These pages on the website of prof. Juan A. Barceló deal in detail with some of the hot topics in archaeological computing, like
Content is available both in Catalá and English and can be useful to give students a complete and exhaustive overview of some of the most advanced techniques that can be used to improve and speed up archeological research.
SNNSraster is a utility for quick ANN analysis of raster GIS maps with the use of Stuttgart Neural Network Simulator trained network files. It was developed to read and write binary raster files.
The Recursive Porous Agent Simulation Toolkit (Repast) is one of several agent modeling toolkits that are available. Repast borrows many concepts from the Swarm agent-based modeling toolkit. Repast is differentiated from Swarm since Repast has multiple pure implementations in several languages and built-in adaptive features such as genetic algorithms and regression. For reviews of Swarm, Repast, and other agent-modeling toolkits, see the 2002 survey by Serenko and Detlor, the 2002 survey by Gilbert and Bankes, and the 2003 toolkit review by Tobias and Hofmann. Repast is a free open source toolkit that was originally developed by Sallach, Collier, Howe, North and others. Repast was created at the University of Chicago. Subsequently, it has been maintained by organizations such as Argonne National Laboratory. Repast is now managed by the non-profit volunteer Repast Organization for Architecture and Development (ROAD). ROAD is lead by a board of directors that includes members from a wide range of government, academic and industrial organizations.
Joone is a FREE Neural Network framework to create, train and test artificial neural networks. The aim is to create a powerful environment both for enthusiastic and professional users, based on the newest Java technologies. Joone is composed by a central engine that is the fulcrum of all applications that are developed with Joone. Joone's neural networks can be built on a local machine, be trained on a distributed environment and run on whatever device. Everyone can write new modules to implement new algorithms or new architectures starting from the simple components distributed with the core engine. The main idea is to create the basis to promote a zillion of AI applications that revolve around the core framework.
Remote sensing, archaeology, landscape, environment, ecosystem, image processing, virtual reality, 3D visualization, conservation, geophysics, photogrammetry, open source and Web-GIS.
In October 2004, the International Conference on Remote Sensing Archaeology was organized by the Chinese Academy of Sciences in Beijing and hosted by the Joint Laboratory of Remote Sensing Archaeology (JLRSA). In that context an international team of experts was created in order to promote multidisciplinary activities of remote sensing archaeology in the entire world.
In 2006, the conference will be organized in Rome at the National Research Council (main building) with particular attention to the study and the conservation of archaeological and ancient landscapes through integrated technologies and virtual reality.
The School is aimed at students, postgraduate students, researchers and professionals in the archaeological field interested and/or committed in the field of computer applications in archaeology that wish to strength and consolidate their methodological and theoretical expertise and knowledge in the fields of quantitative methods and data analysis. The School is organized by the Archaeology Department of the University of Siena, under the auspices and with the collaboration of the Department of Mathematics of the University of Parma and in collaboration with the Val di Cornia Parks Society.
The I-QMDAA is part of the International Summer School in Archaeology of the University of Siena.
Mark Lake is a lecturer at Institute of Archaeology, University College London. His interests are mainly in the field of quantitative methods, mostly focused on GIS and computer simulation.
He has written some GRASS GIS modules related to spatial analysys and pattern recognising in early human settlements. These modules are open source and can be freely downloaded from his website.
On the side of simulation, he developed the MAGICAL software, made of three GRASS modules that deal with the study of resources exploitation on a spatial basis.
Please note that these modules require old versions of the GRASS GIS and might not work with the latest stable version.