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	<title>analog &#8211; Savage Minds</title>
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	<description>Notes and Queries in Anthropology</description>
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		<title>Analogue to Digital and Back Again, Part II</title>
		<link>/2016/01/27/analogue-to-digital-and-back-again-part-ii/</link>
		<comments>/2016/01/27/analogue-to-digital-and-back-again-part-ii/#comments</comments>
		<pubDate>Wed, 27 Jan 2016 07:42:06 +0000</pubDate>
		<dc:creator><![CDATA[colleen]]></dc:creator>
				<category><![CDATA[Guest blogger]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[analog]]></category>
		<category><![CDATA[analogue]]></category>
		<category><![CDATA[archaeological illustration]]></category>
		<category><![CDATA[archaeology]]></category>
		<category><![CDATA[catalhoyuk]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[digital media]]></category>
		<category><![CDATA[illustration]]></category>

		<guid isPermaLink="false">/?p=18743</guid>
		<description><![CDATA[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 &#8230; <a href="/2016/01/27/analogue-to-digital-and-back-again-part-ii/" class="more-link">Continue reading <span class="screen-reader-text">Analogue to Digital and Back Again, Part II</span> <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>By Kathryn Killackey (<a href="http://www.killackeyillustration.com/">Killackey Illustration and Design</a>)</p>
<p>This post is part of this month’s <a href="/2016/01/08/mobile-apps-material-world/">analog/digital series</a> and the second post­ discussing my work as an archaeological illustrator in relation to analogue and digital media. In the <a href="/2016/01/21/analog-to-digital-and-back-again-part-i/">previous post</a> 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.</p>
<p>I am the site illustrator for <a href="http://www.catalhoyuk.com/">Çatalhöyük</a>, 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. <a href="http://classicalstudies.duke.edu/people/maurizio-forte">Maurizio Forte’s</a> team from Duke University and Dr. <a href="http://www.ark.lu.se/person/NicoloDellUnto">Nicoló Dell’Unto</a> 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 <a href="/2016/01/21/analog-to-digital-and-back-again-part-i/">earlier post</a> 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.</p>
<p>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 <a href="http://jasonquinlan.com/">Jason Quinlan</a> from every angle. What was my analogue pencil and paper drawing going to record that these other digital methods hadn’t already? Why illustrate?</p>
<figure id="attachment_18744" style="max-width: 804px" class="wp-caption alignnone"><img class="size-large wp-image-18744" src="/wp-content/image-upload/Image1-1-1024x619.jpg" alt="3D Model of the plastered Head (Unit 21666) by Dr. Nicoló Dell’Unto. The model was generated using Agisoft Photoscan pro version 1.1." srcset="/wp-content/image-upload/Image1-1-1024x619.jpg 1024w, /wp-content/image-upload/Image1-1-300x181.jpg 300w, /wp-content/image-upload/Image1-1-768x464.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">3D Model of the plastered Head (Unit 21666) by Dr. Nicoló Dell’Unto. The model was generated using Agisoft Photoscan pro version 1.1.</figcaption></figure>
<p><span id="more-18743"></span></p>
<p>It took a discussion with site conservator <a href="http://www.cardiff.ac.uk/people/research-students/view/122235-lingle-ashley">Ashley Lingle</a> and comparing model to plaster head, to answer this question. The 3D model and photographs captured the general areas of white and ochre plaster but not the fine details, such as broken surfaces and multiple layers of painting. I ended up creating several illustrations of the head, which isolated different layers of ochre painting and delineated damaged and broken areas, making clear what was the original, intended surface of the feature. I decided to forgo my own measuring process to make these illustrations and use the 3D model as a base in order to take advantage of the 3D model’s accuracy. Jason Quinlan worked with me to rotate the orthoimage into my chosen views, which I subsequently printed. These printouts became the framework for my drawings, allowing me to focus on filling in the details that the model missed rather than wasting valuable time measuring the head. The illustration below shows 4 views of the plaster head and records the latest layer of ochre painted decoration. (You can read a more detailed account of the plaster head’s excavation, conservation, and recording in Chapter 28 of this year’s <a href="http://www.catalhoyuk.com/downloads/Archive_Report_2015.pdf">Archive Report</a>.)</p>
<figure id="attachment_18745" style="max-width: 804px" class="wp-caption alignnone"><img class="size-large wp-image-18745" src="/wp-content/image-upload/Image2-1-1024x791.jpg" alt="Scaled illustration of the plastered head by Kathryn Killackey. Pen and Ink and Adobe Illustrator, 2015." srcset="/wp-content/image-upload/Image2-1-1024x791.jpg 1024w, /wp-content/image-upload/Image2-1-300x232.jpg 300w, /wp-content/image-upload/Image2-1-768x593.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Scaled illustration of the plastered head by Kathryn Killackey. Pen and Ink and Adobe Illustrator, 2015.</figcaption></figure>
<p>I’m also currently integrating another type of 3D model into my analogue (or digital skeuomorph) illustration process for my ongoing reconstruction of the late formative site of <a href="http://www.livescience.com/49953-khonkho-wankane-ritual-defleshing.html">Khonkho Wankane</a> in highland Bolivia. <a href="http://www.fandm.edu/scott-smith">Dr. Scott Smith</a> and <a href="http://as.vanderbilt.edu/anthropology/bio/john-janusek">Dr. John Janusek</a> hired me to reconstruct the site’s architecture, landscape, and use. At the beginning of the project, Dr Smith also supplied me with a Google <a href="http://www.sketchup.com/">SketchUp</a> model of the site he had created. We decided on a view in SketchUp that encompassed the landscape and site features they wanted included. I then exported the view as vector line work to Adobe Illustrator where I fine-tuned the lines, giving the architecture a more organic look. Next, I printed out the line work and drew on top of it with graphite to add in landscape details and shading.</p>
<figure id="attachment_18746" style="max-width: 804px" class="wp-caption alignnone"><img class="size-large wp-image-18746" src="/wp-content/image-upload/Image3-1-1024x902.jpg" alt="Top: screen shot of Dr. Smith’s Khonkho Wankane SketchUp model. Bottom: Khonkho Wankane drawing by Kathryn Killackey. Adobe Illustrator linework and graphite, 2015." srcset="/wp-content/image-upload/Image3-1-1024x902.jpg 1024w, /wp-content/image-upload/Image3-1-300x264.jpg 300w, /wp-content/image-upload/Image3-1-768x677.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Top: screen shot of Dr. Smith’s Khonkho Wankane SketchUp model. Bottom: Khonkho Wankane drawing by Kathryn Killackey. Adobe Illustrator linework and graphite, 2015.</figcaption></figure>
