Robert J Legg
Department of Geography, Trinity College
Environmental influences on the distribution of ring forts in Ireland
Over the past two decades, archaeologists and cultural resource managers
have undertaken predictive modelling as a non-destructive means to identify
the likely occurrence of locating an archaeological site in a specific land
parcel. These methods are also useful to identify the kind of natural
environments which influenced a particular group's pattern of settlement.
Here an environmental modelling technique is applied to modelling the
location of ringforts (or raths) in Ireland. †In the Inny River drainage
catchment, locational information on these agricultural habitations,
together with corresponding environmental variables, were assembled in a
Geographic Information System (GIS) spatial database. †In the Inny River
catchment, ringfort locations were found to cluster on moderately fertile,
well-drained soils on gently sloping land (slopes of 4-9%) between 80 and
150m above mean sea level (amsl). †The results were extended to two
topographically different areas outside the Inny River catchment (Blackwater
valley and Lough Ramor catchment) in the form of a probability surface. †The
model predicts relatively low densities of ringforts in the Blackwater
valley and much higher probabilities of occurrence in the Lough Ramor
catchment. †These predicted settlement patterns are largely in agreement
with actual location of sites in the testing areas and provide results that
demonstrate the strengths and weaknesses when using these modelling
techniques in an Irish context.
Alistair Carty
Archaeoptics Ltd.
Research?
The field of 3D data acquisition, typically through the use of close-range,
terrestrial and LiDAR laser range-finding systems, is a hot topic in
archaeology. Due to their capabilities in acquiring vast quantities of
highly-accurate 3D data, these technologies are facing massively increasing
usage, typically within academia, on archaeological sites.
This short paper looks at this phenomenon from the viewpoint of a commercial
scanning bureau specialising in archaeological recording using 3D laser
scanners, in terms of both the harsh realities of using these devices in
often extreme environmental conditions and in the research required to
produce useful deliverables from the datasets.
To complete the paper, a short round-up of "research" topics will be
discussed.
T. Rowan McLaughlin
School of Archaeology and Palaeoecology, QueenÃs University Belfast
Palaeodiet on the cusp: engaging dental microwear data using R and SQL
Dental microwear analysis (DMA) offers insight into aspects of an
individualÃs diet. Essentially, it aims to resolve the texture of foods
processed in the mouth and complement other palaeodietary proxies. As a
technique, it has applications in archaeology, archaeozoology, physical
anthropology, evolutionary biology, palaeontology, palaeoecology and even
modern dentistry. DMA involves visualising microscopic wear features on
human and animal teeth using a scanning electron microscope and analysing
the size, shape and orientation of these features. The nature of DMA
derived data has been under-investigated to date, as most studies rely on
testing descriptive statistics of each field of microwear features without
interrogating what each microwear variable means in palaeodietary terms nor
what the parameters of each variableÃs distribution are. However,
addressing these problems is made difficult by the quantity of unwieldy
data that is typically generated by DMA.
Described is software that addresses this problem, developed in R (an
open-source environment for statistics and graphics) and MySQL (a
relational database server). Microwear features are digitised and these
datasets may be visualised, manipulated and tested using a number of
functions written in R, with no manipulation of the raw data required from
the user. These functions also query a relational database hosted by MySQL
that contains tables relating to the sites, individuals, teeth and
photomicrographs used in the study. The usefulness of this approach is
illustrated using examples drawn from a DMA study of a number of sites in
Mesolithic and Neolithic Europe.
Jenny Mitcham
Archaeology Data Service, York
Somewhere between Black and White - Grey literature and the OASIS project
As the quantity of developer-led archaeological fieldwork in England increases it is difficult for researchers to keep abreast of the latest discoveries. English Heritage's Excavation Index has, since 1978, catalogued all archaeological interventions in the country and is available as an online searchable resource through the Archaeology Data Service. However, the Excavation Index takes much time and effort to collate so there is often a significant time delay between completion of the fieldwork, and the information being made available publicly.
