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Andrew Reinhard

Biographic Data

ID914124
NAMEAndrew Reinhard
GIVEN NAMESAndrew
FAMILY NAMEReinhard
SIGNATUREREINHARD A
AFFILIATIONSNew York University
ORCID0000-0001-7987-8227
VERIFIEDYes
TOTAL WORKS17
TOTAL CITATIONS18
AUTHOR COUNT17
EDITOR COUNT0
FIRST PUBLICATION YEAR2012
LATEST PUBLICATION YEAR2023
H-INDEX2
  • Photogrammetry and GIS in Human-Occupied Digital Landscapes

    Open Access•Andrew Reinhard, Sara E Zaia•ARTICLE•Advances in Archaeological Practice•2023•References: 7

    In the last decade, archaeologists have been using human-occupied interactive digital built environments to investigate human agency, settlement, and behavior. To document this evidence, we provide here one method of conducting drone-based photogrammetry and GIS mapping from within these digital spaces based on well-established methods conducted in physical landscapes. Mapping is an integral part of archaeology in the natural world, but it has la…

  • Appendix. No Man’s Sky Archaeological Survey (NMSAS) Code of Ethics

    Catherine Flick, L Meghan Dennis et al.•CHAPTER•Archaeogaming•2022

  • Image Objects

    Andrew Reinhard•ARTICLE•Winterthur Portfolio•2022

  • Rapid Archaeology of Human Constructions Within Interactive Digital Built Environments

    Andrew Reinhard•ARTICLE•Journal of Contemporary Archaeology•2022•References: 7

    Software is an architectural outcome of human labor which today houses the collective creative output of billions of people. Video games are a subset of software; they enable users to create their own built environments within a digital framework which can be shared with others for enjoyment, but these are later subject to abandonment and destruction. These digital constructions in synthetic, ephemeral spaces provide a unique challenge to archaeo…

  • Archeology of Abandoned Human Settlements in No Man’s Sky

    Open Access•Andrew Reinhard•ARTICLE•Games and Culture•2021•Cited by: 3

    This article presents the tools, methods, and findings of an archaeological survey, excavation, and ethnography of abandoned human settlements within a digital built environment. In 2016, Hello Games (Guildford, UK) released the game No Man’s Sky, set in a procedurally generated universe approximating the size of our own. Future game updates disrupted planetary climate and topography, forcing human players to abandon their homes and farms and rel…

  • Colossal Cave Archaeology

    Andrew Reinhard•ARTICLE•Near Eastern Archaeology•2021•References: 4

    Colossal Cave Adventure (Crowther 1975) is the Gilgamesh of video games, communicating the very first-known epic of interactive digital software through lines of an ancient language—FORTRAN IV—inscribed upon paper punch cards that, when assembled, recount a questing hero’s journey into the underworld and back. The game’s popularity and audience grew until it became a cultural touchstone and foundational text for many of the games that followed. T…

  • A Tale of Two CDs

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Open Archaeology•2019•Cited by: 2•References: 4

    As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took adv…

  • Archaeogaming

    Andrew Reinhard•BOOK•Archaeogaming•2018

    Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record.

  • Archaeogaming

    Andrew Reinhard•BOOK•Archaeogaming•2018

  • Archaeogaming

    Andrew Reinhard•BOOK•Archaeogaming•2018

    A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. "[T]he author's clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading."-Anti…

  • Adapting the Harris Matrix for Software Stratigraphy

    Open Access•Andrew Reinhard•ARTICLE•Advances in Archaeological Practice•2018•Cited by: 2•References: 1

    In 1979, Edward C. Harris invented and published his eponymous matrix for visualizing stratigraphy, creating an indispensable tool for generations of archaeologists. When presenting his matrix, Harris also detailed his four laws of archaeological stratigraphy: superposition, original horizontal, original continuity, and stratigraphic succession. In 2017, I created the first stratigraphic matrix for software, using as a test the 2016 video game No…

  • Day of Archaeology 2011–2017

    Open Access•Liana J Richardson, Matthew Law et al.•ARTICLE•Internet Archaeology•2018•Cited by: 1•References: 3

    The Day of Archaeology (http://www.dayofarchaeology.com) was a volunteer-led international archaeological blogging event that ran from 2011 to 2017. The project asked people who define themselves as archaeologists to submit one or more blog posts about their working day on a chosen day in June or July. This article explores the history of the Day of Archaeology project and the practicalities of running a large-scale collaborative blogging project…

