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Digitally Teaching Digital Skills: Lessons Drawn from a Small Private Online Course (SPOC) on ‘Modelling and Simulation in Archaeology’ at Leiden University 数字化教学数字技能:来自莱顿大学“考古建模与模拟”小型私人在线课程(SPOC)的经验教训
Q1 Social Sciences Pub Date : 2019-04-24 DOI: 10.5334/JCAA.26
F. Scherjon, I. Romanowska, K. Lambers
With the proliferation of online learning, the future of classroom teaching has been called into question. However, the unfaltering popularity of brick-and-mortar courses indicates that direct access to expert knowledge and face-to-face engagements remain key considerations for students. Here we showcase a combination of these two worlds in a Small Private Online Course (SPOC). Compared to Massive Open Online Courses (MOOCs), SPOCs are developed for smaller and more dedicated target groups and depend on close engagement between teachers and students. This format enables educational providers to involve internal and external students and teachers alike and to make ample use of online resources. This paper is based upon our experiences of running a SPOC on ‘Modelling and Simulation in Archaeology’ at Leiden University. We review the process of developing and running the course aimed at teaching archaeology students computer programming skills, while supporting their development as professional archaeologists and responsible academics.
随着在线学习的普及,课堂教学的未来受到了质疑。然而,实体课程的持续流行表明,直接获得专业知识和面对面接触仍然是学生们考虑的关键因素。在这里,我们在一个小型私人在线课程(SPOC)中展示了这两个世界的结合。与大规模在线开放课程(MOOCs)相比,SPOCs是为更小、更专注的目标群体开发的,依赖于教师和学生之间的密切接触。这种形式使教育提供者能够让内部和外部的学生和教师都参与进来,并充分利用在线资源。本文基于我们在莱顿大学举办的“考古学建模与模拟”SPOC的经验。我们回顾了开发和运行课程的过程,旨在教授考古学学生计算机编程技能,同时支持他们发展为专业考古学家和负责任的学者。
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引用次数: 4
Sets, Graphs, and Things We Can See: A Formal Combinatorial Ontology for Empirical Intra-Site Analysis 集合、图和我们能看到的东西:用于经验站点内分析的形式化组合本体
Q1 Social Sciences Pub Date : 2019-04-16 DOI: 10.5334/JCAA.16
J. Cardinal
A critical aspect of analysing an archaeological site is identifying the network of relationships between the things we find and the locations where we find them. These associations are typically determined by a combination of quantitative analyses and the professional knowledge and intuition of the archaeologist, but where exactly is the boundary between what is truly empirical field data and what is inferred through our prior knowledge and field methods? How can we best support those inferences? This paper is a critical evaluation of that boundary to firmly ground, as much as possible, a quantitative analysis on only that which we can directly observe – the thing and its location – and derive associations from that basis alone. To do so, the approach described here relies on a combination of set and graph theories rather than statistical or spatial methods. This revised ontology allows a formalization, in combinatorial terms, for describing an underlying structure to contexts and assemblages that suggests a clear association between archaeological site analysis and a well-studied class of set and graph covering problems. This, in turn, points towards potential algorithmic solutions for a more holistic parsing of the total relationships between sites, contexts, assemblages, proveniences, and artefacts.
