Category Archives: publications

NEW PUBLICATION: Animated GIFs as Expressive Visual Narratives and Expository Devices in Archaeology

I’ve been intrigued by the narrative potential of GIFs for archaeological explanation and outreach for a while; in 2011 I played on Mitchell’s famous article on photography in asking, What do GIFs want? My early attempts were pretty much just short videos, but I developed them into a small publication in 2012 for a graduate journal called The Unfamiliar, wherein I explored archaeological illustration conventions, particularly the Uncertain Edge. I left them alone for a while, even though I explored their utility within my dissertation as polyvalent media/digital readymades in my dissertation.

Since that time GIFs have grown ever more popular, and are still mostly ignored within archaeology. As such, I’m very happy to announce a new publication: Animated GIFs as Expressive Visual Narratives and Expository Devices in Archaeology. 

Abstract:

Animated GIFs are uncommonly well suited for representing archaeology. A shudder-start, temporally ambiguous fragment of sequential media, the animated GIF (just GIFs, hereafter) occupies the margins of formal discourse, visually annotating everyday life on the Internet. The creation of a GIF – compiling frames of action into a sequence – draws an easy parallel with the mode of atomizing that characterises excavation, treating archaeological deposits as discrete entities and their subsequent reassembly into a stratigraphic sequence (Morgan 2012; Morgan and Wright in press).

Complex cultural expression is distilled into a brief gesture, the digital equivalent of an archaeological trace. Yet GIFs are fleetingly rare in archaeological representations, with only a handful of examples since the introduction of the media format in 1989. In this GIF essay (modelled on a photo essay), we briefly review the history of the animated GIF with particular attention to archaeological GIFs, discuss their utility in representing archaeological remains and narratives, and argue for a more creative integration of visual media into archaeological practice.

The “GIF essay” was co-authored with Dr. Nela Scholma-Mason, who was a PhD student at the time. I was inspired by her fantastic use of GIFs to communicate how the Norse would have viewed the prehistoric landscape of Orkney. Nela led a Heritage & Play workshop on how to use GIFs and I immediately wanted to co-author a paper with her on the topic. I mean, check out this incredibly striking GIF:

The article was part of a series invited by Gareth Beale and Paul Reilly on Digital Creativity in Archaeology and we are honored that our article is in such good company! Check out the Open Access paper in Internet Archaeology and let me know what you think:

Morgan, C. and Scholma-Mason, N. 2017 Animated GIFs as Expressive Visual Narratives and Expository Devices in Archaeology, Internet Archaeology 44. https://doi.org/10.11141/ia.44.11

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New Publication: Afterword – The Interactive Past: Archaeology, Heritage & Video Games

I was happy to see VALUE’s volume The Interactive Past: Archaeology, Heritage & Video Games released today. There are several fantastic, thought-provoking chapters in it, and I highly recommend you check it out, and it’s free to read online. I wrote a short afterword for it:

West of House

You are standing in an open eld west of a white house, with a boarded front door. There is a small mailbox here.

>open mailbox
Opening the small mailbox reveals an invitation.

>read invitation
“WELCOME TO ARCHAEOGAMING!
ARCHAEOGAMING is a game of adventure, danger, and low cunning. In it you will explore some of the most amazing territory ever seen by mortals. No computer should be without one!”

>|

The blinking cursor at the beginning of an interactive text adventure held all the expectation in the world. A universe of words waited for you, and simple commands propelled you headlong into a maze of spoonerisms, chasing ghosts, solving puzzles; the blinking cursor could lead you to meet Zaphod Beeblebrox or get eaten by a grue. Zork – the game referenced above – seemed endlessly complex, sending you to Hades and back for treasure. It is within this breathless anticipation of fun that we find archaeogaming, a term usefully coined by Andrew Reinhard. Archaeology’s constant collisions with digital media, storytelling, and co-creation made this eventuality inevitable, and archaeologists are rapidly forming the lexicon for understanding how to speak ludology. I find Janet Murray’s germinal Hamlet on the Holodeck (1997) essential to this discourse; archaeogaming and other expressive forms of digital archaeology are what Murray terms as incunabula, an infant medium, untested and unwise in methodology and scope. Perhaps this is why they are so compelling….

(read the rest here)