Digital archaeologist working as 3D technician at the University of Amsterdam. PhD candidate at the Faculty of Archaeology, University of Leiden. The objective of my PhD is to analyse the relation between people and the built environment in the Late Bronze Age fortified settlement, or Middle Assyrian 'dunnu', excavated at Tell Sabi Abyad, Northern Syria. BA and MA degrees in archaeology at Groningen University. Supervisors: Bleda Düring and Peter Akkermans
A 3D reconstruction of the 18th century situation in the Bloemstraat and Eerste Bloemdwarsstraat,... more A 3D reconstruction of the 18th century situation in the Bloemstraat and Eerste Bloemdwarsstraat, two narrow streets in the Amsterdam Jordaan neighbourhood, was made as a virtual space for visualisation and analysis of social patterns in historic street life. This report discusses the creation of the digital 3D model.
In order to assess a number of alternative reconstruction possibilities for the UNESCO Pressroom,... more In order to assess a number of alternative reconstruction possibilities for the UNESCO Pressroom, a design by Dutch architect and furniture designer Gerrit Rietveld from 1958, a 3D model of the room was made and various options for colour reconstruction were tested.
The 4D Research Lab Report Series has been established as an instrument to promote transparency r... more The 4D Research Lab Report Series has been established as an instrument to promote transparency regarding the 4DRL virtual visualisation projects, workflow and pipeline development and technical experiments. The aim is to maximize knowledge sharing, meta- and paradata communication and clarification of author- and ownership of 4D Research Lab products.
In this document, the first instalment of the 4DRL Report Series, we discuss the 4DRL approach to... more In this document, the first instalment of the 4DRL Report Series, we discuss the 4DRL approach to virtual visualisation and important related concepts for the creation of 3D models.
ABOUT THIS APPLICATION iC-ACCESS (Accessing Campscapes: Inclusive Strategies for Using European C... more ABOUT THIS APPLICATION iC-ACCESS (Accessing Campscapes: Inclusive Strategies for Using European Conflicted Heritage, HERA 15.092) looks at former concentration camps as traces and intangible reminders of the 20th century mass violence and terror as well as at their present uses, and abuses, in (trans)national stately and cultural contexts. Given the intentions of the iC-ACCESS project to explore tools for inclusive strategies to present such heritage, the structure has been an important focal point for developing a digital application that can provide a space for contending perspectives on the commander’s house and related historical narratives. In order to realize such an application iC-ACCESS project leader Prof. dr. R. van der Laarse contracted two laboratories specialized consecutively in 3D visualisation technologies and spatial information to cooperate on its development, the 4D Research Lab (University of Amsterdam, The Netherlands) and the SPINlab (Vrije Universiteit Amsterd...
(Accepted/In press). Heritage, Memory and Conflict Journal (HMC), 2., 2022
An important goal of the project Accessing Campscapes: inclusive strategies for using European Co... more An important goal of the project Accessing Campscapes: inclusive strategies for using European Conflicted Heritage (iC-ACCESS), has been to develop inclusive approaches for the presentation and communication of contending perspectives on Nazi and Stalinist sites (Dolghin et al. 2017). A key objective for treating these ‘heritagescapes’ has been to ‘develop state-of-the-art strategies and implement innovative tools which provide sustainable in-situ and virtual forms of investigation, presentation and representation’ (Van der Laarse 2020). A central issue which is gaining increasing attention in heritage studies and management is the dilemma of preserving and exhibiting material remnants of Wehrmacht and SS-barracks or residencies at Holocaust memorial camps which are generally framed as victimhood sites. The Commander’s house at Herinneringscentrum Westerbork is a case in point, and can be placed in different perspectives on the history of the camp terrain and all related sensibilities on its meaning as an object of heritage. In order to realise an application that can accommodate these perspectives, iC-ACCESS project leader Prof. dr. R. van der Laarse contracted two laboratories specialised consecutively in 3D visualisation technologies and spatial information to cooperate on its development, the 4D Research Lab (University of Amsterdam, The Netherlands) and the SPINlab (Vrije Universiteit Amsterdam). This paper illustrates the ideas, discussions and choices related to the production of the ‘Campscapes – Westerbork Commander’s House App’, provides a concise technical description of the actual application, and presents a short prospection on potential future developments.
Blending the Material and the Digital: A Project at the Intersection of Museum Interpretation, Academic Research, and Experimental Archaeology, 2020
The power of digital technologies to communicate archaeological information in a museum context h... more The power of digital technologies to communicate archaeological information in a museum context has recently been critically evaluated (Paardekooper, 2019). A recent collaboration between members of the Tracing the Potter’s Wheel project, the 4D Research Lab, and the Allard Pierson Museum and Knowledge Institute illustrates the way that such collaborations can avoid or overcome a number of the pitfalls highlighted in that publication.
