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Syllabus: Cities and Countryside in the Ancient World (digital humanities version)

Posted on 25 Jun 201226 Jun 2012 by Shawn

Below is a draft of my syllabus for my upcoming class on ‘Cities and Countryside in the Ancient World’ class. I’m very Mediterranean-centric; 12 weeks won’t allow for much else, and stick with what you know, right? Comments, suggestions are welcome.

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HIST3902-A Cities and Countryside in the Ancient World

Gate at Volubilis, cc Enrique3300

Cities are creatures of the countryside. Understanding that relationship is key to understanding the ancient world. Discuss.

This course looks at the relationship between cities and countryside in the ancient world, as evidenced primarily through landscape archaeology.   I will be arguing, amongst other things, that the form of that relationship is the key indicator for understanding the mindset, the nature of, that particular culture. It is no accident that ‘cities’ and ‘civilization’ are etymologically related: thus, looking at cities and countryside will give us an understanding of what being civilized meant in antiquity.

Objectives

Hacking as a Way of Knowing

Every exercise in this course builds on every other, as we build tools and work with data to construct an understanding of what it meant to be civilized in the (Greco-Roman) ancient world. The course objectives then are to:

  • Introduce and explore the study of ancient landscapes, society, and economy
  • Develop facility with representing archaeological and historical data using GIS and/or Network Analysis
  • Make a positive and public contribution to scholarly knowledge on some aspect of Greco-Roman antiquity as it played out across space.

Your Partners

You will be working with datasets that have been made available to you by scholars working in the field. I am enormously grateful to these partners. Some of this material is unpublished; all of it is rich. You have the opportunity to make real contributions to scholarly knowledge by mining and analyzing this data for new insights. Accordingly, you must maintain the highest standards of professionalism and academic ‘good citizenship’ as you work with this data.

Your Audience

I do not see the point of assigning you work that only I or the TA will read. In which case, we will be conducting certain portions of this course in public on the internet. (For more on my teaching philosophy, see http://bit.ly/LLq765).

Anything posted online may be posted under a pseudonym should you have privacy concerns. You need to discuss these with me during week 1. I strongly recommend you do use your own name, so that you can begin to build your online footprint as a serious scholar. I also suggest you begin to lurk on Twitter, to follow prominent archaeologists and historians there and on Academia.edu, so that you can connect to a world-wide community of practice.

The best student work will be posted and promoted on Electric Archaeology (electricarchaeology.ca) and on Twitter, with the ambition of having the Journal of Digital Humanities select it for formal publication. If your work is selected, you are under no obligation to have your work promoted in this fashion should you so choose.

Key Concepts

We will discuss and explore a number of key concepts. Terms that you should watch out for in your readings: primitivist, modernist, consumer city, producer city, bazaar, space syntax, actor-network theory, social network analysis, landscape formation processes, the anthropological nature of time/space, networks, information systems, agent-based simulation, computational economics.

Main Text

The following is on reserve in the library. Its philosophical and methodological approach will underpin much of what we will do.

Knappett, Carl. An Archaeology of Interaction: Network Perspectives on Material Culture and Society. Oxford University Press: Oxford, 2011.

Demonstrating Your Scholarly Growth

  • ORBIS and the social experience of space – due in class Wednesday Week 2 (September 19). 10%
  • GIS/Network Analysis – due in class Wednesday Week 9 (November 7). 30%
  • Final Project – due in class Monday December 03. 40%

These three assignments dovetail into one another. The first exercise involves working with ORBIS The Stanford Geospatial Network Model of the Roman World http://orbis.stanford.edu/ to experience, via networks, maps, and simulation, something of the social experience of space around the Mediterranean. In the second exercise, you will create maps and/or social network graphs from real data provided by our partners (exact details TBA). In the Final Project, you will combine your understanding of the spatial realities of the ancient world with your maps and graphs in a final project which may combine media and text to answer the question with which we began the class.

  • Theory & Practise Exercises – due at end of Week 4 (October 5) and Week 6 (October 19). 20%.

These are a suite of exercises you may redo until you have achieved mastery. You may begin these exercises during Week 2, and submit at any point prior to the due date. The earlier you submit, the greater the chance that we can look at the work and help you. You have to allow at least 4 days for us to look the work over and return it to you. If you submit 4 days before the due date, you will not be allowed to redo the work. Please keep in mind that by offering you this chance, we are accepting a heavy grading load, and we ask for courtesy as we do so.

NB You will note that there is no final exam. DO NOT take that as a sign that this class is not as important as your other classes. By not having a final, I wish to signal to you that you must bring your best work to bear on your class work at all times.

