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The Open Digital Archaeology Textbook Shawn Graham, Neha Gupta, Jolene Smith, Andreas Angourakis, Andrew Reinhard, Kate Ellenberger, Zack Batist, Joel Rivard, Ben Marwick, Michael Carter, Beth Compton, Rob Blades, Cristina Wood, & Gary Nobles 2020-07-11 2 Contents notice 5 About the Authors 7 Getting Started 11 Instructors: How to use this text ............................................ 11 Students: How to use this text ............................................. 11 How to contribute changes, or make your own version ................................. 12 How to access and use the computational environment ................................ 13 Colophon ....................................................... 13 Welcome! 15 1 Going Digital 17 1.1 So what is Digital Archaeology? ......................................... 19 1.2 Project Management Basics ........................................... 24 1.3 Github & Version Control ............................................. 26 1.4 Open Notebook Research & Scholarly Communication .............................. 31 1.5 Failing Productively ............................................... 37 1.6 The Ethics of Big Data in Archaeology ...................................... 39 1.7 Effective Collaboration .............................................. 40 2 Making Data Useful 45 2.1 Proper Prior Planning .............................................. 45 2.2 Designing Data Collection and Curation ..................................... 54 2.3 Cleaning Data .................................................. 57 2.4 Arranging and Storing Data for the Long Haul (Databases!) ............................ 60 2.5 Linked Open Data and Data Publishing ...................................... 65 2.6 Using Application Programming Interfaces (APIS) to Retrieve Data ........................ 66 2.7 Scraping Data .................................................. 67 3 Finding and Communicating the Compelling Story 71 3.1 Designing for Accessibility ............................................ 71 3.2 Statistical Computing with R and Python Notebooks; Reproducible code ..................... 74 3.3 Data Driven Documents ............................................. 76 3.4 Storytelling and the Archaeological CMS: Omeka, Kora, and Mukurtu ....................... 82 3.5 What is Web Mapping? ............................................. 85 3.6 Virtual Archaeology ............................................... 93 3.7 Archaeogaming ................................................. 97 3.8 Social Media as Public Engagement & Scholarly Communication in Archaeology ................. 99 3.9 Computational Creativity ............................................. 107 4 Eliding the Digital and the Physical 117 4.1 3D Photogrammetry ............................................... 117 3 4 CONTENTS 4.2 3D Printing, Raspberry Pi and “Maker” Archaeology ............................... 120 4.3 Place-based Interpretation with Locative Augmented Reality ........................... 137 4.4 Artificial Intelligence in Digital Archaeology .................................... 140 4.5 Computer Vision and Archaeology ........................................ 159 5 Digital Archaeology’s Place in the World 163 5.1 Marketing Digital Archaeology .......................................... 163 5.2 Sustainability & Power in Digital Archaeology ................................... 164 6 On the Horizons: Where Digital Archaeology Might Go Next 167 References 169 notice This volume goes hand-in-glove with a computational environnent that uses Jupyter Notebooks coupled with the Binder service as a way of serving and running the notebooks online in a browser. This relieves both instructors and students of the problems of installing software in different environments and the troubleshooting that this entails. Instead, students and instructors can concentrate on the learning and writing literate code that explores archaeological issues. To launch the ODATE notebooks, please go to the list of notebooks and hit the appropriate launch binder button. To examine or download the code, click the repository links instead. Digital archaeology is never finished; consider ODATE to be in ‘perpetual beta’. This means that you will encounter rough edges from time to time, and as technology and archaeology evolve, some topics will need to be added. Some will need to be pruned. If you feel so moved, we invite you to join us, and contribute corrections, additions, or deletions. All contributors will be credited as authors. Feel free to annotate with the Hypothesis toolbar at right. Figure 1: This book will, with time, have many branches and off-shoots. It is meant to be customized and expanded; there will never