Academic literature on the topic 'Digital archeology'

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Journal articles on the topic "Digital archeology"

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Mirsafdari, Sharareh-Sadat, and Yaghub Mohammadifar. "Recreating Information in Digital Archeology." Parseh Journal of Archaeological Studies 4, no. 13 (November 1, 2020): 181–92. http://dx.doi.org/10.30699/pjas.4.13.181.

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Costa, Diogo Menezes. "ARQUEOLOGIAS EM MEIO DIGITAL: DEPURANDO TRÊS EXPERIÊNCIAS PESSOAIS." Cadernos do LEPAARQ (UFPEL) 17, no. 34 (December 22, 2020): 309–25. http://dx.doi.org/10.15210/lepaarq.v17i34.18914.

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As experiências aqui expostas foram conduzidas nos últimos 15 anos de práticas em projetos específicos de Arqueologia Digital. O texto, portanto, pretende a integração dos principais achados alcançados com estes trabalhos e a sua mais ampla divulgação. Os principais achados destes ensaios foram a importância dos modelos 3D na arqueologia, o perfil dos diferentes usuários nas redes sociais de arqueologia, e a avaliação e aplicabilidade de diversos programas de simulações virtuais para a arqueologia. Com isso pretende-se uma troca de informações com atuantes e entusiastas da área, para que os exemplos aqui apresentados possam colaborar e corroborar com o crescimento e consolidação de um campo tão importante como este para toda a arqueologia. Abstract: The experiences exposed here were conducted in the last 15 years of practices in specific projects of Digital Archeology. The text, consequently, intends to integrate the main findings achieved with these works and their wider dissemination. The main findings of these tests were the importance of 3D models in archeology, the profile of different users on social archeology networks, and the evaluation and applicability of many virtual simulation software for archeology. This is intended to exchange information with experts and enthusiasts in the area, so that the examples presented here can collaborate and corroborate with the growth and consolidation of a field as important as this for all archeology.
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Sdegno, Alberto. "For an Archeology of the Digital Iconography." Proceedings 1, no. 9 (November 27, 2017): 1093. http://dx.doi.org/10.3390/proceedings1091093.

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Vincent, Matthew L., Falko Kuester, and Thomas E. Levy. "OpenDig: Digital Field Archeology, Curation, Publication, and Dissemination." Near Eastern Archaeology 77, no. 3 (September 2014): 204–8. http://dx.doi.org/10.5615/neareastarch.77.3.0204.

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Diaz, Lily. "Digital Archeology: Design Research and Education. Connecting Historical Narratives and Digital Environments." Leonardo 31, no. 4 (1998): 283. http://dx.doi.org/10.2307/1576663.

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Menezes Costa, Diogo, and Renata De Godoy. "Archeology and Brazilian Studies: Past and Present." Brasiliana: Journal for Brazilian Studies 9, no. 2 (March 4, 2021): 1–6. http://dx.doi.org/10.25160/bjbs.v9i2.125042.

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The dossier “Archeology and Brazilian Studies: Past and Present” shows a broad aspect of Brazilian archeology in the contemporary world. From remote ancestors to current societies, from urban space and rural to guard institutions, from impact of mitigation to government action, and from transhumanism to the digital future, archaeologists in Brazil increased significantly in quantity and quality of their research. Therefore, and with the objective of disseminating the various approaches developed by contemporary research in this country, many researchers of archeology contribute ram to work unpublished and related to the archaeological heritage and the current Brazilian reality.
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Khalaf, Abbas, Tariq Ataiwe, Israa Mohammed, and Ali Kareem. "3D Digital modeling for archeology using close range photogrammetry." MATEC Web of Conferences 162 (2018): 03027. http://dx.doi.org/10.1051/matecconf/201816203027.

