Papers by Lennart Linde
Im Rahmen von Ausgrabungen im Altort von Bobingen konnten mehrere Grubenhäuser des 7. Jhd. aufged... more Im Rahmen von Ausgrabungen im Altort von Bobingen konnten mehrere Grubenhäuser des 7. Jhd. aufgedeckt werden. Diese erbrachten Hinweise auf eine umfangreiche Metallverarbeitung vor Ort. Die Nähe zu verschiedenen Pingenfeldern gleicher Zeitstellung unterstreicht die Bedeutung des Fundplatzes. Darüber hinaus konnte ein keltischer Flachmeißel geborgen werden, welcher die Anwesenheit eines Feinschmiedes zu einem früheren Zeitpunkt belegt. Die Grabung erbrachte zudem Befunde des Mittelalters und der frühen Neuzeit.
Bookmarks Related papers MentionsView impact
Call for Papers by Lennart Linde
Video games, virtual worlds, and other software are digital built environments, which have been c... more Video games, virtual worlds, and other software are digital built environments, which have been constructed by people for other people to inhabit for personal, professional, and commercial reasons. Nearly everyone lives and works within this blended reality mediated by smartphones, tablets, computers, and gaming consoles, spending hours of our waking lives engaging with synthetic spaces and the people present in them. How can archaeologists investigate these born-digital landscapes, sites, and artifacts using and updating archaeological tools, method, and theory to create a community of practice?
Bookmarks Related papers MentionsView impact
The engagement with Hilllforts from the Bronze and early Iron Age is a long standing topic in Eur... more The engagement with Hilllforts from the Bronze and early Iron Age is a long standing topic in European archaeology. Nevertheless most studies focus on the fortification itself and their function within war and conflict. As archaeologists further engage with this topic it becomes clear that there are manifold relations between the Hillforts and their surroundings. Our approach has to take the social dimension of these sites into account, beyond their defensive function. Hillforts most likely have fulfilled a plenty of functions within the social and economic spheres they originated from. They furthermore serve as actors in networks that incorporate other fortified sites and might have been a structuring element in the political landscape of their times. In our session we want to shed light on the many reasons that might have lead to the erection of a hillfort and the various functions and incarnations that they take on during their existence. We aim at papers that discuss hillforts in terms of interactions between and within communities, whether they emphasize on a hierarchical network or a scale free approach. We are interested in the broader relations between the hillforts themselves as well as their connections to their individual hinterlands. Further we welcome papers that try to place them in models of social and economic activities and processes. The chronological focus of this session is on the Bronze and early Iron Age sites. However papers from different periods that fit or complement our subject are of interest too. To submit a 15 minute paper to our session please visit: eaa.klinkhamergroup.com/eaa2018/ Deadline for submissions: 15. February 2018
Bookmarks Related papers MentionsView impact
In recent years the applications of advanced geospatial statistics, as well as modelling have bec... more In recent years the applications of advanced geospatial statistics, as well as modelling have become a central methodological framework to analyse past human behaviour and societies in general. However, often archaeological applications falls short on the capacities of these methods or massively overestimate their potential. Predominantly, this leads to rather simple, purely environmentally constraint versions of reality, neglecting the presence of more than a topographical landscape with certain resources. Other factors, such as a " landscape of ancestors " , differing perception of space, or unknown human factors are mostly ignored in the models. Therefore societies modelled in archaeology are often devoid of cognitive human factors, which cannot be represented in the predominantly deterministic, almost Darwinian models. In our session we wish to address and discuss this problem in current archaeological human behavioral research with an interdisciplinary approach of archaeology and sociology. We welcome theoretical as well as practical contributions on the inclusion of social theory in geospatial analyses and predictive modeling, new ideas for a theoretical framework, and how archaeology can deal with the fuzziness of human decision making, which is never purely environmentally driven. To submit a 15 minute paper to our session please visit:
Bookmarks Related papers MentionsView impact
We're so pleased to invite you to our session on experiential digital archaeology at the 46th Com... more We're so pleased to invite you to our session on experiential digital archaeology at the 46th Computer Applications and Quantitative Methods in Archaeology Conference (CAA). The conference will take place in Germany at the University of Tübingen from 19 to 23 March, 2018. We are holding a dual papers and experiential session. Each participant is asked to condense their presentation into 15 minutes and one digital slide. Immediately following the presentation of papers, a working session to incorporate the themes of the session into prototype archaeological experiences of play will see participants creating together, and making the results of their collaboration available for further comment and discussion during the conference. Our session is: #S16. Play, Process, and Procedure: An Experiential Digital Archaeology For this conference, we are particularly interested in papers concerning: Process, procedure, and play in digital archaeology Spaces of play as research arenas Analogue pasts versus digital presents in archaeology Material culture studies in immaterial spaces
Bookmarks Related papers MentionsView impact
We have two sessions in Maastricht. The first is a traditional papers session and the second is a... more We have two sessions in Maastricht. The first is a traditional papers session and the second is a round-table discussion
session. Though the latter is open to all conference attendees, we’re looking for confirmed participants to take part
formally. Both of our sessions are located within the Trans- and Metadisciplinary Approaches in Archaeology Theme.
