TAG 2010

This weekend was the Annual Theoretical Archaeology Group (TAG) conference in Bristol. TAG is a great conference with many wide-ranging topics discussed, and has a tradition of being a platform from which a number of theories that may be conventionally considered ‘out-there’ are presented. It is also treated as the UK archaeological communities’ unofficial Christmas party. This year didn’t disappoint!

I was asked to contribute a paper to the CASPAR session on my work with Augmented Reality. The session was a mixture of papers concerning web-based approaches to archaeology, archaeology in television and radio and also virtual reality. As it was TAG I decided to inject quite a bit of theory into my paper, discussing the use of Turner’s Arc of Intentionality <image> to aid in analysing both real and virtual experiences. I attempted to explain how it is possible to use the Arc of Intentionality to get us a little closer to Husserl’s original ideas of phenomenology. That is, pulling apart an experience and analysing the individual parts.

The Arc of Intentionality (after Turner 2007)

One of the massive strengths of Augmented Reality in my mind is the simple fact of using the real world as a canvas – and only augmenting in a small amount of virtual objects, just the ones that you need. In a full Virtual Reality experience it is necessary to create the entire world as well – which leads to many many decisions about the experience, that we may not have enough information (or indeed desire) to make. Turner’s AoI then allows us to look at the augmented experience, acknowledge the parts of the virtual objects that ‘don’t quite feel right’ and either discard this part of the experience as unimportant and not something we are interested in – or to refine that particular element to get it closer to feeling like an authentic experience. After I delivered my paper a member of the audience pointed out that actually we may not even want the virtual objects to ‘feel right’ in every way. This is an excellent point and again fits nicely with Husserl’s ideas. If we are just interested in the impact of Hadrian’s Wall (for instance) as a barrier across the landscape – the perfect reconstruction of the mortar isn’t that important – what is important is the fact that you can’t see through it or over it. We need to take the parts of the experience we are interested in and concentrate just on them – rather than getting lost in the details.

I’m not sure I had quite enough time to go enough into the theory to get my point across properly, and I certainly don’t have enough room here but I recently submitted a paper that goes into a lot more detail on this subject, its currently being peer-reviewed, so fingers-crossed they will accept it!

Finally, a nice thing was that my live example of a simple marker-based AR project still seemed to produce the ‘wow’ factor. I guess this shows that AR is still relatively unknown (at least among archaeologists!) – it will be interesting to see where it all goes over the next year.

I have reproduced my slideshow below – and if you want to see the AR example, just print out this marker on a piece of A4 paper and point it at your webcam.

Slideshare:

Dead Men’s Eyes

‘And here,’ he said, stopping on a more or less level plot with a ring of large trees, ‘is Baxter’s Roman villa.’
‘Baxter?’ said Mr Fanshawe.
‘I forgot; you don’t know about him. He was the old chap I got those glasses from. I believe he made them. He was an old watchmaker down in the village, a great antiquary.’

In his short story, ‘Dead Men’s Eyes or A View from a Hill’, Montague Rhodes James tells us a story of a Mr. Fanshawe who discovers a pair of field glasses [bins] made by an eccentric antiquarian. When he looks through them, he is shown a world that no longer exists:

‘A good deal more to the left -it oughtn’t to be  difficult to find. Do you see a rather sudden knob of a  hill with a thick wood on top of it? It’s in a dead line with that single tree on the top of the big ridge.’
‘I do,’ said Fanshawe, ‘and I believe I could tell you without much difficulty what it’s called.’
‘Could you now?’ said the squire. ‘Say on.’
‘Why, Gallows Hill,’ was the answer.
‘How did you guess that?’
‘Well, if you don’t want it guessed, you shouldn’t  put up a dummy gibbet and a man hanging on it.’
‘What’s that?’ said the squire abruptly. ‘There’s nothing on that hill but wood.’

“There’s nothing on that hill but wood”. That is the trouble with being an archaeologist, most of the really interesting things that we want to see are either buried, covered with trees/buildings or have fallen down never to be seen again. This is especially apparent when dealing with sites in the landscape. When I am walking around a ‘historic landscape’, how do I see Fanshawe’s gory gibbet? I can read a book, look on a map or find an old photo or engraving of the area. But what if I wanted the medieval gibbet to seamlessly be part of the landscape as I walk around? I don’t want to make a special feature of it, I just want it to be there almost unnoticeable, so that it becomes part of my normal everyday world. Perhaps then it is possible to realise what it would have been like living with a gibbet in my backyard, sitting on top of the hill and being an integral part of the landscape in which I live.

This, then, is what this blog is about, bringing elements of the past into the present. Not by forcing them down your throat, but simply by bringing them back into existence, and letting them just be. We can then examine our experiences of them and maybe gain some insight into what the world may have been like for past peoples.

In order to experiment with this I am going to be using Augmented Reality (AR) – a way of blending the virtual world with the real world. If you don;t know what it is – take a look at this video. It uses a bunch of computer-trickery to create and display the virtual objects, but the main idea is that you are able to live in your normal world, but have virtual elements augmented into it. This might be arrows floating around pointing out the nearest StarBucks or it might be a full 3D reconstruction of a Roman villa. AR is mostly being used at the moment for advertising and smartphone games that involve shooting aliens invading your front room. However, the technology is advancing at a blistering rate and amazing things are on the horizon.

AR is a bit of a mind-bending concept, so over the next few weeks and months I will be posting thoughts, progress, videos and ideas – which should hopefully make it clearer to both you and me!

Witch Trial Gallows

The Witch-Trial Gallows on the Hill of Salem (Past)

The Witch-Trial Gallows on the Hill of Salem (Present)