Archaeological data is always incomplete, frequently unreliable, often replete with unknown unknowns, but we nevertheless make the best of what we have and use it to build our theories and extrapolations about past events. Is there any reason to think that digital data alter this already complicated relationship with archaeological data? How does the shift to an infinitely more flexible, fluid digital medium change the character of our data and our use of it? The introduction of Big Data is frequently said to herald a new epistemological paradigm, but what are the implications of this for archaeology? As we are increasingly subject to algorithmic agency, how can we best manage this new data regime? This paper seeks to unpick the nature of digital data and its use within a Big Data environment as a prerequisite to rational and appropriate digital data analysis in archaeology, and proposes a means towards developing a more reflexive, contextual approach to Big Data.
This paper presents a grand challenge for Digital Archaeology of a different kind: it is not technical in and of itself, it does not seek out technological solutions for archaeological problems, it does not propose new digital tools or digital methodologies as such. Instead, it proposes a broader challenge, one which addresses the very stuff of archaeology: an understanding of how digital technologies influence and alter our relationships with data, from their creation and storage ultimately through to the construction of archaeological knowledge. It argues that currently this area is under-theorised, under-represented, and under-valued, yet it is increasingly fundamental to the way in which we arrive at an understanding of the past.
The hype surrounding the impending mainstreaming of Virtual Reality can seem to prioritize the digital above the critical. With the development of VR said to be at a pivotal point, there is an important opportunity to consider the emergence of virtual heritage and its potential futures. This paper argues that there is a disjunction between the present reality of virtual heritage and virtual reality, and discusses the twin challenges of presence and realism within virtual reality. In particular, it highlights a paradox inherent in virtual heritage and virtual reality and proposes the use of ‘loose-realism’ as a solution. Ultimately, the challenge is to address the claims that virtual reality represents a new class of information system, or metaverse, in order that virtual heritage fully engages with enquiry about the past.
A keynote presentation at the 2012 Computer Applications in Archaeology (CAA) conference in Southampton (UK) proposed the use of grand challenges as a vehicle for identifying and pursuing major advances in Digital Archaeology. At the same time, it was argued that this should be a collaborative venture. This was taken forward at a round table session at the 2014 CAA in Paris, and a number of papers in this volume were presented there. This paper introduces the concept of grand challenges for Digital Archaeology and seeks to define their key characteristics.
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