The Future of the Past: Using 3D Replicas for Public Archaeology

For over a year now I have been working in the Virtual Curation Laboratory at Virginia Commonwealth University (VCU), and for over a year I have been consistently amazed by the rapidly growing interest in and use of three-dimensional technology in the field of archaeology.  The Virtual Curation Laboratory (VCL), founded in 2011 and led by Dr. Bernard K. Means, began as a partner of the Department of Defense’s Legacy Program, with the goal of creating a virtual database of archaeological materials by recording them with a 3D scanner.  The project has since grown, and we now have a large and diverse collection of digital models that have been created by Dr. Means and the many undergraduate student interns and volunteers who have participated and contributed to the project.

NextEngine 3D Scanner scans an Acheulean Handaxe from South Africa. Courtesy of the Virtual Curation Laboratory.

I began my involvement as an intern last summer, and very quickly began to appreciate the significance of the technology I was becoming familiar with.  VCL employs a NextEngine 3D Desktop Scanner, which uses laser technology to create three-dimensional models of objects.  The user can then process the model and finalize it in STL or OBJ formats, which can be shared via the internet or on a number of electronic devices such as smart phones and tablets.  We also have a MakerBot Replicator 3D Printer, which can print plastic copies of the models we have created.  There are countless ways that this technology could benefit archaeology, but as a student who was still fairly new to the field, I saw its greatest potential in education and public outreach.

My research last fall consisted of creating lesson plans that employed digital models and plastic replicas of artifacts to supplement the material that was being taught.  We then took those lessons to a local high school and presented them to a group of history students there, taking note of how well or poorly they responded to our use of the models.  We also presented a few different lessons to Dr. Means’ archaeological methods class at VCU, including one on basic lithic analysis using plastic replicas of projectile points that we have scanned.  What we found was that the high school students responded especially well to the plastic replicas, as they offered a visible and tangible connection to the topic they were learning about.  On the other hand, the VCU students unanimously agreed that they preferred the accuracy of the digital models.  Those who participated in the lithic analysis lesson, however, were able to correctly identify the types of each point they were given based on the plastic replicas they studied, lending some credibility to the printed models as research tools.  In March of this year I presented this research at my first conference, and it will soon be published in the upcoming issue of the Journal of Middle Atlantic Archaeology!

In addition to being a great tool for students who long for an interactive and readily available form of research material, we have found that 3D scanning and printing of archaeological materials is an incredibly effective tool in public archaeology.  Not only do three-dimensional models and plastic replicas of artifacts help us to promote a better appreciation for archaeology and the materials we recover, but they offer the public a unique and tangible connection with the past that they may otherwise never experience.  VCL does a great deal of public outreach through events and lectures, but my best examples of the value of these models are from this summer, when I was working as a field intern at Ferry Farm, George Washington’s Boyhood Home in Fredericksburg, Virginia.

I pass around plastic artifact replicas and discuss the archaeology being done at Ferry Farm with a group of children. Courtesy of the Virtual Curation Laboratory.

Public Archaeology is a top priority at Ferry Farm, and as such we spend a lot of time discussing the site and its history with the many visitors who travel there.  VCL has scanned and printed a great deal of artifacts from Ferry Farm’s collections, and a series of plastic replicas have been given to the archaeology staff to use for public program in the field.  As I spoke to visitors during my time there, I found it incredibly helpful to use those replicas as examples of the types of artifacts we find at the site, and the visitors (especially the young ones) appreciated the fact that they could touch, feel, hold, and examine the replicas, as they would not have that opportunity with the real object.

The great diversity of artifacts that VCL has in its digital collection makes our efforts in public outreach and education even more effective.  The Virtual Curation Laboratory staff has scanned lithic materials ranging from a one million year old Acheulean Handaxe from South Africa, to projectile points and other stone tools that have been loaned to us from collections across Virginia and Pennsylvania.  We have scanned small finds from the homes of our nation’s greatest historical figures, including George Washington’s Mount Vernon, Thomas Jefferson’s Poplar Forest, and James Madison’s Montpelier.  We have also been working on creating a database of faunal remains to help students, archaeologists, and other researchers identify and understand the skeletal framework of various animals.

VCU student and VCL intern Mariana Zechini discusses 3D printing with a group of VAST members. Courtesy of the Virtual Archaeology Scanning Team.

More and more students have gotten involved with the Virtual Curation Laboratory over the past couple of years, and as a result we have created a student organization at VCU that focuses on the use of 3D technology in archaeology, and allows a greater number of students to pursue research relating to our project.  The Virtual Archaeology Scanning Team (VAST) is now entering its second year as a student organization, and interest and participation have more than doubled since we began last August.

When I first became an intern in the lab last summer, few students – including myself – had any experience or knowledge about 3D technology, nor did we know if it would be an applicable skill in the future.  Now, students from all backgrounds are entering our organization with specific research goals in mind, excited to have the opportunity to learn about and utilize our 3D scanner and printer.  What has led to this sudden boom in interest, and how will this affect the next generation of archaeologists?  Is virtual curation the future of the past?

Friday Links and Photo of the Day!

