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200711s2020 nyu ob 001 0 eng d |
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|a (OCoLC)1160958438
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|a 22573/ctv21g6h22
|b JSTOR
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|a CC82.9
|b .G73 2020
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|a 930.1/0285
|2 23
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|a UAMI
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|a Graham, Shawn,
|e author.
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|a An enchantment of digital archaeology :
|b raising the dead with agent-based models, archaeogaming and artificial intelligence /
|c Shawn Graham.
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|a New York, NY :
|b Berghahn Books,
|c 2020.
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|a 1 online resource
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Digital archaeology : documenting the anthropocene ;
|v volume 1
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|a An Enchantment of Digital Archaeology -- Contents -- Tables -- Acknowledgements -- Introduction -- Chapter 1 -- Imagine a Network -- Chapter 2 -- Reanimating Networks -- Chapter 3 -- Add Agents and Stir -- Chapter 4 -- Archaeogaming -- Chapter 5 -- The Fun Is in the Building -- Chapter 6 -- Artificial Intelligence -- Conclusion: Enchantment Is a Remembering -- Afterword: Guidelines for Developing Your Own Digital Archaeology -- Appendix A: Tasks for Golems -- Building an ABM -- Appendix B: Pot Trade Model Code -- Appendix C: Information Diffusion on a Network -- Appendix D: Golems in the City
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|a Includes bibliographical references and index.
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|a The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the 'just-so' stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with video games. This volume explores this spectrum in the context of Roman archaeology, addressing the strengths, weaknesses, and opportunities of a formalized approach to computation and archaeogaming.
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|a JSTOR
|b Books at JSTOR All Purchased
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|a JSTOR
|b Books at JSTOR Evidence Based Acquisitions
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|a JSTOR
|b Books at JSTOR Demand Driven Acquisitions (DDA)
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|a Archaeology
|x Data processing.
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|a Archaeology
|x Computer simulation.
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|a Archaeology
|x Technological innovations.
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|a Archéologie
|x Informatique.
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|a Archéologie
|x Simulation par ordinateur.
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|a Archéologie
|x Innovations.
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|a SOCIAL SCIENCE
|x Anthropology
|x General.
|2 bisacsh
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|a SOCIAL SCIENCE
|x Archaeology.
|2 bisacsh
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|a Archaeology
|x Data processing
|2 fast
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|a Archaeology
|x Computer simulation
|2 fast
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|a Archaeology
|x Technological innovations
|2 fast
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|a agent based modelling.
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|a ancient rome.
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|a anthropology.
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|a archaeogaming.
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|a archaeological imagination.
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|a archaeological research.
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|a archaeologists.
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|a archaeology.
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|a artificial intelligence.
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|a computation.
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|a computers.
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|a culture.
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|a digital archaeology.
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|a digital archives.
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|a engaging.
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|a historical.
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|a historiography.
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|a methodology.
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|a page turner.
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|a phenomenon.
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|a realistic.
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|a relationships.
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|a roman archaeology.
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|a roman economic history.
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|a roman society.
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|a scientists.
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|a social science.
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|a technology.
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|a theoretical.
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|a video games.
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|i Print version:
|a Graham, Shawn.
|t An Enchantment of Digital Archaeology : Raising the Dead with Agent-Based Models, Archaeogaming and Artificial Intelligence.
|d New York, NY : Berghahn Books, Incorporated, ©2020
|z 9781789207866
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830 |
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|a Digital archaeology.
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856 |
4 |
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|u https://jstor.uam.elogim.com/stable/10.2307/j.ctv21hrg7r
|z Texto completo
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938 |
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