Required (free) Software

You should download and install the following free software packages on your computer – or team up with someone else who can download and install them, should you not have access to a suitable machine. Note that ‘Portable GIS’ is meant to be run from a USB stick, and thus could be run on University computers.

Netlogo http://ccl.northwestern.edu/netlogo/

QGIS http://www.qgis.org/ OR Portable GIS http://www.archaeogeek.com/portable-gis.html

Gephi http://gephi.org/

Resources

Simulations

Some of the following simulations can be run in your browser (others you may only read about, as the code hasn’t been released). They (and their associated texts) should be explored. Why do they work the way they do? What are the assumptions behind them? How do they enhance or not your understanding?

Travellersim http://graeworks.net/abm/Travellersim.html

Roman Itineraries http://graeworks.net/abm/itineraries.html

Procedural Modeling of Cities http://ccl.northwestern.edu/cities/

Artificial Anasazi (a key archaeological implementation of agent based modeling) http://www.openabm.org/model/2222/version/1/view

Enkimdu http://www.dis.anl.gov/projects/enkimdu.html

Timelines & Mapping resources

Kartograph: http://kartograph.org/

Historyvis: http://historyvis.appspot.com/

Timemap: http://code.google.com/p/timemap/

Unfolding: http://unfoldingmaps.org/

Video

Introductory Lecture on Netlogo – Agents in Archaeology (video)

Blogs

GIS and Agent-Based Modeling http://gisagents.blogspot.ca/

Archaeological Networks http://archaeologicalnetworks.wordpress.com/

The Scottbot Irregular http://www.scottbot.net/HIAL/

Carleton Library

Maps, Data and Government Information Centre http://www.library.carleton.ca/contact/service-points/madgic

Digital Humanities Subject Guide http://www.library.carleton.ca/research/subject-guides/digital-humanities#welcome

Greek and Roman Studies Subject Guide http://www.library.carleton.ca/research/subject-guides/greek-and-roman-studies

Tentative Schedule

The following weekly schedule of topics is tentative and subject to change.

Part 1 (September):

  • Setting the scene: history & theory. Abandoning your 2-dimensional, top-down view of space: the emic vs. the etic.
  • Minoans, Mycenaeans and the Aegean
  • The Era of Colonization (Greeks, Etruscans, Phoenicians)

Part 2 (October):

  • Maps and GIS
  • Agent Based Simulation
  • Network Analysis
  • Landscape Archaeology & Survey

Part 3 (November):

  • Greek Cities
  • Greek Landscapes
  • Roman Cities
  • Roman Landscapes

The End (December 3)

  • Answering the questions with which we began.

Useful Bibliography

The following readings are indicative of the issues involved, and will deepen your understanding. This list is by no means exhaustive – consult the works’ bibliographies to pointers to further work! I provide them here to help you, to round out the ideas presented in our meetings. You will be able to make useful contributions to that discussion if you come prepared, having looked at some of these works. If you can’t find them on your own, you *must* ask the Historian/Classics Librarian for help to find other possible books/articles/online resources that can speak to the week’s topic. I expect you to read beyond the works listed here. Do you know how to use Google Scholar? Have you ever used L’Année philologique?

Agar, M. (2003).   ‘My kingdom for a function: modelling misadventures of the innumerate’, Journal of Artificial Societies and Social Simulation 6.3. http://jasss.soc.surrey.ac.uk/6/3/8.html

Bang, P., Mamoru Ikeguchi and Harmut G. Ziche, eds. (2006). Ancient Economies, Modern Methodologies : Archaeology, Comparative History, Models and Institutions.

Brughmans, T. (2012). ‘Thinking through networks: a review of formal network methods in archaeology’, Journal of Archaeological Method and Theory 19.2 Online version: DOI:  10.1007/s10816-012-9133-8 http://www.springerlink.com/index/10.1007/s10816-012-9133-8

Conolly, J., and M. Lake. (2006). Geographical Information Systems In Archaeology.

Coward, F. (2010). ‘Small worlds, material culture and Near Eastern social networks’, Proceedings of the British Academy 158, 449-479. http://www.fcoward.co.uk/Cowardsmallworlds.pdf

Frier, B. and D. Kehoe. (2007). ‘Law and economic institutions’, in W. Scheidel, I. Morris, R. Saller (eds.), The Cambridge Economic History of the Greco-Roman World. 113-143.

Graham, S. (2006). ‘Networks, Agent-Based Modeling, and the Antonine Itineraries’, The Journal of Mediterranean Archaeology 19.1: 45-64.

