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An Enchantment of Digital Archaeology
An Enchantment of Digital Archaeology
48,86
54,29 €
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The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the 'just-so' stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with vide…
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  • ISBN-10: 1789208718
  • ISBN-13: 9781789208719
  • Format: 15.2 x 22.9 x 1.1 cm, minkšti viršeliai
  • Language: English
  • SAVE -10% with code: EXTRA

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The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the 'just-so' stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with video games. This volume explores this spectrum in the context of Roman archaeology, addressing the strengths, weaknesses, and opportunities of a formalized approach to computation and archaeogaming.

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  • Author: Shawn Graham
  • Publisher:
  • ISBN-10: 1789208718
  • ISBN-13: 9781789208719
  • Format: 15.2 x 22.9 x 1.1 cm, minkšti viršeliai
  • Language: English English

The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the 'just-so' stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with video games. This volume explores this spectrum in the context of Roman archaeology, addressing the strengths, weaknesses, and opportunities of a formalized approach to computation and archaeogaming.

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