Gareth Beale & Paul Reilly’s session at TAG was filmed by Doug Rocks-MacQueen’s team of conference videographers, for which I am grateful. There are a host of great papers from that day from Jeremy Huggett, Paul Reilly & Stefan Gant, Rose Ferraby, Catriona Cooper, Nicole Smith, Tanya Freke, and more!
Watch all of those other presentations first, and then watch mine on queering digital archaeology:
Let me know how it is–I struggle to watch myself on video.
A quick update, I’ll be at TAG Southampton, presenting a paper:
Visual archaeological depictions have long reified heteronormative representations of the past. Feminist critiques have destabilized the representation of people in the past (Berman 1999; Gifford-Gonzalez 1993; Moser 1992) and queer theory in archaeology has pushed this even further, finding “silences” in heteronormative depictions of families and activities (Dowson 2007) and identity and status in the past (Blackmore 2011). Though experimental visualization is increasingly available through the growing accessibility of creation and publication through digital tools, current depictions of archaeological practice and the past have remained largely static. People are largely absent from digital reconstructions of the past, and when they are present they are an afterthought. This is similar to depictions of current archaeological practice. There is a corresponding absence of discussion of digital tools for emancipatory practice in feminist and queer archaeologies (but see Joyce and Tringham 2007 and Morgan and Eve 2012). In this paper I discuss the potential for an expressive, queer digital archaeology that incorporates critical making, praxis and play.
And I have a new(ish) publication about the transition from analog to digital photography in archaeology:
Abstract: Archaeology and photography has a long, co-constructed history that has increasingly come under scrutiny as archaeologists negotiate the visual turn. Yet these investigations do not make use of existing qualitative and quantitative strategies developed by visual studies to understand representation in archaeological photographs. This article queries the large photographic archive created by ongoing work at the archaeological site of Çatalhöyük in Turkey to consider the visual impact of changing photographic technologies and of a shifting theoretical focus in archaeology. While using content analysis and semiotic analysis to gain a better understanding of the visual record, these analyses also unexpectedly reveal power dynamics and other social factors present during archaeological investigation. Consequently, becoming conversant in visual analyses can contribute to developing more reflexive modes of representation in archaeology.
And I edited a volume of the SAA Archaeological Record about Video Gaming & Archaeology. Sadly some of the articles (including mine) were bumped to a future issue:
Check them out and let me know what you think!
Join us at the European Association of Archaeologists meetings in Glasgow on Saturday, September 5th from 8:00 – 10:00 in Room 361 for our discussion panel:
Analogue/Digital: Productive Tensions in Materiality and Archaeology
Abstract: As we integrate digital workflows into every aspect of archaeological methodology, it is increasingly apparent that we are all digital archaeologists (Morgan and Eve 2012). Yet archaeology has a long, productive and unfinished history with “analogue” media. Illustration, photography, dioramas, casts, paper-based maps, diagrams, charts and artistic renderings have all been – and continue to be – used to interpret and present archaeology to specialist and general audiences. Walter Benjamin argued that reproductive media destroys the “aura” of traditional artistic media (1968), and it has since been argued (Bolter et al. 2006) that digital media perpetuates a permanent crisis of this aura. As the premiere scholars of materiality, archaeologists can contribute to discussions of the context of, continuities between, and technological changes to these media artefacts. In this session we ask, in what ways are we using the digital in constructive interplay with the analogue? What can digital affordances reveal about analogue methodologies, and vice versa? And how are we pushing beyond skeuomorphic archaeological recording and rethinking the possibilities of media artefacts overall? We aim here to prompt reflective debate about, and speculative design of, the future of analogue/digital experimentation.
We have a fantastic set of participants:
Colleen Morgan (University of York) – Analogue/Digital: Spectrum, Landscape, Minefield?
Laia Pujol-Tost (Universitat Pompeu Fabra) – Mixed exhibits. The best of both worlds? & Pixel vs pigment. The goal of Virtual Reality in Archaeology
Sian Jones (University of Manchester) & Stuart Jeffrey – Material/Digital Authenticity: Some thoughts on digital 3D models and their material counterparts
Christine Finn (FSA) – Field Work in the Cubicle, and Other Computer Histories,
Kostas Arvanitis (University of Manchester) – Material Objects and Digital Avatars
Sara Perry (University of York) – Redefining Media in Archaeology
As Sara wrote: are you investigating issues at the intersections of the physical and the ephemeral? Are you enrolling digital technologies into the production of tangible experiences, or alternatively, aiming to better understand the digital through tangible forms of interaction? Have you eschewed the digital in favour of analogue engagements in your archaeological/heritage work – or have you rethought the dimensions of one via experimentation with the other? How are you materialising digital practices? And how is our very conception of materiality being reconfigured (or not) by analogue/digital innovation?
Archaeologists have been playing with Minecraft to present the past and the play around with reconstruction. Shawn Graham, as always, is at the forefront of developing archaeological landscapes in Minecraft and if you’d like to try it out, I suggest you read up on Electric Archaeology. I used his instructions to import a digital elevation model (DEM) from the famous Mesolithic site of Star Carr, currently being investigated by Nicky Milner at the University of York.
After a few tweaks, I managed to get a fairly nice, smooth landscape–Star Carr, now a lovely undulating field, was once on the edge of Lake Flixton. Organic materials such as wood preserve very well in the waterlogged peat and so they find lots of spear points, platforms and a deer frontlet or two.
