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HAGENEUER SebastianORCID_LOGO

  • Institute of Archaeology / Department of Digital and Computational Archaeology, University of Cologne, Cologne, Germany
  • Computational archaeology, Theoretical archaeology
  • recommender

Recommendations:  6

Reviews:  4

Areas of expertise
3D Modelling and Documentation, Digital Learning and Teaching, Digital Reconstruction of Architecture, Archaeogaming, Archaeology of West Asia

Recommendations:  6

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 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

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 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

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 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
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 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

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 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

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 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

Reviews:  4

02 May 2024
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Exploiting RFID Technology and Robotics in the Museum

Social Robotics in the Museum: a case for human-robot interaction using RFID Technology

Recommended by based on reviews by Dominik Hagmann, Sebastian Hageneuer and Alexis Pantos

The paper “Exploiting RFID Technology and Robotics in the Museum” (Dimitriou et al 2023) is a relevant contribution to museology and an interface between the public, archaeological discourse and the field of social robotics. It deals well with these themes and is concise in its approach, with a strong visual component that helps the reader to understand what is at stake. 

The option of demonstrating the different steps that lead to the final construction of the robot is appropriate, so that it is understood that it really is a linked process and not simple tasks that have no connection. The use of RFID technology for topological movement of social robots has been continuously developed (e.g., Corrales and Salichs 2009; Turcu and Turcu 2012; Sequeira and Gameiro 2017) and shown to have advantages for these environments. Especially in the context of a museum, with all the necessary precautions to avoid breaching the public's privacy, RFID labels are a viable, low-cost solution, as the authors point out (Dimitriou et al 2023), and, above all, one that does not require the identification of users. It is in itself part of an ambitious project, since the robot performs several functions and not just one, a development compared to other currents within social robotics (see Hellou et al 2022: 1770 for a description of the tasks given to robots in museums). The robotic system itself also makes effective use of the localization system, both physically, by RFID labels and by knowing how to situate itself with the public visiting the museum, adapting to their needs, which is essential for it to be successful (see Gasteiger, Hellou and Ahn 2022: 690 for the theme of localization). Archaeology can provide a threshold of approaches when it comes to social robotics and this project demonstrates that, bringing together elements of interaction, education and mobility in a single method. Hence, this is a paper with great merit and deserves to be recommended as it allows us to think of the museum as a space where humans and non-humans can converge to create intelligible discourses, whether in the historical, archaeological or cultural spheres.

References

Dimitriou, A. G., Papadopoulou, S., Dermenoudi, M., Moneda, A., Drakaki, V., Malama, A., Filotheou, A., Raptopoulos Chatzistefanou, A., Tzitzis, A., Megalou, S., Siachalou, S., Bletsas, A., Yioultsis, T., Velentza, A. M., Pliasa, S., Fachantidis, N., Tsagkaraki, E., Karolidis, D., Tsoungaris, C., Balafa, P. and Koukouvou, A. (2024). Exploiting RFID Technology and Robotics in the Museum. Zenodo, 7805387, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology.  https://doi.org/10.5281/zenodo.7805387

Corrales, A. and Salichs, M.A. (2009). Integration of a RFID System in a Social Robot. In: Kim, JH., et al. Progress in Robotics. FIRA 2009. Communications in Computer and Information Science, vol 44. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-03986-7_8

Gasteiger, N., Hellou, M. and Ahn, H.S. (2023). Factors for Personalization and Localization to Optimize Human–Robot Interaction: A Literature Review. Int J of Soc Robotics 15, 689–701. https://doi.org/10.1007/s12369-021-00811-8

Hellou, M., Lim, J., Gasteiger, N., Jang, M. and Ahn, H. (2022). Technical Methods for Social Robots in Museum Settings: An Overview of the Literature. Int J of Soc Robotics 14, 1767–1786 (2022). https://doi.org/10.1007/s12369-022-00904-y

