Costas Papadopoulos

Costas Papadopoulos
Maastricht University | UM · Department of Literature and Art

Doctor of Philosophy Digital Archaeology
PURE3D: An Infrastructure for the Publication & Preservation of 3D Scholarship - https://pure3d.eu/

About

39
Publications
12,118
Reads
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174
Citations
Introduction
Costas Papadopoulos specialises in cultural heritage, 3D recording, visualisation, simulation and analysis, and in theoretical approaches to archaeology, heritage, and computational methods. Research Interests: Archaeological method and theory, cultural heritage, archaeological/ cultural heritage computing, 3D visualisation, digital reconstructions, virtual and augmented reality, digital simulations, 3D recording, lighting analysis and simulation, Digital Humanities, E-Learning
Additional affiliations
October 2018 - present
Maastricht University
Position
  • Professor (Assistant)
January 2016 - October 2018
National University of Ireland, Maynooth
Position
  • Lecturer
January 2016 - present
National University of Ireland, Maynooth
Position
  • Lecturer
Description
  • Modules Co-ordinator
Education
October 2009 - April 2014
University of Southampton
Field of study
  • Digital Archaeology
September 2007 - September 2008
University of Southampton
Field of study
  • Archaeological Computing (Virtual Pasts)
September 2002 - August 2007
University of Crete
Field of study
  • Archaeology and History of Art

Publications

Publications (39)
Article
Full-text available
Teaching in higher education in the Netherlands was affected, as in most other parts of the world, due to the COVID-19 pandemic. This paper reflects on how two courses were taught and experienced by students during the 2020-21 academic year in the MA Media Studies: Digital Cultures at Maastricht University. It particularly focuses on how the integr...
Article
Full-text available
Museums have been increasingly investing in their digital presence. This became more pressing during the COVID-19 pandemic since heritage institutions had, on the one hand, to temporarily close their doors to visitors while, on the other, find ways to communicate their collections to the public. Virtual tours, revamped websites, and 3D models of cu...
Chapter
Full-text available
History in a Box is a technology-driven, team-based blended-learning activity that fosters multigenerational/family-based learning in the form of an interactive, inquiry-based serious game. The premise of the activity is to encourage historical thinking and teach historical reasoning by placing participants in the position of researchers as they in...
Article
Full-text available
3D (re)constructions of heritage sites and Digital Scholarly Editions face similar needs and challenges and have many concepts in common, although they are expressed differently. 3D (re)constructions, however, lack a framework for addressing them. The goal of this article is not to create a single or the lowest common denominator to which both DSEs...
Article
Full-text available
This paper explores different ways of modelling and simulating complex spatial and temporal events, such as battles, for which it has been practically impossible to (re)construct the thousands if not hundreds of thousands of variables of which they are comprised. This research utilises as a case study the Battle of Mount Street Bridge of the Irish...
Book
Full-text available
This White Paper is the result of the PARTHENOS Workshop held in Marseilles at MAP Lab. (France), February 25th-February 27th, 2019. During the organization of this workshop, we were all strongly affected by the premature death of Matteo Dellepiane. Matteo had participated in the first PARTHENOS workshop on 3D. He was an outstanding researcher whos...
Article
Full-text available
3D (re)constructions of heritage sites and Digital Scholarly Editions face similar needs and challenges and have many concepts in common, although they are expressed differently. 3D (re)constructions, however, lack a framework for addressing them. The goal of this article is not to create a single or the lowest common denominator to which both DSEs...
Article
Full-text available
The image-based discourse on clay figurines that treated them as merely artistic representations, the meaning of which needs to be deciphered through various iconological methods has been severely critiqued and challenged in the past decade. This discourse, however, has largely shaped the way that figurines are depicted in archaeological iterations...
Article
Full-text available
The fluctuating role and status of digital humanists-for example as adjunct technicians, hybrid cross-disciplinary scholars, para-academics, or so-called Alt-Acs is not solely contingent on disciplinary challenges in the academy. Uncontrollable external factors such as economic instability, political change, and technological disruption can radical...
Book
This handbook is currently in development, with individual articles publishing online in advance of print publication. At this time, we cannot add information about unpublished articles in this handbook, however the table of contents will continue to grow as additional articles pass through the review process and are added to the site. Please note...
Chapter
Full-text available
Photorealism and reconstruction are two misunderstood and long-debated terms in digital archaeology. Both words have been used as a basis to discuss accuracy, transparency, and authenticity in the implementation of 3D modeling and computer-based visualizations as a process of producing and sharing knowledge about the past. Discussions have focused...
Article
Full-text available
Light has been considered in various archaeological contexts from the Bronze Age to post-Classical periods, but largely in association with religion and ritual. The importance of light in the daily routines of a Neolithic dwelling is the context for this investigation, which employs 3D computer visualisation to test light levels in a variety of dif...
Article
Full-text available
A deserted Cretan village provided the grounds to look beyond the ruins and study the abandonment and post-abandonment formation processes that transform settlements into archaeological sites. The long abandonment period, as well as the continuous human presence and intervention in the post-abandonment period of individual buildings and larger part...
Article
Full-text available
The aim of this article is to introduce a new, inter-disciplinary and international, long-term research project, the Koutroulou Magoula Archaeology and Archaeological Ethnography Project, to outline its aims and report on some of its results. http://antiquity.ac.uk/projgall/hamilakis333/
Book
Full-text available
CAA is the foremost conference on digital archaeology, and this volume offers a comprehensive and up-to date reference to the state of the art. This volume contains a selection of the best papers presented at the 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology (CAA), held in Southampton from 26 to 29 March 20...
Conference Paper
Full-text available
Within the research communities of archaeological computing and museum studies there has been vivid discussion concerning the virtual imagery produced in archaeological research, as well as the technologies and modes employed for public engagement and outreach. A significant number of collaborative projects are exploring the potential of Mixed Real...
Chapter
Full-text available
This paper focuses on the use of formal three-dimensional computational analyses of archaeological spaces as a means to enhance archaeological interpretations, which are usually constrained by the nature of the archaeological record and the methodologies employed during all stages of knowledge production. The first part of this chapter concentrates...
Article
Full-text available
The scope of the book aims to build on previous approaches to archaeological method and theory, and place emphasis on the fact that archaeological computing, with its wide range of applications and methodologies, has gradually become central to most archaeological practice. Yet archaeological computing is still seen as a set of tools, which provide...
Conference Paper
Full-text available
In this paper we are presenting a tangible prototype interface for Cultural Heritage dissemination in Mixed Reality (MR) environments. Drawing from previous work on MR (Billinghurst et al. 2001), this study aims to explore alternative and interactive modes of engaging the public with archaeological information and suggests that early stage user eva...
Book
In the striking event of death, each community produces rituals, not explicitly or exclusively of a funerary nature. This is done in order to maintain both its stability and integrity, while incorporating the living into a fixed system of culturally defined roles and statuses. The living had an active role in manipulating dead bodies, either for th...
Conference Paper
Full-text available
The reconstruction of the ‘Ceramics Workshop’ at Zominthos, Crete is an ideal example of the contribution of computer graphics to the interpretation of archaeological data. Room 13 has been interpreted as a ceramics workshop without taking into account the peculiar absence of windows. A virtual reconstruction and illumination analysis of this area...
Article
Full-text available
The title of this paper is an adaptation of Ian Hodder’s notion that interpretation starts ‘at the trowel’s edge’ (1997), as excavations should be active, refl exive and multivocal practices, during which interpretation takes place as an inextricable part of our research. The process of interpretation is a complicated issue. It has engrossed most p...
Conference Paper
Full-text available
The importance of death to the living is of interest to scholars in a range of disciplines. This paper describes a computer-based research project undertaken to create a series of alternative readings of the dataset from the Minoan cemetery at Phourni, Crete. This attempted to evaluate the tombs' architecture, use, visual impact, their capacity as...