<p>I’m now in the process of digitally painting my Adobe Illustrator line art and graphite drawing in Photoshop, letting some of the pencil show through as seen in the screenshot below. It will soon be populated with people and llamas; as Laia Pujol-Tost <a href="/2016/01/11/pixel-vs-pigment-the-goal-of-virtual-reality-in-archaeology/#more-18679">points out</a> such peopled pasts are often missing from virtual reconstructions. (I’ll have the final image up on my <a href="http://www.killackeyillustration.com/">webpage</a> and <a href="https://www.facebook.com/killackeyillustration/">Facebook</a> page in a couple weeks.)</p>
<figure id="attachment_18747" style="max-width: 804px" class="wp-caption alignnone"><img class="size-large wp-image-18747" src="/wp-content/image-upload/Image4-2-1024x611.png" alt="Screen shot of Khonkho Wankane digital painting in progress." srcset="/wp-content/image-upload/Image4-2-1024x611.png 1024w, /wp-content/image-upload/Image4-2-300x179.png 300w, /wp-content/image-upload/Image4-2-768x458.png 768w, /wp-content/image-upload/Image4-2.png 1169w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Screen shot of Khonkho Wankane digital painting in progress.</figcaption></figure>
<p>In my work with layering analogue illustrations on 3D models, I continue to experiment for best results. However, this work reveals the benefits of combining traditional techniques with emerging digital technologies. This constructive interplay between the digital and analogue draws on the strengths of each media. The 3D model provides accuracy, much more then I ever could with my hand and eyes alone. With my analogue and digital skeuomorph techniques I add interpretive details, people the past, <a href="/2016/01/21/analog-to-digital-and-back-again-part-i/">direct the viewer’s gaze, and foreground the image’s authorship with brushstrokes and pencil lines</a>. These experiments have allowed me to see my analogue work not as separate or parallel to digital technologies, but rather in a productive dialogue.</p>
<p>(Thank you <a href="http://middlesavagery.wordpress.com/">Colleen Morgan</a> and <a href="http://www.york.ac.uk/archaeology/staff/academic-staff/perry/">Sara Perry</a> for inviting me to be part of this series and Savage Minds for hosting!)</p>
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		<title>Intergenerational Experiential Technologies</title>
		<link>/2016/01/25/intergenerational-experiential-technologies/</link>
		<comments>/2016/01/25/intergenerational-experiential-technologies/#comments</comments>
		<pubDate>Mon, 25 Jan 2016 09:16:00 +0000</pubDate>
		<dc:creator><![CDATA[colleen]]></dc:creator>
				<category><![CDATA[Guest blogger]]></category>
		<category><![CDATA[analog]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[Photography]]></category>

		<guid isPermaLink="false">/?p=18739</guid>
		<description><![CDATA[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 &#8230; <a href="/2016/01/25/intergenerational-experiential-technologies/" class="more-link">Continue reading <span class="screen-reader-text">Intergenerational Experiential Technologies</span> <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<img class="alignnone size-large wp-image-18740" src="/wp-content/image-upload/IMG-20160101-00386-1024x768.jpg" alt="IMG-20160101-00386" srcset="/wp-content/image-upload/IMG-20160101-00386-1024x768.jpg 1024w, /wp-content/image-upload/IMG-20160101-00386-300x225.jpg 300w, /wp-content/image-upload/IMG-20160101-00386-768x576.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" />
<p>Post by Christine Finn, as part of the <a href="/2016/01/08/mobile-apps-material-world/">Analog/Digital series</a></p>
<p>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.</p>
<p>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, &#8220;Artifacts: an archaeologist&#8217;s year in Silicon Valley&#8221;, 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 &#8220;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.</p>
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		<title>Analog to Digital and Back Again, Part I</title>
		<link>/2016/01/21/analog-to-digital-and-back-again-part-i/</link>
		<pubDate>Thu, 21 Jan 2016 07:33:26 +0000</pubDate>
		<dc:creator><![CDATA[colleen]]></dc:creator>
				<category><![CDATA[Blog post]]></category>
		<category><![CDATA[analog]]></category>
		<category><![CDATA[archaeological illustrator]]></category>
		<category><![CDATA[archaeology]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[illustration]]></category>

		<guid isPermaLink="false">/?p=18730</guid>
		<description><![CDATA[By Kathryn Killackey (Killackey Illustration and Design) 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 &#8230; <a href="/2016/01/21/analog-to-digital-and-back-again-part-i/" class="more-link">Continue reading <span class="screen-reader-text">Analog to Digital and Back Again, Part I</span> <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>By Kathryn Killackey <a href="http://www.killackeyillustration.com/">(Killackey Illustration and Design)</a></p>
<figure id="attachment_18731" style="max-width: 804px" class="wp-caption alignnone"><img class="size-large wp-image-18731" src="/wp-content/image-upload/Image1-1024x775.jpg" alt="Analogue in action." srcset="/wp-content/image-upload/Image1-1024x775.jpg 1024w, /wp-content/image-upload/Image1-300x227.jpg 300w, /wp-content/image-upload/Image1-768x581.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Analogue in action.</figcaption></figure>
<p>I am an archaeological illustrator and in this post, as part of this month’s <a href="/2016/01/08/mobile-apps-material-world/">analog/digital series</a>, 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.</p>
<figure id="attachment_18732" style="max-width: 804px" class="wp-caption alignnone"><img class="wp-image-18732 size-large" src="/wp-content/image-upload/Image2-1024x810.jpg" alt="Image2" srcset="/wp-content/image-upload/Image2-1024x810.jpg 1024w, /wp-content/image-upload/Image2-300x237.jpg 300w, /wp-content/image-upload/Image2-768x607.jpg 768w, /wp-content/image-upload/Image2.jpg 1497w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Reconstruction of red deer antler decorated with wheat from Çatalhöyük by Kathryn Killackey, drawn in graphite and touched up digitally.)</figcaption></figure>
<p>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.</p>
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<figure id="attachment_18733" style="max-width: 804px" class="wp-caption alignnone"><img class="wp-image-18733 size-large" src="/wp-content/image-upload/Image3-1024x455.jpg" alt="17457_prelim" srcset="/wp-content/image-upload/Image3-1024x455.jpg 1024w, /wp-content/image-upload/Image3-300x133.jpg 300w, /wp-content/image-upload/Image3-768x341.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">The process of reconstructing Çatalhöyük burial 17457 showing placement of grave goods by Kathryn Killackey. Left: several preliminary drawings created with both analogue and digital techniques and right: the final image created with both analogue and digital techniques.</figcaption></figure>