Our sessions are:
#275, In Play: Archaeology in Videogames as a Metadisciplinary Approach
#309, At the Game Table: Archaeology in (Video)Games
For this conference, we are particularly interested in papers concerning:
Creating historical narrative through gaming media
Video games as tools for public archaeology
Player agency within historically-based gaming frameworks
Material culture studies in immaterial spaces
Bookmarks Related papers MentionsView impact
Artificial fortifications have been a long-standing topic in archaeological and historical resear... more Artificial fortifications have been a long-standing topic in archaeological and historical research. The archaeological record shows a wide extend of different defensive structures throughout history. The terms used referring to those sites and structures are varying from " Fortified Settlements " to " Hillforts " to " Castles " and so on. Yet the distinctions between these terms are blurry at best.
The workshop intend to explore the range of fortified structures and their interpretations throughout Central European history. The Presentations should follow the topic through time and space. While we wish to focus on the theoretical engagement with fortifications on a macro scale, we plan to give room for presentations centered on single site projects, connected within realm of defensive structures.
Bookmarks Related papers MentionsView impact
Conference Presentations by Lennart Linde
Hillforts are a long standing topic in Bronze and Iron Age archaeology. Their appearance is often... more Hillforts are a long standing topic in Bronze and Iron Age archaeology. Their appearance is often linked to a widespread rise of conflicts. These fortifications are also often dubbed as central places or proto urban centers. Can we therefore identify conflict as a driving force of accumulation within settlement patterns? Within the common archaeological narratives conflict is always dubbed as a “crisis” that brings nothing but devastation to a region. But our perception might be fundamentally wrong. If hillforts really emerge as a reaction to conflicts those can be counted as a driving force in social and spatial change. One that might have even accelerated the rise of urbanity by involuntary redirecting flows of goods to new nodes.
However conflicts are a two sided phenomenon. Our studies of prehistoric places that express grades of early urbanity seems reveal that they of low resilience. In our theoretical framework we attribute this to the effects that conflicts have on the various flows of goods and how they traverse through the landscape.
The presentation will showcase an ABM that implements a spatial evolutionary game and a path finding algorithm to study the spread of conflicts and their effect on flows in space.
Bookmarks Related papers MentionsView impact
Archaeological Networks constitute themselves from broken links and defunct nodes. Therefore they... more Archaeological Networks constitute themselves from broken links and defunct nodes. Therefore they are not characterized as proper social networks but rather as material networks. Synthesized solely from the material remains of a distant past. But these material proxy's in itself are only a fragmentary sample of historic reality. They are bound to depict mainly the presence and absence of a chosen proxy at archaeological sites. While distribution patterns of artifacts emerge from past interactions between actors they hardly shine any light on the nature and directions of these interactions. A way to explorate this very interactions are Agent Based Models (ABM). Virtual agents take the roles of actors and act accordingly to a given rule set. This ruleset mirrors our assumptions on the nature of interactions that lead to the observed network. These computational simulations allow us therefore to verify if the underlying hypotheses of how a network had constituted itself. The presentation will showcase an experimental ABM centered approach to generate archaeological networks. The network graphs and measures generated through the ABM will than be compared to the patterns synthesized from the material based approach. This puts ABMs in the place of a "computational laboratory", a virtual space to put those social rules and norms to test that we suppose to be the driving factors of network genesis. While the possibilities seem endless the talk will shed some light on what constitutes a good model and which boundaries are limiting to the current approach.
