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This article explores ideas about stable-barracks, which have received much attention in recent provincial Roman archaeology. This renewed attention stems from new discoveries in Romania that prompt a re-evaluation of earlier conclusions. Geomagnetic investigations and subsequent excavations of the fort of the ala I Batavorum milliaria in Războieni-Cetate (Alba County) have shown that, contrary to prevailing opinion, stable-barracks could be considerably larger than similar buildings known from Great Britain and Germany. These findings suggest that a significant reconsideration of the concept of stable-barracks is required, along with an updated discussion about the normal troop strength of alae milliariae in the Roman army.
Prehistory comprises millions of years and encompasses a diverse range of social, cultural, economic and technological practices. Despite its widespread public popularity, understanding of the chronology and developments of this vast expanse of human history is frequently anachronistic. Here, the author uses the results of museum visitor questionnaires and tracking surveys to assess public preconceptions of prehistory and engagements with museum displays. In addition, the article documents and explores 173 prehistory displays in museums in England, identifying trends in representation. The results point to some significant representational disparities affecting the display of prehistory and highlights some opportunities for reimagining museum prehistory displays.
Excavations at Nahal Omer, an Early Islamic way station in the Negev Desert (sixth to ninth centuries AD), have yielded exotic textiles such as silks and cottons. Through a new study of these textiles, this project investigates the trade networks and global connectivity along this little-known artery of the Silk Road.
The transnational networks of the illicit and illegal antiquities trade are hard to perceive. We suggest representing the trade as a knowledge graph with multiple kinds of relationships that can be transformed by a neural architecture into a “knowledge graph embedding model.” The result is that the vectorization of the knowledge represented in the graph can be queried for missing “knowledge” of the trade by virtue of the various entities’ proximity in the multidimensional embedding space. In this article, we build a knowledge graph about the antiquities trade using a semantic annotation tool, drawing on the series of articles in the Trafficking Culture Project's online encyclopedia. We then use the AmpliGraph package, a series of tools for supervised machine learning (Costabello et al. 2019) to turn the graph into a knowledge graph embedding model. We query the model to predict new hypotheses and to cluster actors in the trade. The model suggests connections between actors and institutions hitherto unsuspected and not otherwise present in the original knowledge graph. This approach could hold enormous potential for illuminating the hidden corners of the illicit antiquities trade. The same method could be applied to other kinds of archaeological knowledge.
As an escape from the day-to-day drudgery of our “real” world, video games allow us to leave reality and explore new fictional worlds. These worlds are more enjoyable when they are developed from various digital materials and presented as an official story, which is called “lore.” Lore invites the player to submerge into background stories of fictional worlds, including but not limited to those in video games. Video-game lore often provides historical narratives of these worlds, sometimes even drawing on archaeological themes in the creation of characters and places. The video game League of Legends (LoL), developed by Riot Games, has its own detailed lore, often revolving around individual characters. Riot has developed this lore not only through the video game itself but through accompanying media. Although the lore is separate from the game and not necessarily needed, the advantage is that it can orient individuals to the world and the background stories of the characters and players. Additionally, it allows people who are not interested in playing the game to interact with the fictional world, given that the stories are captivating on their own. Here, we briefly discuss Riot's interactive lore website and focus on the background of two places within the LoL fictional world: Ionia and Targon. We examine the presentation of these places through an archaeological framework. Then, we evaluate how archaeology is portrayed throughout the lore, focusing specifically on archaeological field notes and the methods that we are told are employed by one of the characters. In our analysis of the portrayal of Targon, the discussion centers on how archaeological perspectives are an integral framework for the LoL lore. Lore creates a sense of place (a connection between a person and a spatial setting) for the fan community, players, and even developers. Consequently, it is useful to focus on this idea of storytelling through lore, taking a critical view of its power and how it can impact various audiences.