Sequeira, J. S., and Gameiro, D. (2017). A Probabilistic Approach to RFID-Based Localization for Human-Robot Interaction in Social Robotics. Electronics, 6(2), 32. MDPI AG. http://dx.doi.org/10.3390/electronics6020032

Turcu, C. and Turcu, C. (2012). The Social Internet of Things and the RFID-based robots. In: IV International Congress on Ultra Modern Telecommunications and Control Systems, St. Petersburg, Russia, 2012, pp. 77-83. https://doi.org/10.1109/ICUMT.2012.6459769

02 May 2024
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ARIADNEplus Visual Media Service 3D configurator: toward full guided publication of high-resolution 3D data

ARIADNEplus Visual Media Service 3D configurator: a new tool for the visual organisation of 3D datasets

Recommended by based on reviews by Sebastian Hageneuer, Vayia Panagiotidis, Erik Champion and Martina Trognitz

The manuscript "ARIADNEplus Visual Media Service 3D configurator: toward full guided publication of high-resolution 3D data​" by Potenziani et al. [1] provides an excellent introduction to the Visual Media Service 3D Configurator.  This is an exciting tool, focused on cultural heritage, that forms part of the Visual Media Service, a web-based platform for uploading a range of complex data sets, including high-resolution images, Reflectance Transformation Imaging images and 3D models and transforming them into an appropriate format for interation and visualisation on the web.  The 3D Configurator Tool provides researchers with a wizard which assist with the presentation of 3D models.

This manuscript provides a history and context for the development of the Visual Media Service and previous related tools such as 3DHOP, Nexus and Relight/OpenLIME.  It also provides detailed information about the functionality of the 3D Configurator, including the Alignment, Material & Light, Navigation, Interface and Annotation steps.  The Discussion section provides information about applications and users of the Visual Media Service, current limitations and planned future developments.

Reviewers Hageneuer, Champion, Trognitz and Panagiotidis all provided important suggestions to the authors which have improved the clarity and scope of this manuscript.  While this manscript does not present a case study using this tool, I recommend it to readers as a detailed and clear introduction to the Visual Media Service 3D configurator which may inspire them to use this for their own research.

References

[1] Potenziani, M., Ponchio, F., Callieri, M., and Cignoni, P. (2024). ARIADNEplus Visual Media Service 3D configurator: toward full guided publication of high-resolution 3D data. Zenodo, 8075050, ver. 5 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.10894515​

06 Oct 2023
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From paper to byte: An interim report on the digital transformation of two thing editions

Revitalising archaeological corpus publications through digitisation – the Corpus der römischen Funde im europäischen Barbaricum and the Conspectus Formarum Terrae Sigillatae Modo Confectae as exemplary cases

Recommended by , and based on reviews by Sebastian Hageneuer and Adéla Sobotkova

The paper entitled “From paper to byte: An interim report on the digital transformation of two thing editions” submitted by Frederic Auth and colleagues discusses how those rich and often meticulously illustrated catalogues of particular find classes that exist in many corners of archaeology can be brought to the cutting edge of contemporary research through digitisation. This paper was first developed for a special conference session convened at the EAA annual meeting in 2021 and is intended for an edited volume on the topic of typology, taxonomy, classification theory, and computational approaches in archaeology.

Auth et al. (2023) begin with outlining the useful notion of the ‘thing-edition’ originally coined by Kerstin Hofmann in the context of her work with the many massive corpora of finds that have characterised, in particular, earlier archaeological knowledge production in Germany (Hofmann et al. 2019; Hofmann 2018). This work critically examines changing trends in the typological characterisation and recording of various find categories, their theoretical foundations or lack thereof and their legacy on contemporary practice. The present contribution focuses on what happens with such corpora when they are integrated into digitisation projects, specifically the efforts by the German Archaeological Institute (DAI), the so-called iDAI.world and in regard to two Roman-era material culture groups, the Corpus der römischen Funde im europäischen Barbaricum (Roman finds from beyond the empire’s borders in eight printed volumes covering thousands of finds of various categories), and the Conspectus Formarum Terrae Sigillatae Modo Confectae (Roman plain ware).