  • Copy Protection in Jet Set Willy

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Internet Archaeology•2017•Cited by: 1

    Video games, and more generally computer games, are unquestionably technological artefacts that have cultural significance. Old computer games in particular had to function under technical constraints that would be alien to many modern programmers, while at the same time providing something novel and at first foreign to consumers. How did their creators accomplish their technical feats, and what impact did that have for the player-consumer? The s…

  • Excavating Atari

    Andrew Reinhard•ARTICLE•Journal of Contemporary Archaeology•2015•Cited by: 3•References: 1

    A team of archaeologists excavated Alamogordo, New Mexico’s famed “Atari Burial Ground” in 2014 to media fanfare and public speculation of what archaeology is. This salvage project was the first archaeological dig of an assemblage of video games, in this case thousands of Atari cartridges buried by the company in 1983, quickly becoming the stuff of urban legend. Filmed by documentarians for Microsoft’s Xbox Live, the dig marked a global confluenc…

  • Trading Shovels for Controllers

    Kathryn Meyers Emery, Katy Meyers Emery et al.•ARTICLE•Public Archaeology•2015•Cited by: 2•References: 3

    Archaeology has been a persistent theme for video games, from the long-running Indiana Jones and Lara Croft franchises to more recent uses of archaeology in games like Destiny and World of Warcraft. In these games, archaeology is often portrayed as a search for treasure among lost worlds that leads to looting and the destruction of cultural heritage. In this article, we review the current state of archaeological video games, including mainstream …

  • From Blogs to Books

    Open Access•William Caraher, Andrew Reinhard•ARTICLE•Internet Archaeology•2015•Cited by: 2•References: 7

    This article expands a 2008 article prepared by William Caraher for Archaeology Online which celebrated the first generation of scholarly blogging in archaeology and classics. Caraher remains tremendously optimistic that the widespread accessibility of blogging platforms, the growth of social media, and new expectation for academic publication has created new communities of scholarly practice poised to revolutionize archaeological communication. …

  • Classics Pedagogy in the Twenty-First Century

    Andrew Reinhard•ARTICLE•The Classical World•2012•Cited by: 2

    Technology and teaching is nothing new, even for classics, but there has yet to be any standardized approach to teaching the teachers what technology to use and how to use it. It is still very much every-teacher-for-himself-or-herself when it comes to selecting what technology to deploy in a classroom setting. For those readers actively teaching Latin and/or Greek at any level, this paper will serve as an introduction to free technologies that ar…

  • Archeology of Abandoned Human Settlements in No Man’s Sky

    Open Access•Andrew Reinhard•ARTICLE•Games and Culture•2021•Cited by: 3

    This article presents the tools, methods, and findings of an archaeological survey, excavation, and ethnography of abandoned human settlements within a digital built environment. In 2016, Hello Games (Guildford, UK) released the game No Man’s Sky, set in a procedurally generated universe approximating the size of our own. Future game updates disrupted planetary climate and topography, forcing human players to abandon their homes and farms and rel…

  • Excavating Atari

    Andrew Reinhard•ARTICLE•Journal of Contemporary Archaeology•2015•Cited by: 3•References: 1

    A team of archaeologists excavated Alamogordo, New Mexico’s famed “Atari Burial Ground” in 2014 to media fanfare and public speculation of what archaeology is. This salvage project was the first archaeological dig of an assemblage of video games, in this case thousands of Atari cartridges buried by the company in 1983, quickly becoming the stuff of urban legend. Filmed by documentarians for Microsoft’s Xbox Live, the dig marked a global confluenc…

  • A Tale of Two CDs

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Open Archaeology•2019•Cited by: 2•References: 4

    As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took adv…

  • Adapting the Harris Matrix for Software Stratigraphy

    Open Access•Andrew Reinhard•ARTICLE•Advances in Archaeological Practice•2018•Cited by: 2•References: 1

    In 1979, Edward C. Harris invented and published his eponymous matrix for visualizing stratigraphy, creating an indispensable tool for generations of archaeologists. When presenting his matrix, Harris also detailed his four laws of archaeological stratigraphy: superposition, original horizontal, original continuity, and stratigraphic succession. In 2017, I created the first stratigraphic matrix for software, using as a test the 2016 video game No…

  • Trading Shovels for Controllers

    Kathryn Meyers Emery, Katy Meyers Emery et al.•ARTICLE•Public Archaeology•2015•Cited by: 2•References: 3