Graham, S. (2009) ‘The Space Between: The Geography of Social Networks in the Tiber Valley’ in Coarelli, F. and Patterson, H. (eds) Mercator Placidissimus: the TiberValley in Antiquity. New research in the upper and middle river valley.

Graham, S. and J. Steiner. (2008). ‘Travellersim: Growing Settlement Structures and Territories with Agent-Based Modelling’, in J. Clark and E. Hagemeister (eds.), Digital Discovery: Exploring New Frontiers in Human Heritage. CAA 2006. Computer Applications and Quantitative Methods in Archaeology. Proceedings of the 34th Conference, Fargo, United States, April 2006. 57-67.

Ingold, T. (1993). ‘The Temporality of the Landscape’. World Archaeology 25.2 152–174.

Johnson, M. (1999) Archaeological Theory.

Lansing, J. S., and J. N. Kremer. (1993). ‘Emergent Properties of Balinese Water Temple Networks: Coadaptation on a Rugged Fitness Landscape’. American Anthropologist 95.1: 97–114.

Laurence, R. (2001). ‘The Creation of Geography: An Interpretation of Roman Britain’ in C. Adams and R. Laurence (eds.). Travel and Geography in the Roman Empire.

Massey, D. J. Allen, S. Pile (eds.) City Worlds: Understanding Cities 1.

Neville, M. (1996) Metropolis and Hinterland : the City of Rome and the Italian Economy, 200 B.C.-A.D. 200.

Orejas, Almudena, and F. Javier Sánchez-Palencia. (2002). ‘Mines, Territorial Organization, and Social Structure in Roman Iberia: Carthago Noua and the Peninsular Northwest’. American Journal of Archaeology 106.44: 581–599.

Pettegrew, D. K. (2007). ‘The Busy Countryside of Late Roman Corinth: Interpreting Ceramic Data Produced by Regional Archaeological Surveys’. Hesperia: The Journal of the American School of Classical Studies at Athens 76.4: 743–784.

Schortman, E. and W. Ashmore. (2012). ‘History, networks, and the quest for power: ancient political competition in the Lower Motagua Valley, Guatemala’, Journal of the Royal Anthropological Institute 18.1: 1-21.

Smith, M. (2005) ‘Networks, Territories, and the Cartography of Ancient States’. Annals of the Association of American Geographers 95.4: 832–849.

Posted in archaeology, digital history, humanities, media literacy, netlogo, simulation, teaching3 Comments

Agent Based Modeling & Roman Resource Extraction: An Exploratory Lab

Posted on 3 Jun 201128 Jun 2011 by Shawn

These are the slides of the talk I gave at the Land and Natural Resources Conference last week at the Free University in Brussels. That talk was a bit more free form than the slides would suggest, so I’m not quite ready to share the written version (mostly because it’s still in a process of becoming…)

But, I think I’m fairly safe to share at least the opening bit….

Introduction
Could the extractive economy of Rome (such as mining, logging and forestry) promote structural growth? What would be the archaeological signs of structural growth?

So much in the ancient world appears to rely on connectivity and mobility, either literally in terms of things like road-building (Laurence, 1999) or more abstractly, in terms of social connections, bonds of friendship, amicitia, and patronage. Horden and Purcell (2000) make the argument for multiple connectivities, both physical and social, that bound up the Mediterranean world. In my own work, I have argued for social connections becoming ‘real’ in the physical landscape, as a mechanism for the creation of notions of territory and landscape (Graham and Steiner 2008). Sometimes these social connections can be read from the archaeometry of material culture; other times from epigraphy; sometimes from history. In this paper, I want to explore how patronage intersects with natural resource extraction, and whether or not these intersections could promote structural growth. As Mokyer points out, “There is a qualitative difference between an economy in which GDP per capita grows at 1.5 percent and one in which it grows at 0.2 percent” (2005:286). Understanding which possible conditions could promote growth (and to what degree) therefore is a useful exercise.

I use an agent based modeling framework (ABM) for this exploration because I am interested not in simulating the past, but in understanding how different understandings about the past combine. ABM allows me to systematically test the ways these ideas combine and to generate a landscape of possibilities against which I may then lay archaeological or historical evidence.

