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Regression with Archaeological Count Data 考古计数数据回归
IF 1.4 2区 历史学 N/A ARCHAEOLOGY Pub Date : 2024-09-18 DOI: 10.1017/aap.2024.7
Brian F. Codding, Simon C. Brewer
Archaeological data often come in the form of counts. Understanding why counts of artifacts, subsistence remains, or features vary across time and space is central to archaeological inquiry. A central statistical method to model such variation is through regression, yet despite sophisticated advances in computational approaches to archaeology, practitioners do not have a standard approach for building, validating, or interpreting the results of count regression. Drawing on advances in ecology, we outline a framework for evaluating regressions with archaeological count data that includes suggestions for model fitting, diagnostics, and interpreting results. We hope these suggestions provide a foundation for advancing regression with archaeological count data to further our understanding of the past.
考古数据通常以计数的形式出现。了解为什么文物、生活遗迹或地貌的数量会因时间和空间的不同而变化是考古研究的核心。建立这种变化模型的核心统计方法是回归法,然而,尽管考古学的计算方法取得了长足的进步,从业人员却没有建立、验证或解释计数回归结果的标准方法。借鉴生态学的进展,我们概述了评估考古计数数据回归的框架,包括模型拟合、诊断和结果解释的建议。我们希望这些建议能为推进考古计数数据回归奠定基础,从而进一步加深我们对过去的了解。
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引用次数: 0
Settlement Selection and Inequality in Video Games through an Anthropological Lens 从人类学角度看电子游戏中的定居点选择和不平等现象
IF 1.4 2区 历史学 N/A ARCHAEOLOGY Pub Date : 2024-09-18 DOI: 10.1017/aap.2024.8
Amy E. Thompson
For thousands of years, humans have been entertained by board games. The earliest documented game boards date to at least 6000 BC in the Near East (Sebbane 2001), and we know the name, Senet, and rules of a board game from Egypt dating to 3500–3100 BC. Aspects of inequality are omnipresent in the dynamics of the competition and cooperation inherent in games. In this review, I assess the digital version of the board game Catan, which is also called Catan Universe, discussing how anthropological theories such as human behavioral ecology are recognizable in the digital game. Playing this game provides a unique way to test models of inequality.
数千年来,人类一直以棋盘游戏为乐。有文献记载的最早的棋盘至少可以追溯到公元前 6000 年的近东(Sebbane,2001 年),我们还知道公元前 3500-3100 年的埃及棋盘游戏的名称、Senet 和规则。在游戏固有的竞争与合作动态中,不平等的因素无处不在。在这篇评论中,我评估了棋盘游戏 "卡坦 "的数字版(也称为 "卡坦宇宙"),讨论了人类学理论(如人类行为生态学)在数字游戏中的可识别性。玩这款游戏为测试不平等模型提供了一种独特的方式。
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引用次数: 0
A Paperless and 3D Workflow for Documenting Excavations at Insula I.14, Pompeii, Italy 记录意大利庞贝 I.14 号洞穴发掘的无纸化三维工作流程
IF 1.4 2区 历史学 Q1 Arts and Humanities Pub Date : 2024-05-03 DOI: 10.1017/aap.2024.1
Alex Elvis Badillo, Matthew R. Brennan, Aaron M. Estes, Stephen P. Aldrich, Allison L. C. Emmerson
In the summer of 2022, Tulane University, in collaboration with archaeologists from other institutions, began excavations at the site of Pompeii. The archaeological work was focused on Insula 14 of Region 1, located in the southeastern sector of the site. To overcome the challenges of recording a complex urban excavation, and of working with a collaborative team, we designed and implemented a unique workflow that combines paperless and 3D data-capture methods through the use of GIS technologies. The final product of our documentation workflow was a robust and easy-to-use online geodatabase where archaeologists can revisit, explore, visualize, and analyze each excavated context using virtual tools. We present our workflow for digitally documenting observational and spatial data in the field, and how we made these data available to project archaeologists during and after the field season. First, we describe the development of digital forms in ESRI's Survey123. Then, we explain our procedures for 3D documentation through SfM photogrammetric methods and discuss how we integrated the data and transformed it into an accessible format by using interactive dashboards and online 3D web scenes. Finally, we discuss the components of our workflow that are broadly applicable and that can easily be adapted to other projects.