<p>Therefore, for me as an archaeological illustrator, the central tension between analogue and digital lies not in the different media used in my workflow, but in the relationship between illustration and 3D models. I see two main contrasts in how illustration and 3D models present archaeological data. The first is a contrast in the viewer’s perception of both the type of information presented and the authorship. As <a href="https://www.upf.edu/leap/people/laiapujoltost.html">Laia Pujol-Tost</a> summarized in an <a href="/2016/01/11/pixel-vs-pigment-the-goal-of-virtual-reality-in-archaeology/">earlier post</a> in this series, both audiences and experts view virtual reconstructions as objective and illustrations, specifically peopled scenes, as speculative. The speculative, subjective nature of illustration is sometimes seen as a drawback. “Why illustrate?” is a question I am frequently asked. The belief that digital media such as photographs and 3D models are superior conveyors of archaeological data is often the subtext to this question. I’ve even had people question my right to be part of archaeological discussion because what I am creating is “art” not “science”.</p>
<p>All illustration is interpretation whether it is intended for an academic or more general audience. I see this subjectivity as a strength and an integral part of what I do. Even with artifact illustrations, seemingly straightforward representations of objects, my clients and I make decisions about the object’s manufacture or purpose and encode them in the drawing. These decisions are made on a larger scale in reconstructions depicting interpretations of past architectural use, behaviors, and landscapes. This decision making process is an ongoing dialogue with interpretive consequences. In the image below, by following archaeological illustration conventions, I’ve included information on the sherd’s decoration (the light from the upper left allows the viewer to conclude the decoration is impressed in the clay, not raised), the inferred pot diameter, and the original position of the sherd in a complete pot.</p>
<figure id="attachment_18734" style="max-width: 804px" class="wp-caption alignnone"><img class="size-large wp-image-18734" src="/wp-content/image-upload/Image4-1-1024x661.jpg" alt="Early Late Woodland decorated rim sherd from the Van Besien Site, created for Jennifer Schumacher’s Master’s Thesis, the Department of Anthropology, McMaster University.”" srcset="/wp-content/image-upload/Image4-1-1024x661.jpg 1024w, /wp-content/image-upload/Image4-1-300x194.jpg 300w, /wp-content/image-upload/Image4-1-768x496.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Early Late Woodland decorated rim sherd from the Van Besien Site, created for Jennifer Schumacher’s Master’s Thesis, the Department of Anthropology, McMaster University.</figcaption></figure>
<p>Interpretation is also part of the 3D modeling process; it is just not as evident. Depending on the purpose and intended audience of a model, 3D modelers make a suite of interpretive decisions, from what is and isn’t part of a site or feature to speculating about building forms and materials in architectural reconstructions. The glossy and smooth computer generated look of these models masks their authorship, leading the viewer to overlook the creator between models and recorded objects, and giving the models their more objective air. On the other hand, analogue media foregrounds the illustrator’s role in the illustration process. Brush strokes and pencil lines hint at the hand that made them and remind the viewer that this is an interpretive process.</p>
<p>The role of guide is the second contrast I’d like to highlight between illustration and 3D modeling. The illustrator is your guide in archaeological illustrations, leading you through the archaeological data, arranging it in specific ways to highlight different interpretations or data sets. Not only do I present these ideas, I help guide the viewer’s eye to key information by making compositional and rendering decisions. For example, a couple years ago I created several images of figurines from <a href="https://en.wikipedia.org/wiki/Playa_de_los_Muertos">Playa de los Muertos</a> in Honduras for <a href="http://anthropology.berkeley.edu/people/rosemary-joyce">Dr. Rosemary Joyce</a>. The textile details on the figurines were her focus and I chose to illustrate them in such a way that highlighted these details (you can read more about this <a href="https://killackeyillustration.wordpress.com/2013/06/17/look-over-here/">here</a>).</p>
<figure id="attachment_18735" style="max-width: 804px" class="wp-caption alignnone"><img class="size-large wp-image-18735" src="/wp-content/image-upload/image5-1-1024x558.jpg" alt="Front and back of a figurine from Playa de los Muertos showing textile details around waist. Graphite, 2013." srcset="/wp-content/image-upload/image5-1-1024x558.jpg 1024w, /wp-content/image-upload/image5-1-300x163.jpg 300w, /wp-content/image-upload/image5-1-768x418.jpg 768w, /wp-content/image-upload/image5-1.jpg 1272w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Front and back of a figurine from Playa de los Muertos showing textile details around waist. Graphite, 2013.</figcaption></figure>
<p>3D models, in contrast, often allow the user to manipulate the view her or himself. The user becomes their own guide through the presented information, rotating an artifact to choose their own view or selecting a path through a site. This has its own advantages such as allowing the viewer to interact with what they deem important and to not be constrained by the limits of a 2D image.</p>
<p>In sum, I see analogue illustration and its digital skeuomorphs filling a much different though equally useful role from 3D modeling in archaeological research. Both illustrations and 3D models are conveyors of archaeological data, they just present it and allow the viewer to interact with it in different ways. In my second post I will discuss how I have recently had the opportunity to combine illustration and 3D modeling in ways that go beyond the skeumorph to constructive interplay between analogue and digital.</p>
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		<title>A Tempest in a Digital Teapot</title>
		<link>/2016/01/15/tempest-in-a-digital-teapot/</link>
		<pubDate>Fri, 15 Jan 2016 09:08:07 +0000</pubDate>
		<dc:creator><![CDATA[colleen]]></dc:creator>
				<category><![CDATA[Blog post]]></category>
		<category><![CDATA[analog]]></category>
		<category><![CDATA[archaeology]]></category>
		<category><![CDATA[digital materiality]]></category>
		<category><![CDATA[digital media]]></category>
		<category><![CDATA[material studies]]></category>
		<category><![CDATA[materiality]]></category>

		<guid isPermaLink="false">/?p=18706</guid>
		<description><![CDATA[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 &#8230; <a href="/2016/01/15/tempest-in-a-digital-teapot/" class="more-link">Continue reading <span class="screen-reader-text">A Tempest in a Digital Teapot</span> <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<img class="alignnone wp-image-18707 size-large" src="/wp-content/image-upload/teapot-685x1024.jpg" alt="teapot" srcset="/wp-content/image-upload/teapot-685x1024.jpg 685w, /wp-content/image-upload/teapot-201x300.jpg 201w, /wp-content/image-upload/teapot-768x1148.jpg 768w, /wp-content/image-upload/teapot.jpg 864w" sizes="(max-width: 685px) 100vw, 685px" />