Drawing on Bruno Latour’s (2005) actor-network theory (ANT), Auth et al. discuss and reflect on the challenges met and choices to be made when thing-editions are to be transformed into readily accessible data, that is as linked to open, usable data. The intellectual and infrastructural workload involved in such digitisation projects is not to be underestimated. Here, the contribution by Auth et al. excels in the manner that it does not present the finished product – the fully digitised corpora – but instead offers a glimpse ‘under the hood’ of the digitisation process as an interaction between analogue corpus, research team, and the technologies at hand. These aspects were rarely addressed in the literature, rooted in the 1970s early work (Borillo and Gardin 1974; Gaines 1981), on archaeological computerised databases, focused on technical dimensions (see Rösler 2016 for an exception). Their paper can so also be read in the broader context of heterogeneous computer-assisted knowledge ecologies and ‘mangles of practice’ (see Pickering and Guzik 2009) in which practitioners and technological structures respond to each other’s needs and attempt to cooperate in creative ways. As such, Auth et al.’s considerations not least offer valuable resources for Science and Technology Studies-inspired discussions on the cross-fertilization of archaeological theory, practice and currently emerging material and virtual research infrastructures and can be read in conjunction to Gavin Lucas’ (2022) paper on ‘machine epistemology’ due to appear in the same volume. 

Perhaps more importantly, however, the work by Auth and colleagues (2023) exemplifies the due diligence required in not merely turning a catalogue from paper to digital document but in transforming such catalogues into long-lasting and patently usable repositories of generations of scholars to come. Deploying the Latourian notions of trade-off and recursive reference, Auth et al. first examine the structure, strengths, and weakness of the two corpora before moving on to showing how the freshly digitised versions offer new and alternative ways of analysing the archaeological material at hand, notably through immediate visualisation opportunities, through ceramic form combinations, and relational network diagrams based on the data inherent in the respective thing-editions.

Catalogues including basic descriptions and artefact illustrations exist for most if not all archaeological periods. They constitute an essential backbone of archaeological work as repeated access to primary material is impractical if not impossible. The catalogues addressed by Auth et al. themselves reflect major efforts on behalf of archaeological experts to arrive at clear and operational classifications in a pre-computerised era. The continued and expanded efforts by Auth and colleagues build on these works and clearly demonstrate the enormous analytical potential to make such data not merely more accessible but also more flexibly interoperable. Their paper will therefore be an important reference for future work with similar ambitions facing similar challenges. 

References

Auth, Frederic, Katja Rösler, Wenke Domscheit, and Kerstin P. Hofmann. 2023. “From Paper to Byte: A Workshop Report on the Digital Transformation of Two Thing Editions.” Zenodo. https://doi.org/10.5281/zenodo.8214563

Borillo, Mario, and Jean-Claude Gardin. 1974. Les Banques de Données Archéologiques. Marseille: Éditions du CNRS.

Gaines, Sylvia W., ed. 1981. Data Bank Applications in Archaeology. Tucson, AZ: University of Arizona Press.

Hofmann, Kerstin P. 2018. “Dingidentitäten Und Objekttransformationen. Einige Überlegungen Zur Edition von Archäologischen Funden.” In Objektepistemologien. Zum Verhältnis von Dingen Und Wissen, edited by Markus Hilgert, Kerstin P. Hofmann, and Henrike Simon, 179–215. Berlin Studies of the Ancient World 59. Berlin: Edition Topoi. https://dx.doi.org/10.17171/3-59

Hofmann, Kerstin P., Susanne Grunwald, Franziska Lang, Ulrike Peter, Katja Rösler, Louise Rokohl, Stefan Schreiber, Karsten Tolle, and David Wigg-Wolf. 2019. “Ding-Editionen. Vom Archäologischen (Be-)Fund Übers Corpus Ins Netz.” E-Forschungsberichte des DAI 2019/2. E-Forschungsberichte Des DAI. Berlin: Deutsches Archäologisches Institut. https://publications.dainst.org/journals/efb/2236/6674

Latour, Bruno. 2005. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford University Press.