2022 年夏天,杜兰大学与其他机构的考古学家合作,开始在庞贝遗址进行发掘。考古工作的重点是位于遗址东南部的 1 区 14 号洞穴。为了克服记录复杂的城市发掘以及与协作团队合作所面临的挑战,我们设计并实施了一套独特的工作流程,通过使用地理信息系统技术,将无纸化和三维数据采集方法结合起来。我们的记录工作流程的最终产品是一个强大且易于使用的在线地理数据库,考古学家可以使用虚拟工具重新访问、探索、可视化和分析每个发掘背景。我们将介绍我们在野外对观察数据和空间数据进行数字化记录的工作流程,以及我们如何在野外考古季节期间和之后向项目考古学家提供这些数据。首先,我们介绍了在 ESRI 的 Survey123 中开发数字表格的过程。然后,我们解释了通过 SfM 摄影测量方法进行三维记录的程序,并讨论了如何通过使用交互式仪表板和在线三维网络场景来整合数据并将其转换为可访问的格式。最后,我们讨论了我们工作流程中具有广泛适用性的部分,这些部分可以很容易地应用到其他项目中。
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引用次数: 0
The Legality and Ethics of Web Scraping in Archaeology 考古学中网络搜索的合法性与道德性
IF 1.4 2区 历史学 Q1 Arts and Humanities Pub Date : 2024-04-19 DOI: 10.1017/aap.2023.42
Jonathan Paige
Web scraping, the practice of automating the collection of data from websites, is a key part of how the internet functions, and it is an increasingly important part of the research tool kit for scientists, cultural resources professionals, and journalists. There are few resources intended to train archaeologists in how to develop web scrapers. Perhaps more importantly, there are also few resources that outline the normative, ethical, and legal frameworks within which scraping of archaeological data is situated. This article is intended to introduce archaeologists to web scraping as a research method, as well as to outline the norms concerning scraping that have evolved since the 1990s, and the current state of US legal frameworks that touch on the practice. These norms and legal frameworks continue to evolve, representing an opportunity for archaeologists to become more involved in how scraping is practiced and how it should be regulated in the future.
网络搜刮,即从网站自动收集数据的做法,是互联网运作的关键部分,也是科学家、文化资源专业人员和记者研究工具包中日益重要的一部分。旨在培训考古学家如何开发网络刮擦工具的资源少之又少。也许更重要的是,很少有资源概述考古数据刮擦所处的规范、伦理和法律框架。本文旨在向考古学家介绍作为一种研究方法的网络搜刮,并概述自 20 世纪 90 年代以来发展起来的有关网络搜刮的规范,以及与这一做法相关的美国法律框架的现状。这些规范和法律框架仍在继续演变,为考古学家提供了一个机会,使他们能够更多地参与到如何进行刮研以及未来应如何对其进行监管的工作中来。
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引用次数: 0
Best Practices for Publishing pXRF Analyses 发布 pXRF 分析结果的最佳做法
IF 1.4 2区 历史学 Q1 Arts and Humanities Pub Date : 2024-04-19 DOI: 10.1017/aap.2024.6
Kimberly Johnson, Colin P. Quinn, Nathan Goodale, Richard Conrey
With its promise of nondestructive processing, rapid low-cost sampling, and portability to any field site or museum in the world, portable X-ray fluorescence (pXRF) spectrometry is rapidly becoming a standard piece of equipment for archaeologists. Even though the use of pXRF is becoming standard, the publication of pXRF analytical methods and the resulting data remains widely variable. Despite validation studies that demonstrate the importance of sample preparation, data collection settings, and data processing, there remains no standard for how to report pXRF results. In this article, we address the need for best practices in publishing pXRF analyses. We outline information that should be published alongside interpretive results in any archaeological application of pXRF. By publishing this basic information, archaeologists will increase the transparency and replicability of their analyses on an inter-analyst/inter-analyzer basis and provide clarity for journal editors and peer reviewers on publications and grant proposals for studies that use pXRF. The use of these best practices will result in better science in the burgeoning use of pXRF in archaeology.