<p>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.</p>
<p>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.</p>
<p><span id="more-18706"></span></p>
<p>When I&#8217;m feeling ornery, I tell people that I wrote a whole chapter of my PhD thesis about a photograph of a teapot. Even worse, a <em>digital</em> photograph of a teapot. And it&#8217;s not really a teapot, it is a coffeepot, perched on a small twig fire on top of a tell heaving with archaeology, and tended by these two men, Atif and Zaid, who did not want to be in the frame. They are represented by two slightly blurry sticks, hovering in the foreground, a present absence. The photo isn&#8217;t even all that good.</p>
<p>See, in my thesis (<a href="https://www.academia.edu/2997156/Emancipatory_Digital_Archaeology">Emancipatory Digital Archaeology</a>) I was working through what digital artifacts <em>do</em> in archaeology. What does it mean to take a digital photograph of a pot sherd, a woman swinging a mattock, a <del>teapot</del> coffeepot in the desert sun? How is the analog-turned-digital moment mobilized to create archaeological understanding? Can a virtual reality model of a Neolithic house change the way we understand the past, and, can we start making these <em>things</em>, these digital ephemera, in a better way, to create a more participatory, multivocal, craft-based archaeology?</p>
<p>A tall order, right? Especially running headlong into archaeology&#8217;s hot mess of colonialism, imperialism and nationalism, oftentimes burned into celluloid next to ancient monuments. Yeah. It took a while.</p>
<p>So what did I find out? I came up with a pretty good methodology for digital archaeology that investigated each object (and its multiple) in context, explored the concepts of multivocality and authorship in digital object creation, and evaluated the relative transparency and ability to share each of these objects. As part of this, I explored digital materiality&#8211;that stuff-in-the-cloud that is actually in big noisy server farms in the countryside. I tried, in my way, to address N. Katherine Hayles&#8217; question: <em><a href="https://books.google.co.uk/books?id=OYibzDRPNZwC&amp;pg=PA21&amp;lpg=PA21&amp;dq=%22What+would+it+mean+to+talk+about+materiality+in+an+era+in+which+simulations+are+everywhere+around+us?%22&amp;source=bl&amp;ots=taXh56Vqim&amp;sig=LuhzxFOT4ss1zVj77nALxydoQwQ&amp;hl=en&amp;sa=X&amp;ved=0ahUKEwjIqruBtqvKAhUCwxQKHeUJA7oQ6AEIIDAA#v=onepage&amp;q=%22What%20would%20it%20mean%20to%20talk%20about%20materiality%20in%20an%20era%20in%20which%20simulations%20are%20everywhere%20around%20us%3F%22&amp;f=false">What would it mean to talk about materiality in an era in which simulations are everywhere around us?</a></em></p>
<figure id="attachment_18708" style="max-width: 492px" class="wp-caption alignnone"><img class="wp-image-18708 size-full" src="/wp-content/image-upload/warm_like_flesh.png" alt="warm_like_flesh" srcset="/wp-content/image-upload/warm_like_flesh.png 492w, /wp-content/image-upload/warm_like_flesh-300x170.png 300w" sizes="(max-width: 492px) 100vw, 492px" /><figcaption class="wp-caption-text">From <a href="http://windows95tips.tumblr.com/">http://windows95tips.tumblr.com/</a>, by Neil Cicierega</figcaption></figure>
<p>After presenting some of this work at the British Museum, thrashing through this analog-to-digital shift, <a href="http://fada.kingston.ac.uk/staff/view_staff.php?id=82">Helen Wickstead</a> asked, (and I badly paraphrase) &#8220;Can we productively query the analog with the digital?&#8221; Can I draw a circle around this thing called digital archaeology and use it to try to understand analog technologies and representations? What can the flexibility and ubiquity of cameras on smart phones tell us about the glass lantern slide?</p>
<p>I&#8217;m still working on it.</p>
<p>(<a href="/2016/01/08/mobile-apps-material-world/">Part of this month&#8217;s Analog/Digital series</a>, thanks to Savage Minds for hosting!)</p>
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		<title>Pixel vs Pigment. The goal of Virtual Reality in Archaeology</title>
		<link>/2016/01/11/pixel-vs-pigment-the-goal-of-virtual-reality-in-archaeology/</link>
		<comments>/2016/01/11/pixel-vs-pigment-the-goal-of-virtual-reality-in-archaeology/#comments</comments>
		<pubDate>Mon, 11 Jan 2016 16:09:39 +0000</pubDate>
		<dc:creator><![CDATA[colleen]]></dc:creator>
				<category><![CDATA[Blog post]]></category>
		<category><![CDATA[analog]]></category>
		<category><![CDATA[archaeology]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[digital media]]></category>
		<category><![CDATA[Heritage]]></category>
		<category><![CDATA[interpretation]]></category>
		<category><![CDATA[virtual reality]]></category>

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		<description><![CDATA[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. &#8230; <a href="/2016/01/11/pixel-vs-pigment-the-goal-of-virtual-reality-in-archaeology/" class="more-link">Continue reading <span class="screen-reader-text">Pixel vs Pigment. The goal of Virtual Reality in Archaeology</span> <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p><em>Savage Minds welcomes guest blogger Colleen Morgan.</em></p>
<p>Post by <a href="https://www.upf.edu/leap/people/laiapujoltost.html">Laia Pujol-Tost</a>.</p>
<p>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.</p>
<img class="alignnone wp-image-18691 size-full" src="/wp-content/image-upload/grec-1.jpg" alt="grec-1" srcset="/wp-content/image-upload/grec-1.jpg 804w, /wp-content/image-upload/grec-1-300x102.jpg 300w, /wp-content/image-upload/grec-1-768x262.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" />
<p>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?</p>
<p><span id="more-18679"></span></p>
<p>Let’s put some evidence on the table. I have reviewed a lot of bibliography, and in my early career I conducted a series of studies that took me to Rome, Ename (Belgium) and Athens. The conclusion in relation to the matter at hand was the following: both audiences and experts associated VR with the objective reproduction of reality, while the introduction of human characters (and objects) seemed more speculative. As a result, they considered illustrations were better for wide audiences, especially for children, and associated their production with non-academic professionals (illustrators and educators).</p>
<p>This situation arises from a confluence of causes related to VR and to Archaeology. In the first case, VR allows the representation of and navigation within 3D geometrical spaces. The Cartesian concept of the world is deeply rooted in the Western mind, and is best represented by computers. But VR also comes from the pictorial perspectivist tradition, which is <a href="https://www.academia.edu/1182707/Pujol_L._2011_Realism_in_Virtual_Reality_applications_for_Cultural_Heritage_International_Journal_of_Virtual_Reality_10_3_41-49">arguably</a> considered the closest to human perception. In addition, we now have the possibility to acquire the model directly from reality, by means of photogrammetry or 3D scanning. Hence the belief that VR represents the world objectively. On the other hand, modelled humans are problematic because they require a lot of computing resources but still seem “fake”. The “<a href="https://en.wikipedia.org/wiki/Uncanny_valley">uncanny valley</a>” effect contributes to the belief that humans hinder realism.</p>
