Will Virtual Reconstruction of Çatalhöyük be Abandoned Due to High Rent Rates in Second Life?

Approaching the introduction panel to virtual Catalhoyuk in Second LifeVirtual Çatalhöyük is one of the most well-researched and painstakingly executed ancient world reconstructions in Second Life. But with the rent due, and funding tight, can the researchers keep the environment alive? I spoke to creator Colleen Morgan about the problems of creating reconstructions for high-rent platforms.

Model Town

Over 9,000 years ago, a group of Neolithic people began to build a mud-brick settlement on a hill overlooking the Konya Plain of Turkey.  The structures were placed closely together and the people moved from place to place by accessing the roofs with interior or exterior ladders. Scholars believe communal activities took place on the roofs of the buildings, including the use of communal ovens. 

The people of Çatalhöyük plastered their homes and kept them scrupulously clean.  Excavators have found little trash among the domiciles.  Midden mounds containing refuse and food waste were found outside the village perimeter.  The people appeared to have a vibrant spiritual life.  Over 2,000 figurines of humans and animals have been found since the site was first unearthed in 1961 by Sir James Mellaart.  Murals depicting hunting scenes, wild aurochs, deer and men with erect phalluses embellished the walls within some of the structures.

Analyses of animal remains to determine their age at death indicates that the population fed themselves primarily by hunting, initially supplemented with a few domestic sheep and goats.  The archaeological records shows that as time passed, however, more adult animals were kept and cattle remains increased in proportion, perhaps indicating the development of the processing and consumption of dairy products. 

The remains of granaries contained wheat, barley and peas and archaeologists have found evidence that almonds, pistachios and fruit were apparently harvested from trees growing along the banks of the Carsamba River. 

Potential UNESCO World Heritage Site

Although Çatalhöyük initially received a great deal of international attention following its excavation by Sir James Mellaart in 1961 because of the apparent density of the population center (scholars estimate Çatalhöyük housed up to 10,000 people at its peak) and the unique artwork discovered there, it has only recently been added to the list of sites being considered for designation as World Heritage Sites

Murals found in Catalhoyuk sometimes depicted vultures and headless  human figuresHowever, an international archaelogical team lead by Ian Hodder of Stanford University have revealed a vast amount of information about the site since they reopened the site in 1993.  Now, the site has been recreated in Second Life using much of this new information so researchers and the interested public can explore Neolithic life in the ancient Mediterranean basin.

The Open Knowledge and Public Interest research group, (OKAPI), who wished to encourage a "multivocal, reflexive engagement" with current interpretations of Neolithic life drawn from the new finds, invited researchers from the University of California at Berkeley to digitally document a single structure at Çatalhöyük, Building 77, and produce media that could be used not only to enhance the virtual reconstruction of the site but provide additional educational materials about the project.

Twelve faculty and students took up the challenge although few had any formal computer graphics experience.  However, their efforts were coordinated by Noah Wittman, Program Manager of the Open Knowledge and the Public Interest Project at UC Berkeley, who had 15 years experience developing technologies, online platforms and social networks. 

The Virtual Landlord

The group chose to construct their virtual Çatalhöyük in Second Life and virtual land, dubbed OKAPI Island, was rented from Linden Labs.  Students with Photoshop experience and/or experience with Blender or Maya were sought after, although previous computer graphics experience was not a requirement to participate in the project.  Snap Z and Screenflow were also used to produce machinama clips of activities within the virtual environment.

One team member, Colleen Morgan, shared her experiences creating virtual Çatalhöyük and integrating artefacts discovered there using the building tools provided by Second Life in the article (Re)Building Çatalhöyük: Changing Virtual Reality in Archaeology, which appeared in the Journal of the World Archaeological Congress in 2009. 

Morgan was surprised by how the construction of objects within the virtual environment made her ponder architectural issues that excavation of the actual site had not resolved. She writes:

A researcher's vision of a resident of neolithic CatalhoyukThe in-game creation engine is a modified CAD model, where the user manipulates geometric shapes, adding, subtracting, and piecing together the objects to achieve the desired results. This requires the archaeologist to approach artifacts, architecture, and the landscape from a different perspective; one that requires an additive, accretive process, breaking down the object into component parts instead of viewing excavated materials as a whole.

For example, when I was creating an oven, a persistent and pervasive architectural feature that had been excavated repeatedly at Çatalhöyük, I struggled with the hard linearity of the Second Life building model; in building the square base of the oven I knew that in reality the plaster and mudbrick oven had rounded corners.  When adding the roof of the oven, I had to decide how the smoke came out of the top, and how much, a topic that has been extensively debated at Çatalhöyük, as experimental archaeology has proven that smoke from the ovens would quickly fill these windowless, doorless dwellings. The responsibility to interpret the archaeological evidence was in my hands, made concrete by constructing a simple model of an oven. The significance of the observation and accurate interpretation of architectural details became more than an abstract necessity for the archive but a concrete force driving the subsequent gathering of visual materials and hereto unrecognized details that would aid the later implementation of a virtual model.

