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Open Source Archaeology: Ethics and Practice' brings together authors and researchers in the field of open-source archaeology, defined as encompassing the ethical imperative for open public access to the results of publicly-funded research; practical solutions to open-data projects; open-source software applications in archaeology; public information sharing projects in archaeology; open-GIS; and the open-context system of data management and sharing. This edited volume is designed to discuss important issues around open access to data and software in academic and commercial archaeology, as well as to summarise both the current state of theoretical engagement, and technological development in the field of open-archaeology. Ben Edwards Ben Edwards was trained in archaeology at the University of Durham, achieving his BA, MA and PhD. His first commercial work was for Archaeological Services, Durham University, before moving on to become a Lecturer in Archaeological Practice at the University of Liverpool, where he taught for three years. During this time Ben began his project management work, undertaking both commercial and research excavations, and survey projects. His teaching (archaeological practice and heritage management) proved to be an excellent basis from which to develop his professional expertise. Ben now lectures at Manchester Metropolitan University in Archaeology and Heritage. He currently researches open source software and hardware for use in the field, and advanced 3D surveying techniques. Andrew Wilson Andrew Wilson was trained in archaeology at the University of Liverpool. Upon achieving his BA at the University, Andrew moved south to study Computer Applied Archaeology at the University of Southampton, where he was awarded an MSc. Andrew returned to the University of Liverpool where he has recently completed a PhD. During this time Andrew coordinated a number of projects both in the UK and Middle East, specialising in advanced surveying techniques of archaeological remains. Working in the the School of Computer Science, Bangor University Andrew has developed his keen interest in Open data policies and ethics. This interest was the starting point for this volume.
Waste represents a category of ‘things’, which is familiar and ubiquitous but rarely reflected in archaeological and cultural studies. Perception of waste changes over time and practices associated with waste vary. The ambiguity of waste challenges traditional archaeological approaches that take advantage of refuse to infer past behavior. Recent developments in research in the social sciences and humanities indicate that waste offers many more dimensions for exploration. This interdisciplinary book brings together scholars who demonstrate the potential of research into waste for understanding humans, non-humans and their interrelations. In 12 chapters the authors cover topics ranging from the relationship between waste and identity in early agricultural settlements to the perception of contemporary nuclear waste. Although archaeological approaches dominate the contributions, there are also chapters that represent the results of anthropological and historical research. The book is structured into three main sections that explore the relationship between waste and three domains of interest: value, social differentiation, and space. Archaeologies of Waste will interest archaeologists, anthropologists, historians and other readers intrigued by the potential of things, which were left behind, to shed light on social life.
From Al-Andalus to the Americas (13th-17th Centuries). Destruction and Construcion of Societies offers a multi-perspective view of the filiation of different colonial and settler colonial experiences, from the Medieval Iberian Peninsula to the early Modern Americas. All the articles in the volume refer the reader to colonial orders that extended over time, that substantially reduced indigenous populations, that imposed new productive strategies and created new social hierarchies. The ideological background and how conquests were organised; the treatment given to the conquered lands and people; the political organisations, and the old and new agricultural systems are issues discussed in this volume. Contributors are David Abulafia, Manuel Ardit, Antonio Espino, Adela Fábregas, Josep M. Fradera, Enric Guinot, Helena Kirchner, Antonio Malpica, Virgilio Martínez-Enamorado, Carmen Mena, António Mendes, Félix Retamero, Inge Schjellerup, Josep Torró, and Antoni Virgili.
If you're considering building your own log house, whether from your own logs or from a kit, this comprehensive guide has all the information you need. Roger Hard covers everything from choosing a site to planning the foundation and driveway, shaping logs, making corner joints, erecting walls, fitting joists, adding decks or porches, adding chimneys, and much more. Step-by-step illustrated instructions make the process clear and foolproof, whether you want a basic one-story structure or a more complex multi-level building.
