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Graham, Shawn
[Verfasser:in]
An Enchantment of Digital Archaeology
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- Medientyp: E-Book
- Titel: An Enchantment of Digital Archaeology : Raising the Dead with Agent-Based Models, Archaeogaming and Artificial Intelligence
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Enthält:
Frontmatter
Contents
Tables
Acknowledgements
Introduction
CHAPTER 1 Imagine a Network
CHAPTER 2 Reanimating Networks
CHAPTER 3 Add Agents and Stir
CHAPTER 4 Archaeogaming
CHAPTER 5 The Fun Is in the Building
CHAPTER 6 Artificial Intelligence
Conclusion: Enchantment Is a Remembering
Afterword: Guidelines for Developing Your Own Digital Archaeology
Appendices
Appendix A Tasks for Golems - Building an ABM
Appendix B Pot Trade Model Code
Appendix C Information Diffusion on a Network
Appendix D Golems in the City
References
Index
- Beteiligte: Graham, Shawn [Verfasser:in]
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Erschienen:
New York; Oxford: Berghahn Books, [2020]
- Erschienen in: Digital Archaeology: Documenting the Anthropocene ; 1
- Umfang: 1 Online-Ressource (210 p.)
- Sprache: Englisch
- DOI: 10.1515/9781789207873
- ISBN: 9781789207873
- Identifikator:
- Schlagwörter: Archaeology Computer simulation ; Archaeology Data processing ; Archaeology Technological innovations ; SOCIAL SCIENCE / Archaeology ; agent based modelling ; ancient rome ; anthropology ; archaeogaming ; archaeological imagination ; archaeological research ; archaeologists ; archaeology ; artificial intelligence ; computation ; computers ; culture ; digital archaeology ; digital archives ; engaging ; historical ; historiography ; methodology ; page turner ; phenomenon ; [...]
- Entstehung:
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Anmerkungen:
In English
- Beschreibung: The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the 'just-so' stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with video games. This volume explores this spectrum in the context of Roman archaeology, addressing the strengths, weaknesses, and opportunities of a formalized approach to computation and archaeogaming
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