All posts by colleen

colleen

Dr. Colleen Morgan (ORCID 0000-0001-6907-5535) is the Centre for Digital Heritage Postdoctoral Research Fellow in the Department of Archaeology at the University of York. She conducts research on digital media and archaeology, with a special focus on embodiment, avatars, genetics and bioarchaeology. She is interested in building archaeological narratives with emerging technology, including photography, video, mobile and locative devices. Through archaeological making she explores past lifeways and our current understanding of heritage, especially regarding issues of authority, authenticity, and identity.

She received her PhD in Anthropology at the University of California, Berkeley and her BA in Anthropology/Asian Studies at the University of Texas. Since that time, she has worked both as a professional and academic archaeologist in Turkey, Jordan, Qatar, England, Greece, Texas, Hawaii and California, excavating sites 100 years old and 10,000 years old and anything in-between.

She remains deeply interested in excavation methodology, high falutin’ theory, interstitial spaces, skeuomorphs and good bourbon.

Material/Digital Authenticity: thoughts on digital 3D models and their material counterparts

Post by Stuart Jeffrey and Siân Jones

Colintraive and Glendaruel Community Woodland Trust recording cup-marked stones using photogrammetry and RTI
Colintraive and Glendaruel Community Woodland Trust recording cup-marked stones using photogrammetry and RTI

Media forms are constantly calling into question each other’s ability to represent the authentic, and these remediations raise the possibility of the decay of aura, the loss of authenticity of experience. (Bolter et al. 2006: 34)

Over the last decade, we’ve both been thinking about the fundamental problem of how the authenticity of historic objects and monuments is produced, experienced and negotiated. In particular, this has coalesced in our recent work on digital 3D models, where we have engaged directly with the questions raised by Bolter and his colleagues. To what extent does the use of new 3D digital media in the heritage sector result in the loss of authenticity? What do digital 3D models of historic objects do to their physical counterparts and visa versa? How do their biographies intersect? How does participation in their production inform the experience and negotiation of their authenticity?

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Analogue to Digital and Back Again, Part II

By Kathryn Killackey (Killackey Illustration and Design)

This post is part of this month’s analog/digital series and the second post­ discussing my work as an archaeological illustrator in relation to analogue and digital media. In the previous post I outlined my mostly analogue workflow with some digital skeuomorphs and explored the differences between illustration and 3D modeling. Here I’d like to share some ways I’ve recently expanded my use of the digital in my workflow and explored a constructive interplay between the digital and analogue.

I am the site illustrator for Çatalhöyük, a Neolithic archaeological site in Turkey. I started working there in 1999 as an archaeobotanist, and since 2007 I’ve been the project’s illustrator. Every summer I spend about two months drawing artifacts and recording on-site features. Over the years I’ve seen the project transition from entirely analogue recording to a mix of digital and analogue, until it has become almost entirely digital in some trenches. At this point the project employs tablets, laser scanners, and even drones. Dr. Maurizio Forte’s team from Duke University and Dr. Nicoló Dell’Unto from Lund University have spent the last several years testing these digital technologies on site. Until recently my work has mostly been unaffected by this transition to digital, I’ve carried on with my analogue workflow on a parallel track (see my earlier post for some advantages to analogue media in illustration). ­But over the last couple years several situations have arisen where I have had to re-evaluate my approach and consider integrating some of these new digital methods.

For example, this past summer I was tasked with illustrating a large, fragile lump of molded plaster in the shape of a head with painted ochre designs. I sat in front of the head with all my drawing tools laid out, picked up my pencil, and stopped. The plaster feature had already been 3D modeled by Dr. Dell’Unto and photographed by site photographer Jason Quinlan from every angle. What was my analogue pencil and paper drawing going to record that these other digital methods hadn’t already? Why illustrate?

3D Model of the plastered Head (Unit 21666) by Dr. Nicoló Dell’Unto. The model was generated using Agisoft Photoscan pro version 1.1.
3D Model of the plastered Head (Unit 21666) by Dr. Nicoló Dell’Unto. The model was generated using Agisoft Photoscan pro version 1.1.

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Intergenerational Experiential Technologies

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Post by Christine Finn, as part of the Analog/Digital series

The photo was taken at the dawn of the new year, 2016. It is a snapshot taken at a home in Islington, North London. I was using my old BlackBerry, which I prefer to a touch phone. It captures, albeit in a grainy style, a generational dynamic. The child is mediating the moment of Big Ben chiming, not just through he television, but capturing it on his smartphone. The woman, my generation, is peering through the window. She is about to open it to hear the fireworks of celebration over the Thames a short drive away. I am working constantly with the dance of technologies fading, disappearing, and resurging. And a quest for authenticity. This photo captures something of my own sense of time passing, through the filter of technology.

