1,149 research outputs found

    Archaeology of Digital Environments: Tools, Methods, and Approaches

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    Digital archaeologists use digital tools for conducting archaeological work, but their potential also lies in applying archaeological thinking and methods to understanding digital built environments (i.e., software) as contemporary examples of human settlement, use, and abandonment. This thesis argues for digital spaces as archaeological artifacts, sites, and landscapes that can be investigated in both traditional and non-traditional ways. At the core of my research is the fundamental argument that human-occupied digital spaces can be studied archaeologically with existing and modified theory, tools, and methods to reveal that human occupation and use of synthetic worlds is similar to how people behave in the natural world. Working digitally adds new avenues of investigation into human behavior in relation to the things people make, modify, and inhabit. In order to investigate this argument, the thesis focuses on three video game case studies, each using different kinds of archaeology specifically chosen to help understand the software environments being researched: 1) epigraphy, stylometry, and text analysis for the code-artifact of Colossal Cave Adventure; 2) photogrammetry, 3D printing, GIS mapping, phenomenology, and landscape archaeology within the designed, digital heritage virtual reality game-site of Skyrim VR; 3) actual survey and excavation of 30 heritage sites for a community of displaced human players in the synthetic landscape of No Man’s Sky. My conclusions include a blended approach to conducting future archaeological fieldwork in digital built environments, one that modifies traditional approaches to archaeological sites and material in a post/transhuman landscape. As humanity continues trending towards constant digital engagement, archaeologists need to be prepared to study how digital places are settled, used, and abandoned. This thesis takes a step in that direction using the vernacular of games as a starting point

    Toward Archaeological Tools and Methods for Excavating Virtual Spaces

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    The prospect of “digging” as an archaeologist within a virtual world is a paradox: how do we excavate something that’s not really there? In considering the material culture of the immaterial, we must completely divorce ourselves from thinking of archaeogaming as another kind of “dirt” archaeology. We need a new set of tools to use that are the equivalent of the pick, spade, trowel, and brush, but for a space populated by pixels and sprites. Classic, real-world requirements as elementary as measuring become complex within the gaming space. Taking levels, recording GPS points, and even photography operate differently in this new dimension. As archaeologists operating in the virtual world, we not only need to define the questions that need answering but we also need to create a methodology for “excavation” that can be shared across platforms and games of all varieties. This article attempts to articulate the first unified methodology for actual archaeological survey/excavation conducted within video games, defining the tools needed and a new kind of mathematics to understand and explain virtual topography and topology

    Trust and institutions

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    "Dieses Papier beschäftigt sich mit den Funktionen von Institutionen im Prozess der Vertrauensgenese in Beziehungen zwischen individuellen Akteuren (Managern) und kollektiven Akteuren (Firmen). Es werden mehrere Ansätze zur Konzeptualisierung von Vertrauen in organisationalen Kontexten und deren Annahmen darüber diskutiert, wie institutionelle Arrangements Prozesse der Vertrauensbildung beeinflussen. Vor dem Hintergrund dieser Diskussion wird eine tragfähige Perspektive zur Analyse des Verhältnisses zwischen Vertrauen und institutionellen Strukturen entwickelt. Vier Szenarien, in welchen der Einfluss von Institutionen für die Genese von Vertrauen besonders wichtig sein kann, werden genauer betrachtet: das frühe Entwicklungsstadium von Geschäftsbeziehungen; Fälle, in denen Institutionen relativ stark und verlässlich sind; Fälle, in denen Vertrauen schnell aufgebaut werden muss; und Fälle, in denen idiosynkratische Transaktionen stattfinden." (Autorenreferat)"This paper deals with the role of institutions in the development of trust among individual actors (managers), among collective actors (firms), and between individual and collective actors. We review various strands of literature on organizational trust and examine the assumptions made about how trust building processes are influenced by institutional arrangements. Building on this discussion, we develop a perspective on the interrelationship between trust and institutions. We examine four situations where the influence of institutions can be conducive to building trust in business relationships: in the early stages of the development of a trust-based relationship; when institutions are relatively strong; when trust needs to be established swiftly; and when the transaction is idiosyncratic rather than based on routine behavior." (author's abstract