分析考古遗址的一个关键方面是确定我们发现的东西和我们发现它们的地点之间的关系网络。这些联系通常是由定量分析和考古学家的专业知识和直觉相结合决定的,但是真正的经验实地数据和通过我们先前的知识和实地方法推断出来的数据之间的界限到底在哪里?我们怎样才能最好地支持这些推论呢?本文是对该边界的批判性评估,尽可能牢固地立足于仅对我们可以直接观察到的事物及其位置进行定量分析,并仅从该基础上得出关联。要做到这一点,这里描述的方法依赖于集合和图论的结合,而不是统计或空间方法。修订后的本体论允许以组合术语形式化描述上下文和组合的底层结构,这表明考古遗址分析与经过充分研究的集和图覆盖问题之间存在明确的联系。反过来,这指向了潜在的算法解决方案,用于对站点、上下文、组合、出处和工件之间的总关系进行更全面的解析。
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引用次数: 5
A Comparison of Châtelperronian and Protoaurignacian Core Technology Using Data Derived from 3D Models 使用3D模型数据比较Châtelperronian和Protauriganian核心技术
Q1 Social Sciences Pub Date : 2019-03-20 DOI: 10.5334/JCAA.17
Samantha T Porter, Morgan Roussel, M. Soressi
This study uses data extracted from 3D models to compare blade cores from the Châtelperronian and Protoaurignacian stone tool industries. These technocomplexes are at the center of the debate surrounding the interactions between Neanderthals and anatomically modern humans approximately 45 to 40,000 years ago. We created 3D models of lithic cores from the sites of Roc de Combe and Les Cottes using a standardized photogrammetry protocol. We then used data derived from these 3D models to make quantitative comparisons of artifact attributes that have previously been argued to distinguish the two stone tool industries in question. These attributes include the angle between the platform and flaking surfaces, the shape of core cross sections, and the angle between core axes. The conception of this study was not to privilege the use of new technological and statistical approaches over more traditional or qualitative forms of lithic analysis. Rather, our aim was to experiment with using digital tool to develop nuanced, reproducible ways to describe variability in lithic artifacts. Our results support the hypothesis that there is a difference in the angle between core surfaces between these two industries. Our analysis also indicates a difference in the angle between core axes, although we are more cautious in interpreting these results. An elliptical Fourier analysis of core cross section shape was inconclusive. We discuss what archaeological and methodological factors may have contributed to our results, and the roles of both qualitative and quantitative observations in archaeological research. 3D artifact models generated for this study are included as supplemental data and are available for use by other researchers.
这项研究使用从3D模型中提取的数据来比较Châtelperronian和Protauriganian石器行业的刀片芯。这些技术复合体是围绕大约45至40000年前尼安德特人和解剖学上的现代人类之间相互作用的争论的中心。我们使用标准化摄影测量协议创建了Roc de Combe和Les Cottes遗址的石器时代岩芯的3D模型。然后,我们使用从这些3D模型中获得的数据对人工制品属性进行定量比较,这些属性以前被认为是区分这两个有问题的石器行业的依据。这些属性包括平台和剥落表面之间的角度、芯横截面的形状以及芯轴之间的角度。这项研究的概念并不是要优先使用新的技术和统计方法,而不是更传统或定性的石器分析形式。相反,我们的目标是尝试使用数字工具来开发细致入微、可重复的方法来描述石器时代文物的可变性。我们的研究结果支持这样一种假设,即这两个行业的核心表面之间的角度存在差异。我们的分析还表明,核心轴之间的角度存在差异,尽管我们在解释这些结果时更加谨慎。芯横截面形状的椭圆傅立叶分析没有结论。我们讨论了哪些考古和方法因素可能对我们的结果有贡献,以及定性和定量观察在考古研究中的作用。为这项研究生成的3D伪影模型作为补充数据,可供其他研究人员使用。
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引用次数: 13
Learning to Look at LiDAR: The Use of R-CNN in the Automated Detection of Archaeological Objects in LiDAR Data from the Netherlands 学习看激光雷达:R-CNN在荷兰激光雷达数据中考古对象自动检测中的应用
Q1 Social Sciences Pub Date : 2019-03-19 DOI: 10.5334/JCAA.32
Wouter B. Verschoof‐van der Vaart, K. Lambers
Computer-aided methods for the automatic detection of archaeological objects are needed to cope with the ever-growing set of largely digital and easily available remotely sensed data. In this paper, a promising new technique for the automated detection of multiple classes of archaeological objects in LiDAR data is presented. This technique is based on R-CNNs (Regions-based Convolutional Neural Networks). Unlike normal CNNs, which classify the entire input image, R-CNNs address the problem of object detection, which requires correctly localising and classifying (multiple) objects within a larger image. We have incorporated this technique into a workflow, which enables the preprocessing of LiDAR data into the required data format and the conversion of the results of the object detection into geographical data, usable in a GIS environment. The proposed technique has been trained and tested on LiDAR data gathered from the central part of the Netherlands. This area contains a multitude of archaeological objects, including prehistoric barrows and Celtic fields. The initial experiments show that we are able to automatically detect and categorise these two types of archaeological objects and thus proof the added value of this technique.
