accessible regardless of budget), the way it links data stored elsewhere on the web (keeping the database itself lean), its ability to import data from common file types, and its multi-lingual support. The latter feature was particularly important to the TiMAA project because it allowed members of the team (ranging from English, Greek, French, and Italian, among others) to enter data into the system in whatever language they felt most comfortable.

However, there are several limitations specific to Omeka S that will limit widespread adoption. Among these, Omeka S apparently lacks the ability to export metadata, auto-fill forms, produce summations or reports, or provide basic statistical analysis. Its internal search capabilities also appear extremely limited. And that is not to mention the barriers typical of any new software, such as onerous technical training, questionable long-term sustainability, or the need for the initial digitization and formatting of data. But given the rather restricted use-case for Omeka S, it appears that this is not a comprehensive tool but one merely for data entry and storage that requires complementary software to carry out common tasks.

As such, Rueff has provided a review of a program that most archaeologists will likely not want or need. But if one was considering adopting Omeka S for a project, then this paper offers critical information for how to go about that. It is a thorough overview of the software package and offers an excellent example of its use in archaeological practice.


NOTES

[1] Doran, J. E., and F. R. Hodson (1975) Mathematics and Computers in Archaeology. Harvard University Press.

[2] Snow, Dean R., Mark Gahegan, C. Lee Giles, Kenneth G. Hirth, George R. Milner, Prasenjit Mitra, and James Z. Wang (2006) Cybertools and Archaeology. Science 311(5763):958–959.

[3] https://www.archesproject.org/

[4] https://ark.lparchaeology.com/

[5] https://codifi.com/

[6] https://heuristnetwork.org/

[7] https://www.interrisreg.org/

[8] https://openatlas.eu/

[9] https://www.skinsoft-lab.com/software/archaelogy-collection-management

[10] https://wildnoteapp.com/

[11] https://museumsoftware.com/

[12] https://www.catalogit.app/

[13] https://www.microsoft.com/en-us/microsoft-365/access

[14] https://www.claris.com/filemaker/

[15] https://www.caspio.com/

[16] https://www.dbbee.com/

[17] https://aws.amazon.com/simpledb/

[18] https://www.scinote.net/

[19] https://rubyonrails.org/

[20] Rueff, Bastien (2023) Dealing with Post-Excavation Data: The Omeka S TiMMA Web-Database. peer-reviewed and recommended by Peer Community in Archaeology. https://zenodo.org/records/7989905

[21] https://omeka.org/

 

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TSAKNAKI Electra

  • Information Technologies Institute, Centre for Research and Technology Hellas, Thessaloniki, Greece
  • Computational archaeology

Recommendations:  0

Review:  1

Areas of expertise
virtual reality, augmented reality, serious games, immersion, photogrammetry, 3D representation, cultural heritage, 3D graphics, 3D animation, 3D reconstruction