Uivar “Gomilă”, a long-awaited and overdue first volume (of a planned set of three), presents, in seven chapters, a comprehensive account of the results of archaeological research on the site of Uivar, Romania. It reports on 10 seasons of investigation into the north-eastern periphery of the Vinča Culture phenomenon and the occurrence of tell settlements in the second half of the sixth millennium BC. Multiple contributors—mostly members of the original research team—present a well-defined case study of a Late Neolithic tell settlement, starting from general questions about the tell phenomenon in South-east Europe and the Neolithic of the Banat area, where “Gomilă” is located (Chapter 1).
L'insediamento antico di Nuceriola lungo la via Appia (Benevento, Italia) rappresenta un interessante contesto per lo studio delle forme insediative nel territorio del Sannio. Con un arco di vita che va dal IV sec. a.C. al VI sec. d.C., privo di superfetazioni postantiche, esso è diventato un punto di osservazione privilegiato per il progetto Ancient Appia Landscapes (Università di Salerno), in particolare in rapporto ai temi dell'espansionismo romano di età mediorepubblicana, alle forme insediative del mondo rurale, alla viabilità antica. Nel presente contributo sono presentati i risultati dell'analisi fotointerpretativa effettuata su supporti aerofotografici disponibili o creati ex novo: tali dati, coadiuvati dalle informazioni delle attività di scavo, delle prospezioni geofisiche e delle ricognizioni di superficie, delineano un quadro organico della forma dell'insediamento e consentono di proporre un “disegno” suggestivo in grado di arricchire l'ancora poco ampio panorama di conoscenze riferibili allo studio degli abitati minori di questa parte del Sannio.
Thus far, most researchers have focused on the cognition of fire use, but few have explored the cognition of firemaking. With this contribution we analyse aspects of the two main hunter-gatherer firemaking techniques—the strike-a-light and the manual fire-drill—in terms of causal, social and prospective reasoning. Based on geographic distribution, archaeological and ethnographic information, as well as our cognitive interpretation of strike-a-light firemaking, we suggest that this technique may well have been invented by Neanderthal populations in Eurasia. Fire-drills, on the other hand, represent a rudimentary form of a symbiotic technology, which requires more elaborate prospective and causal reasoning skills. This firemaking technology may have been invented by different Homo sapiens groups roaming the African savanna before populating the rest of the globe, where fire-drills remain the most-used hunter-gatherer firemaking technique.
New research at the site of Philoxenite in northern Egypt has identified six large building complexes, each based on a modular design. Each building is composed of replicated segments and dates to the 6th c. CE. This approach to design, used at Philoxenite, is not seen elsewhere on such a scale at this date. Nevertheless, modular design was deeply rooted in the construction traditions of the Roman and Early Byzantine periods, when it was used primarily for shops, warehouses, and cisterns. In Philoxenite, it was used to erect a town district that catered to the needs of pilgrims heading from Alexandria to Abū Mīnā, the largest Christian sanctuary at the time.
This article proposes an interpretive framework of paradox and wonder as a new approach to understanding the affective properties and social consequences of miniature objects in the archaeological record. Building upon current scholarly theories of miniatures as inherently intimate, this approach accounts for how small-scale artworks were also designed and deliberately manufactured to elude user attempts at full sensory access and immersive escapism. This desire-provoking tension between intimacy and distance—which lures viewers into small-scale encounters only to insist upon the object's life-size existence—is wonder, and it is what gives miniature objects their social relevance and ability not only to reflect, but also to influence, the real world. The benefits and applicability of this approach to miniaturization are illustrated through analysis of case studies of miniature objects (figurines, coins, seals and seal impressions, and jewellery) from Hellenistic Babylonia (Seleucid and Parthian periods in southern Mesopotamia, modern Iraq, 323 bce–ce 224).
Social exclusion has been faced in modern societies as a phenomenon to be prevented in terms of equality. However, it can also be explored in past societies, where some individuals could confront situations of marginalization and exclusion. Previous scholars have accepted or rejected the existence of social exclusion in Ancient Egypt, although none of them has employed a theoretical framework to study it. This paper shows social exclusion as a phenomenon present in Ancient Egypt, analyses the available Egyptian evidence from a theoretical basis inherent to the social sciences, especially Sociology, and applies it to two case studies.