<p>Technological capacity has been one of the historical justifications for not populating archaeological virtual environments. However, even now that I am building my own VR-mediated experience, I am not persuaded. Video-games display very realistic worlds with human characters and maximum interaction. Certainly, the entertainment industry mobilizes a lot of money and people. But we do have examples of archaeological projects supported by big investments in terms of <a href="http://arqueologiabarcelona.bcn.cat/pla-barcino/barcino3d/">time</a> and/or <a href="http://romereborn.frischerconsulting.com/">human efforts</a>. On the other hand, realism is not limited to visual effects, but is achieved thanks to the interplay of different elements (an overload of visual details, affordances for interaction, sounds, etc.), which generate a general impression of verisimilitude. Besides, there are other solutions, none of them new, such as <a href="https://en.wikipedia.org/wiki/Procedural_generation">procedural generation</a> (of textures, buildings, etc.), <a href="https://en.wikipedia.org/wiki/Non-photorealistic_rendering">Non-Photorealistic Rendering</a>, and more recently, the combination of digital and <a href="https://vimeo.com/114442704">video-recorded content</a>. Yet, I have come to understand that people involved in virtual archaeological reconstructions mostly think in terms of visual accuracy.</p>
<img class="alignnone size-full wp-image-18690" src="/wp-content/image-upload/imatge-2.jpg" alt="imatge-2" srcset="/wp-content/image-upload/imatge-2.jpg 804w, /wp-content/image-upload/imatge-2-300x81.jpg 300w, /wp-content/image-upload/imatge-2-768x206.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" />
<p>To discuss the other set of causes, related to archaeology, let me tell you about {<a href="http://www.upf.edu/leap/">LEAP</a>]. This project aims at building a theoretical and methodological framework for VR mediated experiences, based on the concept of (Cultural) Presence. In order to refine the concept and its translation into user requirements, last August I conducted fieldwork at the Neolithic site of Çatalhöyük (Turkey). VR applications share features with the original site (raw data); an experimental house built close to the site (immersivity); and illustrations of the settlement (presence or absence of humans). But VR applications also have specific capacities (dynamism and simulation) due to their virtual computational component. I wanted to see which ones were spontaneously used or considered important by experts when describing verbally and/or visually a past culture. What did I learn about illustrations and virtual reconstructions? According to the results, virtual reconstructions should: 1) show life and objects (like the illustrations but in a dynamic way); 2) distinguish between evidence and reconstruction (like the site); 3) be immersive and multisensory (like the reconstructed house); 4) allow natural navigation (at eye’s, not bird’s view); and 5) show temporal evolution and unusual perspectives (making the most of virtuality).</p>
<p>There is an obvious conflict between these expectations and virtual reconstructions. Moreover, Virtual Archaeology is now a mature area of research, for which an internationally acknowledged set of guidelines, the <a href="http://www.arqueologiavirtual.com/carta/?page_id=12">Seville Principles</a>, has been established. Yet, several points (related to coherence between aims and methods, transparency, and effectiveness) are still not implemented in many VR projects. In my opinion the causes are to be found in archaeological practice. As debated in a couple of recent <a href="https://www.upf.edu/leap/dissemination/events/">seminars</a>, the dominant epistemological paradigms aim for the truth, understood either as explanation or description of the archaeological record. Objectivity and visual realism are one and the same. Nevertheless, there are other, very important paradigms that acknowledge the interpretive nature of Archaeology, and attempt to express it visually. Unfortunately, they are both confronted to the pressure of funding bodies, stakeholders and audiences, who demand the illusion of a (scientifically accurate) trip to the past. The consequence are hyperrealistic environments, where buildings are fully reconstructed (in spite of the availability of data), but human characters and material culture are (sometimes) introduced as a necessary embellishment.</p>
<p>So in the end my question should not be why are virtual reconstructions empty, but if we want to change this and how. How do we do our job, how do we contribute to science and society, against hype, inertia, and economic interests?</p>
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		<title>Mobile apps and the material world</title>
		<link>/2016/01/08/mobile-apps-material-world/</link>
		<comments>/2016/01/08/mobile-apps-material-world/#comments</comments>
		<pubDate>Fri, 08 Jan 2016 14:11:41 +0000</pubDate>
		<dc:creator><![CDATA[Sara Perry]]></dc:creator>
				<category><![CDATA[Guest blogger]]></category>
		<category><![CDATA[analog]]></category>
		<category><![CDATA[archaeology]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[digital media]]></category>
		<category><![CDATA[Heritage]]></category>
		<category><![CDATA[interpretation]]></category>
		<category><![CDATA[materiality]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[mobile app]]></category>

		<guid isPermaLink="false">/?p=18661</guid>
		<description><![CDATA[[Savage Minds welcomes guest blogger Sara Perry.] This is the first in a series of posts, coordinated with Colleen Morgan, on the relations between analog and digital cultures. Over the next month, through the contributions of a variety of archaeologists, we will explore the concept of materiality in an age where the nature of ‘the &#8230; <a href="/2016/01/08/mobile-apps-material-world/" class="more-link">Continue reading <span class="screen-reader-text">Mobile apps and the material world</span> <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p><em>[Savage Minds welcomes guest blogger <a href="http://www.york.ac.uk/archaeology/staff/academic-staff/perry/">Sara Perry</a>.]</em></p>
<figure id="attachment_18664" style="max-width: 804px" class="wp-caption aligncenter"><img class="size-large wp-image-18664" src="/wp-content/image-upload/IMG_4337-1024x768.jpg" alt="Ҫatalhӧyük, 2015" srcset="/wp-content/image-upload/IMG_4337-1024x768.jpg 1024w, /wp-content/image-upload/IMG_4337-300x225.jpg 300w, /wp-content/image-upload/IMG_4337-768x576.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Testing of mobile app prototype with users at the archaeological site of Ҫatalhӧyük, Turkey. Photo by Sara Perry, 2015.</figcaption></figure>