需要计算机辅助的考古对象自动检测方法,以应对日益增长的大量数字和易于获得的遥感数据。本文提出了一种很有前途的新技术,用于自动检测激光雷达数据中的多类考古对象。该技术基于R-CNNs(基于区域的卷积神经网络)。与对整个输入图像进行分类的普通细胞神经网络不同,R-CNNs解决了对象检测问题,这需要在更大的图像中正确定位和分类(多个)对象。我们将这项技术纳入了一个工作流程,该工作流程能够将激光雷达数据预处理为所需的数据格式,并将目标检测结果转换为地理数据,可在GIS环境中使用。所提出的技术已经在荷兰中部收集的激光雷达数据上进行了训练和测试。这个地区有许多考古物品,包括史前手推车和凯尔特人的田地。最初的实验表明,我们能够自动检测和分类这两种类型的考古物品,从而证明了这项技术的附加价值。
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引用次数: 103
User Requirement Solicitation for an Information Retrieval System Applied to Dutch Grey Literature in the Archaeology Domain 荷兰考古领域灰色文献信息检索系统的用户需求征集
Q1 Social Sciences Pub Date : 2019-03-18 DOI: 10.5334/JCAA.33
Alex Brandsen, K. Lambers, S. Verberne, M. Wansleeben
In this paper, we present the results of user requirement solicitation for a search system of grey literature in archaeology, specifically Dutch excavation reports. This search system uses Named Entity Recognition and Information Retrieval techniques to create an effective and effortless search experience. Specifically, we used Conditional Random Fields to identify entities, with an average accuracy of 56%. This is a baseline result, and we identified many possibilities for improvement. These entities were indexed in ElasticSearch and a user interface was developed on top of the index. This proof of concept was used in user requirement solicitation and evaluation with a group of end users. Feedback from this group indicated that there is a dire need for such a system, and that the first results are promising.
在本文中,我们提出了用户需求征集系统的灰色文献在考古,特别是荷兰挖掘报告的搜索结果。该搜索系统使用了命名实体识别和信息检索技术来创建一个有效和轻松的搜索体验。具体来说,我们使用条件随机场来识别实体,平均准确率为56%。这是一个基线结果,我们确定了许多改进的可能性。这些实体在ElasticSearch中被索引,并在索引的基础上开发了一个用户界面。此概念验证用于用户需求征求和评估一组最终用户。该小组的反馈表明,迫切需要这样一个系统,并且初步结果是有希望的。
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引用次数: 9
First Steps in the Use of a Game Engine for Historical Roads and Paths Research 使用游戏引擎进行历史道路研究的第一步
Q1 Social Sciences Pub Date : 2019-02-28 DOI: 10.5334/JCAA.18
W. Vletter
Game engines are developing fast and are used in several scientific disciplines. In the domain of cultural heritage, they have been applied mostly for dynamic visualization. On the other hand, GISs are employed to address research questions with a spatial component. In an ideal situation, the visualization power and analytical strength of the two technologies should be combined in one system. With this in mind, the analytical potential of a game engine was investigated based on a comparison with GIS analysis of historical routes. The outcome demonstrates the suitability of the game engine in offering extra analytical possibilities. This analytical capacity encourages further script developments in building more historically accurate models.
游戏引擎发展迅速,并被用于多个科学学科。在文化遗产领域,它们主要用于动态可视化。另一方面,GIS被用来解决具有空间成分的研究问题。在理想的情况下,这两种技术的可视化能力和分析能力应该结合在一个系统中。考虑到这一点,在与历史路线的GIS分析进行比较的基础上,研究了游戏引擎的分析潜力。结果证明了游戏引擎在提供额外分析可能性方面的适用性。这种分析能力鼓励进一步开发脚本,以建立历史上更准确的模型。
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引用次数: 2
Correction: Whither Digital Archaeological Knowledge? The Challenge of Unstable Futures 更正:数字考古知识在哪里?不稳定期货的挑战
Q1 Social Sciences Pub Date : 2019-01-14 DOI: 10.5334/JCAA.21
J. Huggett, P. Reilly, G. Lock
This article details a correction to the article: Huggett, J., Reilly, P. and Lock, G., 2018. Whither Digital Archaeological Knowledge? The Challenge of Unstable Futures. Journal of Computer Applications in Archaeology, 1(1), pp. 42–54. DOI: https://doi.org/10.5334/jcaa.7 .
本文详细介绍了对文章的更正:Huggett,J.,Reilly,P.和Lock,G.,2018。数字考古知识在哪里?不稳定的未来的挑战。《计算机在考古学中的应用》,1(1),第42-54页。DOI:https://doi.org/10.5334/jcaa.7。
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引用次数: 0
A Model-Based Statistical Classification Analysis for Karamattepe Arrowheads 基于模型的Karamattepe箭头统计分类分析
Q1 Social Sciences Pub Date : 2019-01-01 DOI: 10.5334/jcaa.20
Tutku Tuncalı Yaman
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引用次数: 1
期刊
Journal of Computer Applications in Archaeology
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