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This research is to evaluate the feasibility of applying three-dimensional modelling of the close-range photogrammetry in documenting archaeological monuments by using digital photogrammetry image processing software and digital consumer camera. The digital camera used was Nikon D3100, the processing software was (AgiSoft PhotoScan) and (ArcGIS, ArcScene extension). The study area was selected in the centre of Baghdad province by choosing one of the archeological monuments in it, namely the Abbasid alace. A set of camera locations represent the locations of the images, and as a result of the processing, 81 digital images were arranged in a sequence in which the results of this step were verified. The points cloud after processing were 1,082,617 points. Six control points were selected, used as distances constrained. The validity of the fixed location of the points can be ascertained by checking the data. The program provide the error and accuracy for each image, where a total error in the scale bar was 0.005253 meters, a total error of marks points was 0.010957 meters and the accuracy for all six points was 0.005 meters.
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Paradis, M. A., T. Nicolas, R. Gaugne, J. B. Barreau, R. Auger, and V. Gouranton. "MAKING VIRTUAL ARCHEOLOGY GREAT AGAIN (WITHOUT SCIENTIFIC COMPROMISE)." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 23, 2019): 879–86. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-879-2019.

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<p><strong>Abstract.</strong> In the past two decades or so, digital tools have been slowly integrated as part of the archaeological process of information acquisition, analysis, and dissemination. We are now entering a new era, adding the missing piece to the puzzle in order to complete this digital revolution and take archaeology one step further into virtual reality (VR). The main focus of this article is the methodology of digital archaeology that fully integrates virtual reality, from beta testing to interdisciplinary teamwork. We briefly discuss data acquisition and processing necessary to construct the 3D model, the analysis that can be conducted during and after the making or creation of the 3D environment and the dissemination of knowledge. We explain the relevance of this methodology through the case study on the intendant’s palace, an 18th century archaeological site in Quebec City, Canada. With this experience, we believe that VR can prompt new questions that would never have occurred otherwise and can provide technical advantages in terms of gathering data in the same virtual space. We conclude that multidisciplinary input in archaeological research is once again proven essential in this new, inclusive and vast digital structure of possibilities.</p>
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Holmes, Mike. "A Review: Digital Archeology of the Modern American Libertarian Movement." Studia Humana 9, no. 2 (July 1, 2020): 90–99. http://dx.doi.org/10.2478/sh-2020-0017.

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AbstractThe modern American libertarian movement began in the mid-1960s. The surviving written resources from this early era are vanishing, unless converted to digital format. This article provides background for the development of this movement and presents currently available online digital publication platforms. Along with some relevant publications in need of digital preservation.
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ZHEN, RONG, MING-QUAN ZHOU, NA WEI, and GUO-HUA GENG. "CONTENT-BASED RETRIEVAL IN ARCHEOLOGY." International Journal of Information Acquisition 03, no. 01 (March 2006): 69–75. http://dx.doi.org/10.1142/s0219878906000848.

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Retrieving images from large and varied collections using image content is a challenging problem. This paper presents a novel method for cultural relic image retrieval algorithm by integration of multiple cues. The preprocessing of the images makes it possible for correct retrieval and classification of images even when they are deformed by transformation of rotation, scaling and translation or a combination of these. In feature representation, a method combining both color and shape features of image is proposed to improve the retrieval performance. A modified principal component analysis is used to select a subset of variables that well represents the data thus improved the retrieval efficiency. The proposed method is made application in the digital archeology museum. The results demonstrate that the system is both effective and efficient.
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Dissertations / Theses on the topic "Digital archeology"

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Braun, Jenny Lynn. "Gradient fill." Thesis, University of Iowa, 2015. https://ir.uiowa.edu/etd/1553.

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The amount of information and the speed at which it is changing is fascinating and overwhelming. The capacity of our computer systems to process this information far exceeds the limits of our brains, making the systems of processing and organizing seem foreign and abstract. The anxiety caused by this information overload compels me to try and make sense of these systems by slowing things down, by recreating digital actions and artifacts by hand. At times my need to archive this digital world is genuine and results in sincere attempts to create physical records of the software and programs we use. But this cloud full of information, data, systems, and images is so elusive and mysterious that the frustration of creating a genuine archive encourages me to pull from software and systems at will, mashing them up in ways that are both generative and degrading. These then result in quasi-scientific, semi-fictitious images and installations that investigate possible histories and cultures that this invisible world might hold.
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Slioa, Silvia. "Visuella rekonstruktioner av skulpturer i Assurnasirpal II:s tronsal och utställningstekniker på British Museum." Thesis, Uppsala universitet, Konstvetenskapliga institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296398.