Forced to Interpret

I spoke with Colleen Morgan about her experience. "As a participant who is generally uninvolved in the final, ‘‘cooked’’ interpretation of the excavated materials at Çatalhöyük, making these interpretive decisions while recreating the room interior challenged my perceptions of the site, and made me truly engage with some of the questions that as an excavator I had pondered only in passing while filling out my data sheets," she admitted.

She also pointed out how an object creator can embed descriptions in objects and note any uncertainties in form or function that have been deduced by the archaeologist so visitors have the opportunity to speculate further and not necessarily accept the representation as fact.

"Participation in the past is not limited to a ‘‘look but do not touch,’’ static, ‘‘correct’’ model." Morgan observes.  "This changeable, constructed past remains connected with the present day, an active, lived-in place that is part of a continuum."

I was surprised by Morgan's disapproval of the use of NPCs (non-player characters) to impart information in virtual environments, though.

Experimental archaeologists are still trying to reconstruct an<br />
oven from Catalhoyuk that does not cause the doorless and windowless<br />
dwellings to fill with smoke"Turning people of the past into mere mouthpieces for their architecture diminishes the rich potential of reconstructions to impart information about complex lifeways," Morgan states.  "Using programmable objects [instead] allows avatars to act as their own guides to the past, populating the re-created ancient landscape with avatars of people interested in the past, interacting with artifacts and taking on roles suggested by these artifacts."

Perhaps she would reconsider if such NPCs were equipped with a natural language interface and an artificial intelligence engine so information could be imparted by answering a visitor's questions in a conversational format.

Although work continues for the time being on OKAPI Island in Second Life, the virtual geographic location of the Çatalhöyük reconstruction, Morgan points out major problems surrounding efforts by academics to share their research with each other and the interested public through such creations in Second Life.

"...often these projects are created by academic institutions as a one-off event, launched, and then abandoned. The Sistine Chapel re-created by Vassar in 2007 created a sensation due to the incredible amount of detail employed, but has not been elaborated upon since then, nor does it offer much history or background of the structure. Many of these sites show signs of neglect, much like heritage sites that have been left in disrepair in the real world. Finally, the sustainability of these virtual sites is also questionable, as students graduate, academics shift in interest, and funding runs out. As of 2008, OKAPI island costs $1800 per year for land-use, an expense that cannot be maintained perpetually without significant supporting institutional infrastructure. Objects created in Second Life are generally untranslatable to other platforms, and reconstructions that run out of funding can face serious data loss."

In addition to her work on OKAPI Island, Morgan has been involved in the digitial documentation of archaeological data for the Presidio in San Francisco.  She is now working on an archaeological game with other collaborators in Oakland, California.

As a technology professional with over 20 years of experience in academia, I wholeheartedly agree with Morgan's assessment of the problems that must be faced by research teams who choose to invest both significant time, effort and ultimately budget to produce historical reconstructions in a commercial environment like Second Life.  During my service, I repeatedly witnessed the "one-offs" later abandonded, sometimes within a single academic year, and the closure of entire research units when additional funding was not forthcoming, usually due to a change in political priorities in Washington.  The single most financially prohibitive aspect of Second Life is the marketing of infinite virtual real estate as a finite, and very expensive, resource.  The outlay of $1800 per year may seem trivial to a large corporate firm (commercial creators are actually charged much more) but it's a substantial sum to a small, publicly funded research unit.  What is even more tragic is the loss of public investment that occurs each time one of these projects is abandoned.  Virtual reconstructions based on research represent a cultural legacy as tangible as the archaeological remains on which they are based.

What is needed is a Creative Commons environment structured administratively like Wikipedia with shared models stored in a Wikimedia archive.  Virtual "land" should be made freely available to anyone wishing to invest the time to develop it.   Raising the ongoing capital to fund the server farms needed to host the environment could be accomplished through a non-profit organization that accepts donations much like Wikipedia does now.  Standards could be developed to prevent or mitigate negative human behaviors that invariably accompany communal endeavors and enforced through a volunteer supervisory structure much like Wikipedia uses today to maintain content quality and expunge graffiti.

Another alternative could be a commercially funded environment structured like Blogger where a land account would be freely available and models could be selected for inclusion like page elements are now.  A model warehouse much like Google's warehouse that contains public Sketchup creations could be accessible to either obtain or store models created by system users.  An "apps store" could parallel the warehouse for commercial creations that could be purchased with micropayments with the commercial host collecting a percentage of the profits.  In-world advertising could be made available to developers much like Google Ad Sense ads are managed today.  Associate ads could also provide some compensation to in-world developers for the time and effort spent in the development process much like the system used by bloggers.  All developed "islands" could be accessed and navigated if set to "public" permissions just like blogs are today.  "Private" islands or "Group" islands could also be created with access managed by the particular in-world developer like group or private blogs are today as well.

At least in this alternative commercial model, content that has already been created would not disappear because of a developer being unable to "pay the rent"!  Although no longer tended, the heritage creation should not collect trash if permissions are set properly when grant funding, user attention or sponsorship ends.

Slideshow of my Visit to Virtual Catalhoyuk:

To view the slideshow in full screen visit this link. If you click on Options and check the box to display titles and descriptions you will find out more information about the people who built this interesting neolithic settlement when you click on each image.