便携式 X 射线荧光光谱仪(pXRF)具有无损处理、快速低成本取样、可移植到世界上任何野外遗址或博物馆等优点,正迅速成为考古学家的标准设备。尽管 pXRF 的使用已成为标准,但 pXRF 分析方法和由此产生的数据的发布仍然千差万别。尽管验证研究证明了样品制备、数据采集设置和数据处理的重要性,但对于如何报告 pXRF 结果仍然没有标准。在本文中,我们将讨论发布 pXRF 分析结果的最佳实践的必要性。我们概述了在任何 pXRF 考古应用中,应与解释性结果一起公布的信息。通过公布这些基本信息,考古学家将在分析师之间/分析师之间的基础上提高分析的透明度和可复制性,并为期刊编辑和同行评审者提供有关使用 pXRF 研究的出版物和资助提案的清晰信息。采用这些最佳做法将使考古学中 pXRF 的蓬勃使用产生更好的科学效果。
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引用次数: 0
Experimental Archaeogaming 实验考古游戏
IF 1.4 2区 历史学 Q1 Arts and Humanities Pub Date : 2024-04-19 DOI: 10.1017/aap.2024.5
John Aycock, Katie Biittner
Archaeogaming is an area of increasing interest within archaeology. As archaeogaming's theory and practice are being fleshed out, it is worth considering if there are parallels to traditional archaeological methods within the study of video games. Here, we examine one such possibility: is there an archaeogaming equivalent to experimental archaeology? As a case study, we explore the system used for the mid-1980s development of an unreleased video game prototype for the game company Activision. Through examining this development system, whose use would be otherwise invisible in the finished software artifact, we demonstrate how we have both reconstructed a seemingly lost piece of the system virtually and used this reconstruction for experiments. The methodology we describe can be applied to digital artifacts within contemporary archaeology beyond the scope of video games, and it illustrates some key differences between studying physical and digital artifacts.
考古游戏是考古学界日益关注的一个领域。随着考古游戏理论和实践的不断充实,值得思考的是在电子游戏研究中是否存在与传统考古学方法相似的地方。在此,我们将探讨这样一种可能性:是否存在与实验考古学相当的考古游戏?作为一个案例研究,我们探讨了 20 世纪 80 年代中期动视游戏公司开发一款未发布的电子游戏原型所使用的系统。通过对这一开发系统的研究,我们展示了我们是如何通过虚拟重建看似丢失的系统片段,并将这一重建用于实验的。我们所描述的方法可以应用于当代考古学中的数字文物,而不局限于视频游戏的范围,它还说明了研究物理文物和数字文物之间的一些关键区别。
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引用次数: 0
Aerial, Surface, and Subsurface Multimodal Mapping in Coastal Peru: Insights from Cerro San Isidro, Moro Region, Nepeña Valley 秘鲁沿海地区的航空、地表和地下多模式测绘:内佩尼亚河谷莫罗地区圣伊西德罗山的启示
IF 1.4 2区 历史学 Q1 Arts and Humanities Pub Date : 2024-04-05 DOI: 10.1017/aap.2024.2
Kayla Golay Lausanne, David Chicoine, Jeisen Navarro Vega, George F. Lau

This article describes a series of steps to integrate multiple modes of archaeological mapping in arid and agricultural settings. We use the coastal region of Peru as a case study and share our recent field experience at Cerro San Isidro, a multicomponent hill site located in the agriculture-intensive and mid-elevation (about 500 m asl) Moro region of the Nepeña Valley. In June and July 2022, we spent eight weeks deploying a combination of drone aerial imagery, pedestrian GPS reconnaissance, and GPR survey to map the surface and subsurface features at the site and in the adjacent agricultural fields. Our efforts suggest that the ancient settlement extended over an area of at least 50 ha, well beyond the visible surface architecture. Using a multimodal approach to confirming the partial destruction of archaeological vestiges by modern agricultural encroachment is both time-effective and noninvasive. The article offers insights from our experience, including the sequence of field operations, technical troubleshooting, and the collection and integration of datasets. We discuss the methodological potential and implications of this combination of multimodal mapping and its deployment in coastal Peru, a region that, like many others in the world, is increasingly subject to rapid agricultural expansion and other anthropogenic developments.