Bookmarks Related papers MentionsView impact
Patterns of interaction and the analysis of corresponding networks have start to become a more wi... more Patterns of interaction and the analysis of corresponding networks have start to become a more widely used approach in current archaeology. Regarding fortifications the Bronze Age hillforts of southern Germany are a subject worth applying this method to. In most archaeological narratives hillforts are dubbed as central places which amass social, economic and military power. But these narrative is rarely put to test by a quantified approach. The presentation will discuss the research design and preliminary results of a micro scale study regarding the relationship between Bronze Age settlements and hillforts. The aim is to trace processes of centralization in a bottom up approach through shifts in the micro region surrounding the hillforts. The study utilities an agend based model (ABM) to generate a network graph wich can be analyzed through the toolset of social network analysis (SNA). The ABM allows to manipulate the push factors towards the hillforts and therefore sheds new light on the dynamics within their surrounding territory.This network centric approaches are about to get complemented with spatial applications like triangulations, viewsheds, determination of soil use and path cost calculations. A close evaluation of changes within the dynamics in spatial organization and social networks are supposed to give insights into the process of centralization. What does really change
when a hillfort rise? Which pattern can we identify? Is high definition archaeology possible on the micro scale at all?
Bookmarks Related papers MentionsView impact
During the recent years the terms " Network Analysis " and " Agent Based Model " (ABM) have both ... more During the recent years the terms " Network Analysis " and " Agent Based Model " (ABM) have both become huge buzzwords within the archaeological community. But beyond their individual hype cycle both approaches to archaeological data display a vital potential. This presentation will try to illustrate how they can complement each other in the ongoing quest to make sense of our data. Archaeological networks are reconstructed from broken links and dysfunctional nodes through various material proxies. While we came up with more and more ways to deal with the emergent uncertainties of this approach, our interpretation of the resulting graphs is still strictly narrative. We denominate certain interactions to be traceable through our chosen proxies. But are they? This is wehre ABMs can become a promising addition to the network analysts toolbox. Abms allow us to generate virtual networks based on our assumptions about the character of interactions we try to trace. They can serve as computational laboratories through wich we can explore the formation of our archaeological networks under certain assumptions and preconditions. The Talk will give a (very) short introduction to the basic structures of ABMs and how they can be utilized to monitor our implications on the genesis of our networks. The second part will give a small case study on exploratory analysis of network formation.
Bookmarks Related papers MentionsView impact
Patterns of interaction and the analysis of corresponding networks have start to become a widely ... more Patterns of interaction and the analysis of corresponding networks have start to become a widely used approach in current archaeology. Yet most studies focus on large geographical scales often bridging hundreds of kilometers. These studies often yield distinct results since quantifiable archaeological remains are related to fall off curves and therefore increase over spatial distance. While macro scale interactions are an important topic to gain insights in trans regional dynamics the same methods might also proof useful on the micro scale. Since the relations of villages in micro regions are also shaped by zones of interactions. Furthermore they also leave explorable patterns that can deepen our understanding of common processes within a settlement landscape such as centralization.
The presentation will discuss the research design and preliminary results of a micro scale study regarding the relationship between Bronze Age settlements and hillforts. The aim is to trace processes of centralization in a bottom up approach through shifts in the micro region surrounding the hillforts. The study region covers three hillforts from wich two reach the Iron Age while one gets abandoned during late Bronze Age. In most archaeological narratives hillforts are dubbed as central places which amass social, economical and military power. But these narrative is rarely put to test by a quantified approach.