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Projects

Projects (9)
Project
Three-dimensional models and reconstructions have been used in the last thirty years across many fields in the humanities and social sciences to bridge time and space; to become immersed in the past through virtual worlds; to explore physical artefacts from multiple angles; to allow interactive close-ups and see features not visible with the naked eye; and to analyse sociocultural phenomena and simulate the experience and perception of objects and spaces. Despite this plethora of research, 3D digitisation initiatives by cultural institutions, and a growing number of higher education institutions teaching 3D skills, methods, and theories, no stable infrastructure exists to support this form of knowledge production. PURE3D will fill this gap through four key deliverables: 1) the development of an access infrastructure for viewing interactive 3D models (from single objects to virtual worlds) within the context of a scholarly publication format (3D Scholarly Editions); 2) a preservation repository to deposit raw files, which, due to their size, format, lack of standards etc., are typically inaccessible to researchers beyond the original creators; 3) a conceptual and methodological framework for valorising and evaluating 3D scholarship; and, 4) a centre of excellence for researchers embarking on 3D scholarship.
Project
The main goal of the project is to investigate, digitize and communicate the shared history of the Meuse-Rhine Euregion (EMR). The project also aims to involve and engage EMR citizens in the design activities of Terra Mosana storylines.
Project
28 month grant to develop a 20 ECTS module to be designed for and delivered to the Masters level both face to face as well as on the open educational resources platform #dariahTeach. Our approach focuses on reflective learning, active construction of knowledge with interdisciplinarity, technology, entrepreneurial practices, and innovation at its core. The combination of the communal practices of maker cultures with the processual learning of Design Thinking, based in experimentation and iteration as well as in user-orientation, is a pathway for co-creational problem-based learning.