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The purpose of my study is to analyze Assyrian sculptures in the palace of Nimrud from throne room of Aššur-nāṣir-apli northwest palace. My research will be to compare sculptures with a theoretical as well as practical issue in the design of the galleries. Images of supernatural beings would be set up at entrances to palaces and temples. Assyrians called sculptures Lamassū (from written Sumerian references LAM(M) (A) lord of horizons, guardian of the Assyrian Gate. Lamassū are both flanked at the doorways from the throne room of Aššur-nāṣir-apli`s northwest palace. The exact meaning is not clear, but Lamassū can be taken as representing an Assyrian protective divinity. The first method in my analysis combines the need to establish the subjective meaning of objects as objective reality that is their meaning for digital design. My thesis aims to define a specific iconographic theme, centered around sculptures based on similarities in the composition of each scene in the selection of images on monuments in Nimrud. Digitalization projects provide an angle from mergers areas as architecture and archeology through images. With the project historians can use traditional documents and images to reconstruct the past and palaces. The analysis takes as an example of the importance of Digital archeology in understanding the role of artefacts and the role as a function of the specific purpose or activities for which such present or used in museums. We construct meaning as the basis for action, and not only from concrete material, but also from the matrix of symbols that are available from within culture to interpret the substantive conditions. Digital archeology is associated with technology that provides a picture of the physical environment. The digital images show the limit between design of the architectural spaces from the British Museum and the old spaces in Nimrud.
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Höfler, Veit, Christine Wessollek, and Pierre Karrasch. "Modelling prehistoric terrain Models using LiDAR-data: A geomorphological approach." SPIE, 2015. https://tud.qucosa.de/id/qucosa%3A35056.

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Terrain surfaces conserve human activities in terms of textures and structures. With reference to archaeological questions, the geological archive is investigated by means of models regarding anthropogenic traces. In doing so, the high-resolution digital terrain model is of inestimable value for the decoding of the archive. The evaluation of these terrain models and the reconstruction of historical surfaces is still a challenging issue. Due to the data collection by means of LiDAR systems (light detection and ranging) and despite their subsequent pre-processing and filtering, recently anthropogenic artefacts are still present in the digital terrain model. Analysis have shown that elements, such as contour lines and channels, can well be extracted from a highresolution digital terrain model. This way, channels in settlement areas show a clear anthropogenic character. This fact can also be observed for contour lines. Some contour lines representing a possibly natural ground surface and avoid anthropogenic artefacts. Comparable to channels, noticeable patterns of contour lines become visible in areas with anthropogenic artefacts. The presented work ow uses functionalities of ArcGIS and the programming language R.¹ The method starts with the extraction of contour lines from the digital terrain model. Through macroscopic analyses based on geomorphological expert knowledge, contour lines are selected representing the natural geomorphological character of the surface. In a first step, points are determined along each contour line in regular intervals. This points and the corresponding height information which is taken from an original digital terrain model is saved as a point cloud. Using the programme library gstat, a variographic analysis and the use of a Kriging-procedure based on this follow. The result is a digital terrain model filtered considering geomorphological expert knowledge showing no human degradation in terms of artefacts, preserving the landscape-genetic character and can be called a prehistoric terrain model.
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Roued-Cunliffe, Henriette. "A decision support system for the reading of ancient documents." Thesis, University of Oxford, 2011. http://ora.ox.ac.uk/objects/uuid:9d547661-4dea-4c54-832b-b2f862ec7b25.