The presented study tries to use Brainerd-Robinson correlations to quantify material similarities between the hillforts and nearby sites. These calculated similarities are about to be used to synthesize a network graph. Various analytical methods will be applied to this graph regarding different measures of centrality, identification of subgroups and spatial relations. These network centric approaches are about to get complemented with spatial applications like triangulations, viewsheds, determination of soil use and path cost calculations.
A close evaluation of changes within the dynamics in spatial organisation and social networks are supposed to give insights into the process of centralization. What does really change when a hillfort rise? Wich pattern can we identify? What does centrality mean on the micro level?
Bookmarks Related papers MentionsView impact
In the past decade, Agent Based Models (ABM's) have become a functional part of the archaeologist... more In the past decade, Agent Based Models (ABM's) have become a functional part of the archaeologist's toolbox. These computer based simulations allow one to (re)create complex systems and to introduce randomness into once static models of both human behavior and human interaction with the environment. Many ABM's include elements of game theory in their ruleset, which is the foundation of a working model. The line between a purely scientific ABM and a video game from the simulation genre is already thin, but why not blur the line further and blend an ABM into a full-blown game experience?
Bookmarks Related papers MentionsView impact
Archäologie und Geschichte sind Ideengeber für digitale Spiele. Doch in ihre Entwicklung sind wir... more Archäologie und Geschichte sind Ideengeber für digitale Spiele. Doch in ihre Entwicklung sind wir Wissenschaftler kaum eingebunden. In der Session wollen wir darüber sprechen, welche Blickwinkel Videospiele auf die Rezeption und Vermittlung der Vergangenheit eröffnen und welche Fragen sie an die Forschung stellen.
Bookmarks Related papers MentionsView impact
In the initial call for this session the chair states:, “ (…) public interest in archaeology rema... more In the initial call for this session the chair states:, “ (…) public interest in archaeology remains limited”. Is
that really true?
While many museums complain of falling visitor numbers, the public interest in archaeology should still be considered strong, especially in comparison to other branches of the humanities. A prime example is
the show Terra X on German TV. Since 1982 the weekly documentary relies heavily on archaeological and historical topics. With 3.5 to 5 million viewers per episode it could be considered as the central point of intersection between archaeological researchers and the wider public in Germany. But even TV as an outlet has to be considered rather small in comparison to video games. In 2014 84.2 Million Units were sold in Germany alone. A considerable number of the so called “AAA Titles” choose a historical setting.
In general, the quality of facts and narratives on TV and in video games differs widely, with any trace of historical accuracy completely absent in some cases. None the less, many institutions engage in active exchange with TV stations in order to place their research within the broadcast schedule. In sharp contrast to this, interactive experiences and their technical possibilities are predominantly neglected as a channel to reach the public. Our scientific community should actively take the chance to use virtual experiences to engage with a wider audience. A key concept to this is blending game elements with scientific context to actively stimulate engagement with these topics. This is called gamification.
With our research data already in digital formats, the step to create virtual experiences on our own has become a short one. Taking the creation of these into our own hands allows an autonomous selection of
facts and narratives. This allows us to build a more varied showcase of current research and therefore appeal to audiences that we wouldn’t engage with otherwise.
The talk will discuss the core principals of gamification and related strategies, showing some examples of gamification in archaeological and historical contexts. It will highlight the power of technologies and
practices such as augmented reality, geo-based games, virtual reality, archaeo-gaming and open world games and will further illustrate how gamification and other digital low level entry points can increase
the interest in archaeology beyond the current audience.
Bookmarks Related papers MentionsView impact
In this Talk we will follow the dwarfen archeologist „Thob Lelumsigun“ to the abandoned Fort of „... more In this Talk we will follow the dwarfen archeologist „Thob Lelumsigun“ to the abandoned Fort of „Zaludmomuz“ where he will excavate its forgotten Halls and Corridors. Discovering the remains of a long elapsed civilization consisting of elaborate architecture, lavish engravings and worn out socks. All in the ASCII beauty of Dwarf Fortress, which is thought to be the most complex (and complicated) video game of all time. Where losing is considered FUN.
