2011
DOI: 10.1109/mc.2011.162
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From Sites to Landscapes: How Computing Technology Is Shaping Archaeological Practice

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Cited by 16 publications
(7 citation statements)
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“…• Interest in mortality and heritage, violence and suffering, curiosity, adventure and self-understanding (Chapman et al, 2011).…”
Section: Literature Reviewmentioning
confidence: 99%
“…• Interest in mortality and heritage, violence and suffering, curiosity, adventure and self-understanding (Chapman et al, 2011).…”
Section: Literature Reviewmentioning
confidence: 99%
“…There has not been any work so far that involves harvesting latent or instinctive behavior from the crowds in order to help answer humanities research questions. It is probable that there has never been such a need, until complex archaeological projects with large spatial-temporal scales such as the Europe's Lost World project and the Stonehenge Hidden Landscapes project came on the scene (Ch'ng et al, 2011;Ch'ng & Stone, 2006;Gaffney et al, 2012;Gaffney, Fitch, & Smith, 2009). The scale of these interdisciplinary projects pushes boundaries beyond that of conventional methods, and therefore, new ways of thinking become necessary.…”
Section: Behavior Mining With Crowds Within Virtual Environmentsmentioning
confidence: 99%
“…The first is part of the Europe's Lost World project and the second is the €8 million European-funded Stonehenge Hidden Landscapes project (Ch'ng et al, 2011;Gaffney et al, 2012). Both have been well funded, which shows their importance to Europe's strategic plans in culture and heritage.…”
Section: Crowd Behavior Mining In Public Spacesmentioning
confidence: 99%
“…In contrast there can be no doubt about the archaeological applicability of another computationally intensive project which blends simulation and virtual reality: Ch'ng and Stone (2006( , Ch'ng 2007 have combined agent-based modelling and gaming engine technology to generate dynamic vegetation models for archaeological reconstruction and interactive visualisation. To date their simulation is capable of synthesising the 'dispersal patterns of natural vegetation communities as they grow, reproduce, and compete for resources' (Ch'ng and Stone 2006, p. 1) and work is underway to add agents representing Mesolithic hunter-gatherers foraging in a landscape now submerged under the North Sea (Ch'ng et al 2011). Although this is one of-perhaps the-most technologically sophisticated archaeological simulation to date, it is not yet clear what inferential strategy will guide its deployment for the purposes of learning about the past.…”
Section: Expansion (2001 Onwards)mentioning
confidence: 99%