A broadly interdisciplinary volume exploring the tension between the materiality of cultural heritage artifacts and the intangible aspects of digital methods. Academics and cultural heritage practitioners address important ethical and methodological debates in Digital Cultural Heritage, questions in sustainability and accessibility of digital representations, pedagogical and public engagement, and the role of digital tools in the movements of decolonization and restitution.
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Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage.
Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers.
The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
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Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum.
This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.
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Edited by organizers of “Digital Classicist” seminars in London and Berlin, this volume addresses the impact of computational approaches to the study of antiquity on audiences other than the scholars who conventionally publish it. In addition to colleagues in classics and digital humanities, the eleven chapters herein concern and are addressed to students, heritage professionals and “citizen scientists”.
Each chapter is a scholarly contribution, presenting research questions in the classics, digital humanities or, in many cases, both. They are all also examples of work within one of the most important areas of academia today: scholarly research and outputs that engage with collaborators and audiences not only including our colleagues, but also students, academics in different fields including the hard sciences, professionals and the broader public. Collaboration and scholarly interaction, particularly with better-funded and more technically advanced disciplines, is essential to digital humanities and perhaps even more so to digital classics. The international perspectives on these issues are especially valuable in an increasingly connected, institutionally and administratively diverse world.
This book addresses the broad range of issues scholars and practitioners face in engaging with students, professionals and the public, in accessible and valuable chapters from authors of many backgrounds and areas of expertise, including language and linguistics, history, archaeology and architecture. This collection will be of interest to teachers, scientists, cultural heritage professionals, linguists and enthusiasts of history and antiquity.
Writing as Material Practice grapples with the issue of writing as a form of material culture in its ancient and more recent manifestations, and in the contexts of production and consumption. Fifteen case studies explore the artefactual nature of writing — the ways in which materials, techniques, colour, scale, orientation and visibility inform the creation of inscribed objects and spaces, as well as structure subsequent engagement, perception and meaning making. Covering a temporal span of some 5000 years, from c.3200 BCE to the present day, and ranging in spatial context from the Americas to the Near East, the chapters in this volume bring a variety of perspectives which contribute to both specific and broader questions of writing materialities. The authors also aim to place past graphical systems in their social contexts so they can be understood in relation to the people who created and attributed meaning to writing and associated symbolic modes through a diverse array of individual and wider social practices.
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Nel pomeriggio dell’8 maggio 2006, a conclusione della prima edizione del workshop "Open source, free software e open format nei processi di ricerca archeologici", proponemmo di ripetere la fruttuosa esperienza appena conclusa a Grosseto. Come gruppo IOSA, facente capo all’Istituto Internazionale di Studi Liguri, avevamo preliminarmente ottenuto la disponibilità da parte della sezione di Genova (di cui era allora presidente il prof. Tiziano Mannoni) a ospitare una seconda edizione dell’incontro. Il workshop del 2007 doveva costituire (e ha costituito) una prosecuzione delle discussioni avviate nel 2006 sulluso e sviluppo di software libero e open source in tutti gli ambiti dellarcheologia, a cui sono dedicati la maggior parte degli interventi qui pubblicati. A Genova, inoltre, per la prima volta nella storia di questi incontri, fu avviato un dibattito sulle modalità di accesso e disseminazione dei dati archeologici allinterno della comunità scientifica, che si è rivelato centrale negli anni successivi.
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