While the Excavation Index records archaeological interventions, it also serves as an index to unpublished excavation reports (or grey literature). Few copies of these reports are produced and they are rarely disseminated beyond the local/regional Historic Environment Records and the National Monuments Record where they are not always easily accessible to the researcher. In this highly technological age, where internet access is the norm and archaeological units produce their excavation reports in digital form it seems logical to widen access to these valuable but under-used resources by disseminating them on-line.
The OASIS project (Online Access to the Index of Archaeological Investigations), launched in April 2004, provides an online tool for; creating an index of archaeological investigations as they occur; informing planning authorities, local and national archives of the progress of archaeological fieldwork; as well as providing a digital storage area for the upload of related excavation reports. This paper will demonstrate how OASIS data is being used to create a searchable catalogue of grey literature reports which is freely available to all.
Kate Davison, Pavel Dolukhanov, Graeme Sarson and Anvar Shukurov
University of Newcastle, Newcastle upon Tyne, UK
Spatial Modelling of Neolithic Dispersal in a Non-Uniform Environment
The spread of Neolithic in Europe is usually viewed either as human
migration or cultural diffusion or a combination of both. We model the
dispersal of the Neolithic from a localized area in the Near East, by
solving the two-dimensional reaction-diffusion equation on a spherical
surface, with allowance for advective transport along major rivers and
coastlines. The model allows for the spatial variation in both the human
mobility (diffusivity) and the carrying capacity of landscapes,
reflecting the local altitude and latitude. This approach can easily be
generalised to include other environmental factors, such as the
bio-productivity of landscapes.
Advection-like terms arise where the random walk processes behind the
reaction-diffusion model are anisotropic, as is to be expected near major rivers and
coastlines. We show that such effects can contribute significantly to
the accelerated spread of the LBK Neolithic along the 'Danube-Rhine
Corridor', as well as the spread of the Impressed Ware ceramics along
the Mediterranean coast.
In addition to allowing for the regional variations in the spread of the
Neolithic consistent with the radiocarbon dated data, our model
successfully reproduces a time delay in the spread of farming to the
Eastern Europe and Scandinavia.
Upon straightforward modification of parameters, the model is equally
applicable to both the farmers' migration and the diffusion of cultural
and technological novelties among the local hunter-gatherers.
Elizabeth de Gaetano
Oxford Archaeology
The analysis of movement through space using two and three-dimensional techniques: A case study from Southern Spain
The studies of how people perceived and interacted with their surrounding landscape in the past aims to understand how people shaped and were shaped by, the worlds in which they lived and is inevitably linked to how they were able to move and what they were able to see.
One of the most influential theories related to movement and the relationship between spaces is that by Hillier and Hanson known as ëAccess AnalysisÃ. This work has been further augmented by more recent developments in spatial theory which now include ideas related to viewpoints, viewsheds or ëisovistsÃ. Although these methodologies have been successfully applied to numerous archaeological examples, they have been subject to various criticisms by those who look less at the material aspects of culture and favour a more phenomenological perspective.
The aim of this paper is to briefly describe both theoretical approaches and to examine the roles that the technologies of GIS and 3D play when applied to two very distinct methods of analysis and interpretation. At the centre of the study undertaken was the Roman Urban town of Italica.
Following the work carried out on the site, it can be argued that the combination of both two and three-dimensional representations to answer questions as to how people viewed and moved within their immediate surroundings, is an interesting exercise. The combined application of scientific methodologies together with the more meaningful aspects of archaeological investigation may prove to be a compromise that will yield interesting results enabling us further to understand and construct how people shaped and were shaped by, the worlds in which they lived.
Vasiliki Ivrou (1) and Ioannis-Aristotelis Kotopoulos (2)
(1) Department of Archaeology, University of Glasgow (2) Electronics & Computer Engineering Department, Technical University of Crete
Towards a Common Approach for Describing Archaeological Data
The history and nature of archaeological research is characterized by the large amount of data resulting from the research procedure itself. The storing and use of these data is always critical, and their availability is decisive for any further researches. Today the systematic use of databases for such purposes is not at the level that would allow knowledge sharing. The different database schemas and the heterogeneous nature of the data is always the problem.