Agent Based Modelling
Agent based modelling is an approach to simulation that focuses on the individual (indeed, it is sometimes known as individual based modeling). In an agent based model, the agents or individuals are autonomous computing objects – they are their own programme. They are allowed to interact within an environment (which frequently represents some real-world physical environment). Every agent has the same suite of variables (if it were a model of basketball, ever agent would have a ‘height’ variable, and an ‘ability’ variable), but each agent’s individual combination of variables is unique. Agents can be aware of each other and the state of the world (or their location within it), depending on the needs of the model. What is important to note, especially when we are interested in the past, is that we are not trying to simulate the past; rather, the model is a tool to simulate how we believe a particular phenomenon worked in the past (cf Gilbert and Troitzsch 2005:17 on the logic of simulation). When we simulate, we are interrogating our own understandings and beliefs. What is particularly valuable then is that we can build a model, and when the agents begin to interact along the patterns of behavior that we have specified (drawn from our understanding of how various processes worked), we have a way of exploring the non-linear, non-intuitive, emergent consequences of those beliefs. What’s more, in order to code a particular behavior, we have to be clear about how we think about that behavior. It forces us to make our assumptions explicit. A second investigator then can examine the code, critique these assumptions and biases (or indeed, errors) and modify the model towards a ‘better’ state. In this way, the model is both a laboratory and a crowdsourced argument about the past. In that spirit, I offer the code for this model at http://graeworks.net, and encourage the reader to download, adapt, critique and improve the argument. The model is built using the Netlogo modeling environment and language (Wilensky 1999). Simulations make their argument in computer processes, and like all forms of expression, they carry their own rhetoric which must be analysed (Bogost 2007).

Theoretical Considerations
Did Rome experience growth? If so, in what ways did that growth occur? What was ‘modern’ about the Roman economy? Why did not Rome make the leap that Europe did? If it is any consolation, historians of the Industrial Revolution are as puzzled by how it happened, as we are by why Rome’s didn’t. An important consideration though comes from Mokyr’s analysis of the intellectual foundations of the Industrial Revolution (2005). For Mokyer, it comes down to the idea not just that ‘useful’ knowledge available had increased, but that the social setting for this knowledge had expanded (2005: 287). For Mokyer, useful knowledge relates directly to the physical world, and how it works.

This is not a view that would’ve been foreign to the bien-pensants of antiquity. Columella, Varo, Pliny all set about to catalogue and categorize the world around them. The difference though is one of quality; an Enlightment description of a phenomenon attempted a degree of accuracy and thoroughness that was alien to the Roman mind.

For Mokyer, the easier it becomes for individuals to access that knowledge, the more likely technological change was to happen, thus resulting in sustained economic growth (Mokyer 2005: 295-6). Though Mokyer doesn’t say it explicitly, he is talking about how information passes through social networks. As Mokyer points out, this useful knowledge did not have to percolate down to the many (301). It simply had to reach those in a position to act on it (a figure he reckons to be at most a few tens of thousands in all of Europe, 301). In Roman terms, to talk about social networks of influence is to talk about patronage.
Once we have created a model that encodes our understanding of the phenomena under question, it remains to interpret the results. A framework for understanding our model of resource extraction in the Roman world is provided by the Canadian economic historian and media theorist Harold Innis (Innis was the mentor of Marshall McLuhan).

[…]

Posted in agent based modeling, archaeology, netlogo, Rome, simulation

Networks, Complexity, and Agent Based Modelling

Posted on 2 Jun 20102 Jun 2010 by Shawn

A presentation I gave to the Hispanic Baroque Project folks at UWO has been made available on their website. The links to each part are below.

(Part 1) (Part 2) (Part 3) (Part 4) (Part 5) (Part 6) (Part 7)

(there are few things more excruciating than watching yourself present. I always remember everything being far more pithier, wittier, louder, than what gets recorded. Ah perception…)

Posted in ancient geography, digital history, netlogo, networks, presentations1 Comment

A New Project: Enrico Crema’s PhD work

Posted on 26 Mar 2010 by Shawn

Through the magic of the interweb, I learn this morning of the PhD work of Enrico Crema, who blogs about it at EvolvingSpaces. His work

seeks to study the evolution of prehistoric humter-gatherer settlement pattern in Jomon Japan, to do this I’m exploring a pretty wide range of fields and topics…To list, I’m interested in Spatial Analysis, Agent Based Modelling, Human Behavioral Ecology and Dual Inheritance Theory, and more in general everything about Evolution, Space and Human Behaviour (which basically anything you can think about…)

(Enrico, my TravellerSim might be useful for you; feel free to tear it apart and use whatever’s useful!)

I look forward to seeing what he comes up with! Already on his blog I learned about a plug-in for Netlogo that pushes data into the R stats package, which has *got* to be much more effective that those bloody spreadsheets I’ve been fighting with.

Anyway, one to watch!

