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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 fr...
When talking about monuments, size undeniably matters - or does it? But how else can we measure monumentality? Bringing together researchers from various fields such as archaeology, museology, history, sociology, Mesoamerican studies, and art history, this book discusses terminological and methodological approaches in both theoretical contributions and various case studies. While focusing on architectural aspects, this volume also discusses the social meaning of monuments, the role of forced and free labour, as well as textual monumentality. The result is a modern interdisciplinary take on an important concept which is notoriously difficult to define.
As a sequel to Archaeogaming: an Introduction to Archaeology in and of Video Games, the author focuses on the practical and applied side of the discipline, collecting recent digital fieldwork together in one place for the first time to share new methods in treating interactive digital built environments as sites for archaeological investigation. Fully executed examples of practical and applied archaeogaming include the necessity of a rapid archaeology of digital built environments, the creation of a Harris matrix for software stratigraphy, the ethnographic work behind a human civilization trapped in an unstable digital landscape, how to conduct photogrammetry and GIS mapping in procedurally generated space, and how to transform digital artifacts into printed three-dimensional objects. Additionally, the results of the 2014 Atari excavation in Alamogordo, New Mexico are summarized for the first time.
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
This is the most comprehensive book devoted to Sumatra in more than half a century. It summarizes earlier studies, and provides a huge amount of new knowledge for the first time in readily accessible form. Sumatra is one of the world’s largest islands, rich in flora and fauna, minerals and timber, and located at the midpoint of the maritime route between China and India. These are ideal conditions for the creation of a fascinating history. Sumatra has played a major role in world trade for 2,000 years, but its culture and archaeology have been surprisingly neglected. This volume sets out to remedy this defect. With chapters on history, archaeology, anthropology, folklore, and religion, the authors focus particular attention on the relations between the coastal peoples who are best known to outsiders, and the hinterlands, where most of the important resources lie. The list of authors includes most of the principal living authorities on Sumatra. Their cumulative experience consists of many years on all parts of the island. The book is copiously illustrated, and includes a comprehensive bibliography for those who wish to pursue further study of the wide range of topics covered.
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deplo...
"This sweeping history of the ancient Near East (Mesopotamia, Syria, Anatolia, Iran) takes readers on a journey from the creation of the world's first cities to the conquest of Alexander the Great. The book is built around the life stories of many ancient men and women, from kings, priestesses, and merchants to bricklayers, musicians, and weavers. Their habits of daily life, beliefs, triumphs, and crises, and the changes that they faced over time are explored through their written words and the archaeological remains of the buildings, cities, and empires in which they lived. Rather than chronicling three thousand years of kingdoms, the book instead creates a tapestry of life stories through ...
The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes expl...
This abundantly illustrated volume explores the genesis and flourishing of Uruk, the first known metropolis in the history of humankind. More than one hundred years ago, discoveries from a German archaeological dig at Uruk, roughly two hundred miles south of present-day Baghdad, sent shock waves through the scholarly world. Founded at the end of the fifth millennium BCE, Uruk was the main force for urbanization in what has come to be called the Uruk period (4000–3200 BCE), during which small, agricultural villages gave way to a larger urban center with a stratified society, complex governmental bureaucracy, and monumental architecture and art. It was here that proto-cuneiform script—the ...
Funerary rituals and the cult of the dead are classics of research in religious studies, especially for ancient Egypt. Still, we know relatively little about how people interacted in daily life at the city of Memphis and its Saqqara necropolis in the late second millennium BCE. By focussing on lived ancient religion, we can see that the social and religious strategies employed by the individuals at Saqqara are not just means on the way to religious, post-mortem salvation, nor is their self-representation simply intended to manifest social status. On the contrary, the religious practices at Saqqara show in their complex spatiality a wide spectrum of options to configure sociality before and a...