This week’s photo is of a young visitor to George Washington’s Ferry Farm on July 4, 2012, gazing into the Small Finds Laboratory as lasers play across an historic artifact, recording attributes that will enable a digital three-dimensional (3D) model of the object to be created. The Scanning project is part of the Virtual Curation Laboratory at Virginia Commonwealth University, directed by Bernard Means. Using this technology, researchers across the world will be able to manipulate, rotate, and measure the 3D digital model from the safety (and comfort!) of their own labs or offices. The 3D digital model will also be used to enhance web content and will be incorporated into computer tablet tours of Ferry Farm.  More information on the 3D scanning project can be found at: http://vcuarchaeology3d.wordpress.com/.  Details of Ferry Farm and the archaeological investigations at George Washington’s Boyhood Home are available at: http://kenmore.org/ff_home.html. You can also read a post that Dr. Means wrote for the SHA Blog about 3D Digital Curation here.

Some Links

Excavations are underway at William and Mary in search of the Bray School.

A courthouse in Stafford, Virginia has been located.

The Maryland Archaeological Conservation (MAC) Laboratory at Jefferson Patterson Park and Museum announces the Gloria S. King Research Fellowship in Archaeology.

A blog post by the Northeast Museum Service Center about Scratch Blue Ceramic decoration.

A blog update from Fort St. Joseph in Niles, Michigan.

A Mixed Methods Approach to Digital Heritage in Rosewood, Florida

The use of digital technologies for cultural heritage work is a rapidly expanding field of research and engagement (Kalay et al 2007). The array of digital techniques presents a bewildering array of possibilities for the heritage professional. The Virtual Rosewood Research Project (VRRP) presents one approach employing multiple technologies for public outreach allowing researchers to present, manage, and disseminate both tangible and intangible heritage. In this post, I discuss the use of archaeological visualization and digital storytelling for collaborative purposes in Rosewood, Florida.

The use of virtual world environments to represent archaeological contexts encompasses hundreds of projects around the world and plans for a peer-reviewed multimedia journal are in the works (Bawaya 2010). Early work in the 1990s focused on creating images and video representing prehistoric and monumental sites. In the last decade research has moved towards visualization, or inferring complete contexts from the incomplete data recovered during archaeological research (Barcelo 2002).

Digital storytelling has its roots in a series of workshops in Los Angeles during the early 1990s (Lambert 2009). These workshops proved so successful that a Center for Digital Storytelling (CDS) was created shortly thereafter and remains the national center for working with digital media to tell personal stories (Lambert 2009:1-10). The impulse to share personal lives continues to characterize digital storytelling.

The Development and Destruction of Rosewood

Rosewood was settled in the mid-nineteenth century by a diverse group of people, and experienced rapid economic growth following the Civil War. Rosewood’s population was majority African American by the early twentieth century. By 1910, Rosewood’s population was eclipsed by the neighboring community of Sumner following the construction of a large sawmill complex approximately one mile west of Rosewood.

On New Year’s Day 1923, a white woman in Sumner fabricated a black assailant to hide her extramarital affair with a white man. A white mob formed and headed for Rosewood, encountering the home of Sam Carter. They interrogated Carter by hanging him from a tree by the neck, and when it seemed the mob might release him, a man leveled his gun at Carter’s face and ended the day with Carter’s lynching.

Two days later, whites in Sumner heard (or fabricated) rumors that the black assailant was with Sylvester Carrier. Carrier’s distrust of whites was well-known and before the night was out, two whites lay dead on his doorstep after attempting to set fire to his family’s home. By the sixth of January three other blacks had been brutally murdered and the white mob, now numbering in the hundreds, began the systematic burning of every black-owned home and building in Rosewood. A train was brought through town during this time to pick up women and children, who were hiding in the nearby swamps following the gun battle at the Carrier home. The train took dozens of families to towns like Otter Creek, Archer, and Gainesville where descendants live to this day.

Image of Rosewood’s Destruction (Literary Digest – January 4, 1923)

My decision to investigate digital heritage was motivated by specific questions posed to me by descendants of Rosewood’s community. These began with deceptively simple questions such as “can you show me where my grandfather’s house was located?” These early engagements ranged towards more complex conversations centering on the exploration of new methods for “getting our story” to wider and younger audiences.

Workflow for Creating Virtual Rosewood

The first step in visualizing Rosewood involved reconstructing property boundaries by reviewing thousands of historic deeds in the local courthouse. There are no maps, directories, or other information about Rosewood’s spatial layout. Therefore, geographic information systems (GIS) were used to reconstruct the metes and bounds on hundreds of historic deeds dating between 1870 and 1930. Historic census, aerial photographs, oral histories, and preliminary archaeological investigations were added to the GIS. The resulting dataset  provides the spatial template for the virtual world environment.

Virtual Reconstruction of Carter Home & Blacksmith Shop

High cost and lack of training has, until recently, limited the use of 3D programs for archaeological visualization. Companies are creating educational licensing programs. For instance, Autodesk, the parent company for 3DS Max and AutoCAD, began offering free educational licenses in 2010 at their educational site. The structures were created using 3DS Max and are available as a virtual world environment via a web-based format developed with a game engine. Game engines are used to create video games, and are increasingly used by archaeologists to create interactive virtual world environments of archaeological contexts (Rua and Alvito 2011). Unity 3D was used to export the 3DS Max models to the web. The result is two-plus square miles of virtual land, which re-creates the spatial layout of Rosewood as it existed in 1922. Interpretive signs throughout the virtual world environment tell the story of Rosewood’s development and destruction.