    Archaeology has been a persistent theme for video games, from the long-running Indiana Jones and Lara Croft franchises to more recent uses of archaeology in games like Destiny and World of Warcraft. In these games, archaeology is often portrayed as a search for treasure among lost worlds that leads to looting and the destruction of cultural heritage. In this article, we review the current state of archaeological video games, including mainstream …

  • From Blogs to Books

    Open Access•William Caraher, Andrew Reinhard•ARTICLE•Internet Archaeology•2015•Cited by: 2•References: 7

    This article expands a 2008 article prepared by William Caraher for Archaeology Online which celebrated the first generation of scholarly blogging in archaeology and classics. Caraher remains tremendously optimistic that the widespread accessibility of blogging platforms, the growth of social media, and new expectation for academic publication has created new communities of scholarly practice poised to revolutionize archaeological communication. …

  • Classics Pedagogy in the Twenty-First Century

    Andrew Reinhard•ARTICLE•The Classical World•2012•Cited by: 2

    Technology and teaching is nothing new, even for classics, but there has yet to be any standardized approach to teaching the teachers what technology to use and how to use it. It is still very much every-teacher-for-himself-or-herself when it comes to selecting what technology to deploy in a classroom setting. For those readers actively teaching Latin and/or Greek at any level, this paper will serve as an introduction to free technologies that ar…

  • Day of Archaeology 2011–2017

    Open Access•Liana J Richardson, Matthew Law et al.•ARTICLE•Internet Archaeology•2018•Cited by: 1•References: 3

    The Day of Archaeology (http://www.dayofarchaeology.com) was a volunteer-led international archaeological blogging event that ran from 2011 to 2017. The project asked people who define themselves as archaeologists to submit one or more blog posts about their working day on a chosen day in June or July. This article explores the history of the Day of Archaeology project and the practicalities of running a large-scale collaborative blogging project…

  • Copy Protection in Jet Set Willy

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Internet Archaeology•2017•Cited by: 1

    Video games, and more generally computer games, are unquestionably technological artefacts that have cultural significance. Old computer games in particular had to function under technical constraints that would be alien to many modern programmers, while at the same time providing something novel and at first foreign to consumers. How did their creators accomplish their technical feats, and what impact did that have for the player-consumer? The s…

  • Classics Pedagogy in the Twenty-First Century

    Andrew Reinhard•ARTICLE•The Classical World•2012•Cited by: 2

    Technology and teaching is nothing new, even for classics, but there has yet to be any standardized approach to teaching the teachers what technology to use and how to use it. It is still very much every-teacher-for-himself-or-herself when it comes to selecting what technology to deploy in a classroom setting. For those readers actively teaching Latin and/or Greek at any level, this paper will serve as an introduction to free technologies that ar…

  • Excavating Atari

    Andrew Reinhard•ARTICLE•Journal of Contemporary Archaeology•2015•Cited by: 3•References: 1

    A team of archaeologists excavated Alamogordo, New Mexico’s famed “Atari Burial Ground” in 2014 to media fanfare and public speculation of what archaeology is. This salvage project was the first archaeological dig of an assemblage of video games, in this case thousands of Atari cartridges buried by the company in 1983, quickly becoming the stuff of urban legend. Filmed by documentarians for Microsoft’s Xbox Live, the dig marked a global confluenc…

  • Trading Shovels for Controllers

    Kathryn Meyers Emery, Katy Meyers Emery et al.•ARTICLE•Public Archaeology•2015•Cited by: 2•References: 3

    Archaeology has been a persistent theme for video games, from the long-running Indiana Jones and Lara Croft franchises to more recent uses of archaeology in games like Destiny and World of Warcraft. In these games, archaeology is often portrayed as a search for treasure among lost worlds that leads to looting and the destruction of cultural heritage. In this article, we review the current state of archaeological video games, including mainstream …

  • From Blogs to Books

    Open Access•William Caraher, Andrew Reinhard•ARTICLE•Internet Archaeology•2015•Cited by: 2•References: 7

    This article expands a 2008 article prepared by William Caraher for Archaeology Online which celebrated the first generation of scholarly blogging in archaeology and classics. Caraher remains tremendously optimistic that the widespread accessibility of blogging platforms, the growth of social media, and new expectation for academic publication has created new communities of scholarly practice poised to revolutionize archaeological communication. …

  • Copy Protection in Jet Set Willy

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Internet Archaeology•2017•Cited by: 1

    Video games, and more generally computer games, are unquestionably technological artefacts that have cultural significance. Old computer games in particular had to function under technical constraints that would be alien to many modern programmers, while at the same time providing something novel and at first foreign to consumers. How did their creators accomplish their technical feats, and what impact did that have for the player-consumer? The s…

  • Archaeogaming

    Andrew Reinhard•BOOK•Archaeogaming•2018

    Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record.