The Core of Dwarf Fortress is a world generation tool that creates not only a detailed world with landscapes, various biomes, places and its inhabitants. It will also simulate and record a comprehensive history of the world and the interactions of the civilizations within. These historical events are preserved by the inhabitants of the world as engravings on walls and artifacts. Various Game Modes allow the Player to interact with the World and become a part of its Lore.
Rediscovered artifacts, engravings and ruins are the empirical base of archeology. But the day to day work is to connect and contextualize these data in an attempt to paint a bigger picture. This Talk will discuss the Problems of such attempts. It will serve as a showcase on what archeology can and cant say about complex societies and there interactions based solely on their residues. Our Talk will show you how we processed the archeological data from virtual artifacts and places with real world methods. Giving you a tiny glimpse on wired and nerdy stuff like: Typology, Chronology, Seriation, Network Analysis, Spatial Data and Dwarf Fortress.
Bookmarks Related papers MentionsView impact
Die wirtschaftlichen Tätigkeiten in der Urgeschichte werden oft auf den Anbau von Nahrungsmitteln... more Die wirtschaftlichen Tätigkeiten in der Urgeschichte werden oft auf den Anbau von Nahrungsmitteln, also die Produktion an sich beschränkt. Lagerung, Verarbeitung und Distribution geraten nur selten ins Blickfeld der archäologischen Forschung. Während der Kenntnisstand zur Produktion für ausgewählte urgeschichtliche Epochen in den letzten Jahren und Jahrzehnten rasant angewachsen ist, gerät die Vorratshaltung, also die Aufbewahrung erzielter Überschüsse bis zur nächsten Ernte, oft völlig aus dem Blick der archäologischen Forschung. Obwohl besonders die erdgebundene Vorratshaltung in sogenannten „Siedlungsgruben“ einer der im archäologischen Befund am häufigsten nachzuweisenden Vorgänge ist, finden sich dennoch kaum methodische Untersuchungen zu diesen zumeist allgemein als „Siedlungsgruben“ bezeichneten Befunden. Neuere Forschungen können eine Vielzahl von Beobachtungen zur Nutzung und Gestaltung der Gruben im Kontext wirtschaftlicher Tätigkeiten liefern. Das gehäufte Auftreten solcher Gruben an den Randzonen der Siedlungen macht sie zu einem eigenständigen Baustein der sie umgebenden Siedlungslandschaft. Neben Regelmäßigkeiten ihrer der Lage zur Siedlung selbst ist auch zu beobachten, dass scheinbar bestimmte Böden bevorzugt wurden. Die hier beschriebenen Faktoren weisen die umrissenen „Speicherareale“ als periphere Wirtschaftszone im urgeschichtlichen Wirtschaftskreislauf aus. Der Vortrag soll am Beispiel einiger Weiler- und Gehöftsiedlungen der jüngeren Bronze- und frühen Eisenzeit aus der norddeutschen Tiefebene Einblicke in Vorratshaltung und Siedlungsorganisation geben. Dabei sollen zum einen Modelle der erdgebundenen Lagerung organischer und anorganischer Ressourcen in „Siedlungsgruben“ und „Speicherarealen“ vorgestellt werden. Zum anderen soll das Bild um Erkenntnisse zur Vorratshaltung innerhalb von Gebäuden und ihrer räumlichen Organisation ergänzt werden.
Bookmarks Related papers MentionsView impact
During the late bronze Age along the river Elbe a dense pattern of small settlements developed. O... more During the late bronze Age along the river Elbe a dense pattern of small settlements developed. Owe to a number of linear projects, such as roads and pipelines, a growing number of bronze age settlements can be identified. Most notable is a number of hamlets who are characterised by a special type of house the "Firstpfostständerhaus II B" which can be distinguished by its typical wall trenches. Although our knowledge about the late bronze Age around the Elbe is almost exclusively based on burial sites. Only a few of these Hamlets have ever been excavated on a larger scale. Most are just partial excavated during rescue excavations. Bronze Age sites in the research area are characterised by huge amounts of storage pits which will rarely studied in detail. In fact these pits can give us an insight on food management and settlement organisation. It is further possible to get a basic idea on the use of land along the sandy coastal moraine (Geest). A typological study of the ceramic findings shows intense cultural contacts to the eastern „Lusatian Culture“ and the Groups of the „northern Bronze age“ (Nordischer Kreis).
