Amnesia Remembered : : Reverse Engineering a Digital Artifact / / John Aycock.
Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of a...
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Superior document: | Title is part of eBook package: De Gruyter Berghahn Books Complete eBook-Package 2023 |
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Place / Publishing House: | New York; , Oxford : : Berghahn Books, , [2023] ©2023 |
Year of Publication: | 2023 |
Language: | English |
Series: | Digital Archaeology: Documenting the Anthropocene ;
2 |
Online Access: | |
Physical Description: | 1 online resource (204 p.) |
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245 | 1 | 0 | |a Amnesia Remembered : |b Reverse Engineering a Digital Artifact / |c John Aycock. |
264 | 1 | |a New York; |a Oxford : |b Berghahn Books, |c [2023] | |
264 | 4 | |c ©2023 | |
300 | |a 1 online resource (204 p.) | ||
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490 | 0 | |a Digital Archaeology: Documenting the Anthropocene ; |v 2 | |
505 | 0 | 0 | |t Frontmatter -- |t Contents -- |t List of Figures -- |t List of Tables -- |t Preface -- |t Part I. Pre-Excavation -- |t Introduction -- |t Chapter 1. Reconnaissance -- |t Chapter 2. Evaluation -- |t Chapter 3. Strategy and Research Questions -- |t Part II. Excavation -- |t Chapter 4. Fragments -- |t Chapter 5. Publisher Logo -- |t Chapter 6. Text Encoding -- |t Chapter 7. Interpreter -- |t Chapter 8. Text Encoding, Revisited -- |t Chapter 9. Parser -- |t Chapter 10. Finding Locations -- |t Chapter 11. Copy Protection -- |t Part III. Post-Excavation -- |t Chapter 12. Analysis -- |t Conclusion -- |t Index |
506 | 0 | |a restricted access |u http://purl.org/coar/access_right/c_16ec |f online access with authorization |2 star | |
520 | |a Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered. | ||
538 | |a Mode of access: Internet via World Wide Web. | ||
546 | |a In English. | ||
588 | 0 | |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 28. Feb 2023) | |
650 | 7 | |a SOCIAL SCIENCE / Archaeology. |2 bisacsh | |
653 | |a Archaeology, Media Studies, Anthropology (General). | ||
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t Berghahn Books Complete eBook-Package 2023 |z 9783110997705 |
856 | 4 | 0 | |u https://doi.org/10.1515/9781800738683 |
856 | 4 | 0 | |u https://www.degruyter.com/isbn/9781800738683 |
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