Posted in agent based modeling, archaeology, netlogo, simulation26 Comments

Electric Archaeology: 3 years in the Blogoverse

Posted on 20 Jan 201020 Jan 2010 by Shawn

I just realized. I’ve been intermittently blogging now for three years, as of this December past. In that time, I think I’ve remained more or less true to the ‘mission’ of Electric Archaeology – to try out new techs, recount experiments, disseminate my research, in new media for archaeology and history. There have been times when I could post thoughtful, in-depth pieces; and times when I’ve merely passed on the interesting things that have turned up in my inbox. As of this morning according to WordPress, Electric Archaeology has had over 85,000 views, spread across 394 posts. There have been 329 comments made. I have 62 categories – clearly I need some rationalization there.

I sometimes toy with the idea of moving Electric Archaeology to my own space, so I can put some better analytics on it, but for whatever reason, that just doesn’t happen… :)

The all time most viewed posts on Electric Archaeology (the most recent posts of course are at the bottom, having had less chance to be viewed):

Title Views
Home page 18,250
Civilization IV World Builder Manual 8,786
Game Mods 3,113
Moodle + WordPress = Online University 2,611
About Shawn Graham 1,609
Historical GIS and various Google Earth 1,495
History Channel – Roman Battle Game 1,458
Review: The First Jesus? Expedition Week 1,278
Language Switcher for WordPress 1,100
Publications & Conferences 1,081
Agent Models 979
Angel versus Moodle 975
Sketchup into Second Life 842
Review: EXPEDITION WEEK: ‘Search for the 823
Rubric for assessing historical scenario 689
Review: Unlocking the Great Pyramid, Nat 669
SketchLife – Sketchup plugin for exporti 650
When on Google Earth? 524
AutoCad into Unreal2 520
The most amazing game I’ve seen lately: 483
Multiverse & Sketchup : Doom of Seco 479
Review: Shipwreck! Captain Kidd, Nationa 470
Resistance is Futile: Facebook & Stu 463
Lost Battles: Reconstructing the Great C 447
Review: Expedition Great White, Monday N 445
History Channel and Great Battles of Rom 432
Software Turns that Cheap Camera into a 428
Skype Can’t Hear Me Anymore 427
Ancient Civilizations Games- Competition 425
Greek and Roman Games in the Computer Ag 403
Cities & Centralities: A network app 396
Stone Age Online Game: Greenland 394
The Space Between: The Geography of Soci 389
The Glooper, Agent Based Modeling, and t 388
Path of the Elders: Game for teaching ab 386
Re-writing History: Battle of the Plains 380
Google Maps & Cultural Heritage 355
Archaeological Clutter & Dumpster Di 353
Archaeorama and the Amduat 352
Review: Lost Cities of the Amazon Nation 350
Omeka: a swahili word meaning ‘to displa 344
Review: Egypt Unwrapped: Alexander the G 330
Caesar IV and the Empire Online 324
Rome Reborn in Google Earth 318
FYI – Caesar IV tutorial 306
Review: Waking the Baby Mammoth 305
Simulations 304
Lulu.com and bypassing the publishers 302
PMOGing Internet Research Skills… 292
Digital Digging, a new version of Google 289
Going on an Expedition (National Geograp 280
Interactive Fiction (Text Adventure!) in 279
10th VAST International Symposium on Vir 279
YoYo Games Ancient Civilisations Game Ma 260
Archaeology in Second Life…. Where to 259
Planning archaeology in Second Life (2) 258
Open source virtual world: Croquet 243
CAA 2006 conference proceedings publishe 235
Sketchup + Augmented Reality 225
Historical Maps, GIS, and Second Life 222
Establishing Virtual Learning Worlds (fo 220
GIS & ABM in Netlogo 219
Forum Novum: a market in the Sabine Hill 219
Scenarios for Civilization IV 216
‘The Past Present: Augmented Historical 214
Magic (cyber)Carpet Ride 213
Life is a role-playing game: Weight Watc 212
Why computer games matter for history ed 206
So you’re interested in Alternate Realit 204