In this presentation different ways to interpret various types of features within these settlements will be shown and discussed. The presentation is also an attempt to put a type of settlement in the spotlight which has, up to this day, not received a lot of scientific attention. A short synopsis on the state of late bronze age and early iron age settlement research along the Elbe sums up the picture.
Bookmarks Related papers MentionsView impact
Poster by Lennart Linde
Resources by Lennart Linde
A comprehensive list of literature on Agent Based Models (ABM) in Archaeology. Maintained in @ Gi... more A comprehensive list of literature on Agent Based Models (ABM) in Archaeology. Maintained in @ GitHub. Join us and add resources you miss.
Bookmarks Related papers MentionsView impact
Call for Papers Kiel 2023 by Lennart Linde
The presentations are scheduled for 15 minutes plus 5 minutes of discussion. Poster presentations... more The presentations are scheduled for 15 minutes plus 5 minutes of discussion. Poster presentations are also possible. Abstracts are limited to 2,500 characters (incl. spaces) and may include up to 5 references. Abstracts can only be submitted via the conference website: www.kielconference.uni-kiel.de from 15.08.2022 to 15.10.2022. The review period is until 15.11.2022. Registration for the conference will be possible from November onwards.
Bookmarks Related papers MentionsView impact
Uploads
Papers by Lennart Linde
Call for Papers by Lennart Linde
session. Though the latter is open to all conference attendees, we’re looking for confirmed participants to take part
formally. Both of our sessions are located within the Trans- and Metadisciplinary Approaches in Archaeology Theme.
Our sessions are:
#275, In Play: Archaeology in Videogames as a Metadisciplinary Approach
#309, At the Game Table: Archaeology in (Video)Games
For this conference, we are particularly interested in papers concerning:
Creating historical narrative through gaming media
Video games as tools for public archaeology
Player agency within historically-based gaming frameworks
Material culture studies in immaterial spaces
The workshop intend to explore the range of fortified structures and their interpretations throughout Central European history. The Presentations should follow the topic through time and space. While we wish to focus on the theoretical engagement with fortifications on a macro scale, we plan to give room for presentations centered on single site projects, connected within realm of defensive structures.
Conference Presentations by Lennart Linde
However conflicts are a two sided phenomenon. Our studies of prehistoric places that express grades of early urbanity seems reveal that they of low resilience. In our theoretical framework we attribute this to the effects that conflicts have on the various flows of goods and how they traverse through the landscape.
The presentation will showcase an ABM that implements a spatial evolutionary game and a path finding algorithm to study the spread of conflicts and their effect on flows in space.
when a hillfort rise? Which pattern can we identify? Is high definition archaeology possible on the micro scale at all?
The presentation will discuss the research design and preliminary results of a micro scale study regarding the relationship between Bronze Age settlements and hillforts. The aim is to trace processes of centralization in a bottom up approach through shifts in the micro region surrounding the hillforts. The study region covers three hillforts from wich two reach the Iron Age while one gets abandoned during late Bronze Age. In most archaeological narratives hillforts are dubbed as central places which amass social, economical and military power. But these narrative is rarely put to test by a quantified approach.
The presented study tries to use Brainerd-Robinson correlations to quantify material similarities between the hillforts and nearby sites. These calculated similarities are about to be used to synthesize a network graph. Various analytical methods will be applied to this graph regarding different measures of centrality, identification of subgroups and spatial relations. These network centric approaches are about to get complemented with spatial applications like triangulations, viewsheds, determination of soil use and path cost calculations.
A close evaluation of changes within the dynamics in spatial organisation and social networks are supposed to give insights into the process of centralization. What does really change when a hillfort rise? Wich pattern can we identify? What does centrality mean on the micro level?
that really true?