Christine Finn is a journalist, writer, and creative archaeologist. She has written and presented on computers as archaeology since 2000, when serendipity led her to San Jose, California. Her book, “Artifacts: an archaeologist’s year in Silicon Valley”, on the material culture of the dotcom boom and bust, was published by MIT Press in 2001, and is now an ebook. She is author the author of “Past Poetic: archaeology in the poetry of WB Yeats and Seamus Heaney (Duckworth) and her authorised biography of Jacquetta Hawkes, a 20 year literary excavation, will be published in the summer. She has also contributed to the Sunday Times, Guardian, Wired, BBC, and Edge.org. As an artist she has made site-specific works in the UK, Italy, and the US, and received seven Arts Council England funding awards. She is currently a Visiting Fellow in the Reuter Inst for the Study of Journalism at Oxford University.

Analog to Digital and Back Again, Part I

By Kathryn Killackey (Killackey Illustration and Design)

Analogue in action.
Analogue in action.

I am an archaeological illustrator and in this post, as part of this month’s analog/digital series, I’d like to discuss my work in relation to analogue and digital media. My job includes recording on-site features, drawing artifacts, and creating reconstruction illustrations of architecture, people, and activities. I also help researchers think through their data and raise new questions during the illustration process. Until recently I would have considered my illustration practice wholly analogue. I feel most comfortable working with pencil, paint, and paper. When I first started producing archaeological illustrations (about 10 years ago), the only digital part of my workflow was at the end, scanning my hand drawn images and cleaning them up in Adobe Photoshop and Illustrator for eventual publication. The image below is an example of this process.

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Reconstruction of red deer antler decorated with wheat from Çatalhöyük by Kathryn Killackey, drawn in graphite and touched up digitally.)

Since then, there has been a gradual creep of the digital into my workflow. I now continually switch back forth between analogue and digital methods when making an illustration. After an initial sketch by hand, I scan the image, then play with the composition digitally, perhaps print it out again and draw on top of my print, scan it again, etc. I continue this back-and-forth until I have a preliminary drawing that I am happy with and that incorporates any comments or corrections from my clients. I’ll then complete the final art in an analogue medium with digital details and final flourishes. This combination of analogue and digital production is fairly straightforward, a skeuomorph of strictly analogue processes.

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Mixed Exhibits: The best of both worlds?

Post by Laia Pujol-Tost:

Archaeology is mostly about materiality. Its epistemological foundation is based on the relationship between humans and the material culture. Some of this objects, will later be displayed in museums to convey interpretations of the past. Yet, as Yannis Hamilakis and other authors have argued, Archaeology is a modern “science”. As such, it is mostly about the eye, and little about the body. On site, it mostly records and analyses visual, spatial, geometrical features. At the museum, this has meant a universal rule of not touching, and objects are isolated in showcases, for the sake of… mutual protection.

Then came Information and Communication Technologies (before they were called Digital Media), which under the promise of increased accessibility, interaction and engagement, reduced archaeological heritage even more to image and visualization: it had been digitalized; that is, de-materialized and even “de-musealized”. A series of evaluations conducted in museums since the 90s evidenced a conflict between the exhibition and the new media. The main reason being, as Christian Heath and Dirk vom Lehn pointed out, that exhibitions and computers belonged to different communication paradigms.

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Around that time, several studies conducted in different European museums led me to the conclusion that the best way to integrate digital technologies was to stop just placing computers in exhibitions, and instead re-design the interfaces purposefully for such environments. Yet, what happened was the advent of mobile devices.

Meanwhile, some researchers working in the highly interdisciplinary field of Human-Computer Interaction started advocating for more natural ways to interact with computers. As a result, a new field called Tangible or Embodied Interaction arose around the 1990s. In this context, the concept of “Tangible User Interface” was developed. In TUIs, the interface is not anymore a PC but an (everyday) object. This takes advantage of the human capacity to manipulate objects, and allows a better integration with the context of use. Since the 2000s, labs used occasionally the cultural field as test bed; until 2013, when the first EU-funded project specifically devoted to tangible interactive experiences in Cultural Heritage settings was set up.

Now 3D printing has become the hype. As it happened with computers in the previous century, this technology is not new: it has been used in the engineering field for rapid-prototyping since the 1980s. But only recently it has become accessible to markets. Its applications are manifold: engineering, clothing, food, housing, health… But more than that, its implications regarding traditional product design, production and distribution chains are so enormous, that some people already talk about additive manufacturing being the next industrial revolution. The Cultural Heritage field has not been indifferent to this development. For example, the Smithsonian has started the X3D project, aimed at digitalizing and allowing the 3D printing of its collections. In the academic domain, some sessions at the EAA conference dealt with the implications of 3D printed replicas for Archaeology. Finally, the first mixed exhibits have appeared in European museums the last years, used either as mediators, smart replicas, top tables for shared exploration and gaming, or as full-body interactive environments.

