This is the first comprehensive review of computer applications in archaeology from the archaeologist's perspective. The book deals with all aspects of the discipline, from survey and excavation to museums and education.
Eleven papers giving advice on computer applications, based on lectures given at the Institute of Archaeology in Oxford. Contents: Introduction (S Ross), approaches and applications, past and present (J Moffett), systems engineering (S Ross), introduction to statistics (G Lock), analysing information for database design(L Burnard), database fundamentals (D Smith), advancing graphic systems (P Reilly), Heslerton Parish post-excavation project (D Powlesland), post-excavation interpretation (J Richards), post-excavation and publication in London (T Williams), use and abuse (J Henderson). Previously announced, now available.
This is the first comprehensive review of computer applications in archaeology from the archaeologist's perspective. The book deals with all aspects of the discipline, from survey and excavation to museums and education.
This book is for students and practitioners of archaeology. It offers an introductory survey of all the applications of mathematical and statistical techniques to their work. These applications are increasingly concerned with computerized data classification and quantification, and their effect is to reduce the level of uncertainty in the interpretation of the evidence that time and chance have left. Any archaeologist wanting to find out what these new methods have to offer has hitherto been forced to search for information in the specialist handbooks, conference proceedings, and review articles of his own, and very often of other, disciplines. This book brings the information conveniently together, so far as it pertains to archaeology, and permits an assessment of its relevance and quality. Those who have been daunted by the specialist knowledge apparently demanded will now be able to acquire a thorough grasp of principles and practices. Only an elementary knowledge of mathematics is presumed throughout. Part 1 provides a brief introduction to basic concepts in archaeology and mathematics. Part 2 relates the standard archaeological techniques and procedures to mathematics; it concentrates on numerical approaches best suited to archaeological practices. Part 3 examines various automatic seriation techniques and discusses further work that is coming to play an essential part in the development of archaeology.
Tools of data comparison and analysis are critical in the field of archaeology, and the integration of technological advancements such as geographic information systems, intelligent systems, and virtual reality reconstructions with the teaching of archaeology is crucial to the effective utilization of resources in the field. E-Learning Methodologies and Computer Applications in Archaeology presents innovative instructional approaches for archaeological e-learning based on networked technologies, providing researchers, scholars, and professionals a comprehensive global perspective on the resources, development, application, and implications of information communication technology in multimedia-based educational products and services in archaeology.
How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.