In this paper we present a first approach to define a metamodel sufficient to support the storing of archaeological data. The use of a common metamodel is the only way to reach a point where data will be in a form easy to manipulate and share. This will also allow developers to easily build applications that will be able to ìunderstandî all this information for storing, transforming and querying. Such a metamodel must be general enough to cover the different needs of archaeologists and yet focused on the nature of archaeological data.
In the current paper we present the metamodel and depict its use through the instantiation of it for the case of a survey on coastal prehistoric sites in the southern Peloponnese and western Crete. We are using this survey and the collected data as a case study in order to show the completeness and flexibility of the metamodel. Finally we focus on the methodology followed throughout the procedure of collecting the data, creating a model instance to describe them and finally a database, based on the model, to store them.
Peter Longhurst, Tertia Barnett and Alan Chalmers
University of Bristol
Recent Laser Scanning work in South Africa and Libya
We present the use of laser scanning for two recent projects; San cave paintings in the Cedarburg region of South Africa, and prehistoric and historic engravings recorded as part of the Fezzan Archaeology Project in Southern Libya. In South Africa recordings were made to study the effect of natural light on the artwork. In Libya the aims were twofold.
Primarily the aim was to collect data from a cross section of sites from periods, including earliest prehistoric to recent tifinagh. A second aim was to scan a number of sites that are badly damaged and represent conservation issues. These can potentially be revisited in future years to compare data and test how the sites have deteriorated. We discuss these two projects and present some preliminary results.
Maria Sifniotis and Martin White
University of Sussex
Uncertainty in archaeological reconstructions: A 3D gaming approach
3D reconstructions of archaeological remains rarely portray the assumptions made when creating the three-dimensional model. The interpretation of archaeology involves a large degree of uncertainty and, as such, hypotheses have different certainty levels. We believe
that uncertainty can, and should, be portrayed in archaeological reconstructions. We propose the use of a gaming engine as a basis for such a representation. This paper presents a novel idea of adapting a gaming engine to an archaeological perspective. In that way, archaeological scenarios can be enhanced with the real-time interactivity offered by a gaming environment. †This also implies multiple user interaction, varied styles of information gathering and sharing as well as varied ways of representing the ambiguity of reconstructed objects.
Paul Cripps
University of Southampton
Archaeological tower blocksà ñ computational and theoretical ghettos
Archaeological computing can now be seen as an integral part of the archaeological process, being used routinely on a variety of archaeological projects. Indeed, it is becoming rare to see a project design that does not include even a token reference to GIS, databases or a website. Innovative applications of archaeological computing are facilitated by specialist conferences aimed at the archaeological computing community, such as CAA and VAST, while conferences such as TAG no longer engage with archaeological computing, instead catering solely for archaeological theorists. This paper proposes that the result of this is a broadening of the divide between archaeological theory and computational theory as related to archaeology. Archaeological computing practitioners are becoming more specialised, dealing with the latest generation of technological advances such as XML, the semantic web, and three-dimensional data capture and visualisation, with many necessarily coming from computer science, having limited archaeological experience despite a wealth of computing experience. At the same time, databases, GIS and web technologies have become tools of the archaeological masses rather than the preserve of specialists. As such, we have a position where archaeological theorists can be said to view archaeological computing as atheoretical, something purely practical which can be done with basic technological training, while at the same time computer scientists are increasingly getting involved with archaeological computing to showcase their technological advances in a publicly popular domain without reference to broader theoretical corpora. Both groups have active communities which have their own sub-communities, but there is a real danger of these communities becoming ghettos due to their lack of engagement with each other. This is especially so with the foundation of virtual communities, where often the foundation of the community is itÃs own raison dÃetre. The communities which we are building may well befall the same fate as the modernist tower-blocks of the 1950s and 60s; all bright and shiny to begin with, but quickly becoming slums in which no-one wants to live. This paper does not propose a solution to this complex issue, but rather hopes to provoke discussion on some of the issues involved.
