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Amnesia Remembered: Reverse Engineering a Digital Artifact
An Enchantment of Digital Archaeology: Raising the Dead with Agent-Based Models, Archaeogaming and Artificial Intelligence
Ebook series2 titles

Digital Archaeology: Documenting the Anthropocene Series

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About this series

Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered.

LanguageEnglish
Release dateJul 1, 2020
Amnesia Remembered: Reverse Engineering a Digital Artifact
An Enchantment of Digital Archaeology: Raising the Dead with Agent-Based Models, Archaeogaming and Artificial Intelligence

Titles in the series (2)

  • An Enchantment of Digital Archaeology: Raising the Dead with Agent-Based Models, Archaeogaming and Artificial Intelligence

    1

    An Enchantment of Digital Archaeology: Raising the Dead with Agent-Based Models, Archaeogaming and Artificial Intelligence
    An Enchantment of Digital Archaeology: Raising the Dead with Agent-Based Models, Archaeogaming and Artificial Intelligence

    The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the ‘just-so’ stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with video games. This volume explores this spectrum in the context of Roman archaeology, addressing the strengths, weaknesses, and opportunities of a formalized approach to computation and archaeogaming.

  • Amnesia Remembered: Reverse Engineering a Digital Artifact

    2

    Amnesia Remembered: Reverse Engineering a Digital Artifact
    Amnesia Remembered: Reverse Engineering a Digital Artifact

    Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered.

Author

Shawn Graham

Shawn Graham is a digital archaeologist. He is Professor of Digital Humanities in the Department of History at Carleton University, Ottawa, Ontario. He is also a cofounder of the Alliance to Counter Crime Online.

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