<p>This is the first in a series of posts, coordinated with <a href="https://middlesavagery.wordpress.com/about/">Colleen Morgan</a>, on the relations between analog and digital cultures. Over the next month, <a href="https://middlesavagery.wordpress.com/2015/08/28/analoguedigital-archaeology-session-at-the-eaa/">through the contributions of a variety of archaeologists</a>, we will explore the concept of materiality in an age where the nature of ‘the material’ is rapidly shifting. How do physical materials and digital materials shape one another? How does experimentation with the digital rethink the dimensions of the analog, and vice versa? How, if at all, do we distinguish between one and the other &#8211; and is this even necessary (or possible) today? How have our understandings of ‘the real’ &#8211; of ‘things’ and ‘facts’ &#8211; of presence and the body &#8211; of aura and authenticity &#8211; been shifted by interactions between physical and digital materials?</p>
<p>As the premiere scholars of materiality, archaeologists are well-versed in the continuities between, and changes to, artifacts. Here, we probe their boundaries through discussion of our engagements at the intersections of the analog and the digital. I begin with some critical comments on mobile apps: oft enrolled in visitor experiences at archaeology and heritage sites, are these digital tools actually valuable?</p>
<p><span id="more-18661"></span></p>
<p>I’ve been working at the convergence point of analog and digital technologies for many years now. This entails studying <a href="https://www.academia.edu/10031174/PRE-PRINT_DRAFT_Crafting_knowledge_with_digital_visual_media_in_archaeology">how archaeologists deploy them in their professional practices</a>, training others (and myself) in <a href="https://elearningyork.wordpress.com/learning-design-and-development/case-studies/lights-camera-heritage/">the use of digital tools to facilitate better understanding of the archaeological (physical) world</a>, and creating opportunities to expose crossovers between analog and digital environments (for example, <a href="https://sites.google.com/a/york.ac.uk/tom-smith/3sixty">developing virtual exhibitions displayed in physical spaces</a>).</p>
<figure id="attachment_18665" style="max-width: 804px" class="wp-caption aligncenter"><img class="size-large wp-image-18665" src="/wp-content/image-upload/IMG_8298-1024x765.jpg" alt="3sixty, 2015" srcset="/wp-content/image-upload/IMG_8298-1024x765.jpg 1024w, /wp-content/image-upload/IMG_8298-300x224.jpg 300w, /wp-content/image-upload/IMG_8298-768x574.jpg 768w, /wp-content/image-upload/IMG_8298.jpg 1600w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Exploring relations between the physical and the digital through the development of immersive exhibitions in the University of York’s 3sixty demonstration space. Photo by Tom Smith, 2015.</figcaption></figure>
<p>Most recently, I’ve become concerned with <a href="https://en.wikipedia.org/wiki/Mobile_app">mobile apps</a>. In archaeology &#8211; and in the museums world &#8211; these kinds of hand-held technologies have a long history of use, particularly for delivering interpretation of artefacts, exhibits, and full sites to visitors (e.g., <a href="https://www.academia.edu/10362399/Smartphones_and_Site_Interpretation_the_Museum_of_Londons_Streetmuseum_Applications">see Jeater’s review</a>). A project or an institution may develop an app that you download on-location or beforehand, which then typically acts as a form of guide around the place and its collections.</p>
<p>My interest is in the link between these mobile technologies and the material world. In the best case (e.g., see the work of <a href="http://www.heritagejam.org/jam-day-entries/2014/7/12/voices-recognition-stuart-eve-kerrie-hoffman-colleen-morgan-alexis-pantos-and-sam-kinchin-smith">Eve, Hoffman, Morgan, Pantos and Kinchin-Smith</a>, produced as part of the <a href="http://www.heritagejam.org/">Heritage Jam</a>), they are means to full multi-sensory experiences of ancient landscapes.</p>
<p>But in the worst case, they have little or no physical relevance, in the sense that they could just as easily (or more easily) be used in the home, while still in bed, rather than out in a mobile landscape.</p>
<p>If you’ve tested out a few apps for heritage sites, you’ll likely identify with this predicament. Their real possibilities are often not being exploited (e.g., the opportunity to physically move around different locations), and when they are (e.g., in the case of augmented reality apps), it’s unclear who’s using them, how meaningful they really are for visitors’ appreciation of the archaeological record, and what bigger impact they are having on relevant fields of practice (e.g., how they are really altering heritage interpretation? Is it worth it?). If sound is deployed on the app, it regularly works as little more than a surrogate tour guide.</p>
<p>When using heritage apps, you often spend much your time staring at the screen of your mobile device, reading text or viewing visual materials on the device itself to the detriment of the site you’ve come to see. Some recent testing we’ve done in York has even suggested that apps falsely lead users to feel that they’ve visited ‘everything’, when in fact they’ve visited only a fraction of what non-users experienced.</p>
<p>Many people also seem inclined to develop apps that reinforce these problems: they are standard, unexperimental, grounded in the typical hand-held audio guides that were the ‘mobile apps’ of 50+ years ago (e.g., in museums).</p>
<p>Developers often talk about the positive aspects of mobile apps, especially their potential to attract new and younger audiences, their promise of immersion or embodied experience, their entertainment value and heightened relevance in the modern world. Others have highlighted their negatives, which as I’ve noted above, can seemingly be infinite, e.g.:</p>
<ul>
<li>distracting visitors from the actual site itself</li>
<li>isolating visitors from their companions</li>
<li>isolating artifacts from one another</li>
<li>can be expensive to develop</li>
<li>memory limits on mobile device may make downloading or use of the app impossible</li>
<li>app may have an additional costs for users including expense for connecting to mobile signals</li>
<li>persistent digital divides might make apps inaccessible to significant demographics, and reinforce structural inequalities</li>
</ul>
<p>Despite all the negatives (and I can go on, as not only do I <a href="https://sites.google.com/a/york.ac.uk/tom-smith/breary-banks">teach mobile app development</a>, but a number of my students are studying the efficacy of existing heritage apps), I still find them compelling. I’m drawn to them because I believe they have so many under-exploited possibilities that might have transformative effects on how we interpret the archaeological record and on how we interact with other interested people.</p>
<figure id="attachment_18667" style="max-width: 804px" class="wp-caption aligncenter"><img class="size-large wp-image-18667" src="/wp-content/image-upload/ForSavageMinds2-1024x768.jpg" alt="Oslo, 2015" srcset="/wp-content/image-upload/ForSavageMinds2-1024x768.jpg 1024w, /wp-content/image-upload/ForSavageMinds2-300x225.jpg 300w, /wp-content/image-upload/ForSavageMinds2-768x576.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Screenshot of LiveCode demo app developed by University of Oslo Centre for Museum Studies PhD students, 2015</figcaption></figure>