While many museums complain of falling visitor numbers, the public interest in archaeology should still be considered strong, especially in comparison to other branches of the humanities. A prime example is
the show Terra X on German TV. Since 1982 the weekly documentary relies heavily on archaeological and historical topics. With 3.5 to 5 million viewers per episode it could be considered as the central point of intersection between archaeological researchers and the wider public in Germany. But even TV as an outlet has to be considered rather small in comparison to video games. In 2014 84.2 Million Units were sold in Germany alone. A considerable number of the so called “AAA Titles” choose a historical setting.
In general, the quality of facts and narratives on TV and in video games differs widely, with any trace of historical accuracy completely absent in some cases. None the less, many institutions engage in active exchange with TV stations in order to place their research within the broadcast schedule. In sharp contrast to this, interactive experiences and their technical possibilities are predominantly neglected as a channel to reach the public. Our scientific community should actively take the chance to use virtual experiences to engage with a wider audience. A key concept to this is blending game elements with scientific context to actively stimulate engagement with these topics. This is called gamification.
With our research data already in digital formats, the step to create virtual experiences on our own has become a short one. Taking the creation of these into our own hands allows an autonomous selection of
facts and narratives. This allows us to build a more varied showcase of current research and therefore appeal to audiences that we wouldn’t engage with otherwise.
The talk will discuss the core principals of gamification and related strategies, showing some examples of gamification in archaeological and historical contexts. It will highlight the power of technologies and
practices such as augmented reality, geo-based games, virtual reality, archaeo-gaming and open world games and will further illustrate how gamification and other digital low level entry points can increase
the interest in archaeology beyond the current audience.
The Core of Dwarf Fortress is a world generation tool that creates not only a detailed world with landscapes, various biomes, places and its inhabitants. It will also simulate and record a comprehensive history of the world and the interactions of the civilizations within. These historical events are preserved by the inhabitants of the world as engravings on walls and artifacts. Various Game Modes allow the Player to interact with the World and become a part of its Lore.
Rediscovered artifacts, engravings and ruins are the empirical base of archeology. But the day to day work is to connect and contextualize these data in an attempt to paint a bigger picture. This Talk will discuss the Problems of such attempts. It will serve as a showcase on what archeology can and cant say about complex societies and there interactions based solely on their residues. Our Talk will show you how we processed the archeological data from virtual artifacts and places with real world methods. Giving you a tiny glimpse on wired and nerdy stuff like: Typology, Chronology, Seriation, Network Analysis, Spatial Data and Dwarf Fortress.
In this presentation different ways to interpret various types of features within these settlements will be shown and discussed. The presentation is also an attempt to put a type of settlement in the spotlight which has, up to this day, not received a lot of scientific attention. A short synopsis on the state of late bronze age and early iron age settlement research along the Elbe sums up the picture.
Poster by Lennart Linde
Resources by Lennart Linde
Call for Papers Kiel 2023 by Lennart Linde
session. Though the latter is open to all conference attendees, we’re looking for confirmed participants to take part
formally. Both of our sessions are located within the Trans- and Metadisciplinary Approaches in Archaeology Theme.
Our sessions are:
#275, In Play: Archaeology in Videogames as a Metadisciplinary Approach
#309, At the Game Table: Archaeology in (Video)Games
For this conference, we are particularly interested in papers concerning:
Creating historical narrative through gaming media
Video games as tools for public archaeology
Player agency within historically-based gaming frameworks
Material culture studies in immaterial spaces
The workshop intend to explore the range of fortified structures and their interpretations throughout Central European history. The Presentations should follow the topic through time and space. While we wish to focus on the theoretical engagement with fortifications on a macro scale, we plan to give room for presentations centered on single site projects, connected within realm of defensive structures.
However conflicts are a two sided phenomenon. Our studies of prehistoric places that express grades of early urbanity seems reveal that they of low resilience. In our theoretical framework we attribute this to the effects that conflicts have on the various flows of goods and how they traverse through the landscape.