This volume deals with the pressing issue of uncertainty in archaeological modeling. Detecting where and when uncertainty is introduced to the modeling process is critical, as are strategies for minimizing, reconciling, or accommodating such uncertainty. Included chapters provide unique perspectives on uncertainty in archaeological modeling, ranging in both theoretical and methodological orientation. The strengths and weaknesses of various identification and mitigation techniques are discussed, in particular sensitivity analysis. The chapters demonstrate that for archaeological modeling purposes, there is no quick fix for uncertainty; indeed, each archaeological model requires intensive consideration of uncertainty and specific applications for calibration and validation. As very few such techniques have been problematized in a systematic manner or published in the archaeological literature, this volume aims to provide guidance and direction to other modelers in the field by distilling some basic principles for model testing derived from insight gathered in the case studies presented. Additionally, model applications and their attendant uncertainties are presented from distinct spatio-temporal contexts and will appeal to a broad range of archaeological modelers. This volume will also be of interest to non-modeling archaeologists, as consideration of uncertainty when interpreting the archaeological record is also a vital concern for the development of non-formal (or implicit) models of human behavior in the past.
Schriften des Archäologischen Landesmuseums. Ergänzungsreihe, Bd. 10 Papers presented at a workshop organized by the Archaeological State Museum (ALm) and the Centre for Baltic and Scandinavian Archaeology (ZBSA) on the occasion of the 175th anniversary of the Archaeological State Museum. Schleswig, october 26th to 28th , 2011.
'You will most certainly find answers to some of your toughest design problems between the covers of this volume' Steven H Leibson, Editor in Chief, EDN Magazine. Since its first appearance in 1956, EDN has established itself as the clear leader in the provision of electronics information, with a combined circulation in the USA, Europe and Asia of over 150,000 copies every fortnight. This is an annotated, indexed and cross referenced collection of work from the magazine for electronic designers. A collected volume of the best articles from the extensive files of Ian Hickman was published in 1991. The articles provide a wealth of information on components, equipment, circuits, systems and standards that prove to be extremely popular and useful for practising electronics engineers. This second volume of collected articles includes subjects not covered in the first, and more recent items, to provide a completely up-to-date compilation, covering subjects including analog and digital circuits, test and measurement, software and algorithms. The articles are cross-referenced and indexed for ease of use. Many of the circuits are from the popular 'design ideas' section where readers submit their own designs. Longer review articles written by the magazine staff are also included.
The Oxford Handbook of the European Iron Age presents a broad overview of current understanding of the archaeology of Europe from 1000 BC through to the early historic periods, exploiting the large quantities of new evidence yielded by the upsurge in archaeological research and excavation on this period over the last thirty years. Three introductory chapters situate the reader in the times and the environments of Iron Age Europe. Fourteen regional chapters provide accessible syntheses of developments in different parts of the continent, from Ireland and Spain in the west to the borders with Asia in the east, from Scandinavia in the north to the Mediterranean shores in the south. Twenty-six thematic chapters examine different aspects of Iron Age archaeology in greater depth, from lifeways, economy, and complexity to identity, ritual, and expression. Among the many topics explored are agricultural systems, settlements, landscape monuments, iron smelting and forging, production of textiles, politics, demography, gender, migration, funerary practices, social and religious rituals, coinage and literacy, and art and design.
Master the most important skills and techniques you need to know for professional HTML5 and JavaScript 2D game development. This book delves into many of the great classic techniques of video game design. You’ll discover how to develop games and game levels using Tiled Editor, how to implement tile-based collision, how to design advanced pathfinding and enemy AI systems, the fundamentals of broad-phase collision, and how to make isometric games. All the techniques and supporting code are explained in an easy-to-understand manner and written in a general way so that they can be applied to any game engine or technology that you’re comfortable using. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book as the basis for making games for desktops, mobile phones, tablets, or the Web. The Advanced Game Developer's Toolkit is a great next step if you already have some JavaScript game-making- experience, or a great continuation if you've already read Advanced Game Design with HTML5 and JavaScript by the same author. What You'll Learn Work with advanced tile-based design techniques for puzzle, platform and maze games Use Tiled Editor to build game worlds Build path-finding and AI systems using Line of Sight and A* (A-Star) Make isometric games Manage complexity to build games of any size that scale seamlessly Who This Book Is For Video game developers with some experience who want to learn the essential techniques they need to know to take their skills to the next level and for readers who want to understand and fine-tune every line of code they write, without resorting to quick fixes.
Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.