This paper presents the results of a multidisciplinary project that has revealed the location, extent and character of the winter camp of the Viking Great Army at Torksey, Lincolnshire, of AD 872-3. The camp lay within a naturally defended area of higher ground, partially surrounded by marshes and bordered by the River Trent on its western side. It is considerably larger than the Viking camp of 873-4 previously excavated at Repton, Derbyshire, and lacks the earthwork defences identified there. Several thousand individuals overwintered in the camp, including warriors, craftworkers and merchants. An exceptionally large and rich metalwork assemblage was deposited during the Great Army's overwintering, and metal processing and trading was undertaken. There is no evidence for a pre-existing Anglo-Saxon trading site here; the site appears to have been chosen for its strategic location and its access to resources. In the wake of the overwintering, Torksey developed as an important Anglo-Saxon borough with a major wheel-thrown pottery industry and multiple churches and cemeteries. The Torksey evidence allows for a radical reappraisal of the character of Viking winter camps, and the legacy of the Viking Great Army for Anglo-Saxon England.
This paper offers a new perspective on a previously insecurely dated Anglo-Saxon cemetery at Walkington Wold in east Yorkshire (Fig. 1). The results of excavations at the site were published in 1973, but more recent examination of the skeletal material, including the acquisition of radiocarbon dates, casts new light on the cemetery and its significance. Rather than being of late Roman or early post-Roman date, as has been previously suggested, it can now be demonstrated that the cemetery includes a series of burials of mid-and later Anglo-Saxon date. The cemetery consists of a number of decapitated individuals but, contrary to earlier speculation, it is unlikely to represent a massacre, and is more plausibly interpreted as an Anglo-Saxon execution cemetery, used periodically over perhaps as much as a couple of hundred years. the excavationsBetween 1967 and 1969 two Bronze Age barrows at Walkington Wold were excavated by J.E. Bartlett and R.W. Mackey on behalf of the East Riding Archaeological Society (Bartlett and Mackey 1973). During these excavations 12 burials were discovered cut into the southern part of Barrow 1 (Fig. 2), which was located 36 m to the south-west of Barrow 2. The orientation of the burials was apparently random, and the methods of disposal varied. There were eight extended supine burials and four flexed burials, at least two individuals were interred in shallow graves while three were buried together in the same grave (Bartlett and Mackey 1973, 25). Among these burials, there were two complete inhumations, and a further ten inhumations containing individuals without crania, interpreted as decapitations. Eleven disarticulated crania, OXFORD JOURNAL OF ARCHAEOLOGY 26(3) 309-329 2007
This chapter provides an overview of the development and growth of the archaeology of childhood as a discipline. It outlines the emergence of the inclusion of childhood and children in archaeological studies. Childhood is discussed in terms of the role of competence, as well as dependency, of children, and its relevance in archaeological interpretation. The notion of biological age and chronological age as definitions of childhood are discussed. This is followed by an introduction to the volume which provides an outline of the structure of the volume, its themes, the key areas discussed within the chapters, and the contribution this new volume makes to the discipline.
Augmented Reality (AR) experiences generally function well indoors, inside buildings, where, typically, lighting conditions are stable, the scale of the environment is small and fixed, and markers can be easily placed. This is not the case for outdoor AR experiences. In this paper, we present practical solutions for an AR application that virtually restores Sheffield's medieval castle to the Castlegate area in Sheffield city centre where it once stood. A simplified 3D model of the area, together with sensor fusion, is used to support a user alignment process and subsequent orientation tracking. Rendering realism is improved by using directional lighting matching that of the sun, a virtual ground plane and depth masking based on the same model used in the alignment stage. The depth masking ensures the castle sits correctly in front of or behind real buildings, as necessary, thus addressing the occlusion problem. The Unity game engine is used for development and the resulting app runs in real-time on recent high-spec Android mobile phones.
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