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Internet Archaeology 46: Digital Co-Production in Archaeology
Title
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Title:
Internet Archaeology 46: Digital Co-Production in Archaeology
Series
The series the publication or report is included in
Series:
Internet Archaeology
Volume
Volume number and part
Volume:
46
Licence Type
ADS, CC-BY 4.0 or CC-BY 4.0 NC.
Licence Type:
Creative Commons Attribution 3.0
International Licence
Publication Type
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Publication Type:
Journal
Editor
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Editor:
Judith Winters
Issue Editor
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Issue Editor:
Bodil Petersson
Chiara Bonacchi
Year of Publication
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Year of Publication:
2017
Source
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Source:
ADS Library (ADS Library)
Relations
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Relations:
URI:
http://intarch.ac.uk/journal/issue46/2/index.html
Created Date
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Created Date:
01 Apr 2019
Please click on an Article link to go to the Article Details.
Article Title
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Abstract
Digital Co-production in Archaeology. An editorial
Chiara Bonacchi
Bodil Petersson
An editorial for Issue 46. Digital Co-Production in Archaeology
Virtual Bodies in Ritual Procession — Digital co-production for actors and interpreters of the past
Magali Ljungar-Chapelon
This article will present and discuss the process of digital co-production and audiences' responses to the full-scale interactive, gestural, visual and musical experience of a Virtual Reality arts play. This was inspired by cist-slab images from the Kivik Grave, which is Sweden's most famous Bronze Age grave. The aim of the VR arts play was to use digital technology to engage users as time-travellers and participants in a ritual and sensory experience. The play was part of the exhibition Petroglyphics — Virtual Rock-Carvings Experiences at Österlens Museum, the culture historical museum of Simrishamn, Southern Sweden (May 2013-December 2014). By physically taking part in the artistic imaginary performance of a burial ceremony depicted on one of the stone slabs inside the tomb, the museum visitor was invited to contribute to the interpretative process of Bronze Age imagery. Arising from this digital pilot project and research experiment, followed by an audience study involving over 250 museum visitors, this article first discusses the process, challenges and opportunities of digital co-production in an exhibition context, when archaeological, technological and artistic skills are combined in order to explore new ways to engage a museum audience. The focus then moves on to consider what interpretative processes look like when digital co-production intersects the physical participation of museum visitors. One of the major results is that 94% of surveyed museum visitors, adults as well as children, stated that digital technology combined with art that engages the user's body opens up new forms of knowledge and audience experiences. Furthermore, this study reveals that a full-body, interactive and multisensory experience with virtual space stimuli has the potential to involve several museum visitors, emotionally awaking feelings of identification prompted by specific archaeological findings, and nurturing vivid, individual interpretative processes in relation to visitors' own social, historical and cultural references and former experiences.
Contract Archaeology, Social Media and the Unintended Collaboration with the Public — Experiences from Motala, Sweden
Goran Gruber
Swedish contract archaeology has a long tradition of making excavation results publicly accessible. Public engagement has often proceeded from the idea that archaeologists are the producers of knowledge and the public are the receivers. Public contacts have chiefly aimed at educating; at the same time, there has been a general interest in legitimising work done on behalf of citizens, largely thanks to public funds. In the last decade, digital technology has become more commonly used as a way to communicate archaeological fieldwork. Through the use of web-based technologies, interactions with the public are getting more diversified in a global, as well as a local, context. This article focuses on the use of social media and how these are intertwined with traditional communication methods in the co-production of narratives concerning historic places. These narratives are used in a range of culturally, socially and/or economically meaningful situations. The article is based on a case study and argues that contract archaeology could better develop its potential to interact with the public; to do so, archaeologists need to gain a much broader understanding of what happens when they communicate, and deeper knowledge of the practice and values underlying social media.
Public Archaeology 2015: Letting public engagement with archaeology 'speak for itself'
Lorna-Jane Richardson
James R Dixon
Public Archaeology 2015 was a year-long project dedicated to the creation of public engagement and involvement with archaeological projects and subjects. Month-long projects were devised and enacted by both archaeologists and non-archaeologists, with the impact of the project residing in the moments of engagement themselves rather than critical or academic analysis with the benefit of hindsight. In this short article, the convenors of the project discuss the project's central ethos and its relationship to wider debates on co-production and impact assessment in public archaeology. It expands discussion on the opposition therein between impetus provided by 'experts' and from 'amateurs'. The project aimed to use a different mode of operation to existing 'top-down' or 'bottom-up' models of collaboration, and created a democratic situation where different kinds of public engagement with archaeology took place within a wider context of those central terms — public, archaeology, engagement — being kept intentionally fluid and open to interpretation.
Unintended Collaborations: interpreting archaeology on social media
Chiara Zuanni
This article analyses the online reactions to a 'viral' video of an Egyptian artefact displayed in the Manchester Museum. It discusses the circulation of the video and the interpretations of this episode emerging from casual online conversations. Behind professionally led initiatives, audiences are contributing in a variety of ways on social media to disseminate and interpret archaeological news. This article discusses how user-generated data could support research on the public understanding of archaeology and it argues for more research on these casual and unintended collaborations on social media. However, while emphasising the potential for research of these data, the article also considers the impact of these unintended contributions on heritage professionals and the difficulties in negotiating competing and dissenting narratives on social media.
Creating Ambassadors Through Digital Media: reflections from the Sandby borg project
Ludwig Papmehl-Dufay
Ulrika Soderstrom
In 2010, five caches of top quality Migration-period jewellery were found at the Iron Age ring fort of Sandby borg, on the island of Öland, Sweden. When subsequent archaeological investigations revealed evidence of a violent massacre in the late 5th century, which left the victims lying on the spot where they had fallen, media and public interest increased rapidly. Since the local community raised concerns about the fast-growing interest in the project and the sensitive status of the ring fort, digital media was used as an important tool to communicate and work with different stakeholders. In this article, we present some experiences and insights from two separate projects with the aim of involving the public; a public outreach programme, Culture for Children, conducted in 2014-2015 and supported by the Swedish Arts Council, and a crowdfunding project launched at Kickstarter in December 2014, which enabled one season of fieldwork in 2015. The article concludes with a brief reflection on the topic of digital engagement in public archaeology.
Pararchive and Island Stories: collaborative co-design and community digital heritage on the Isle of Bute
Paul R J Duffy
Simon Popple
This article draws on work undertaken during two recent research projects that focused on the practices and experiences of a group of heritage volunteers working on rural settlement archaeology on the Isle of Bute, Scotland. In it we outline the process of co-creation of the YARN digital storytelling platform, explore the methodological approach employed for successful co-design, and reflect on how our initial experiences have led to a longer term, hyperlocal focus around issues of empowerment, upskilling and digital engagement in a Scottish island community