426 research outputs found

    Observed methods of cuneiform tablet reconstruction in virtual and real world environments

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    The reconstruction of fragmented artefacts is a tedious process that consumes many valuable work hours of scholars' time. We believe that such work can be made more efficient via new techniques in interactive virtual environments. The purpose of this research is to explore approaches to the reconstruction of cuneiform tablets in the real and virtual environment, and to address the potential barriers to virtual reconstruction of fragments. In this paper we present the results of an experiment exploring the reconstruction strategies employed by individual users working with tablet fragments in real and virtual environments. Our findings have identified physical factors that users find important to the reconstruction process and further explored the subjective usefulness of stereoscopic 3D in the reconstruction process. Our results, presented as dynamic graphs of interaction, compare the precise order of movement and rotation interactions, and the frequency of interaction achieved by successful and unsuccessful participants with some surprising insights. We present evidence that certain interaction styles and behaviours characterise success in the reconstruction process

    New visualization techniques for cuneiform texts and sealings

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    Beyond writing: The development of literacy in the Ancient Near East

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    Previous discussions of the origins of writing in the Ancient Near East have not incorporated the neuroscience of literacy, which suggests that when southern Mesopotamians wrote marks on clay in the late-fourth millennium, they inadvertently reorganized their neural activity, a factor in manipulating the writing system to reflect language, yielding literacy through a combination of neurofunctional change and increased script fidelity to language. Such a development appears to take place only with a sufficient demand for writing and reading, such as that posed by a state-level bureaucracy; the use of a material with suitable characteristics; and the production of marks that are conventionalized, handwritten, simple, and non-numerical. From the perspective of Material Engagement Theory, writing and reading represent the interactivity of bodies, materiality, and brains: movements of hands, arms, and eyes; clay and the implements used to mark it and form characters; and vision, motor planning, object recognition, and language. Literacy is a cognitive change that emerges from and depends upon the nexus of interactivity of the components

    The reconstruction of virtual cuneiform fragments in an online environment

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    Reducing the time spent by experts on the process of cuneiform fragment reconstruction means that more time can be spent on the translation and interpretation of the information that the cuneiform fragments contain. Modern computers and ancillary technologies such as 3D printing have the power to simplify the process of cuneiform reconstruction, and open up the field of reconstruction to non-experts through the use of virtual fragments and new reconstruction methods. In order for computers to be effective in this context, it is important to understand the current state of available technology, and to understand the behaviours and strategies of individuals attempting to reconstruct cuneiform fragments. This thesis presents the results of experiments to determine the behaviours and actions of participants reconstructing cuneiform tablets in the real and virtual world, and then assesses tools developed specifically to facilitate the virtual reconstruction process. The thesis also explores the contemporary and historical state of relevant technologies. The results of experiments show several interesting behaviours and strategies that participants use when reconstructing cuneiform fragments. The experiments include an analysis of the ratio between rotation and movement that show a significant difference between the actions of successful and unsuccessful participants, and an unexpected behaviour that the majority of participants adopted to work with the largest fragments first. It was also observed that the areas of the virtual workspace used by successful participants was different from the areas used by unsuccessful participants. The work further contributes to the field of reconstruction through the development of appropriate tools that have been experimentally proved to dramatically increase the number of potential joins that an individual is able to make over period of time

    A collaborative artefact reconstruction environment

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    A novel collaborative artefact reconstruction environment design is presented that is informed by experimental task observation and participatory design. The motivation for the design was to enable collaborative human and computer effort in the reconstruction of fragmented cuneiform tablets: millennia-old clay tablets used for written communication in early human civilisation. Thousands of joining cuneiform tablet fragments are distributed within and between worldwide collections. The reconstruction of the tablets poses a complex 3D jigsaw puzzle with no physically tractable solution. In reconstruction experiments, participants collaborated synchronously and asynchronously on virtual and physical reconstruction tasks. Results are presented that demonstrate the difficulties experienced by human reconstructors in virtual tasks compared to physical tasks. Unlike computer counterparts, humans have difficulty identifying joins in virtual environments but, unlike computers, humans are averse to making incorrect joins. A successful reconstruction environment would marry the opposing strengths and weaknesses of humans and computers, and provide tools to support the communications and interactions of successful physical performance, in the virtual setting. The paper presents a taxonomy of the communications and interactions observed in successful physical and synchronous collaborative reconstruction tasks. Tools for the support of these communications and interactions were successfully incorporated in the “i3D” virtual environment design presented

    Semantic Domains in Akkadian Text

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    The article examines the possibilities offered by language technology for analyzing semantic fields in Akkadian. The corpus of data for our research group is the existing electronic corpora, Open richly annotated cuneiform corpus (ORACC). In addition to more traditional Assyriological methods, the article explores two language technological methods: Pointwise mutual information (PMI) and Word2vec.Peer reviewe

    CyberResearch on the Ancient Near East and Eastern Mediterranean

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    CyberResearch on the Ancient Near East and Neighboring Regions provides case studies on archaeology, objects, cuneiform texts, and online publishing, digital archiving, and preservation. Eleven chapters present a rich array of material, spanning the fifth through the first millennium BCE, from Anatolia, the Levant, Mesopotamia, and Iran. Customized cyber- and general glossaries support readers who lack either a technical background or familiarity with the ancient cultures. Edited by Vanessa Bigot Juloux, Amy Rebecca Gansell, and Alessandro Di Ludovico, this volume is dedicated to broadening the understanding and accessibility of digital humanities tools, methodologies, and results to Ancient Near Eastern Studies. Ultimately, this book provides a model for introducing cyber-studies to the mainstream of humanities research

    Writing as Material Practice: Substance, Surface and Medium

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    Writing as Material Practice grapples with the issue of writing as a form of material culture in its ancient and more recent manifestations, and in the contexts of production and consumption. Fifteen case studies explore the artefactual nature of writing — the ways in which materials, techniques, colour, scale, orientation and visibility inform the creation of inscribed objects and spaces, as well as structure subsequent engagement, perception and meaning making. Covering a temporal span of some 5000 years, from c.3200 BCE to the present day, and ranging in spatial context from the Americas to the Near East, the chapters in this volume bring a variety of perspectives which contribute to both specific and broader questions of writing materialities. The authors also aim to place past graphical systems in their social contexts so they can be understood in relation to the people who created and attributed meaning to writing and associated symbolic modes through a diverse array of individual and wider social practices

    Spatial thinking and external representation : towards a historical epistemology of space

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