Media and Social Media (Other Keyword)
1-21 (21 Records)
This is an abstract from the "SAA 2024: Individual Abstracts" session, at the 89th annual meeting of the Society for American Archaeology. In 2018, only about half of Americans (49%) agreed that “human beings, as we know them today, developed from earlier species of animals,” and 38% that “the universe began with a big explosion” (Besley and Hill, 2020). These basic facts may be well understood by the scientific and academic communities, but how do we go about disseminating this sort of...
Archaeogaming and Shell Mounds (2023)
This is an abstract from the "SAA 2023: Individual Abstracts" session, at the 88th annual meeting of the Society for American Archaeology. Archaeogaming is a new found topic in archaeological trends. The publication of the homonymous title by Andrew Reinhart, in 2019, seems to have swung ajar a door that lots of us have been carefully creeping into: the prospect of uniting archaeological theory, methods, and practice with the enjoyment of possible worlds. From that standpoint, we present some...
Archaeology and Comics: Cons, Concerns, and Creativity (2019)
This is an abstract from the "From Tomb Raider to Indiana Jones: Pitfalls and Potential Promise of Archaeology in Pop Culture" session, at the 84th annual meeting of the Society for American Archaeology. Popular culture is important for gaging how archaeology is understood by the public. It allows us to evaluate what aspects of our discipline the public finds interesting and what the public misunderstands, despite a wealth of academic and scientific knowledge. This paper will focus on how...
Archeology as a Teaching Tool (2019)
This is an abstract from the "NPS Archeology: Engaging the Public through Education and Recreation" session, at the 84th annual meeting of the Society for American Archaeology. This project, conducted between summer and fall of 2018, was part of a larger NPS initiative to use archaeology as an educational tool. The project’s main objective was to use this interdisciplinary field to teach concepts stemming from various academic subjects, ranging from history to chemistry. To achieve this goal,...
Bringing the Creed to the Classroom: Assassin's Creed as a Pedagogical Tool (2024)
This is an abstract from the "Leveling Up: Gaming and Game Design in Archaeological Education and Outreach" session, at the 89th annual meeting of the Society for American Archaeology. Starting with the release of the titular game in 2007, creators of the Assassin’s Creed franchise have been showcasing the historical and archaeological record, bringing the past into our living and dorm rooms. Although criticism of the franchise focuses on the pseudoarchaeological connecting storyline, the...
Buy One, Get One: The Legal and Sociocultural Context of “Gifting” within the Australian Human Remains Trade (2024)
This is an abstract from the "Human Remains in the Marketplace and Beyond: Myths and Realities of Monitoring, Grappling With, and Anthropologizing the Illicit Trade in a Post-Harvard World" session, at the 89th annual meeting of the Society for American Archaeology. Today’s online human remains trade—how it operates, where remains come from, and how algorithmic amplification allows for complex networks to form between buyers, sellers, and middlemen—has seen an increasing amount of research...
Colonial Archaeology and Deep Time Media: A Case Study from Hokkaido, Japan (2024)
This is an abstract from the "SAA 2024: Individual Abstracts" session, at the 89th annual meeting of the Society for American Archaeology. As the study of past human activity through the analysis of artifactual data, archaeology involves the excavation of materials, digging deep into the earth to unveil pottery, house foundations, and animal remains. By excavating deep into the earth, the past time of human history is recreated, but only through the eyes of archaeologists and a public who...
The Danger in Dehumanizing the Dead (2019)
This is an abstract from the "Interactions with Pseudoarchaeology: Approaches to the Use of Social Media and the Internet for Correcting Misconceptions of Archaeology in Virtual Spaces" session, at the 84th annual meeting of the Society for American Archaeology. The various undead or reanimated humans in world folklore (e.g., zombies, vampires) are examples of using supernatural explanations to account for misunderstood or inconceivable phenomena found in the natural world. Such creatures and...
Developing an Immersive Experience of the Past (2018)
As archaeologists, we are looking for ways to engage the public and help them learn about the past and human diversity. Using photogrammetry, photospheres, and digital 3D modelling, this project creates an immersive experience through Virtual Reality (VR) for the public to learn about the Ancestral Puebloan people. This poster demonstrates an interactive public outreach effort that can be replicated by universities and museums, with limited budgets, to convey their research. It is a...
Exploring the Use of 3D Technologies, Virtual Reality, and Immersive Media in Public Archaeology to Advance Awareness of Material Culture across Social Media Platforms (2018)
With the increasing issues surrounding access to remote sites, record low attendance of traditional museum settings, and trends involving greater interaction with social media platforms among upcoming generations, this poster presentation attempts to explore the use of 3D technologies, virtual reality (VR), and immersive media in Public Archaeology to advance awareness of material culture across social media platforms. These methods provide the ability to disseminate content to the public en...
Following in the Footsteps of the National Geographic Society's Original Katmai Expeditions (2019)
This is an abstract from the "SAA 2019: General Sessions" session, at the 84th annual meeting of the Society for American Archaeology. This poster, combined with a virtual reality headset, will present the methods and results of the multi-disciplinary research project "Following in the footsteps of the National Geographic Society’s original Katmai expeditions" carried out in partnership with the National Geographic Society (NGS), Explore.org and Katmai National park. The project sought to...