本文介绍了在干旱和农业环境中整合多种考古绘图模式的一系列步骤。我们以秘鲁沿海地区为案例,分享了我们最近在圣伊西德罗山(Cerro San Isidro)的实地考察经验,这是一个多成分的山丘遗址,位于内皮尼亚河谷农业密集的中海拔(约 500 米)莫罗地区。2022 年 6 月和 7 月,我们花了八周时间,结合无人机空中成像、步行 GPS 勘测和 GPR 勘测,绘制了该遗址和邻近农田的地表和地下地貌图。我们的工作表明,古代定居点的面积至少有 50 公顷,远远超出了可见的地表建筑。使用多模式方法确认现代农业侵蚀对考古遗迹的部分破坏,既省时省力,又不具破坏性。文章介绍了我们的经验,包括实地操作顺序、技术故障排除以及数据集的收集和整合。我们讨论了这一多模式绘图组合及其在秘鲁沿海地区应用的方法论潜力和影响,该地区与世界上许多其他地区一样,正日益受到快速农业扩张和其他人为发展的影响。
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引用次数: 0
A Systems-Thinking Model of Data Management and Use in US Archaeology 美国考古学数据管理和使用的系统思维模型
IF 1.4 2区 历史学 Q1 Arts and Humanities Pub Date : 2024-02-20 DOI: 10.1017/aap.2023.41
Elizabeth Bollwerk, Neha Gupta, Jolene Smith
OverviewArchaeology in the United States is caught in a “curation crisis” (Childs 1995; Childs and Warner 2019; Marquardt et al. 1982; SAA Advisory Committee on Curation 2003; Trimble and Marino 2003) and a “digital data crisis” (or “deluge”) more specifically (Bevan 2015; Clarke 2015; Kansa and Kansa 2021; Katsianis et al. 2022; Kersel 2015; McManamon et al. 2017:239–240; Rivers Cofield et al. 2024). Recent estimates suggest that, collectively, over 1.4 billion dollars are spent annually to support archaeological work that is mandated by federal law (SRI Foundation 2020). Although substantial efforts are underway to generate and provide mechanisms for managing, curating, and sharing the resultant digital data, we suggest that a critical step that has yet to be taken is to describe and visualize the components, connections, and causal dynamics of the US digital data system as it currently functions. Here, we specifically apply a “systems thinking” approach to produce such a high-level model of this system. We argue that understanding and visualizing this system will help us all “think bigger” (Heilen and Manney 2023); identify sources of knowledge, opportunities for critical analysis, collaboration, and capacity building; and increase much-needed archaeological digital literacy (Kansa and Kansa 2022). We conceptualize this as bringing “equilibrium” to the system, and in this article, we make several suggestions on how to bring this about. These insights can enable practitioners to better understand their roles in and contributions to the overall system and to evaluate efforts to improve data sharing, management, and curation practices not only within their organizations and departments but beyond.
概述美国考古学正陷入一场 "保存危机"(Childs,1995 年;Childs 和 Warner,2019 年;Marquardt 等,1982 年;SAA 保存咨询委员会,2003 年;Trimble 和 Marino,2003 年),更确切地说,是一场 "数字数据危机"(或 "洪水")(Bevan,2015 年;Clarke,2015 年;Kansa 和 Kansa,2021 年;Katsianis 等,2022 年;Kersel,2015 年;McManamon 等,2017:239-240 年;Rivers Cofield 等,2024 年)。最近的估算表明,每年用于支持联邦法律规定的考古工作的费用合计超过 14 亿美元(SRI 基金会,2020 年)。尽管目前正在做出大量努力,以生成并提供管理、整理和共享由此产生的数字数据的机制,但我们认为尚未采取的关键步骤是描述和可视化美国数字数据系统目前运作的组成部分、联系和因果动态。在此,我们特别运用了 "系统思维 "的方法来建立这一系统的高层次模型。我们认为,对这一系统的理解和可视化将有助于我们所有人 "想得更远"(Heilen 和 Manney,2023 年);确定知识来源、批判性分析机会、合作和能力建设;以及提高亟需的考古数字素养(Kansa 和 Kansa,2022 年)。我们将此概念化为实现系统的 "平衡",并在本文中就如何实现这一目标提出了若干建议。这些见解可使从业人员更好地了解他们在整个系统中的作用和贡献,并评估他们为改进数据共享、管理和策展实践所做的努力,不仅在他们的组织和部门内部,而且在组织和部门之外。
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引用次数: 0
Investigating the Reliability and Validity of the Portable Osteometric Device 调查便携式骨测量仪的可靠性和有效性
IF 1.4 2区 历史学 Q1 Arts and Humanities Pub Date : 2024-02-05 DOI: 10.1017/aap.2023.33
Eric Anderson, Sierra W. Malis, Anna J. Osterholtz, Molly K. Zuckerman
Metric analysis of skeletal material is integral to the analysis and identification of human remains, though one commonly used measuring device, the osteometric board, has lagged in recent advancement. Traditional boards are bulky and require manual measurement recording, potentially generating intra- and interobserver error. To address these limitations, we tested the reliability, validity, and error rates of a novel device, the Portable Osteometric Device Version 1 (PODv1), which measures distance using laser sensors with time-of-flight technology. Forty-five volunteers measured four skeletal elements with the PODv1 and a PaleoTech osteometric board in three rounds. Comparison of tibia, humerus, and femur measurements with both devices showed no significant differences, although the maximum length of the ulna did differ, potentially because of observer confusion regarding the PODv1's user instructions for this element. Our results suggest that the PODv1 is a reliable, valid measurement device compared to traditional osteometric boards. Although both device types can produce calibration, transcription, and observer errors, the time-of-flight technology and the absence of manual recording built into the PODv1 may limit those errors. These advancements and their potential positive impacts on the accuracy of osteometric data collection may have far-reaching benefits for osteological, bioarchaeological, paleopathological, and forensic anthropological data collection.