De 3D-reconstructie van Vlooienburg: hoe wordt een buurt gereconstrueerd, in: Waterlooplein: De buurt binnenste buiten. Berg, H. & van Kempen, K. (eds.). p. 112-123, 2020
Archaeologists started to use 3D visualization and virtual reality in the ’80s. A discussion abou... more Archaeologists started to use 3D visualization and virtual reality in the ’80s. A discussion about the scientific value of such technology for archaeology commenced and has never stopped since. Many of the key points of this discussion seem already to have been highlighted or addressed during the ‘90s, and recent theoretical discussion on the topic seems to get repetitive. At the same time the technological advancements have enabled an ever greater group of archaeologists to experiment with these technologies and learn how to employ them to their advantage. Although theoretical insights of the past remain highly relevant to present generations, to maintain a status of underdog, a contested sub discipline, is not necessary anymore.
In order to understand how the Assyrians maintained their hegemony in conquered territories it is... more In order to understand how the Assyrians maintained their hegemony in conquered territories it is essential to study how they impacted on and modified pre-existing landscapes and societies. Further, we need to investigate how daily activities, buildings, and material culture constituted the Assyrian state. The data from the Late Bronze Age Dunnu at Tell Sabi Abyad, a settlement almost completely excavated with thousands of in situ finds and an excellent preservation of the buildings, provides an ideal dataset to investigate the Middle Assyrian Empire from a bottom up perspective. Thus, we are interested in how the Dunnu functioned in the local society and in the empire at large. During the uselife of this agricultural estate its spatial organisation and settlement form is changed substantially, and we would like to investigate what this meant in social terms. These issues are tackled by investigating: first, the distribution of all 9000 artefacts as well as numerous features in order to reconstruct activities and changes therein over time in the Dunnu; and, second, the reconstruction of the built environment in order to access how this facilitated specific types of control and interaction, drawing on space syntax methodologies. Ultimately our investigations will add a bottom up perspective to our understanding of the role of the Dunnu in local society and the empire at large.
A 3D reconstruction of the 18th century situation in the Bloemstraat and Eerste Bloemdwarsstraat,... more A 3D reconstruction of the 18th century situation in the Bloemstraat and Eerste Bloemdwarsstraat, two narrow streets in the Amsterdam Jordaan neighbourhood, was made as a virtual space for visualisation and analysis of social patterns in historic street life. This report discusses the creation of the digital 3D model.
In order to assess a number of alternative reconstruction possibilities for the UNESCO Pressroom,... more In order to assess a number of alternative reconstruction possibilities for the UNESCO Pressroom, a design by Dutch architect and furniture designer Gerrit Rietveld from 1958, a 3D model of the room was made and various options for colour reconstruction were tested.
The 4D Research Lab Report Series has been established as an instrument to promote transparency r... more The 4D Research Lab Report Series has been established as an instrument to promote transparency regarding the 4DRL virtual visualisation projects, workflow and pipeline development and technical experiments. The aim is to maximize knowledge sharing, meta- and paradata communication and clarification of author- and ownership of 4D Research Lab products.
In this document, the first instalment of the 4DRL Report Series, we discuss the 4DRL approach to... more In this document, the first instalment of the 4DRL Report Series, we discuss the 4DRL approach to virtual visualisation and important related concepts for the creation of 3D models.
ABOUT THIS APPLICATION iC-ACCESS (Accessing Campscapes: Inclusive Strategies for Using European C... more ABOUT THIS APPLICATION iC-ACCESS (Accessing Campscapes: Inclusive Strategies for Using European Conflicted Heritage, HERA 15.092) looks at former concentration camps as traces and intangible reminders of the 20th century mass violence and terror as well as at their present uses, and abuses, in (trans)national stately and cultural contexts. Given the intentions of the iC-ACCESS project to explore tools for inclusive strategies to present such heritage, the structure has been an important focal point for developing a digital application that can provide a space for contending perspectives on the commander’s house and related historical narratives. In order to realize such an application iC-ACCESS project leader Prof. dr. R. van der Laarse contracted two laboratories specialized consecutively in 3D visualisation technologies and spatial information to cooperate on its development, the 4D Research Lab (University of Amsterdam, The Netherlands) and the SPINlab (Vrije Universiteit Amsterd...