<p>If done well, I believe such technologies can perform a critical role in enabling their users (and makers) to think through the complex relations between space, place, humans &amp; media. Mobile devices are ubiquitous in many parts of the world, and in some of the developing contexts that I’ve been working recently (e.g., <a href="https://saraperry.wordpress.com/2015/12/17/autumn-in-egypt/">Egypt</a>), they are an essential part of all aspects of everyday life, yet are rarely used in the context of heritage. They allow integration of multiple types of rich media (still &amp; moving imagery, sound, etc.). And, as I see it, they are still in their experimental phases, so there is much room for innovation, and &#8211; as they have not yet been fully institutionalised &#8211; there is still real flexibility to push on their boundaries.</p>
<p>For such reasons, and in collaboration with multiple teams, I’ve been experimenting with mobile app development in various environments. This includes the making of low-tech, open access/open source apps crafted and conceived by students (thanks to <a href="http://collaborative-tools-project.blogspot.co.uk/">Tom Smith</a> for all his support!). It also includes larger scale initiatives, for instance at the world-renowned Neolithic site of <a href="http://www.catalhoyuk.com/">Çatalhöyük</a> in Turkey.</p>
<p>At Çatalhöyük, over the past 7 years and in partnership with students and colleagues from the universities of Ege, York and Southampton), I have led many of the site’s heritage interpretation ventures (e.g., curation of its Visitor Centre, development of on-site signage, production of the site’s guidebook, maps and brochures, etc.), including evaluation of visitor experience. (For more info on our activities, see the “Visualisation Team” section of Çatalhöyük’s <a href="http://www.catalhoyuk.com/archive_reports/">Archive Reports</a>).</p>
<p>Here, we have developed a very thorough understanding of tourist expectations (as a relatively remote site, it still sees upwards of 20,000 visitors per year). And we have the opportunity, through the support of the Project Director <a href="https://web.stanford.edu/dept/anthropology/cgi-bin/web/?q=node/109">Prof Ian Hodder</a>, to experiment on a large scale with digital/analog interventions, with great potential to impact not just visitor experience, but also professional practice (given Çatalhöyük&#8217;s visibility in academic archaeology).</p>
<p>Çatalhöyük is an important case study for many reasons:</p>
<ul>
<li>The nature of its mud-brick architecture combined with the dusty environment make it difficult for non-specialists to perceive the archaeological record.</li>
<li>Despite our efforts, there are still relatively few interpretative materials on site, and those that do exist are often not maintained.</li>
<li>Difficult weather (hot in summers, cold in winters) and technological conditions make visiting and presenting the site challenging; and Çatalhöyük is in a remote location with problematic public transport options.</li>
<li>Only a small number of knowledgeable people are available on site to communicate additional information to visitors on a year-round basis; virtually no archaeologists are present outside of summer months.</li>
<li>Inflexible touring schedule/approach, often with poor instructions and rigid route, handcuff the visitor experience; indeed, visitors have been observed to actually jump illicitly into excavation units in order to get closer to the archaeology, yet even then they still might leave with limited appreciation of the site.</li>
<li>Because many visitors do a lot of research about the site before coming to see it, when they arrive they tend to understand more about it. Visitors often also seek out supplementary informational resources, plus they regularly come to site with mobile devices &amp; are willing to use those devices on site. This presents a tremendous opportunity for us, because given that visitors are doing such pre-visit research and are prepared to use their mobiles, it means we can potentially cater to them with technological options delivered in advance of their visit.</li>
</ul>
<figure id="attachment_18668" style="max-width: 804px" class="wp-caption aligncenter"><img class="wp-image-18668 size-large" src="/wp-content/image-upload/IMG_4358-1024x768.jpg" alt="Çatalhöyük, 2015" srcset="/wp-content/image-upload/IMG_4358-1024x768.jpg 1024w, /wp-content/image-upload/IMG_4358-300x225.jpg 300w, /wp-content/image-upload/IMG_4358-768x576.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Typical interpretation signs at Çatalhöyük, prepared by our York Visualisation Team in 2013, installed in 2014. Photo by Sara Perry.</figcaption></figure>
<p>Funded through the the <a href="http://biaa.ac.uk/">British Institute at Ankara (BIAA)</a>, and in partnership with the <a href="http://chessexperience.eu/">CHESS</a> team, in 2014 we began to experiment with this opportunity. In the first instance, we constructed a mobile device-based narrative about a particular building at Çatalhöyük (Building 52), written by the site’s own experts, populated with existing visuals and audio recorded by the authors of the story. <a href="http://mw2015.museumsandtheweb.com/paper/the-museum-as-digital-storyteller-collaborative-participatory-creation-of-interactive-digital-experiences/">Our evaluations of the app suggested that its real impact was actually on the archaeologists themselves who crafted the narrative.</a> In other words, their involvement in writing the content of the app affected how they thought about the site and their research at the site (<a href="http://mw2015.museumsandtheweb.com/paper/the-museum-as-digital-storyteller-collaborative-participatory-creation-of-interactive-digital-experiences/">Roussou et al. 2015</a>). Experience of use of the app itself for understanding the archaeological record, however, was mixed.</p>
<p>In Summer 2015, with further funding from the BIAA, and again in partnership with CHESS, we returned to site to elaborate the app. This time, however, we wanted to push back against some of the problematic trends that we’ve observed with these tools, and maximise the capacities of the mobile device &#8211; its social functions, its multi-media possibilities, its portability &#8211; to create connectivity. Our aim was to use the app not simply to communicate a story about Çatalhöyük, but to:</p>
<p>(1) facilitate engagement between visitors on site (both people in the same tour group and other unknown people touring the site), and</p>
<p>(2) engage users’ bodies and prompt interactivity with the physical world around them at the site</p>