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The research presented in this thesis is based in the Humanities discipline of Ancient History and begins by attempting to understand the interpretation process involved in reading ancient documents and how this process can be aided by computer systems such as Decision Support Systems (DSS). The thesis balances between the use of IT tools to aid Humanities research and the understanding that Humanities research must involve human beings. It does not attempt to develop a system that can automate the reading of ancient documents. Instead it seeks to demonstrate and develop tools that can support this process in the five areas: remembering complex reasoning, searching huge datasets, international collaboration, publishing editions, and image enhancement. This research contains a large practical element involving the development of a DSS prototype. The prototype is used to illustrate how a DSS, by remembering complex reasoning, can aid the process of interpretation that is reading ancient documents. It is based on the idea that the interpretation process goes through a network of interpretation. The network of interpretation illustrates a recursive process where scholars move between reading levels such as ‘these strokes look like the letter c’ or ‘these five letters must be the word primo’. Furthermore, the thesis demonstrates how technology such as Web Services and XML can be used to make a DSS even more powerful through the development of the APPELLO word search Web Service. Finally, the conclusion includes a suggestion for a future development of a working DSS that incorporates the idea of a layer-based system and focuses strongly on user interaction.
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Aguiar, Carlos Eduardo Souza. "Imaginaire mystique contemporain et réseaux numériques." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCB202/document.

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En tant que phénomène social, le sacré se manifeste à partir d'un médium, de sorte que la sacralité est conditionnée par les matérialités. L'émergence d'un nouveau médium signifie ainsi l'apparition de nouveaux imaginaires mystiques. Ce travail de recherche s'interroge donc sur les aspects mystiques de l'imaginaire contemporain dévoilés par les médias et les réseaux numériques. Notre stratégie de recherche consiste, dans un premier temps, à engager une approche archéologique des médias, examinant trois différents objets en tant qu'artefacts mystiques : l'écriture, la relique et l'électricité. Cette approche, en s'intéressant à la façon dont chaque médium engendre une fantasmagorie différente, illumine la compréhension de l'imaginaire mystique découlant d'un habitat stratifié en multiples couches. Ensuite, nous examinons certains aspects de la mystique numérique à partir de l'opposition de deux régimes d'imaginaire provoqués par deux écologies matérielles. Premièrement, à l'époque du PC et des interfaces informatiques, il y a l'émergence d'un imaginaire mystique transcendant, cristallisé dans l'image du cyberespace et caractérisé par un nouvel angélisme. Deuxièmement, avec l'introduction des réseaux sans fil et des dispositifs mobiles, l'image d'un environnement réticulaire animiste caractérisé par un retour du paganisme se renforce. Une des formes de cet imaginaire mystique immanent est le technochamanisme, notre terrain de réflexion pour comprendre l'actuel réenchantement du monde marqué par la synergie entre la technique et l'archaïque
The sacred, as a social phenomenon, manifests from a medium, so the sacredness is conditioned by materialities. The emergence of a new medium means, consequently, the emergence of new mystical imaginaries. This research examines the mystical aspects of the contemporary imaginary unveiled by the media and the digital networks. Our research strategy consists, at first, of engaging a media archaeological approach, examining three different objects as mystical artifacts: the writing, the relic and the electricity. This approach, by focusing on how each medium engenders a different phantasmagoria illuminates the understanding of mystical imaginary arising from a habitat constituted of multiple strata. Then we examine some aspects of digital mysticism from the opposition of two regimes of imaginary caused by two material ecologies. Initially, in the era of PC and computer interfaces, there is the emergence of a transcendent mystical imaginary crystallized in cyberspace image and characterized by a new otherworldliness. Afterwards, with the introduction of wireless networks and mobile devices, the image of a reticular animist environment characterized by a return of paganism is strengthened. One form of this immanent mystical imaginary is the technoshamanism, our field of reflection to understand the current re-enchantment of the world marked by the synergy between technology and archaic
Enquanto fenômeno social, o sagrado manifesta-se à partir de um medium, de modo que a sacralidade é condicionada pelas materialidades. A emergência de um novo medium significa, assim, o surgimento de novos imaginários místicos. Este estudo interroga-se, portanto, acerca dos aspectos místicos do imaginário contemporâneo desvelados pelos media e redes digitais. Nossa estratégia de pesquisa consiste, em um primeiro momento, em mobilizar uma perspectiva arqueológica dos media, examinando três diferentes objetos como artefatos místicos: a escrita, a relíquia e a eletricidade. Essa abordagem, interessando-se à maneira pela qual cada medium engendra uma fantasmagoria diferente, ilumina a compreensão do imaginário místico resultante de um habitat estratificado em diferentes camadas. Em seguida, examinamos certos aspectos da mística digital a partir da contraposição de dois regimes do imaginário provocados por duas ecologias materiais. Inicialmente, na época do PC e das interfaces informáticas, há a emergência de um imaginário místico transcendental, cristalizado na imagem do ciberespaço e caracterizado por um angelismo renovado. Posteriormente, com a introdução das redes sem fio e dos dispositivos móveis, a imagem de um ambiente reticular animista caracterizado por um retorno do paganismo se reforça. Uma das formas deste imaginário místico imanente é o tecnoxamanismo, nosso campo de reflexão para compreendermos o atual reencantamento do mundo caracterizado pela sinergia entre a técnica e o arcaico
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Nicholson, Scott. "Digital Library Archeology: A Conceptual Framework for Understanding Library Use through Artifact-Based Evaluation." 2005. http://hdl.handle.net/10150/105637.

