Malthi in Media: Peopling an Ancient Village in Virtual Space

Rebecca Worsham, Sarah Kam, Annika Lof, Nora Sullivan, Aurora Bagley
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Abstract

Digital applications have increased the possibilities for the visualization of archaeological material. This paper presents two reconstructions of the Bronze Age settlement Malthi, created using Minecraft and Twine, both readily accessible programs. These recreations draw on data from archaeological work at the site and are intended to depict alternative interpretations of the settlement, allowing for the uncertainty inherent in archaeology. They are likewise intended to invite interaction with the site beyond physically visiting, with the goal of increasing participation in the formation of knowledge about Malthi. The approach advocated here is applicable to other projects struggling with ambiguous data.
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媒介中的Malthi:一个虚拟空间中的古村落
数字应用增加了考古材料可视化的可能性。本文介绍了两个青铜时代定居点Malthi的重建,使用Minecraft和Twine创建,这两个程序都很容易访问。这些娱乐活动借鉴了现场考古工作的数据,旨在描绘对定居点的不同解释,从而考虑到考古学固有的不确定性。这些活动的目的同样是邀请人们在实地参观之外与该网站进行互动,目的是增加人们对形成关于马耳他语知识的参与。这里提倡的方法适用于其他与模糊数据作斗争的项目。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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“Neither Orthodox Nor Enlightened:” Dorothy Sayers and Classical Education in America Malthi in Media: Peopling an Ancient Village in Virtual Space Horace c. 3.27 and Virgil, Aeneid 9
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