Mass spectrometry-based approaches have been successfully applied for identifying ancient proteins in bones and other tissues. On the contrary, there are relatively few examples of the successful recovery and identification of archeological protein residues from ceramic artifacts; this is because ceramics contain much lower levels of proteins which are extensively degraded by diagenetic effects. In this paper, we report the results of the characterization of proteins extracted from pottery of the Maltese site of Baħrija, the guide-site for the Baħrija period (half of 9th–second half of eighth century BCE), recently identified as the final part of the Borġ in-Nadur culture. Proteomic data here reported confirm that one of the major issue of these kind of studies is represented by contamination of animal and human agents that may complicate endogenous protein identification and authentication. The samples tested included a small group of ceramic forms, namely three tableware and six coarse ware thought to have been used in food preparation and/or storage. In this context, the limited availability of paleobotanical and archeozoological analyses may be compensated by the outcomes of the first proteomics profiling which, even if obtained on a limited selection of vessels, revealed the centrality of wheat in the diet of the ancient community of Baħrija. The data have been deposited to the ProteomeXchange with identifier < PXD022848 > .
The development of analytical research in recent decades, at the edge between analytical chemistry and archaeology, provides new methods for the study of organic residues that are usually highly sensitive to natural decay. Using Nuclear Magnetic Resonance (NMR) and Gas Chromatography-Mass Spectrometry (GC-MS), it is now possible to chemically identify a series of natural substances preserved in archaeological environments. This paper presents a protocol to detect natural compounds, such as olive oil, from amorphous organic residues discovered inside the pores of prehistoric pottery from the Early Bronze Age settlement of Castelluccio (Noto, Italy), and dated to the end of the 3rd and the beginning of the 2nd millennium Before the Common Era (BCE).
The aim of this paper is to present a real-time interaction system for ancient artifacts digitally restored in a virtual environment. Using commercial hardware and open source software, Augmented Reality versions of archaeological artifacts are experienced on mobile devices both in a real outdoor site as well as an indoor museum. The case study for this project is represented by two artifacts of Syracuse, Italy, a statue and an altar, dated back to Hellenistic time. Virtual replicas of the two artifacts were produced applying different techniques. Later the two projects became part of the same research plan aimed to virtually rebuild the most significant artistic and architectural features of Hellenistic Syracuse. Besides the simple production of 3D models, via laserscanning and 3D modelling, a digital process of visual improvement of the statue was preliminary carried out based on photographic documentation of some archetypes. The commercial framework for mobile devices, ARToolworks, has been used for developing Augmented Reality applications. Using a pattern that is recognized by the device, the virtual model is shown as it is in the real world. The novelty of this work is that graduate students in virtual archaeology and non computer programmers such as museum staff, could benefit of this work and implement such a system
The 1964 archaeological exploration of the Ognina islet near Syracuse, Sicily, has provided evidence suggesting a long-term prehistoric occupation from the Neolithic to the Middle Bronze Age. Maltese style ceramics were found in Early and Middle Bronze Age layers. A small group of imports belonging to the Thermi Ware culture was found in connection with the local Castelluccian Ware (EBA), and Maltese style Borġ in-Nadur wares were recovered with local Thapsos ceramics (MBA). During fieldwork in 2012, large amounts of ceramics were recovered including new examples of Thermi and Borġ in-Nadur wares as well as large amounts of Castelluccian and Thapsos pottery. In order to ascertain whether the Maltese type pottery was imported from Malta, a program of archaeometric analyses was established. Diagnostic samples belonging to both Maltese-like and Sicilian pottery classes were analyzed with destructive thin sectioning and X-ray fluorescence spectrometry (XRF) and subsequently analyzed with non-destructive portable X-ray fluorescence spectrometry (pXRF) together with a sample of Sicilian clay taken from a clay source close to the islet. The analyses demonstrated that the two Thermi Ware samples were locally produced and three out of four Borġ in-Nadur pieces had a Maltese provenance while one of the four being produced in Sicily.
The digital approach to the study of archaeology currently appears to be the most important research trend in this field. However, it is still unclear what exactly Digital Archaeology is, and it is perceived and practiced differently in the European and American academic communities. Essentially the application of certain computer science methods to address archaeological research questions, Digital Archaeology is at times considered a discipline, a field, a branch of a discipline; adding to the confusion, it is often defined with other terms, such as Virtual Archaeology, CyberArchaeology, Archaeological Computing. The aim of this article is to analyze such phenomenon since its emergence, compare the standpoints of the most influential scholars who have contributed to it, define the role of Digital Archaeology with respect to Digital Humanities and Archaeological Science, and to offer a case study of best practices in Digital Archaeology through the experience of the University of South Florida’s Institute for Digital Exploration (IDEx).