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Archeologists have used material artifacts found in a physical space to gain an understanding about the people who occupied that space. Likewise, as users wander through a digital library, they leave behind data-based artifacts of their activity in the virtual space. Digital library archeologists can gather these artifacts and employ inductive techniques, such as bibliomining, to create generalizations. These generalizations are the basis for hypotheses, which are tested to gain understanding about library services and users. In this article, the development of traditional archeological methods is presented and used to create a conceptual framework for the artifact-based evaluation in digital libraries.
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Pýcha, Čeněk. "Archeologie médií a temporalita nových médií." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-368086.

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Media Archeology and New Media Temporality Mgr. Čeněk Pýcha Abstract This master thesis focus on the relationship between digital technologies and the concepts of our society about the past. There are defined methodological approaches of media archeology in the first part, this approaches are used like the tool for research of media temporality in the next parts. The methodological approach is applied in the empirical based case studies in the second part. The first case study researches the digital archives of testimonies of witnesses and the concepts of time that are created by these archives. The second empirical case study focuses the ways of photographs that documented holocaust, in the social media, especially on Pinterest. In the conclusion, the master thesis is assigned like the part of contemporary debates about the concepts of the past. Keywords: Digital media, memory, media archeology, time, cultural techniques
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Puhačová, Veronika. "Nové přístupy v prezentaci a popularizaci archeologie. Výzkum didaktických aspektů současné role archeologie ve společnosti." Doctoral thesis, 2018. http://www.nusl.cz/ntk/nusl-389889.

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This thesis concentrates on new approaches in the popularization of archaeology in the light of its social contribution to the society of the 21st century. Its main research issue is the problem of didactical transformation of the archaeological data and knowledge for the needs of an efficient popularization of the discipline. An effective popularization is considered to be a complex of interdisciplinary processes leading to a multi-layered usage of archaeological in-formation and data by the general public. The author as well emphasizes the substantial educational dimension of archaeological popularization. According to this fact she tries to apply the pieces of knowledge gained from field didactics, museum education and experiential learning on the duplex communication with general public. Thesis consists form a theoretical and a practical part. The theoretical part deals with information and experiences from public archaeology, history, sociology and philosophy and analyses both familiar and neglected roles of archaeology within the contemporary society and situates them into a broader educational context. The second - practical - part of the thesis focuses on new approaches, methods and themes within the research issue, and introduces several model examples of good praxis as well as seven...
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Books on the topic "Digital archeology"

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Archeologia del web: Le origini del cinema online. Milano, Italy: FrancoAngeli, 2013.