Game Save Data Is Missing or Cannot Be Read: A Twenty-First-Century Crisis of Digital Archaeological Site Loss (2024)
This is an abstract from the "Leveling Up: Gaming and Game Design in Archaeological Education and Outreach" session, at the 89th annual meeting of the Society for American Archaeology. In 2023, the first study of its kind by the Video Game History Foundation determined that 87% of video games made before 2010 are critically endangered. What was once considered a fun but silly form of entertainment has grown into a multibillion-dollar global industry spawning competitive scholastic and...
Hell Gap in 3D: Visualizing the Past on the Great Plains (2019)
This is an abstract from the "Hell Gap at 60: Myth? Reality? What Has It Taught Us?" session, at the 84th annual meeting of the Society for American Archaeology. Research at Hell Gap has incorporated a number of technological innovations since investigations began at the site in the early 1960s. Recent advances in digital techniques have spurred the rise of digital documentation and analysis in the field. Low-cost yet high-quality photogrammetric softwares such as Agisoft Photoscan have...
The Hows, Whys, and Huhs of Archaeology at the Headwaters (2021)
This is an abstract from the ""Is There Gold in that Field?" CRM and Public Outreach on the Front Lines" session, at the 86th annual meeting of the Society for American Archaeology. This presentation describes the holistic and forward-looking public outreach and engagement effort that was developed to correspond with “the Big Dig,” a Phase III archaeological mitigation excavation at the Headwaters at the Comal Nature Interpretive Center (41CM204) near New Braunfels, Comal County, Texas,...
Interpreting the History of Stolen Land: A Collaborative Project Between the New Mexico State Land Office and New Mexico Highlands University (2024)
This is an abstract from the "SAA 2024: Individual Abstracts" session, at the 89th annual meeting of the Society for American Archaeology. The New Mexico State Land Office (NMSLO) manages over 9 million acres of land that was stolen from the Indigenous and Hispano peoples as a condition of U.S. statehood. This land was allocated to New Mexico under the Ferguson Act of 1898 and the Enabling Act of 1910 in order to generate funding for schools and hospitals. While acknowledging this history,...
Machine Learning the Visual Rhetoric of the Trade in Human Remains (2018)
There is a thriving online trade, and collector community, that seeks specimens of numerous categories of human remains. This commerce is facilitated by posts on new social media such as Instagram, Facebook, Etsy, and, until recently, eBay and operates within a complex ethical and legal landscape. This presentation will share key results of ongoing work to data mine these online markets on both new social media and multi-lingual e-commerce platforms. In particular, we are interested in the...
The Museumification of Video Game Artifact Collecting: The Development of Experiences in Archaeological Video Games from Trophy Taking to Decolonizing and Educating (2023)
This is an abstract from the "Digitizing Archaeological Practice: Education and Outreach in the Archaeogaming Subdiscipline" session, at the 88th annual meeting of the Society for American Archaeology. Collecting objects forms a core game mechanic. Traditionally, critiques have focused on the trivialization of cultural objects. However, I argue that such collections have grown in their educational and informative ability for players. Furthermore, such games are reflexive, informing the...
Out of the Darkness and into the Light: Why CRM Needs to Move Beyond Producing Gray Literature (2021)
This is an abstract from the ""Is There Gold in that Field?" CRM and Public Outreach on the Front Lines" session, at the 86th annual meeting of the Society for American Archaeology. This is a call to action for CRM professionals and archaeologists more broadly. In a world of viral tweets and social media influencers, the past is getting swept under the rug. Our work is regulated to gray literature, a checked box before breaking ground. Nevertheless, our efforts reveal powerful human stories...
Representing Historical Culture on the Big and Small Screen: Success and Challenges from the Algonquian Chesapeake (2019)
This is an abstract from the "From Tomb Raider to Indiana Jones: Pitfalls and Potential Promise of Archaeology in Pop Culture" session, at the 84th annual meeting of the Society for American Archaeology. In what ways can archaeology and historical anthropology contribute to popular media representations of the past, and what responsibility do consultants have to ensure accurate portrayals of the peoples and cultures they study? For projects that combine dramatic performance, scholars and...
Social Media as a Tool for Research and Outreach in Bioarchaeology (2019)
This is an abstract from the "The Future of Bioarchaeology in Archaeology" session, at the 84th annual meeting of the Society for American Archaeology. Social media has provided bioarchaeology a tool for collaboration with colleagues around the globe; interaction with legislators, the press, and the general public; a means to quickly disseminate research; an educational tool for reaching a younger audience; and, a means to employ the latest Web 2.0 technologies. The BioAnthropology News...
“You discover 1d4 ancient relic(s)”: Archaeological Outreach through Tabletop Roleplaying Games (2023)
This is an abstract from the "Digitizing Archaeological Practice: Education and Outreach in the Archaeogaming Subdiscipline" session, at the 88th annual meeting of the Society for American Archaeology. From the very origins of tabletop roleplaying games, creators like Gary Gygax turned to scholarship of the ancient world as a wellspring for fantasy worldbuilding, in-game quests, and tradition-rich non-player characters or legendary creatures. Through this lens, gamers took an active role in...