The presentation will showcase an ABM that implements a spatial evolutionary game and a path finding algorithm to study the spread of conflicts and their effect on flows in space.
when a hillfort rise? Which pattern can we identify? Is high definition archaeology possible on the micro scale at all?
The presentation will discuss the research design and preliminary results of a micro scale study regarding the relationship between Bronze Age settlements and hillforts. The aim is to trace processes of centralization in a bottom up approach through shifts in the micro region surrounding the hillforts. The study region covers three hillforts from wich two reach the Iron Age while one gets abandoned during late Bronze Age. In most archaeological narratives hillforts are dubbed as central places which amass social, economical and military power. But these narrative is rarely put to test by a quantified approach.
The presented study tries to use Brainerd-Robinson correlations to quantify material similarities between the hillforts and nearby sites. These calculated similarities are about to be used to synthesize a network graph. Various analytical methods will be applied to this graph regarding different measures of centrality, identification of subgroups and spatial relations. These network centric approaches are about to get complemented with spatial applications like triangulations, viewsheds, determination of soil use and path cost calculations.
A close evaluation of changes within the dynamics in spatial organisation and social networks are supposed to give insights into the process of centralization. What does really change when a hillfort rise? Wich pattern can we identify? What does centrality mean on the micro level?
that really true?
While many museums complain of falling visitor numbers, the public interest in archaeology should still be considered strong, especially in comparison to other branches of the humanities. A prime example is
the show Terra X on German TV. Since 1982 the weekly documentary relies heavily on archaeological and historical topics. With 3.5 to 5 million viewers per episode it could be considered as the central point of intersection between archaeological researchers and the wider public in Germany. But even TV as an outlet has to be considered rather small in comparison to video games. In 2014 84.2 Million Units were sold in Germany alone. A considerable number of the so called “AAA Titles” choose a historical setting.
In general, the quality of facts and narratives on TV and in video games differs widely, with any trace of historical accuracy completely absent in some cases. None the less, many institutions engage in active exchange with TV stations in order to place their research within the broadcast schedule. In sharp contrast to this, interactive experiences and their technical possibilities are predominantly neglected as a channel to reach the public. Our scientific community should actively take the chance to use virtual experiences to engage with a wider audience. A key concept to this is blending game elements with scientific context to actively stimulate engagement with these topics. This is called gamification.
With our research data already in digital formats, the step to create virtual experiences on our own has become a short one. Taking the creation of these into our own hands allows an autonomous selection of
facts and narratives. This allows us to build a more varied showcase of current research and therefore appeal to audiences that we wouldn’t engage with otherwise.
The talk will discuss the core principals of gamification and related strategies, showing some examples of gamification in archaeological and historical contexts. It will highlight the power of technologies and
practices such as augmented reality, geo-based games, virtual reality, archaeo-gaming and open world games and will further illustrate how gamification and other digital low level entry points can increase
the interest in archaeology beyond the current audience.
The Core of Dwarf Fortress is a world generation tool that creates not only a detailed world with landscapes, various biomes, places and its inhabitants. It will also simulate and record a comprehensive history of the world and the interactions of the civilizations within. These historical events are preserved by the inhabitants of the world as engravings on walls and artifacts. Various Game Modes allow the Player to interact with the World and become a part of its Lore.
Rediscovered artifacts, engravings and ruins are the empirical base of archeology. But the day to day work is to connect and contextualize these data in an attempt to paint a bigger picture. This Talk will discuss the Problems of such attempts. It will serve as a showcase on what archeology can and cant say about complex societies and there interactions based solely on their residues. Our Talk will show you how we processed the archeological data from virtual artifacts and places with real world methods. Giving you a tiny glimpse on wired and nerdy stuff like: Typology, Chronology, Seriation, Network Analysis, Spatial Data and Dwarf Fortress.
In this presentation different ways to interpret various types of features within these settlements will be shown and discussed. The presentation is also an attempt to put a type of settlement in the spotlight which has, up to this day, not received a lot of scientific attention. A short synopsis on the state of late bronze age and early iron age settlement research along the Elbe sums up the picture.