Kristian D. Strutt
Archaeological Prospection Services of Southampton
Using Conventional Geophysical Survey Techniques in an Urban Context: Survey at the Plaza de la EncarnaciÛn, Seville
This paper focuses on the results of a resistivity survey that was undertaken at the Plaza de la EncarnaciÛn in the centre of Seville, Spain, in the Spring of 2003. In order to assess the application of multiplexed resistance survey in relation to complex archaeological stratigraphy in an urban context, a survey was conducted in the immediate vicinity of excavations of the Imperial Roman and Late Antique deposits located in the Plaza. The results of the investigation hint at the complexity of the buried archaeological deposits around the excavation, and present implications both for the application of such techniques in an urban context, and their use for heritage management on large-scale excavations.
Amy Smith (1), Brian Fuchs (2) and Leif Isaksen (1)
(1) University of Reading, UK (2) Max Planck Institute for the History of Science, Berlin, Germany
Virtual Lightbox for Museums and Archives (VLMA)
The Ure Museum of Greek Archaeology at the University of Reading (http://www.reading.ac.uk/ure) is developing a Virtual Lightbox for Museums and Archives (VLMA), an RDF-driven visual collections aggregator/syndicator applet that allows viewing, collecting, and reusing distributed visual archives and relevant metadata via P2P technology. It is funded in 2004-2005 by JISC and is a joint project with the Max Planck Institute for the History of Science (http://www.mpiwg-berlin.mpg.de).
The VLMA is a response to specific practical problems in content integration and reuse encountered in digitizing and publishing the Ure Museum's collections and in adding them to the ECHO humanities portal (http://echo.mpiwg-berlin.mpg.de). As a small collection where an object-type is normally represented by a single example, if at all, the Ure Museum is crucially dependent, for both teaching and research, on comparisons of its holdings to those in other museums and archives. Online resources could provide much of the requisite comparanda, yet differences in presentation from site to site severely limit this potential, as does the well-known difficulty of maintaining references to off-site data. To address this problem, the VLMA has developed a "portlet" approach, in which collections with intrinsically heterogeneous metadata sets are syndicated and their contents "collected"--browsed, stored, viewed, and reused--at the peer/client level on an object-by-object basis. This allows metadata integration to be performed at the point of reuse, by the end user, an approach which complements more traditional ones such as common metadata structure (CDWA) or metadata aggregates (OAI). Content reuse can take several forms ranging from a presentation to resyndication of collected objects in the form of a new collection. The latter possibility provides an easy method for bringing added value to published content as well as a simple way of creating thematically related collections with distributed content.
The VLMA employs a simple method for content syndication. A content provider seeds the network by syndicating already published content using a syndication tool, which writes RDF to a lightbox namespace, consisting of services, collection objects, images, and metadata. The two services currently implemented are searching and browsing. In the collection browser service, a user browses online objects in a discrete collection, which he then captures to the lightbox. The lightbox then displays the images and metadata sets associated with this object, and syndicates them as a local collection, which appears in the applet's service hierarchy alongside other collections that have been discovered on the network. In the search service, a user can use a search mask built from a collection's metadata schema to search collection metadata and collect objects. The client then has several reuse options. The applet currently allows local export to Open Office Impress and to xml. Annotation and visual comparison options will be added soon.
The VLMA applet is open-source and written in Java under a GPL. The current release is available from the project's website (http://vlma.sourceforge.org) as well as from the Ure Museum's website (http://www.reading.ac.uk/Ure/VLMA).
Matthew Addis
IT Innovation Centre
Creating, searching and navigating multimedia collections in cultural heritage
Over the last three years, the European Commission IST supported SCULPTEUR project (http://www.sculpteurweb.org) has developed interesting and novel ways to create, search, navigate, access, share, repurpose and use museum and gallery multimedia content over the Web.