<p>To do this, we split the existing script for the app (created in 2014) into multiple parts so that two members of a visiting group had to work together to understand the storyline. In other words, each person would only hear/see a fragment of the story, and it would only be via (prompted) conversation between the two of them that the full narrative would become evident. We added even more prompts to various parts of the story in an effort to compel discussion, reflection and collaborative decision-making about past inhabitants and activities in Building 52. We worked to augment the haptic nature of the experience of holding/looking at the mobile device by asking users to touch and align their devices. This created a kind of ‘shared screen’ for visitors, pulling the content on their individual devices into a larger whole &#8211; something which they could subsequently explore together. We also attempted to add playfulness to the experience, for instance, prompting users to choose particular items excavated from the house to virtually ‘give’ to their partners.</p>
<figure id="attachment_18670" style="max-width: 545px" class="wp-caption aligncenter"><img class="wp-image-18670 size-full" src="/wp-content/image-upload/iPadMiniFramedIMG_0668.png" alt="Shared screen, 2015" srcset="/wp-content/image-upload/iPadMiniFramedIMG_0668.png 545w, /wp-content/image-upload/iPadMiniFramedIMG_0668-201x300.png 201w" sizes="(max-width: 545px) 100vw, 545px" /><figcaption class="wp-caption-text">One panel on the prototype mobile app designed to facilitate a &#8220;shared screen&#8221; between two visitors to Çatalhöyük. Screenshot by Maria Vayanou, 2015.</figcaption></figure>
<p>Our efforts were rolled out through a multi-stranded approach.</p>
<p>Firstly, we conducted a ‘body storming’ session at Çatalhöyük with researchers at the site, specifically aimed at thinking through how we might better engage the body in the interpretative experience at Çatalhöyük. Participants in the session were asked to articulate, then act out (without words), concepts associated with being a ‘Çatalhöyükian’ &#8211; and what ‘Çatalhöyükness’ meant to them. The idea was to be able to use the embodied results of this session to inform new content and experiences for the app. However, while full analysis of the session is forthcoming, initial interview results provided mixed feedback on its utility.</p>
<p>Secondly, we tested a prototype of the app on site in July with an audience of researchers and students. Evaluated through interview and video capture (see <a href="http://mw2016.museumsandtheweb.com/proposal/cultivating-mobile-mediated-social-interaction-in-the-museum-towards-group-based-digital-storytelling-experiences/">Katifori et al. 2016</a>), the results again were mixed, but with more sense of promise: some users liked the interactivity we’d added, some did not; some felt they were being ‘cheated’ by having to ask their visiting companion for information (rather than learning direct from their own device), others felt clearly more engaged with the site. Everyone, however, appeared to enjoy the playful elements added to the app. <a href="http://mw2016.museumsandtheweb.com/proposal/cultivating-mobile-mediated-social-interaction-in-the-museum-towards-group-based-digital-storytelling-experiences/">A full description of our work will be presented at the next Museums and the Web conference in Los Angeles this April</a>.</p>
<figure id="attachment_18672" style="max-width: 545px" class="wp-caption aligncenter"><img class="size-full wp-image-18672" src="/wp-content/image-upload/iPadMiniFramedIMG_0666.png" alt="Burial goods, 2015" srcset="/wp-content/image-upload/iPadMiniFramedIMG_0666.png 545w, /wp-content/image-upload/iPadMiniFramedIMG_0666-201x300.png 201w" sizes="(max-width: 545px) 100vw, 545px" /><figcaption class="wp-caption-text">One of the more playful panels on the prototype mobile app, asking users to relate artefacts from the house in front of them to their visiting companion. Screenshot by Maria Vayanou, 2015.</figcaption></figure>
<p>Thirdly, with my team of students from Ege University and the University of York, we installed on site a separate, physical display &#8211; meant as a point of comparison to the digital display of the app. In this case, we used Çatalhöyük’s replica house as a hiding place for a number of printed plexi signs. Each sign provided a clue to locating the next sign, with the aim of encouraging visitors to actually engage with the physical parts of the house &#8211; its oven, baskets, storage rooms, etc. Initial assessment suggests that these signs have been successful in encouraging touch, movement, material and bodily interactivity &#8211; more than I’ve typically seen with mobile apps.</p>
<figure id="attachment_18671" style="max-width: 804px" class="wp-caption aligncenter"><img class="wp-image-18671 size-large" src="/wp-content/image-upload/DSCF8653-1024x778.jpg" alt="Replica house, 2015" srcset="/wp-content/image-upload/DSCF8653-1024x778.jpg 1024w, /wp-content/image-upload/DSCF8653-300x228.jpg 300w, /wp-content/image-upload/DSCF8653-768x584.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">University of York students Jenna Tinning (front left), Katrina Gargett (back left) and Andrew Henderson (right) examine one of their new installations for Çatalhöyük&#8217;s replica house. Photo by Ian Kirkpatrick, 2015.</figcaption></figure>
<p>Possibly the most interesting component of all of this work for me has been its evaluation, and the passionate reactions expressed by many &#8211; particularly to the mobile app. We’ve only just begun to review the interview data collected from users of the app, but my impression is that it’s generated a polarised set of replies. These range from true advocates who felt genuinely influenced by the experience, to those who perceived it as a waste of time, or as something too radical, or gimmicky, or distracting from the experience of ‘being there’.</p>
<p>Personally, I continue to feel conflicted about mobile technologies for heritage interpretation. I’m not convinced that we’ve yet untangled the means to blend the physical and the (handheld) digital into a complementary visitor experience. But ‘being there’ at a place like Çatalhöyük is very complicated (for reasons that include everything from transport and infrastructure to the fragmentary nature of the archaeological record), and these technologies do have affordances that could ease &#8211; perhaps even eliminate &#8211; such complications. I’d like to think that one day this will be possible.</p>
<p>So I’ll sign off now with a series of questions that I continue to grapple with, and that will present themselves in different forms in some of our other posts over the course of this month:</p>
<p><em>What are digital technologies actually enabling, if anything? Does the traditional analog equivalent (in my case, a printed sign) still offer more to users?</em></p>
<p><em>How can we deploy digital technologies (for example, mobile apps for cultural sites) in more productive, bodily- and thought-provoking fashion?</em></p>
<p>And from the archaeological perspective,</p>
<p><em>How can we improve people’s experience and understanding of the archaeological record? For instance, if developing a mobile app, how can that app create a more impactful tour of a site for visitors, more human-to-human interaction on the tour, and a richer sense of one’s own presence there at the site &#8211; in the moment &#8211; and in the past (as a Çatalhöyükian)?</em></p>
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