Masters and Doctoral Theses on Serious G 202
Roma Archaeology: Archaeological simulat 200
Forum Novum Scenario available 200
OnRez Viewer from Electric Sheep – Secon 199
Review: Herod’s Lost Tomb, National Geog 198
The Ancient Mediterranean Mod – Civiliza 195
Top 100 Learning Games, according to Ups 195
Serious Alternate Reality Game: Traces o 194
ANGEL LMS @ U Manitoba 191
Rome Total War: Battle of Cannae 190
Archaeology in, and archaeology of, Seco 186
Reading & Experiencing Space 185
Catalogue of Stamped Bricks from the Sou 185
Open Courseware 182
Civilization & Education 180
Learning from Las Vegas – Archaeology in 178
Northwest Rebellion – early stages work 177
Catal Hoyuk in Second Life 176
Sugata Mitra, Hole in the Wall, Self Org 172
Civ scenarios for teaching and learning 170
Archaeology, Data Mining, & Eureqa 162
Hampson Museum: Digital Curation, Digita 160
Learning to Write History with Video Gam 159
On Snow Crash, Sumer, and a Virtual Rape 159
Civ IV, some high school students, and s 155
Public Archaeology in Second Life – Remi 155
TravellerSim: Growing Settlement Structu 155
Tim Kohler on Agent Based Models in Arch 154
Visualising Word Links in Latin Inscript 152
Catalogue, XRF & XRD SES Brick Stamp 150
Excavating in Second Life (3) 149
Labour kills Educational Innovation 149
Library Research Skills Game from Carneg 145
JOLT: Best Practices for Integrating Gam 144
Dis Manibus RWU 142
Thinking Worlds: Rapid World Authoring 142
Interacting with Immersive Worlds II – C 142
Doing History or, ‘Where is Vinland?’ 141
Game based learning and Latin Literacy 140
Vespasian Rocks. For 2000 Years. 140
International Digital Storytelling Confe 138
PMOG is now the Nethernet 138
Yahoo Pipes and the Pleiades Project 137
Horizon 2009 Report 133
Call for Papers: Chicago Digital Humanit 130
Federation of American Scientists, Games 129
The Role of the Governor General: Canadi 129
Using Natural Language Processing and So 128
Text-based virtual worlds: an archaeolog 125
Using Civilization IV in a University Cl 124
Omeka plugins: Contribute, Geolocation 123
The Grail Diary 122
TweetMapping Archaeology 122
Archaeology: Let’s Build Something New 121
Writing Archaeology and Writing Fiction 119
Map of Complexity Science 117
Serious Games Canada Summit, Montreal 112
PMOG Mission: “Awww Sir, how can I find 111
“Speculum Fantasia” and thoughts on othe 109
The Ancient History Encyclopedia 108
History Canada Game: Mod for Civ III 108
Review: The Mystery of the Screaming Man 108
Archaeometry Cluster Analysis, BSR Brick 106
Agent Modeling and the settlement of the 105
Excavating Second Life 104
ABM: The emergence of cities 104
“In the springtime of 51 BC, Ptolemy Aul 104
Omeka Live! 104
Conference: Trade, Commerce, and the Sta 103
Oblivion, London, and Archaeological VR: 102
Do games actually achieve curricular lea 102
Classics and MMORPGS: not classic mmorpg 100
Digital History Class at Indiana Univers 100
Myths about Serious Games & Improvin 100
Virtual Excavation Update 5 99
Immersive Worlds conference at Brock 98
Learning 2.0 – interview with Garrison 98
Shaking up the Textbook Market 96
Conference Announcement: Communities and 96
Learning with Digital Games – Nicola Whi 95
Teddy: 3d art from 3d drawing 92
SL_Archaeology (or, the virtual excavati 91
Interactive Fiction – bibliography and o 90
The Year of the Four Emperors mod for Ci 90
Tweeting Archaeology 88
Mashing the physical and the virtual: ‘t 88
MAGIS: Mediterranean Archaeology GIS 88
Visualisation in Archaeology 87
Dig Into History – game from the Orienta 85
Omeka Plugins 84
Archaeology in Second Life – WAC6 83
Teaching with Interactive Fiction 83
“Making Dead History Come Alive Through 82
Interacting with Immersive Worlds Confer 81
Pyla-Koutsopetria: archaeological site i 79
Google Earth, Politics, and Replacement 79
Niagara 1812 – Interactive Arts & Sc 79