Content includes 3D models of works of art such as figurines, moulds and ceramic objects.
Sculpteur involves five major galleries: the Uffizi in Florence; the National Gallery and the Victoria and Albert Museum in London; the Musee de Cherbourg and the Centre de Recherche et de Restauration des Musees de France (C2RMF).
These museums and galleries are rich in digital information including images, 3D models and videos together with rich textual descriptions and metadata. Sculpteur provides a sophisticated search and navigation system that uses ontologies (in particular the CIDOC Conceptual Reference Model) and semantic web techniques for structuring and navigating museum collections.
Machine-readable descriptions of museum collections can be published on the Web, which, along with a search and retrieval service based on Z39.50 SRW, allows remote applications to access a museums multimedia content. Giunti Interactive Labs have interfaced their Learning Content Management tools, (Learn eXact) with the Sculpteur system through the z39.50 SRW interface. Motivated by the recent increased interest by cultural institutions in reusable multimedia components for learning, the result is the ability to create and manage 3D learning environments such as virtual museums which can be populated with 3D models of museum artefacts that are sourced from the 3D model collection.
A particular focus of Sculpteur is the use of 3D content and the partners have used a wide range of techniques for generating 3D models according to their needs including: laser scanning; image-based reconstruction from silhouettes and multi-stereo techniques; and polynomial texture mapping of painting surfaces. Sculpteur has developed 3D content-analysis techniques to allow models to be indexed according to various shape-based features. This is used in addition to traditional text based searching of descriptive metadata to allow the user to search for content in new ways. For example, the user can provide a query model and ask for other models in the collection that have a similar shape. Semi-autonomous content classifiers are also employed to cluster models together into categories that share similar features. This both speeds up search and retrieval and generates descriptive metadata to label new objects according to known types.
Phil Flack
University of East Anglia
Rapid Urban Modelling with Multilingual Avatars
Project contributors: University of East Anglia; Braunschweig
Technical University, Germany; University of Brighton
Cities and towns around the world have a huge wealth of historically significant and culturally important material in the form of buildings and events. We are creating a toolkit of applications specifically to enable this information to be recreated as virtual reality worlds for visitors to see for themselves how buildings once looked; to hear from virtual guides the history of significant buildings and events; to explore locations unavailable to them.
A typical city scene might consist of a small (500m 2) region with important buildings and a much larger surrounding region of generic housing. By providing tools to rapidly create these generic buildings and automatically position them along roads, a large proportion of the scene can be constructed in a relatively short time. A scene will also need important buildings (modelled using traditional modelling packages) and parametric trees to add realism and movement. Once the background has been created a number of people can be added around the scene. These avatars can talk to the visitor and will be combined with a background crowd of city residents so that the model comes to life with an interactive information guide.
Russell Gant
Wessex Archaeology
Real world use of XML, XSLT and Web Services in Archaeology
Archaeology produces an increasing amount of data but is it retrievable and how easily is it shared? This paper will highlight the work being carried out at Wessex Archaeology to utilize technologies such as XML and XSLT to aid the flow of data throughout the organization and make it available to a wider public.
XML (Extensible Markup Language) is a way of storing data in a "self-describing" way. XSLT (Extensible Stylesheet Language Transformations) can be used to transform XML documents into a variety of different formats (for example: different XML structures, HTML, PDF's and text files). Web Services provide a means to supply XML data to online applications that then apply XSLT documents against them.
Examples of our work in this area will include the Warrior Information System that serves to provide information on previous Wessex investigations. The data is streamed out of a relational database in XML and transformed via XSLT into HTML, tab delimited and FISH XML formats for display, download and dissemination. The FISH XML format is especially important as a means of interchanging data with other organizations also utilizing this standard.
Finally, the possibilities of using XSLT to transform survey data into SVG (Scalable Vector Graphics - another incarnation of XML) will be explored.