Sadly we did not reconstruct the frontlets–building things in Minecraft is a lot like using Lego. Not fancy, specialist Lego like they have these days, but the basic set. So I got a reasonable model of Star Carr up and running for Yornight, which highlights European Union-funded research at York. I had a lot of help from other people in the department affiliated with the Centre for Digital Heritage.
We had several computers running on our own local server and kids (mostly boys) went pretty crazy for it. Our set up:
Well, archaeologists working at Star Car have found these circular houses with evidence of postholes, and we’ve made reconstructions based on that. But we aren’t actually sure what exactly the houses looked like. Can you help us think of different ways the houses might have looked?
That was pretty much it. A few of the kids tried to build round houses, but as you may have guessed from the Lego-ness of Minecraft, they were still pretty blocky. Some built other houses, out of brick, some built giant flaming towers, and a few somehow made guns and started shooting at each other! I’d say it was a success.
We also had a papercraft Breary Banks, another University of York excavation site, and kids colored and cut out models of the camp. I found that having a mix of tactile and digital activities was more inclusive–kids didn’t have to feel forced into doing anything they weren’t used to or were uncomfortable with.
Finally, we had the “real tools” of Minecraft, and that seemed, oddly, to be the most popular. It made the connection between tools that archaeologists used and the virtual tools in the game. We had a big nodule of flint, which is used in the game but many kids never made the connection to rocks.
We’re running it again for the local Young Archaeologists Club and for the upcoming Yornight, which will also feature some experimental Oculus Rift visualization. Digital shenanigans continue apace!
Last Fall I announced the session that I organized, honoring the achievements of Ruth Tringham, my most fantastic colleague. Now the time has come and we have a panel that explores a broad range of topics from Ruth’s career: her ground-breaking research on lithics, household archaeology, digital archaeology, and much more. I hope to see you there!
Society for American Archaeology 80th Annual Meeting
SATURDAY April 18th, 8:00AM
Continental Ballroom 6
08:00 Michael Ashley—Remediated Roads and Flights of Fancy, Travels with Ruth from Past to Present
08:15 Barbara Voytek—From Russia with Love: Ruth Tringham and the Early Days of Microwear
08:30 Doug Bailey—Who invited the Secret Police?
08:45 Colleen Morgan—A Chimera Spider at Play: Making, Creativity and Collaboration in Digital Archaeology
09:00 Michael Shanks—Ruth Tringham
09:15 Mirjana Stevanovic—Ruth’s Archaeology
09:30 Lori Hager—Who Will Remember the Dead? Embodying the People of the Past in Novel Ways
09:45 Peter Biehl—The Neolithic House: Ruth Tringham’s Interdisciplinary Approaches to (Re)Constructing Prehistoric Village Life in Southeast Europe and Anatolia
10:00 Margaret Conkey—Out on the Ice with Ruth: Taking Chances Together
10:15 Steve Mills—Walking to (A)muse: Exploring Senses of Place with Ruth
10:30 Angela Piccini—Archaeology’s Moving Images
10:45 Henrietta L. Moore—Feminism and Experimentation
11:00 Julian Richards—Discussant
11:15 Ian Hodder—Discussant
11:30 Ruth Tringham—Discussant
11:45 Questions and Answers
Hello from lovely Siena! In about an hour I will be presenting in the Towards a Theory of Practice in Applied Digital Field Methods session at the CAA conference. It’s my first CAA–it is usually too close to SAA to manage, but I thought I’d try both this year. Anyway, here’s my paper title & abstract:
Title: The Death (and Afterlife) of Archaeological Photography
The second wave of digital photography in archaeology, including HDR, photogrammetry, textures for 3D objects, time-lapse, drone photography, and screen-shots from google earth has destabilized notions of craft, authorship and the archive. Personal photography, taken with cellphones and curated on social media has created a substantial, expressive counter-archive that documents a more personal, experiential account of archaeological investigation. Digital manipulation of photographs has created a genre of hybrid images that combine past and present landscapes, to startling effect. While interplay between analog and digital photographies, inspiring innovation and stealing from one another, demonstrates that the digital age is still deeply embroiled with analog values and aesthetics, the second wave of digital photography in archaeology ventures into what J.T. Mitchell termed the “post-photographic” (1992:225).
While Mitchell characterized the post- photographic era as an “ineradicable fragility of our ontological distinctions between the imaginary and the real, and the tragic elusiveness of the Cartesian dream” (1992:225), this “loss of the real” has instead become a hyperreality wherein the imaginary is intimately linked to reality. The networked image has both decentered the “reality” of the photograph by hosting endless modifications and reproductions of the image while at the same time providing the ability to reference (or trace) the original “real” work. This “real” work is hosted next to the derivations, both de-centering its authority while also providing a citation for the modified images.
The post-photographic era is generative, rendering the act of creation of the photograph as something that will be reproduced and modified, instead of creating a single artifact. The placement of digital photography within an “interactive, networked interplay of a larger metamedia” is termed “hyperphotography” by Fred Ritchin (2009:141). Metamedia can be conceived as a media ecology of “larger personal communication that will keep appointments, make calls, take visual notes, check calendars, order from restaurants, find out about sales in neighboring stores, check blood pressure, and tune in to television, radio and personal playlists” (Richin 2009:145). It is within this media ecology that we must understand archaeological photography, not simply as a separate methodology, but as part of a network of personal and professional digital practice.