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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 0 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 0 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 0 ARCHAEOLOGY 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 0 ARCHAEOLOGY 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 0 ARCHAEOLOGY 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 0 ARCHAEOLOGY 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 0 ARCHAEOLOGY 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 0 ARCHAEOLOGY 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
Reflectance Transformation Imaging for the Recording of Incised Graffiti 用于记录刻划涂鸦的反射变换成像技术
IF 1.4 2区 历史学 0 ARCHAEOLOGY Pub Date : 2024-01-29 DOI: 10.1017/aap.2023.34
Rachel Gill Taylor, Michael Callaghan, Brigitte Kovacevich, Karla J. Cardona Caravantes, Mary Clarke
Precolumbian Maya graffiti is challenging to document because it is complex, multilayered, and difficult to see with the naked eye. In the Maya Lowlands, precolumbian graffiti occurs as etched palimpsests on parts of substructures such as stucco walls of residences, palaces, and temples that are frequently only accessible through dark and narrow tunnel excavations. Experienced iconographers or epigraphers with advanced drawing skills are the most qualified researchers to accurately record, analyze, and interpret precolumbian Maya graffiti. Because these scholars have a vast knowledge of conventions and styles from multiple time periods and sites, they are less likely to document the complex and seemingly chaotic incisions incorrectly. But as with many specialists in Maya archaeology, iconographers and epigraphers are not always available to collaborate in the field. This raises the question, how might an archaeologist without advanced training in iconography accurately record graffiti in subterranean excavations? Advances in digital applications of archaeological field recording have opened new avenues for documenting graffiti. One of these is Reflectance Transformation Imaging (RTI), a method that uses a moving light source and photography in order to visualize, interact with, and analyze a three-dimensional object in a two-dimensional image. With practice, RTI images can easily be produced in the field and later shared with specialists for the purposes of analysis and interpretation. Performed on a series of 20 unique graffiti from the Maya archaeological site of Holtun (two examples are presented here), RTI shows promise as a viable technique for documenting and preserving graffiti as cultural heritage.
记录前玛雅涂鸦具有挑战性,因为它复杂、多层次,而且难以用肉眼看到。在玛雅低地,前哥伦布时期的涂鸦以蚀刻拼贴画的形式出现在住宅、宫殿和神庙的灰泥墙等下层结构的部分上,而这些下层结构往往只能通过黑暗狭窄的隧道挖掘才能看到。经验丰富的图像学家或具有高超绘画技巧的书法家是最有资格准确记录、分析和解释史前玛雅涂鸦的研究人员。由于这些学者对多个时期和遗址的约定俗成的风格有着丰富的知识,他们不太可能错误地记录复杂而看似混乱的刻画。但是,与玛雅考古学中的许多专家一样,图像学家和书法家并不总能在现场进行合作。这就提出了一个问题:没有接受过图标学高级培训的考古学家如何准确记录地下发掘中的涂鸦?考古现场记录数字化应用的进步为记录涂鸦开辟了新的途径。其中之一就是反射变换成像(RTI),这是一种利用移动光源和摄影技术在二维图像中对三维物体进行可视化、互动和分析的方法。通过实践,RTI 图像可以很容易地在现场制作,然后与专家共享,用于分析和解释。在对来自霍尔顿玛雅考古遗址的 20 幅独特涂鸦(此处展示了其中的两幅)进行拍摄后,RTI 显示出作为记录和保存文化遗产涂鸦的可行技术的前景。
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引用次数: 0
Improving the Usability of Archaeological Data through Written Guidelines 通过书面指南提高考古数据的可用性
IF 1.4 2区 历史学 0 ARCHAEOLOGY Pub Date : 2024-01-25 DOI: 10.1017/aap.2023.38
Anne Austin, Ixchel M. Faniel, Brittany Brannon, Sarah Whitcher Kansa
Archaeologists frequently use written guidelines such as site manuals, recording forms, and digital prompts during excavations to create usable data within and across projects. Most written guidelines emphasize creating either standardized datasets or narrative summaries; however, previous research has demonstrated that the resulting datasets are often difficult to (re)use. Our study analyzed observations and interviews conducted with four archaeological excavation teams, as well as interviews with archaeological data reusers, to evaluate how archaeologists use and implement written guidelines. These excavation team and reuser experiences suggest that archaeologists need more specific best practices to create and implement written guidelines that improve the quality and usability of archaeological data. We present recommendations to improve written guidelines that focus on a project's methods, end-of-season documentation, and naming practices. We also present a Written Guidelines Checklist to help project directors improve their written guidelines before, during, and after fieldwork as part of a collaborative process. Ideally, these best practices for written guidelines will make it easier for team members and future reusers to incorporate their own and others’ archaeological data into their research.
考古学家在发掘过程中经常使用书面指南,如遗址手册、记录表格和数字提示,以便在项目内和项目间创建可用数据。大多数书面指南都强调创建标准化数据集或叙述性摘要;然而,以往的研究表明,由此产生的数据集往往难以(重新)使用。我们的研究分析了对四个考古发掘团队的观察和访谈,以及对考古数据再使用者的访谈,以评估考古学家如何使用和实施书面指南。这些发掘团队和再使用者的经验表明,考古学家需要更具体的最佳实践来创建和实施书面指南,以提高考古数据的质量和可用性。我们提出了改进书面指南的建议,重点是项目的方法、季节结束时的记录和命名方法。我们还提供了一份书面指南核对表,帮助项目负责人在实地考察之前、期间和之后改进书面指南,使其成为合作过程的一部分。理想情况下,这些书面指南的最佳实践将使团队成员和未来的再使用者更容易将自己和他人的考古数据纳入他们的研究中。
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引用次数: 0
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Advances in Archaeological Practice
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