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Forte, Maurizio, and Helena Murteira, eds. Digital Cities. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190498900.001.0001.

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The guiding premise of this book is the role of the study of the city, its display and dissemination, in the information network of digital cities. A collection of essays on the ways the city can now be studied and presented, this book surveys the current situation in regard to various visualizations of cities of the past and present, built on historical evidence and scientific hypothesis. The chapters reflect the authors’ wide-ranging fields of interest and experience, from archeology to urban planning. Current methods of visualization, including 3D models and virtual reality simulations, are described and critiqued, primarily in regard to the field of cyber-archeology. Thus, the book offers a view of cities in the digital realm as simultaneously memory, imagination, and experience. In this way, it depicts how the ever-changing character of the past, present, and future is reformulated and re-presented in our digital era.
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Hoskins, Andrew, and William Merrin. Media Ecology/Archeoloy: Digital Life in the 21st Century. Taylor & Francis Group, 2020.

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Hoskins, Andrew, and William Merrin. Media Ecology/Archeoloy: Digital Life in the 21st Century. Taylor & Francis Group, 2020.

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Book chapters on the topic "Digital archeology"

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Banek Zorica, Mihaela, and Rajna Sosic Klindzic. "Do We Need (Digital) Archeology Literacy?" In Communications in Computer and Information Science, 221–30. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-13472-3_21.

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Berthelot-Guiet, Karine. "The Digital “Advertising Call”: An Archeology of Advertising Literacy." In Lecture Notes in Computer Science, 278–94. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49576-3_21.

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Nyhan, Julianne. "In Search of Identities in the Digital Humanities: The Early History of Humanist." In Social Media Archeology and Poetics. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/9780262034654.003.0014.

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Humanist is an online, international seminar on digital humanities that was set up in 1987 by Willard McCarty. Since its inception, it has taken the form of an electronic mailing list and, within the context of the history of computing in the humanities, can be viewed as a proto-social media platform. Newer and slicker social media and crowd-driven platforms may have come (and, in some cases, gone) but Humanist has endured. Indeed, it arguably remains digital humanities’ most vital locus of questioning, imagining and reflecting on and about itself and its many interdisciplinary intersections. In this paper, the author discusses conversations conducted via Humanist in its inaugural year in order to identify and analyze references to disciplinary identity. After focusing on the contradictions that emerge, she reflects on what they might reveal about longer-term dynamics of Digital Humanities’ disciplinary formation and emphasizes the value of Humanist archives in such research.
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"Digital Humanities Strategy." In The Strategies of Informing Technology in the 21st Century, 378–434. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-8036-3.ch017.

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This chapter outlines a strategy for digital humanities that can address some of the challenges that have arisen due to informing technologies. The chapter begins by giving a definition of humanism and by describing the nature of the humanistic attitude. The chapter next considers the role that mythology plays in humanism. After this, a matrix model of the humanities is presented that shows the role of the humanities in a computerized society. Then, a digital humanities research strategy is discussed with specific recommendations for implementing such research. This is followed by a discussion of the role that supercomputers play in research. Strategies for creating content in the digital humanities are then explored in disciplines such as philosophy, archeology, and history. Next, strategies for publishing and distributing information are described. The chapter concludes by considering strategies for teaching digital humanities and for developing digital social resonance.
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Gerber, Susanne. "Crossing-Over of Art History and Media History in the Times of the Early Internet—with Special Regard to THE THING NYC." In Social Media Archeology and Poetics. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/9780262034654.003.0022.

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In the early Internet, art history crossed the path of media history and both disciplines conveyed characteristics of each other. Net (based) art did not regain the utopian potential of art, but its social, aesthetic and conceptual approach referenced the future role of digital communication. This chapter documents and examines the role of the art network THE THING in early digital communication and art practice and how it anticipated the future potential to communicate, distribute, and produce. Including the theory and practice that informed the founding of THE THING, as well as an interview with THE THING founder, Wolfgang Staehle, and a concluding timeline of THE THING's history, this chapter also emphasizes how THE THING was both playful and far ahead of its time.
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Ceruzzi, Paul E. "The Personal Computer and Social Media." In Social Media Archeology and Poetics. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/9780262034654.003.0002.