(Accepted/In press). Heritage, Memory and Conflict Journal (HMC), 2., 2022
An important goal of the project Accessing Campscapes: inclusive strategies for using European Co... more An important goal of the project Accessing Campscapes: inclusive strategies for using European Conflicted Heritage (iC-ACCESS), has been to develop inclusive approaches for the presentation and communication of contending perspectives on Nazi and Stalinist sites (Dolghin et al. 2017). A key objective for treating these ‘heritagescapes’ has been to ‘develop state-of-the-art strategies and implement innovative tools which provide sustainable in-situ and virtual forms of investigation, presentation and representation’ (Van der Laarse 2020). A central issue which is gaining increasing attention in heritage studies and management is the dilemma of preserving and exhibiting material remnants of Wehrmacht and SS-barracks or residencies at Holocaust memorial camps which are generally framed as victimhood sites. The Commander’s house at Herinneringscentrum Westerbork is a case in point, and can be placed in different perspectives on the history of the camp terrain and all related sensibilities on its meaning as an object of heritage. In order to realise an application that can accommodate these perspectives, iC-ACCESS project leader Prof. dr. R. van der Laarse contracted two laboratories specialised consecutively in 3D visualisation technologies and spatial information to cooperate on its development, the 4D Research Lab (University of Amsterdam, The Netherlands) and the SPINlab (Vrije Universiteit Amsterdam). This paper illustrates the ideas, discussions and choices related to the production of the ‘Campscapes – Westerbork Commander’s House App’, provides a concise technical description of the actual application, and presents a short prospection on potential future developments.
Blending the Material and the Digital: A Project at the Intersection of Museum Interpretation, Academic Research, and Experimental Archaeology, 2020
The power of digital technologies to communicate archaeological information in a museum context h... more The power of digital technologies to communicate archaeological information in a museum context has recently been critically evaluated (Paardekooper, 2019). A recent collaboration between members of the Tracing the Potter’s Wheel project, the 4D Research Lab, and the Allard Pierson Museum and Knowledge Institute illustrates the way that such collaborations can avoid or overcome a number of the pitfalls highlighted in that publication.
De 3D-reconstructie van Vlooienburg: hoe wordt een buurt gereconstrueerd, in: Waterlooplein: De buurt binnenste buiten. Berg, H. & van Kempen, K. (eds.). p. 112-123, 2020
Archaeologists started to use 3D visualization and virtual reality in the ’80s. A discussion abou... more Archaeologists started to use 3D visualization and virtual reality in the ’80s. A discussion about the scientific value of such technology for archaeology commenced and has never stopped since. Many of the key points of this discussion seem already to have been highlighted or addressed during the ‘90s, and recent theoretical discussion on the topic seems to get repetitive. At the same time the technological advancements have enabled an ever greater group of archaeologists to experiment with these technologies and learn how to employ them to their advantage. Although theoretical insights of the past remain highly relevant to present generations, to maintain a status of underdog, a contested sub discipline, is not necessary anymore.
In order to understand how the Assyrians maintained their hegemony in conquered territories it is... more In order to understand how the Assyrians maintained their hegemony in conquered territories it is essential to study how they impacted on and modified pre-existing landscapes and societies. Further, we need to investigate how daily activities, buildings, and material culture constituted the Assyrian state. The data from the Late Bronze Age Dunnu at Tell Sabi Abyad, a settlement almost completely excavated with thousands of in situ finds and an excellent preservation of the buildings, provides an ideal dataset to investigate the Middle Assyrian Empire from a bottom up perspective. Thus, we are interested in how the Dunnu functioned in the local society and in the empire at large. During the uselife of this agricultural estate its spatial organisation and settlement form is changed substantially, and we would like to investigate what this meant in social terms. These issues are tackled by investigating: first, the distribution of all 9000 artefacts as well as numerous features in order to reconstruct activities and changes therein over time in the Dunnu; and, second, the reconstruction of the built environment in order to access how this facilitated specific types of control and interaction, drawing on space syntax methodologies. Ultimately our investigations will add a bottom up perspective to our understanding of the role of the Dunnu in local society and the empire at large.
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Papers by Tijm Lanjouw
Thus, we are interested in how the Dunnu functioned in the local society and in the empire at large. During the uselife of this agricultural estate its spatial organisation and settlement form is changed substantially, and we would like to investigate what this meant in social terms. These issues are tackled by investigating: first, the distribution of all 9000 artefacts as well as numerous features in order to reconstruct activities and changes therein over time in the Dunnu; and, second, the reconstruction of the built environment in order to access how this facilitated specific types of control and interaction, drawing on space syntax methodologies. Ultimately our investigations will add a bottom up perspective to our understanding of the role of the Dunnu in local society and the empire at large.
Thus, we are interested in how the Dunnu functioned in the local society and in the empire at large. During the uselife of this agricultural estate its spatial organisation and settlement form is changed substantially, and we would like to investigate what this meant in social terms. These issues are tackled by investigating: first, the distribution of all 9000 artefacts as well as numerous features in order to reconstruct activities and changes therein over time in the Dunnu; and, second, the reconstruction of the built environment in order to access how this facilitated specific types of control and interaction, drawing on space syntax methodologies. Ultimately our investigations will add a bottom up perspective to our understanding of the role of the Dunnu in local society and the empire at large.