Digital Desiderata: the Future of Archaeology's 'Second Life' in Augmenting Media (1.1)
A conversation at the Metamedia Lab with Torin Golding (avatar), the creator of ROMA, the largest archaeological site in SecondLife.

Digital technologies are changing the nature of scholarship. Far from an exception, archaeology too is changing. It may be that archaeology is traditionally thought of as a 'down and dirty' profession, done 'out there' in the field, the popular/public image of an archaeologist-at-work - we even like this conception of the 'rude scholar', equally at home before a bookshelf or a mountain. At the same time it is a discipline with a particular history of technophilia. For a set of closely related reasons (epistemological and ontological), it is especially beholden to technological desires. Why? By some accounts bridging the gap of 'record' to generalization, technology, specifically the tried-and-true instruments of technoscience, were to assure the objectivity of 'second order observations'. The complex - 'polysemous' and rich - quality of archaeological materials could be transformed through instruments' reproducible procedures into 'data'. They were neutral devices. We can count with/on them. Most often this technology visualizes the results of such algorithmic alchemy.
Indeed, archaeology has also been one of the leading fields in conveying the 'stuff' of the archaeological site and landscape in visual form. More than most disciplines, archaeologists have been at the forefront of developing and strategically deploying and thinking about visual media. For the discipline, visual media serve as 'stand-fors' the vestiges of the past. From GIS maps and query databases to stratigraphic profiles and artifact sketches to obsidian hydration composition graphs to photogrammetry, site and feature photographs and theodolite maps, little of archaeology can be conveyed or argued without visual media. This is particularly so with a discipline that records as it irrevocably transforms through archaeological excavation and survey. Often all that remains at hand are our visual media. These become the guarantors of what was once 'out there'; the anchors to what we say. Unfortunately, archaeologists too often restrict their usage and familiarization with visualization to GIS or 3-D 'fly-throughs'.
This legacy, perhaps more prominent in North America and the U.K., brings us to the current 'new' technologies of digital media. Some Archaeology and Media type readers are becoming available to archaeologists. Most of these books on media tend to have anachronistic arguments. Perhaps for reasons of 'viability' in the publishing world, or because of the still strong influence in Britain and the States of viewing media not in its technical capacities but as a powerful mechanism of the culture industry's status quo. Asked about media and quite a few colleagues would talk about popular reception in mainstream media, the role of television and radio(?!). Some are still stubbornly instrumentalist, especially in their view of GIS, AutoCAD and VR applications.
This is not (yet) a media manifesto for the discipline.
We do believe that the digital turn in both society and the discipline holds promises for increased public interest and engagement. Not simply through the limited (old Web 1.0) idea of internet 'access', but through the emergent Web >2.0 platform enabled actions of: user-generated content, mixing, mashups, database proliferation, etc. Yet it also may threaten the 'boundaries' of the discipline through the dispersion of archaeological information across vast networks not beholden to peer-review or other established measures of quality and accuracy.
More conference proceedings - particularly at WACs and TAGs and CHATs - cull papers on new media and other internet based technologies. There is the estimate that a new blog is born every 1/2 second on the internet; a good number (see Witmore's March 1, 2006 entry) dedicated to archaeology. No project has yet been entirely devoted to the issue of the increasing ubiquity and convergence of digital media in society and its demonstrable impact upon archaeology. So in the setting of an on-line journal dedicated to archaeology, it seems an appropriate time to look at some of these new media in detail - with the features and interactivity that only a blog such as Archaeolog can provide. So in this initial installment, we are going to hold a discussion about Second Life.
Interest and use of this on-line gaming-cum-social-network phenomenon in archaeology is emerging. Some of this interest has been shared already on Archaeolog (see Tringham's November 19, 2007 entry). Metamedia and Stanford Humanities Lab also collaborated early on with new media artist Lynn Hershmann to explore how to animate archives - link. Not just a game for an isolated group of bug-eyed, monitor masochistic techies, Second Life brings up many salient issues for archaeology: what is the nature of representation; what is accuracy versus imaginative dissonance; how do we get people to commit to visualized information; is the partially immersive the way forward for World Wide Web 3.0; how do we engage differently with digital heritage; what is remixing and co-creation of the past? To illumine many of these concerns for the future of the past, we sat down with Torin Golding, the avatar of the creator and manager of one of the earliest and largest archaeological sites in Second Life (SL). In the first part of this discussion we will simply highlight some of the parameters for understanding the buzz around SL; present some demographics and other facts. To really get the detail, an ethnography of digital culture would be requisite (for a partial account see Coming of Age in Second Life: An Anthropologist Explores the Virtually Human by T. Boellstorf). For now we will give SL in broad-strokes and hope that most users of Archaeolog are somewhat familiar with the avatar world. For those unfamiliar or who have just wandered aimlessly a bit, Torin Golding's experience of getting started will provide a field guide of sorts. The next part (1.2) of the discussion will get at the practicalities of running an archaeological island in SL, as well as frame the pressing issues relating to the digital futures of the past.
YouTube of ROMA