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The use of digital computers to facilitate social interaction has not eclipsed the uses for which they were invented, but it often seems that way. That use requires an ability to network computers to one another, a capability that took several decades after the computer's invention to be realized. The Internet, which emerged out of military-sponsored research done in the 1970s, enabled the creation of sophisticated forms of social interaction. But the personal computer phenomenon was evolving in a parallel universe, with little communication between the two camps. This chapter argues that important first steps toward social media were taken in the arena of the personal computer, which also emerged in the 1970s, but from a different direction. Using devices to connect PCs to the telephone network, and developing so-called “bulletin board” software, personal computer enthusiasts created a framework on which the current Internet-based social world resides.
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Crowley, Amanda McDonald. "System X: Interview with Founding Sysop Scot McPhee." In Social Media Archeology and Poetics. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/9780262034654.003.0013.

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System X was an Australian-based dial up BBS, where users created a community of interest with both a variety of text-based conversations and a virtual gallery of images and sound that invited visual and sound artists and musicians to share work and collaborate. System X also sought to originate critical thought about information storage and control, data networks, and art practice in this media. Importantly, it provided a context for community members to upload their own content and to share that content not only with a Sydney-based community, but also with the growing international community. In an interview with Founding Sysop Scot McPhee, this chapter documents the roots of System X in the Sydney electronic music community; System X's role as an art project; the importance of uploading, downloading, manipulating and re-uploading music and images; the user community; the audience; and System X's legacy in the Australian digital arts community.
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Larson, Gary O. "From Archaeology to Architecture: Building a Place for Noncommercial Culture Online." In Social Media Archeology and Poetics. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/9780262034654.003.0030.

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This chapter examines various approaches to ensuring a place for nonprofit culture online, drawing from the various noncommercial networking projects discussed elsewhere in the anthology, as well as the 1990’s National Information Infrastructure policy debates in the U.S. and subsequent private-sector efforts. It discusses the key elements required for a broadly collaborative effort to (1) identify, cultivate, and promote the digital art resources that already exist; (2) develop new online projects; and (3) weave these resources together in a fashion that allows both online and offline arts activities to receive the serious attention to study they deserve. In addition to enhanced public sector leadership and expanded private sector support, the chapter calls for a more systematic application of curatorial expertise to the online sector, along with substantial grassroots participation in identifying the most reliable cultural resources that are too often lost in the vast expanses of the commercialized Internet today.
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Costeira, Catarina, and Elsa Luís. "Retractos da arqueologia portuguesa na imprensa: (in)visibilidades no feminino." In Arqueologia em Portugal 2020 - Estado da Questão - Textos, 73–83. Associação dos Arqueólogos Portugueses e CITCEM, 2020. http://dx.doi.org/10.21747/978-989-8970-25-1/arqa05.

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In this paper, we address the visibility of women in Portuguese archaeology and how that image is perceived by the society, through the lens of the digital written press of the last ten years. Considering sources found in archeology news as a representation of the distribution of women in different areas of archaeological activity, and their respective positions, we’ve noticed a surprising disparity found in male and female sources, especially at a time when we have reached gender parity in active archeology professionals. This female invisibility contributes to the maintenance of gender prejudices and limits the examples that we pass on to the new generations.
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Ilaria Trizio, Francesca Savini, and Andrea Ruggieri. "Archeologia dell'architettura e rappresentazione digitale: procedure e strumenti tra connessioni e intersezioni." In CONNETTERE - UN DISEGNO PER ANNODARE E TESSERE · CONNECTING - DRAWING FOR WEAVING RELATIONSHIPS. FrancoAngeli srl, 2020. http://dx.doi.org/10.3280/oa-548.155.

