23,600 research outputs found

    The role, opportunities and challenges of 3D and geo-ICT in archaeology

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    Archaeology joins in the trend of three-dimensional (3D) data and geospatial information technology (geo-ICT). Currently, the spatial archaeological data acquired is 3D and mostly used to create realistic visualizations. Geographical information systems (GIS) are used for decades in archaeology. However, the integration of geo-ICT with 3D data still poses some problems. Therefore, this paper clarifies the current role of 3D, and the opportunities and challenges for 3D and geo-ICT in the domain of archaeology. The paper is concluded with a proposal to integrate both trends and tackle the outlined challenges. To provide a clear illustration of the current practices and the advantages and difficulties of 3D and geo-ICT in the specific case of archaeology, a limited case study is presented of two structures in the Altay Mountains

    Asymmetry of Caddo Ceramics from the Washington Square Mound Site: An Exploratory Analysis

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    While pursuing a study of 3D geometric morphometrics for ceramic burial vessels that often articulate with the Native American Graves Protection and Repatriation Act (NAGPRA) from the ancestral Caddo region, there have been no shortage of potentially meaningful observations, one of which--rotational asymmetry in coil-built vessels--is discussed here. Using Geomagic Design X (reverse-engineering software) and Geomagic Control X (inspection software), metrics associated with rotational asymmetry were generated then analyzed. Results indicate variable asymmetry among the different vessel shapes (i.e., bottles, jars, etc.), which may augment and strengthen studies and discussion of vessel form. Future directions include the incorporation of directional and--possibly--fluctuating asymmetry measures for the widest vessel profiles. Preliminary results point toward substantive analytical gains that can be used to augment more traditional ceramic analyses as well as geometric morphometric studies of ceramic vessel shape

    What lies beneath: lifting the lid on archaeological computing

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    Motion in place: a case study of archaeological reconstruction using motion capture

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    Human movement constitutes a fundamental part of the archaeological process, and of any interpretationof a site’s usage; yet there has to date been little or no consideration of how movement observed (incontemporary situations) and inferred (in archaeological reconstruction) can be documented. This paper reports on the Motion in Place Platform project, which seeks to use motion capture hardware and data totest human responses to Virtual Reality (VR) environments and their real-world equivalents using round houses of the Southern British Iron Age which have been both modelled in 3D and reconstructed in the present day as a case study. This allows us to frame questions about the assumptions which are implicitlyhardwired into VR presentations of archaeology and cultural heritage in new ways. In the future, this will lead to new insights into how VR models can be constructed, used and transmitted

    Geometric Morphometrics of Gary Dart Points from the Davy Crockett National Forest

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    Three-dimensional scans of Gary dart points recovered from the Davy Crockett National Forest are employed in tests of basal morphology by site, size (allometry), and asymmetry. Variability in basal morphology for Gary points from sites on the Davy Crockett National Forest is presented and compared to specimens from the published type books. The hypothesis that Gary basal morphology differs between sites containing Woodland-era sand temped ceramics and those where no sand tempered ceramics were recovered is then tested and the results discussed

    Trying to break new ground in aerial archaeology

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    Aerial reconnaissance continues to be a vital tool for landscape-oriented archaeological research. Although a variety of remote sensing platforms operate within the earth’s atmosphere, the majority of aerial archaeological information is still derived from oblique photographs collected during observer-directed reconnaissance flights, a prospection approach which has dominated archaeological aerial survey for the past century. The resulting highly biased imagery is generally catalogued in sub-optimal (spatial) databases, if at all, after which a small selection of images is orthorectified and interpreted. For decades, this has been the standard approach. Although many innovations, including digital cameras, inertial units, photogrammetry and computer vision algorithms, geographic(al) information systems and computing power have emerged, their potential has not yet been fully exploited in order to re-invent and highly optimise this crucial branch of landscape archaeology. The authors argue that a fundamental change is needed to transform the way aerial archaeologists approach data acquisition and image processing. By addressing the very core concepts of geographically biased aerial archaeological photographs and proposing new imaging technologies, data handling methods and processing procedures, this paper gives a personal opinion on how the methodological components of aerial archaeology, and specifically aerial archaeological photography, should evolve during the next decade if developing a more reliable record of our past is to be our central aim. In this paper, a possible practical solution is illustrated by outlining a turnkey aerial prospection system for total coverage survey together with a semi-automated back-end pipeline that takes care of photograph correction and image enhancement as well as the management and interpretative mapping of the resulting data products. In this way, the proposed system addresses one of many bias issues in archaeological research: the bias we impart to the visual record as a result of selective coverage. While the total coverage approach outlined here may not altogether eliminate survey bias, it can vastly increase the amount of useful information captured during a single reconnaissance flight while mitigating the discriminating effects of observer-based, on-the-fly target selection. Furthermore, the information contained in this paper should make it clear that with current technology it is feasible to do so. This can radically alter the basis for aerial prospection and move landscape archaeology forward, beyond the inherently biased patterns that are currently created by airborne archaeological prospection

    A new protocol for texture mapping process and 2d representation of rupestrian architecture

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    The development of the survey techniques for architecture and archaeology requires a general review in the methods used for the representation of numerical data. The possibilities offered by data processing allow to find new paths for studying issues connected to the drawing discipline. The research project aimed at experimenting different approaches for the representation of the rupestrian architecture and the texture mapping process. The nature of the rupestrian architecture does not allow a traditional representation of sections and projections of edges and outlines. The paper presents a method, the Equidistant Multiple Sections (EMS), inspired by cartography and based on the use of isohipses generated from different geometric plane. A specific paragraph is dedicated to the texture mapping process for unstructured surface models. One of the main difficulty in the image projection consists in the recognition of homologous points between image and point cloud, above all in the areas with most deformations. With the aid of the “virtual scan” tool a different procedure was developed for improving the correspondences of the image. The result show a sensible improvement of the entire process above all for the architectural vaults. A detailed study concerned the unfolding of the straight line surfaces; the barrel vault of the analyzed chapel has been unfolded for observing the paintings in the real shapes out of the morphological context

    Experimental archeology and serious games: challenges of inhabiting virtual heritage

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    Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoples’ relationship with the material world around them. However, experimental archaeology has, hitherto, confined itself to rigid, empirical and quantitative questions. This paper applies principles of experimental archaeology and serious gaming tools in the reconstructions of a British Iron Age Roundhouse. The paper explains a number of experiments conducted to look for quantitative differences in movement in virtual vs material environments using both “virtual” studio reconstruction as well as material reconstruction. The data from these experiments was then analysed to look for differences in movement which could be attributed to artefacts and/or environments. The paper explains the structure of the experiments, how the data was generated, what theories may make sense of the data, what conclusions have been drawn and how serious gaming tools can support the creation of new experimental heritage environments
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