对骨骼材料进行度量分析是分析和鉴定人类遗骸不可或缺的一部分,但一种常用的测量设备--测骨板--近年来却发展滞后。传统的测量板非常笨重,而且需要手动测量记录,可能会造成观察者内部和观察者之间的误差。为了解决这些局限性,我们测试了一种新型设备--便携式测骨仪第一版(PODv1)的可靠性、有效性和误差率。45 名志愿者使用 PODv1 和 PaleoTech 测骨板分三轮测量了四种骨骼元素。通过比较两种设备对胫骨、肱骨和股骨的测量结果,发现两者并无显著差异,但尺骨的最大长度确实存在差异,这可能是由于观察者对 PODv1 有关该元素的用户说明存在混淆。我们的结果表明,与传统的测骨板相比,PODv1 是一种可靠、有效的测量设备。虽然这两种设备都会产生校准、转录和观察者误差,但 PODv1 内置的飞行时间技术和无需手动记录的特点可能会限制这些误差。这些进步及其对骨测量数据收集准确性的潜在积极影响可能会对骨学、生物考古学、古病理学和法医人类学数据收集产生深远的影响。
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引用次数: 0
A Collections-Based View of the Future of Archaeology 从收藏角度看考古学的未来
IF 1.4 2区 历史学 Q1 Arts and Humanities Pub Date : 2024-02-05 DOI: 10.1017/aap.2023.37
Jenna Domeischel, S. T. Childs
This theme issue has two primary goals: to illuminate the underdeveloped or faltering areas of the discipline as they relate to archaeological collections and to offer tangible paths forward to address the systemic problems identified as they impact the future of archaeology. Present-day archaeology is complicated due to its many sectors of practice: academia/faculty; cultural resource management; federal, state, and local government; tribal governments and communities; descendant communities; students; the general public; and different types of archaeological repositories. Given this complexity, it can be difficult to identify the expectations (and realities) of each sector, which, if better understood, would help illuminate the nuances of preservation, accountability, discoverability, and use of archaeological collections across the discipline. Without a solid understanding of these nuances, efforts to advance the discipline are undermined. This introduction provides an overview of the articles that address emerging and urgent issues and offer viable steps forward. These challenges include the interrelationships between ethics, collaboration, and training; the preservation and management of digital records and data; collections discovery and reuse; collections-based research; training in material culture; making collections knowable to constituencies outside archaeology; preparing for repatriation from a management perspective; and the intricacies of the archaeological digital data system.
本期主题有两个主要目标:阐明与考古藏品相关的学科中发展不足或岌岌可危的领域,并提供切实可行的途径来解决所发现的影响考古学未来的系统性问题。当今考古学因其众多的实践领域而变得复杂:学术界/教师;文化资源管理;联邦、州和地方政府;部落政府和社区;后裔社区;学生;公众;以及不同类型的考古资料库。鉴于这种复杂性,很难确定每个部门的期望(和现实),如果能更好地理解这些期望,将有助于阐明整个学科在考古藏品的保护、责任、可发现性和使用方面的细微差别。没有对这些细微差别的扎实了解,推动学科发展的努力就会受到损害。本引言概述了解决新出现的紧迫问题的文章,并提出了可行的前进步骤。这些挑战包括道德、合作和培训之间的相互关系;数字记录和数据的保存与管理;藏品的发现和再利用;基于藏品的研究;物质文化培训;让考古学以外的人了解藏品;从管理角度为归还做准备;以及考古数字数据系统的复杂性。
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引用次数: 1
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