I am a Berlin-based prehistoric archaeologist involved in research projects between the Carpathian Basin and the Near East, with a focus on the Neolithic and Bronze Age. My research interests include the archaeology of religion and cult, metallurgy, agents of craft in prehistory, and distribution modes of prehistoric innovations.
I have been a working archaeologist for almost 30 years in the Southeast and Mid-Atlantic United States. I am experienced with all aspects of terrestrial archaeological survey, site testing, site mitigation, artifact analysis, curation, data management, historic and archival research, and report writing. I have supervised hundreds of Phase I site delineations and have crewed or supervised numerous Phase II and III prehistoric and historic site investigations. I have taught prehistoric lithic and ceramic analysis, as well as historic artifact analysis to up to 8 individuals at the corporate level. I have given knapping and prehistoric pottery making demonstrations, as well as reproducing prehistoric vessels for museums and corporate culture. I am a GIS professional who uses aerial imagery and LiDAR to analyze the terrain on a regular basis. Additionally, I have spent almost 20 years processing and analyzing offshore geophysical data.
The following article describes a new opinion on explaining the Prehistoric Venus figurines. Main idea behind the document was to stir some discussion on looking at those figurines from a very different point of view. The author genuinely believes that this view represents a very strong contender for a highly plausible explanation. Since their discovery, the pre-historic Venus figurines had been subjected to much scrutiny and the theories to explain their existence abound. Present article is an attempt to provide another viewpoint that cannot be easily ignored. The idea reintroduced here is that these figurines are the representations of personage or personages related to the girls at puberty. The supporting arguments are provided from various angles including ethnographic studies.
Jeffrey A. Becker. “The Villa delle Grotte at Grottarossa and the prehistory of Roman villas” Journal of Roman Archaeology Volume 19 2006, pp. 213-220
In this article, we address the historical question of why Aegean Bronze Age economies are characterized as redistributive systems and whether it is appropriate to continue to describe them as such. We argue that characterizing the political economies of the Aegean as redistributive is inaccurate and misleading. Instead, we suggest it is more fruitful to describe how specific prehistoric social institutions were used to organize and allocate goods and services and thereby to study how political and economic systems interacted with one another. By examining how Aegean social institutions were constituted and changed over time, we will be in a position to use the prehistoric Aegean to develop and refine general models of political economy.
This post discusses the hypothesis that the Venus figurines from prehistory represents the bodies of women who created them. It looks at some considerations that make this hypothesis more complex than it seems.
science fiction, interdisciplinary fiction, playwriting, Czech fiction, German fiction, Swedish fiction, interdisciplinary writing
Twentieth Century Fiction, Genre Fiction
This group aims to bring together scholars studying the emerging genre of the “neoliberal novel,” in order to better understand the intricate connections between neoliberal political economy/ideology and literature.
“Game Fiction” provides a framework for understanding the relationship between narrative and computer games and is defined as a genre of game that draws upon and uses narrative strategies to create, maintain, and lead a user through a fictional environment. Competitive, ergodic, progressive (and often episodic), game fictions’ primary goal must include the actualization of predetermined events. Building on existing game and new media scholarship and drawing from theories of narrative, cinema, and literature, my project details the formal materiality that undergirds game fiction and shapes its themes. In doing so, I challenge the critiques of narrativism levied at those scholars who see a relationship between computer games and narrative forms, while also detailing the ways that computational media alter and reform narratological preconceptions. My study proposes a methodology for discussing game fiction through a series of ‘close playings,’ and while not intended to be chronological or comprehensive, provides a model for understanding narrative and genre in this growing field.