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Conference papers on the topic "Digital archeology"

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Di Gregorio, Giuseppe. "THE TAORMINA THEATER: THE DIGITAL SURVEY SYSTEM OF KNOWLEDGE OPEN IN TIME." In ARQUEOLÓGICA 2.0 - 9th International Congress & 3rd GEORES - GEOmatics and pREServation. Editorial Universitat Politécnica de Valéncia: Editorial Universitat Politécnica de Valéncia, 2021. http://dx.doi.org/10.4995/arqueologica9.2021.12168.

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In Sicily there are 19 show venues including ancient theaters and theatrical architectures. Many of these structures are fully functional and subject to visitor flows such as the theater of Syracuse and that of Taormina. They are object of interest and curiosity, revealed in the eighteenth century during the grand tour by travelers and landscape painters, in the last twenty years they have become reasons for study in various scientific areas as from acoustics to archeology, always passing through digital surveying. Studied through classical photogrammetry, structure from motion (SFM), 3D laser scanner, their representation as well as by increasingly refined and detailed two-dimensional graphics, makes use of 3D representations and techniques of virtual reality (VR) and augmented reality (AR). Due to their particular geometry, the need for studies and research is considered essential to deepen the methods of the surveys and plan their developments. Examples and problems for the archaeological survey are reported with the aim of critically evaluating the current state of the art of 3D survey, the potential and possible future developments, in the present study the results obtained for the survey of the Taormina theater (ME) and in-depth analysis of the versure environments.
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Ribera Torró, Esteve. "KUÉLAP VIRTUAL: VIRTUALIZACIÓN DE UNA CIUDADELA PREINCA EN LOS ANDES AMAZÓNICOS DEL PERÚ MEDIANTE FOTOGRAFÍA ESFÉRICA, MODELADO 3D E IMPRESIÓN 3D." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3567.

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Between 2010 and 2012, under the International Cooperation for Development, a virtual archeology project was realized in Amazonian Andes of Peru. The project was carried out with collaboration from Universitat Politécnica de València (UPV) and the Agencia Española de Cooperación Internacional al Desarrollo (AECID), with archeologists taking part in Proyecto Especial Kuélap (PEK). The goal was to create a virtualization of Kuélap, an important monumental citadel constructed by the ancient Chachapoya society. The fruits of the project was the website “kuelapvirtual.com", that offers an interactive virtual visit (like street view) as well as geographical and archaeological information of interest. Furthermore, a virtual 3D reconstruction was created from blueprints, topographic data available and assistance from archaeologists. The 3d digital model made the fabrication of a two prototipes: an archaeological model in scale 1:750 and a topographical model in scale 1:17500, obtained through 3D printing at the Department of Engineering Projects at Universitat Politècnica de València.
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Valero Tévar, Miguel Ángel, and Nuria Huete Alcocer. "LA APLICACIÓN DE NUEVAS TECNOLOGÍAS EN LA DOCUMENTACIÓN ARQUEOLÓGICA DE LA VILLA ROMANA DE NOHEDA Y SU PROYECCIÓN TURÍSTICA DIGITAL." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3998.

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The Roman villa of Noheda has become one of the crucial site to understand the messages that the high Roman aristocracy intended to convey by the building infrastructure in these large rural complex of Late Antiquity. Therefore, for the application of a correct archaeological methodology we should add the use of the most modern techniques of research and analysis that were within our grasp, in order to document in the best possible detail, the archaeological remains. Understanding that only through a close reading we can get to properly decrypt the data housed in the cluster of structures and artifacts hosted in the stratigraphic sequence. Therefore, the aim of this article is to present concisely, how technological advances have been used such as ground penetrating radar, 3D scanning, laser scanner, photogrammetry, etc. and the best results which have been obtained. In the same way, we will explain that these results are just a first step, because today the project of musealisation of the site has begun in order to be ready for its opening to the public and, within the innovations that bring the new technologies will be taken into account and they will be used in situ with mobile telephony, such as 3D modeling of parts and its Georeferencing, the increased virtual reality, etc. Nonetheless we must not forget other advances which help understand, spread and bring archeology closer to society.
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