Lucas, Gavin. 2022. “Archaeology, Typology and Machine Epistemology.” Zenodo. https://doi.org/10.5281/zenodo.7622162

Pickering, Andrew, and Keith Guzik, eds. 2009. The Mangle in Practice: Science, Society, and Becoming. The Mangle in Practice. Science and Cultural Theory. Durham, NC: Duke University Press.

Rösler, Katja. 2016. “Mit Den Dingen Rechnen: ‚Kulturen‘-Forschung Und Ihr Geselle Computer.” In Massendinghaltung in Der Archäologie. Der Material Turn Und Die Ur- Und Frühgeschichte, edited by Kerstin P. Hofmann, Thomas Meier, Doreen Mölders, and Stefan Schreiber, 93–110. Leiden: Sidestone Press.

02 Sep 2023
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Towards a Mobile 3D Documentation Solution. Video Based Photogrammetry and iPhone 12 Pro as Fieldwork Documentation Tools

The Potential of Mobile 3D Documentation using Video Based Photogrammetry and iPhone 12 Pro

Recommended by based on reviews by Dominik Hagmann, Sebastian Hageneuer and 1 anonymous reviewer

I am pleased to recommend the paper titled "Towards a Mobile 3D Documentation Solution. Video Based Photogrammetry and iPhone 12 Pro as Fieldwork Documentation Tools" for consideration and publication as a preprint (Paukkonen, 2023). The paper addresses a timely and relevant topic within the field of archaeology and offers valuable insights into the evolving landscape of 3D documentation methods.

The advances in technology over the past decade have brought about significant changes in archaeological documentation practices. This paper makes a valuable contribution by discussing the emergence of affordable equipment suitable for 3D fieldwork documentation. Given the constraints that many archaeologists face with limited resources and tight timeframes, the comparison between photogrammetry based on a video captured by a DJI Osmo Pocket gimbal camera and iPhone 12 Pro LiDAR scans is of great significance.

The research presented in the paper showcases a practical application of these new technologies in the context of a Finnish Early Modern period archaeological project. By comparing the acquisition processes and evaluating the accuracy, precision, ease of use, and time constraints associated with each method, the authors provide a comprehensive assessment of their potential for archaeological fieldwork. This practical approach is a commendable aspect of the paper, as it not only explores the technical aspects but also considers the practical implications for archaeologists on the ground.

Furthermore, the paper appropriately addresses the limitations of these technologies, specifically highlighting their potential inadequacy for projects requiring a higher level of precision, such as Neolithic period excavations. This nuanced perspective adds depth to the discussion and provides a realistic portrayal of the strengths and limitations of the new documentation methods.

In conclusion, the paper offers valuable insights into the future of 3D field documentation for archaeologists. The authors' thorough evaluation and practical approach make this study a valuable resource for researchers, practitioners, and professionals in the field. I believe that this paper would be an excellent addition to PCIArchaeology and would contribute significantly to the ongoing dialogue within the archaeological community.

References

Paukkonen, N. (2023) Towards a Mobile 3D Documentation Solution. Video Based Photogrammetry and iPhone 12 Pro as Fieldwork Documentation Tools, Zenodo, 8281263, ver. 3 peer-reviewed and recommended by Peer Community in Archaeology. https://doi.org/10.5281/zenodo.8281263

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HAGENEUER SebastianORCID_LOGO

  • Institute of Archaeology / Department of Digital and Computational Archaeology, University of Cologne, Cologne, Germany
  • Computational archaeology, Theoretical archaeology
  • recommender

Recommendations:  6

Reviews:  4

Areas of expertise
3D Modelling and Documentation, Digital Learning and Teaching, Digital Reconstruction of Architecture, Archaeogaming, Archaeology of West Asia