VisitorSim: agent modeling for site mana 78
evolution of a wikipedia article 78
Journal of Virtual Worlds Research: Educ 76
XRD results of British School at Rome st 75
(some) Top Ten Tips for Online Instructo 74
What does Civilization Stand For? Moddin 74
Omeka & Archaeological Survey Projec 73
Virtual Excavation in Second Life Has Fo 72
Native Language and Culture through 3d G 71
Powerpointed Out? Try Flypaper Instead. 71
Networks in the Ancient Mediterranean 71
Immersive Learning Bibliograph 1 71
On Learning in Video Games 70
Flat World Knowledge 70
True Life Archaeological Adventures (… 70
CALL FOR PAPERS for ALT-J – Learning and 69
Interactive Fiction, Passively 69
Wordle my world 69
OpenSim 68
Web 2.0 is not a democracy (and some dis 67
Advocating for Public Archaeology: don’t 67
The Ecology of Games 66
Alpheios – Firefox tools for Ancient Lan 65
Teaching with Civilization IV in Distanc 65
Secrets & Design – Lessons for Publi 64
Platial and Pleiades – rss feeds 61
Essays on History and New Media 61
Report on the Greek and Roman Games in t 61
Solipsis – another online world 61
Google WonderWheel and Me 61
Archaeology: Reverse Engineering World D 60
Discussion 60
Before there were graphics, there was te 60
Writers wanted for site – what would you 58
Gaming archaeology 58
Omeka Live… again! 57
E-learning in Canada: Report 57
The spatial analysis of past built envir 57
Some Academic Online Worlds 57
The NetherNet No More 57
Canadian Historical Review – article on 57
Distance Learning with the NPS Archaeolo 56
The PDQ – a new journal bridging bloggin 56
Touchgraph: digging through digital data 56
Indici ai bolli laterizi: digitised some 55
Neogeography, Gaming and Second Life 54
Archaeology, Art, and Abandoned Urban Pl 53
PatronWorld – Digital Death for Artifici 53
When on Google Earth: Now on Facebook 53
A Tribute to the Rolling Boulder 52
Archaeology & Computing – some recor 51
When the Brain Drain gets Clogged 51
SLOODLE v 0.4 available: educational too 50
A Text Book in Agent Based Modelling 50
Reconstructing Hadrian’s Wall in Second 49
Piccolo for dynamic Harris Matrices (amo 49
48
Ramo Games 48
Don’t Knock the Aztecs: Civ for History, 48
TinyMap vs. Platial 46
Responding to “Is PDQ a good idea?” 46
“Everything They Ever Wanted”: A NetLogo 46
Pyla-Koutsopetria: archaeological site i 46
EJA Review Piece, ‘Second Lives: Online 46
The archaeology of digital landscapes 45
Digital Media and Learning Competition: 45
“Burial Passage” – Remixing Catalhoyuk 45
Dual Reality: blended learning at Covent 45
On Caesar IV and the Ancient Economy 44
BiblioCartography 44
Some Agent Reading 44
Life on Site: PKAP and Podcasts 43
The Audio-Guide 2.0: location-triggered 43
Let’s write a textbook 43
Nabonidus & RWU Virtual Excavation 43
RPA Field School Scholarship 43
Digital Research Tools Wiki 43
Interactive Fiction Competition 42
Digital Zaraka 42
Archaeology Island in Second Life 42
Collective Dynamics Group 42
Of Chapels, Clutter, and Archaeological 42
The Virtual Via Flaminia 42
Archaeological Projects funded by the Ar 41
Civilization Revolution 41
Conference Call for Papers: NORTH AMERIC 41
Civilized Education 41
Canadians on the Nile 40
Electric Archaeology: Research Notes – w 40
Archaeoinformatics and Digging Digitally 40
University of Leicester – Designing in S 39
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Towards a Theory of Good-History-through 38
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Damnatio Memoriae, a work of Interactive 38
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Nethernet Puzzle Contest: I am the Champ 35
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Agent Based Models in the Humanities: a 34
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“Everything They Ever Wanted”: A NetLogo Case Study of a Model of Rebellion in the Tobacco Dark Patch ofTennessee and Kentucky