  • Archaeogaming

    Andrew Reinhard•BOOK•Archaeogaming•2018

  • Archaeogaming

    Andrew Reinhard•BOOK•Archaeogaming•2018

    A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. "[T]he author's clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading."-Anti…

  • Adapting the Harris Matrix for Software Stratigraphy

    Open Access•Andrew Reinhard•ARTICLE•Advances in Archaeological Practice•2018•Cited by: 2•References: 1

    In 1979, Edward C. Harris invented and published his eponymous matrix for visualizing stratigraphy, creating an indispensable tool for generations of archaeologists. When presenting his matrix, Harris also detailed his four laws of archaeological stratigraphy: superposition, original horizontal, original continuity, and stratigraphic succession. In 2017, I created the first stratigraphic matrix for software, using as a test the 2016 video game No…

  • Day of Archaeology 2011–2017

    Open Access•Liana J Richardson, Matthew Law et al.•ARTICLE•Internet Archaeology•2018•Cited by: 1•References: 3

    The Day of Archaeology (http://www.dayofarchaeology.com) was a volunteer-led international archaeological blogging event that ran from 2011 to 2017. The project asked people who define themselves as archaeologists to submit one or more blog posts about their working day on a chosen day in June or July. This article explores the history of the Day of Archaeology project and the practicalities of running a large-scale collaborative blogging project…

  • A Tale of Two CDs

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Open Archaeology•2019•Cited by: 2•References: 4

    As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took adv…

  • Archeology of Abandoned Human Settlements in No Man’s Sky

    Open Access•Andrew Reinhard•ARTICLE•Games and Culture•2021•Cited by: 3

    This article presents the tools, methods, and findings of an archaeological survey, excavation, and ethnography of abandoned human settlements within a digital built environment. In 2016, Hello Games (Guildford, UK) released the game No Man’s Sky, set in a procedurally generated universe approximating the size of our own. Future game updates disrupted planetary climate and topography, forcing human players to abandon their homes and farms and rel…

  • Colossal Cave Archaeology

    Andrew Reinhard•ARTICLE•Near Eastern Archaeology•2021•References: 4

    Colossal Cave Adventure (Crowther 1975) is the Gilgamesh of video games, communicating the very first-known epic of interactive digital software through lines of an ancient language—FORTRAN IV—inscribed upon paper punch cards that, when assembled, recount a questing hero’s journey into the underworld and back. The game’s popularity and audience grew until it became a cultural touchstone and foundational text for many of the games that followed. T…

  • Appendix. No Man’s Sky Archaeological Survey (NMSAS) Code of Ethics

    Catherine Flick, L Meghan Dennis et al.•CHAPTER•Archaeogaming•2022

  • Image Objects

    Andrew Reinhard•ARTICLE•Winterthur Portfolio•2022

  • Rapid Archaeology of Human Constructions Within Interactive Digital Built Environments

    Andrew Reinhard•ARTICLE•Journal of Contemporary Archaeology•2022•References: 7

    Software is an architectural outcome of human labor which today houses the collective creative output of billions of people. Video games are a subset of software; they enable users to create their own built environments within a digital framework which can be shared with others for enjoyment, but these are later subject to abandonment and destruction. These digital constructions in synthetic, ephemeral spaces provide a unique challenge to archaeo…

  • Photogrammetry and GIS in Human-Occupied Digital Landscapes

    Open Access•Andrew Reinhard, Sara E Zaia•ARTICLE•Advances in Archaeological Practice•2023•References: 7

    In the last decade, archaeologists have been using human-occupied interactive digital built environments to investigate human agency, settlement, and behavior. To document this evidence, we provide here one method of conducting drone-based photogrammetry and GIS mapping from within these digital spaces based on well-established methods conducted in physical landscapes. Mapping is an integral part of archaeology in the natural world, but it has la…

Computer Science (14 works) · Archaeology (12 works) · Digital Games and Media (11 works) · History (11 works) · History (9 works) · World Wide Web (7 works) · Art (6 works) · Educational Games and Gamification (5 works) · Programming language (5 works) · Sociology (5 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae