Fr. 35.90

Enchantment of Digital Archaeology - Raising Dead With Agent Based Models, Archaeogaming Artificial

English · Paperback / Softback

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Informationen zum Autor Shawn Graham is a digital archaeologist at Carleton University, where he is Associate Professor of Digital Humanities. He is a co-author with Ian Milligan and Scott Weingart of Exploring Big Historical Data: The Historian's Macroscope (Imperial College Press, 2015). He was awarded the Archaeological Institute of America's 2019 Award for Outstanding Work in Digital Archaeology for the creation of the Open Digital Archaeology Textbook Environment, o-date.github.io. Klappentext 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. Zusammenfassung 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. These models are one end of a spectrum that ends with video games. Inhaltsverzeichnis List of 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 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 ...

List of contents










List of 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 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


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