Virtual Rosewood Museum in Second Life

In addition to the web-based virtual world environment, a Virtual Rosewood museum is available in the popular online world of Second Life. The basic design is that of a repurposed, historic building converted to a local history museum. Visitors explore the history of Rosewood through museum-like displays. The Virtual Rosewood Museum continues to attract students, educators, and the general public. In December 2011 I led a two-hour tour to the Virtual Pioneers, a group of educators who regularly meet in Second Life to explore the intersection of online worlds and social justice education.

Virtual Rosewood Museum in Second Life

Visitors to the Virtual Rosewood Museum in Second Life can also watch a 25 minute video exploring Rosewood’s history, which is also available at the VRRP website.

Digital Storytelling and Rosewood’s Heritage

Digital stories can be created with relatively little investment and freely delivered using the internet, making research immediately accessible to more people. The VRRP includes a 26 minute digital documentary (link) exploring the development and destruction of Rosewood, the lives of those who survived through oral histories, and an exploration of the various methods used to document the town.

A particularly touching moment in the documentary occurs when Robie Mortin describes meeting her father for the first time following the 1923 race riot. Mortin’s father recognized early on how the accusation of rape might turn into large scale violence. He sent Robie, who was seven at the time, to a nearby town with her older sister. After hearing about the destruction of Rosewood days later, and failing to meet their father, the two girls assumed the worst. They eventually made their way to Miami working as migrant laborers. Robie Mortin shares what happened one morning when she went to a newly constructed church.

There was a ditch that separated Riviera Beach from the black neighborhood. There was a bridge across it, and there was a Hearst Chapel AME Church there. They had built that church right on our side of the ditch. So, we, my sister and I, went to church, and would you believe our daddy was there, and we didn’t know where he was, hadn’t seen him in months. We didn’t even know he was still alive, and there he was in the front of that church.” – Robie Mortin (2009)

The author conducting oral history interview with Robie Mortin

The ability of digital storytelling to share touching moments like these with a wide audience is an important aspect of social justice education. Robie Mortin’s words, delivered in her soft, ninety-four year-old voice, touch the viewer in an unmistakable way. The emotional impact of her story demonstrates the trials, and in this one example, happy surprises which make a life scared by trauma bearable.

Discussion and Concluding Thoughts

The creation of a website for my research into Rosewood’s past – including a data warehouse with census records and oral history transcripts -  has led to many unexpected engagements. This includes journalists, interested members of the public, and members of Rosewood’s multifaceted descendant communities. While the newspaper articles bring increased traffic to the VRRP website, it is the other engagements which demonstrate the collaborative potentials of new media for heritage. For instance, one property owner in the area where Rosewood was located contacted me after watching the digital documentary. His property is home to the African American cemetery in operation during Rosewood’s occupation. While allowing descendants to visit their ancestors’ graves, he has kept the property closed to academics after previous researchers  misrepresented his involvement in their projects. At present, myself and Dr. James Davidson of the University of Florida are documenting the property and its value to various descendant communities.

Documenting Rosewood’s African American Cemetery

The creation of new media represents a pedagogical toolkit. The new forms of knowledge produced by the synthesis between historical research and new media accomplish a number of things. It highlights the experiences of descendants and other interested parties, provides tools for critically engaging with history and media, and offers researchers new techniques for crafting the way historical knowledge is accessed and interpreted by others. In many ways, new media offers a new set of tools, ones not found in the master’s house (Lourde 1984:110-113) and potentially very liberating. New media is a constellation of approaches and technologies not regulated by gatekeepers and tradition – although certainly in dialogue with them. Obvious and sizable obstacles to full participation include the manifestation of a digital divide as well as the (re)inscription of negative identity politics (Nakamura 2008) within virtual spaces. Only time will tell if this optimistic viewpoint will produce transformative fruit or if mass standardization will assert itself and crush individual creativity and expression. I have chosen to be optimistic, and hope that the Virtual Rosewood Research Site motivates others to do the same.

References Cited

  • Barcelo, Juan A.
    • 2002    Virtual Archaeology and Artificial Intelligence. In Virtual Archaeology, Franco Nicolucci, editor, pp. 21-28. ArchaeoPress, Oxford.
  • Baway, Michael
    • 2010    Virtual Archaeologists Recreate Parts of Ancient Worlds. Science 327(5962):140-1.
  • Kalay, Yehuda E., Thomas Kvan, and Janice Affleck
    • 2007    New Media and Cultural Heritage. Routledge, New York.
  • Lambert, Joe
    • 2009    Digital Storytelling: Capturing Lives, Creating Community. Digital Diner Press, Berkeley, CA.
  • Lourde, Audre
    • 1984    Sister Outsider: Essay and Speeches. Crossing Press, Freedom, CA.