    Systematic reviews of complementary therapies – an annotated bibliography. Part 3: Homeopathy

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    Background Complementary therapies are widespread but controversial. We aim to provide a comprehensive collection and a summary of systematic reviews of clinical trials in three major complementary therapies (acupuncture, herbal medicine, homeopathy). This article is dealing with homeopathy. Potentially relevant reviews were searched through the register of the Cochrane Complementary Medicine Field, the Cochrane Library, Medline, and bibliographies of articles and books. To be included articles had to review prospective clinical trials of homeopathy; had to describe review methods explicitly; had to be published; and had to focus on treatment effects. Information on conditions, interventions, methods, results and conclusions was extracted using a pretested form and summarized descriptively. Results Eighteen out of 22 potentially relevant reviews preselected in the screening process met the inclusion criteria. Six reviews addressed the question whether homeopathy is effective across conditions and interventions. The majority of available trials seem to report positive results but the evidence is not convincing. For isopathic nosodes for allergic conditions, oscillococcinum for influenza-like syndromes and galphimia for pollinosis the evidence is promising while in other areas reviewed the results are equivocal. Interpretation Reviews on homeopathy often address general questions. While the evidence is promising for some topics the findings of the available reviews are unlikely to end the controversy on this therapy

    Punk Archaeology

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    Punk Archaeology is a irreverent and relevant movement in archaeology, and these papers provide a comprehensive anti-manifesto

    Qualitative methods in sport sciences: a special FQS issue

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    Qualitative Forschung hat ihre eigenen Stärken und kann daher gerade die Mehrdimensionalität von Bedeutungen, Kontexten, nicht-antizipierten Phänomenen, Prozessen und Erklärungen in der Welt der Sports, der Spiele und der körperlichen Aktivität erfassen. Der Beitrag gibt einen Überblick über die verschiedenen Themen des Sonderhefts der Zeitschrift 'Forum Qualitative Sozialforschung' zum Thema Sportwissenschaften. (ICEÜbers)'Qualitative research has its own particular strengths and therefore is able to grasp the multidimensionality of meanings, contexts, unanticipated phenomena, processes and explanations which can be found in the world of sport, games and physical activity. The article gives an overview over the different subject fields and articles covered by this special issue of the Forum Qualitative Sozialforschung/ Forum: Qualitative Social Research on sport science(s).' (author's abstract

    Exploring simulated game worlds: Ethics in the No Man’s Sky Archaeological Survey

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    No Man’s Sky is an open world space procedural exploration game which allows players to traverse space in space ships, land on and explore planets. A group of archaeogamers (archaeologists interested in video games for varying reasons) decided to treat the game as an archaeological site, and within the No Man’s Sky Archaeological Survey explore, catalogue findings, and analyze objects and constructs within the game from an archaeological perspective. One of the aspects of this activity was to create a Code of Ethics – this paper describes the creation of the Code, the difficulties in implementation of the Code, and offers some recommendations to game developers who wish to encourage similar archaeological exploration within their own games

    A Compact Starburst Core in the Dusty Lyman Break Galaxy Westphal-MD11

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    Using the IRAM Plateau de Bure Interferometer, we have searched for CO(3-2) emission from the dusty Lyman break galaxy Westphal-MD11 at z = 2.98. Our sensitive upper limit is surprisingly low relative to the system's 850 um flux density and implies a far-IR/CO luminosity ratio as elevated as those seen in local ultraluminous mergers. We conclude that the observed dust emission must originate in a compact structure radiating near its blackbody limit and that a relatively modest molecular gas reservoir must be fuelling an intense nuclear starburst (and/or deeply buried active nucleus) that may have been triggered by a major merger. In this regard, Westphal-MD11 contrasts strikingly with the lensed Lyman break galaxy MS1512-cB58, which is being observed apparently midway through an extended episode of more quiescent disk star formation.Comment: 5 pages, 1 figure (emulateapj), accepted by ApJ
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