Posted on 29 Oct 200929 Oct 2009 by Shawn

Agent based modelling appears to be gaining traction as a methodology in historical investigation. Good!

Just seen:

http://www.allacademic.com/meta/p_mla_apa_research_citation/0/8/2/3/2/p82320_index.html

“Everything They Ever Wanted”: ANetLogo Case Study of a Model of Rebellion in the Tobacco Dark Patch ofTennessee and Kentucky

Abstract

The Night Rider Tobacco War during the period 1904-1909
in Kentucky and Tennessee provides a model case study of rebellion/revolution/ social banditry. The use of platoon- and company-size unit operations, guerilla warfare, boycotts and sabotage by the Dark TobaccoGrowers Association against the Duke Tobacco Trust followed the trajectory of a revolution, from inception through success in overturning the power relations in the traditional small tobacco farm country. Success in gaining the aims of the movement was followed by a
melting away of the footsoldiers despite strenuous attempts by the leadership of the Association to continue activities after victory in the original aims of the group—destruction of the economic and political stranglehold the Duke interests had achieved. As the factual background of the events in the Dark Patch are known and—in most instances—well documented, it is possible to use NetLogo programming to test the validity of causational theories of revolution. NetLogo is a computer modeling environment in which agents are programmed to carry out specific, simple rules of behavior and allowed to interact—a “virtual laboratory” in which the behavioral rules can be altered to test different hypotheses and the result permitted to emerge based solely upon the operation of those rules. For each posited causative factor (Goldstone’s triad of inflation, heightened elite competition and strain on governmental finances, for example) the original position
and dominant motivation(s) can be set up and the situation allowed to play itself out to see how closely the predictions of the theory mirror the historic record. The further a theory’s predictions deviate from reality, the greater the doubt cast upon its validity.

Posted in agent based modeling, digital history, netlogo1 Comment

PatronWorld – Digital Death for Artificial Romans

Posted on 29 Jan 2009 by Shawn

One long term project is finally nearing publication – my artificial society of Romans who pay respects one to another (the morning ‘salutatio’: the process of visibily re-affirming patronage links). In the model, a theory of civil violence in the Roman world is articulated, as an outcome of patronage or its failure (I use to have a ‘smite!’ button and could kill the digital Romans at will, but that was obviously unsatisfactory).

The model lives here.  Below the model on that page are excerpts from the paper describing what the model does, and an ever so brief rationale for why it does these things – you’ll have to wait for the formal publication for why any of this matters!

It’s currently under review, so I made the model public in order for  the reviewer to be able to delve into the code if he or she so desires.  Simulations are arguments-in-code, as Ian Bogost tells us, so the rhetoric of my code needs to be evaluated as much as the rhetoric of my article.

Posted in agent based modeling, archaeology, digital history, history, making, netlogo, theory, tools3 Comments

GIS & ABM in Netlogo

Posted on 2 Jun 2008 by Shawn

Came across a post today on the ‘GIS and Agent-Based Modelling‘ blog (from the good people at CASA at UCL in the UK) that should encourage more archaeologists to get into agent modelling. Archaeologists are very familiar with GIS, and to a much lesser degree, agent based modelling.  Getting the two to work together – importing GIS data into an agent-modelling environment – has usually been difficult. Apparently, there is now a plugin for Netlogo to import esri shapefiles into the Netlogo environment:

“Whilst browsing the OpenABM website I came across a post by Eric Russell about a beta version GIS Extension for NetLogo and could not resist trying it out. The extension provides primitives for importing vector GIS data (in the form of ESRI shapefiles) and raster GIS data (in the form of ESRI ascii grid files) into NetLogo.

The extension and instillation instructions can be downloaded from:
http://ccl.northwestern.edu/netlogo/4.0/extensions/gis/

There are two example models, one which loads a raster file of surface elevation for a small area near Cincinnati, Ohio (above). To quote from the documentation “It uses a combination of the gis:convolve primitive and simple NetLogo code to compute the slope (vertical angle) and aspect (horizontal angle) of the earth surface using the surface elevation data. Then it simulates raindrops flowing downhill over that surface by having turtles constantly reorient themselves in the direction of the aspect while moving forward at a constant rate”.

This should make it easier for archaeologists with an interest in how humans interact with the landscape to get their GIS (for managing landscape data) & ABM’s (for modelling how we think humans work) to work together! I’m going to, when I have a moment, install this plugin and see what it can do.

Posted in agent based modeling, archaeology, netlogo

Ancient World Mapping Center

Posted on 8 Feb 2007 by Shawn

I was pleased to discover that the Ancient World Mapping Center has picked up my paper from the Journal of Mediterranean Archaeology 19.1 (2006) 25-64. The abstract from that paper is here, and some of my agent based models can be found over at my postdoc pages at the University of Manitoba.

Posted in agent based modeling, ancient geography, Ancient World Mapping Center, netlogo

Caesar IV

Posted on 27 Dec 2006 by Shawn

….ah christmas morn. Opening the new toys… and a copy of Caesar IV! Can’t wait to get into it… it has a ‘sandbox’ mode, allowing you to disregard all the preset scenarios and to build your own. I’m going to build me an Ostia, and a Pompeii, and see what emerges out of the simulation. I’ve done some city simulations with Netlogo (see the agent based modeling page) where I’ve built the interactions from scratch. William Urrichio argues that games embody different epistemologies, so I’ll be interested to see how the game designers envision ancient life… and to compare against my own simulations. Theirs of course is much more aesthetically pleasing than my wee netlogo creations, but all of them have value…

Posted in caesar iv, games, netlogo, simulation

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