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I am so excited about it! Does this mean that we may finally close the circle and, after such a long history of “voyeurism”, fully acknowledge materiality and tangibility in the cultural heritage field? It is interesting to note that, as it happened before with interaction or storytelling, we needed the pressure of the digital revolution to (re)discover or finally accept elements that already existed in the museums field. Still, I believe there is a big potential in this area, more than with digital media, and this is exactly what I am starting to investigate now. On the one hand, the specific advantages of smart replicas or tangible exhibits for Cultural Heritage settings. I have adapted Eva Hornecker’s overview of Tangible Interaction to list the following features:

  1. Appreciation of the materiality of the real object.
  2. Direct manipulation instead of just visualization.
  3. Performative action instead of passive gaze.
  4. Natural interaction without added symbolism.
  5. Natural integration in the exhibition environment.
  6. Non-fragmented visibility.
  7. Suitability for exploration in group.
  8. Personalization (especially suitable for children).

On the other hand, I am concerned about the strategies and threats for their adoption in museums. The experience shows that, as costs decrease, the availability and penetration of technologies increase. Still, the problem is designing and maintaining high-tech exhibits. Most museums tend to outsource digital media projects; but this has more often than not proven to be a bittersweet experience in terms of budget, sustainability, end-product, workflow, etc. Institutions are currently implementing different solutions. For example, EU-funded projects emphasize the creation of do-it-yourself authoring tools. Also, the big museums in the USA and Europe give strong support to the creation of their own digital media departments, so that such experiences can be fully developed in-house.

Yet, as we witness again a concern similar to supposed threat posed by the virtual to the brick-and-mortar museum, we first need to complete the unfinished debate around the concept of authenticity in cultural heritage. In my opinion, the problem to be solved is not with smart replicas (which, following Bernard Deloche’s taxonomy, only act as analogical or analytical substitutes), but with the role of originals in the age of information, commodification, and globalization. However, this is a discussion for another time and place.

(Part of this month’s Analog/Digital series, thanks to Savage Minds for hosting!)

A Tempest in a Digital Teapot

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It was hot, but that was not unusual. We woke up at the first call to prayer to be on site at sunrise. I would trudge through the dimly-lit streets of the village, up to the ancient tell, and sit next to my trench until I had enough light to see my paperwork. The cut limestone went from dull gray, to a rosy pink, then that brief and magical moment called the golden hour, when the archaeology would become clear and beautifully lit and I would rush around trying to take the important photos of the day. Then the light would become hard, white-hot, and often over 100F. By lunchtime all of the crisp angles of the limestone would disappear into a smeary haze, hardly worth bothering with a camera. Photographs of people were impossible too—everyone was dusty, hot, irritable, half in shadow under hats, scarves.

I picked up my camera and climbed out of the Mamluk building I was excavating, on my way down the ancient tell of Dhiban and back up the neighboring tell of the modern town of Dhiban. As I walked between the Byzantine, Roman, Nabatean and Islamic piles of cut stone, a faint trace of smoke made me hesitate, then come off the winding goat path. Two of the Bani Hamida bedouin who worked with us on site were stoking a small fire on the tell. While making fires on the archaeology was certainly not encouraged, the local community had been using the tell to socialize for a long time. I greeted the men and they invited me to sit and have qahwa, a strong, hot, sweet, green coffee served in many of the local hospitality rituals and customs. I refused once, then twice, then looked over my shoulder at the vanishing backs of my fellow archaeologists, on their way to breakfast. Then I accepted a cup. But first, I pulled out my camera and snapped a photo.

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Pixel vs Pigment. The goal of Virtual Reality in Archaeology

Savage Minds welcomes guest blogger Colleen Morgan.

Post by Laia Pujol-Tost.

Archaeology has a long tradition of using visual representations to depict the past. For most of its history, images were done by hand and based on artistic skills and conventions. But the last fifteen years, we have witnessed 3D models take over archaeological visualization. It is interesting to note that while hand-drawn depictions tend to show human figures and seem to be associated with scenes of “daily life”, virtual reconstructions mostly show architectural remains and public spaces, usually devoid of people and objects. Yet, authors state that their intention is to represent the past.

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My field of research is what we now call Virtual Archaeology, but I started investigating when we still talked about “VR applications in Archaeology”. I have seen it become mainstream and evolve; and I wonder why after almost twenty years of technological improvements and theoretical debate, virtual reconstructions are still empty. Especially in comparison with drawings. Do the virtual and the physical have implicitly different goals? Are they subject to different perceptions or expectations by researchers and/or audiences? Have they received different historical influences? Maybe technological capacities still play a role?

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