be a canonical version. Photo by Brandon Green, unsplash.com. 5 6 CONTENTS The online version of this book is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. About the Authors Shawn Graham Shawn Graham trained in Roman archaeology but has become over the years a digital archaeologist and digital humanist. He is currently an associate professor in the Department of History at Carleton University in Ottawa Canada. He keeps an open lab notebook of his research and experiments in digital history and archaeology at his research blog, electricarchaeology. He can be found on Twitter at @electricarchaeo. Neha Gupta Neha Gupta is a broadly trained archaeologist and a postdoctoral fellow at the University of New Brunswick. Her research programme addresses geospatial and digital methods in post-colonial and Indigenous archaeology. Her specialties include geo- visualization and GIS, landscape and settlement archaeology and the archaeology of India and Canada. She recently launched MINA | Map Indian Archaeology, a public digital project to promote the archaeology of India and to encourage collaboration in the development of digital tools and technologies appropriate for archaeology. Recent scholarship centers on themes of colonial practices, web maps, Indigenous peoples and archaeology’s relationship with society. Michael Carter Michael Carter is an Assistant Professor in the School of Creative Industries at Ryerson University. He is also Director of Industry Relations - Master in Digital Media Program/Yeates School of Graduate Studies. His research is primarily centred around the Theory, Method and Practice of Virtual Archaeology, which flows naturally from his previous career in animation and visual special effects. More about his research can be explored on his Research Gate profile Beth Compton Mary Elizabeth (Beth) Compton is a Trillium Scholar and Archaeology PhD candidate at the University of Western Ontario. She is also a Co-Founder of the MakerBus Collaborative (now MakerBus Consulting). Her academic papers, conference presenta- tions, doctoral dissertation, and collaborative projects beyond academia primarily explore various aspects of digital archaeology, ethics, and the social impact of 3D technologies. Through the MakerBus project, she has gained experience teaching at all age levels, using hands-on productive activities (building, inventing, creating, making) as a way of bridging physical and conceptual exploration. Her technological area of expertise is in archaeological object representation and replication with a focus on digital photography, 3D modelling, and 3D printing. Driven by the belief that archaeologists have an obligation to be actively engaged with the communities they serve, she also examines how they present information, represent people, and interpret a multifaceted past in the present. Connect with her on Twitter as @Beth_Compton and on Academia.edu. 7 8 CONTENTS Jolene Smith Jolene Smith is an archaeologist who manages statewide digital archives and archaeological data at the Virginia Department of Historic Resources. She is interested in open data, preservation, and developing easy-to-use tools to help small organizations create, use, and manage archaeological data. Andreas Angourakis Andreas Angourakis is a PhD student at the Department of History and Archaeology, University of Barcelona. He is a generalist that underwent training in humanistic disciplines, social sciences, and biology. He is self-taught in software and programming languages, including R and NetLogo. His research in archaeology has been focused on the development of simulation models of socio-ecological dynamics in the past, mainly using agent-based modeling, and assembling multivariate statistical protocols for analyzing and interpreting archaeological data. As digital archaeology’s bones of the trade, he believes that creativity and science are unmistakably intertwined. He can be found on Twitter as @AndrosSpica, GitHub as Andros-Spica, and is present on both Research Gate and Academia. Andrew Reinhard Andrew Reinhard literally wrote the book on video game archaeology: Archaeogaming: An Introduction to Archaeology in and of Video Games (Berghahn Books 2018). He led the team of archaeologists that excavated the Atari Burial ground in Alamogordo, New Mexico (April 2014) as well as the first in-game archaeological expedition via No Man’s Sky (Hello Games 2016). He is a PhD candidate at the University of York’s (UK) Department of Archaeology where his thesis focuses on evaluating tools and methods for archaeological investigation of digital spaces. Kate Ellenberger Kate Ellenberger is a consulting public and digital archaeologist. She received her PhD in Anthropology from Binghamton Univer- sity in 2018 for her dissertation