Find out more about our virtual worlds here at Heritage Key such as King Tut Virtual and Stonehenge Virtual, or dive right in and start exploring them for yourself. You're virtually there!

Read 16 comments, or leave your own

About The AuthorMary Harrsch
Mary Harrsch (follow me: e-mail or RSS feed for Mary Harrsch)
Photographer, instructional technologist and consulting systems analyst who travels the world photographing historical art and architecture and publishes articles about historical topics, particularly the ancient world.  My photography has appeared in productions for The History Channel and Canadian Public Broadcasting, educational texts in the U.S.

Comments

It would be sad to loose this in SL but if it could be recreated in Heritage Key it would be a perfect virtual solution. I studied this site over 30 years ago at Uni and it has remained an interest all these years. I have visited it in SL

It looks to me that Colleen Morgan, is basically asking for an OpenSim.

Unfortunately, Win, it is my understanding that Linden Labs, the commercial owner of Second Life, does not provide utilities to easily export objects or structures built in Second Life to other servers or platforms.  :-(

Robert, as I pointed out in my article, the problem is not unique to the team that built virtual Catalhoyuk.  I think we all need an Open Sim where anyone can create environments without any substantial long-term fees attached.  I would also appreciate an environment where I didn't have to worry about social violence either.  Perhaps that could be the defining distinction between a free public environment hosting "G-rated" creations and the more racy commercial environments like Second Life where virtual sex and violence are permitted.

Mary, the 'moving things to OpenSim' is something we could - if they want - assist with, I believe. We've ported over Greenies fine. ;)

Greenies?

You don't know about the Greenies?!! *utter shock* Some of my favourite Greenies moments... me with Greenie on the Rezzable office when we were still in King's Cross, our invasio... errr.. friendly landing at tiny kingdom, the Church of Greenies at SL5B, the Greenies Kitchen in stereo, the Greenies laptop ... and last but not least... some Greenie presense one of our first OpenSim tests... Foolish' concert 'Live from the Cornfield'. (I blame you for the nostalgia that is grasping me now!)

 

*starts humming* I wanne be loved like I'm a part of the FIC , power like Anshe Chung without all of the *****, have every single newbie tell me how great I've got to be! I'm gonna trade real life for a second chance, I'll even upgrade my look and download a dance... . 'cause we all just wanna be coooooool avatars.. (my apologies to both Foolish and Nickelback! ;))

Sorry, Ann, I guess I haven't hung out in enough corn fields lately ;-)  As for too many prims, I'm still just wearing the nice modest dress of a Roman matron that I picked up in SPQR in SL!

Wow, doorless and windowless dwellings..hmm- are these in fact dwellings?

Mark, if you think about it, eliminating what we would consider normal entry doors or windows is an excellent defensive strategy.  As long as the residents have time to pull up the exterior ladders providing access to the roof, they could be relatively safe from enemies trying to gain physical access to their homes.

Several years ago I visited York and I noticed the half height doors in some of the old medieval buildings in The Shambles district.  A tour guide explained that the doors were made intentionally short so an unwelcome intruder would have to bend over to get through the door making them vulnerable to dispatch by the residents within.  This is a similar use of architectural design for defensive purposes.

 Hi Mary.  I think a 'creative archaeological reconstruction commons' would be an excellent idea.  I have been working on the digital reconstruction of Teleilat Ghassul, a chalcolithic site in Jordan as part of my MA project for the last 8 months.  At the moment I am building it on a platform above the University of Newcastle island because of the funding issue.  The rent is prohibitive for anyone trying to do this on a tight budget and I am concerned that all of my effort will be for nothing when the University decides to withdraw their funding and close down its island below me.  If you need another voice behind you to get an educational creative commons area up and running count me in.  I was greatly dismayed when I noticed the beautiful 'Persephone' project, an amazing archaeological reconstruction done by the University of Sydney, disappear into thin area just recently due to lack of funding/interest.  We can't let this continue to happen!

 

 

Recently, I just learned that there is (was?) a reconstruction of the Minoan civilization in Second Life.  I'm going to attempt to find it but the SL user that mentioned it to me was under the impression that it, too, has disappeared because of the exorbitant cost of SL rent.  He was the one who created the virtual Acropolis that I wrote about in another Heritage Key feature article and says he has had to take it offline as well because he can no longer afford the rent!  What a grievous loss!

Its really funny how a virtual environment can really bring up a lot of questions and issues relevant to the physical site. I am still unable to process how "virtual" real estate can be so costly, but it is very unfortunate that they had to take it offline.

Dorabelle, although Second Life offers a visitor the right to wander around at no charge, they charge those who wish to create content "In World" a hefty monthy fee based on the "size" of the virtual real estate the content creator wishes to use ranging from a single residence (that may be "rented" for around $9 (US) per month the last time I checked which has been some time ago) all the way up to a private island that may  rent for $300(US) per month or more plus an up front fee of around $700 (US) or more (at least according to a discussion thread I found about it since Linden Labs is rather obtuse about outright telling you how much everything costs until you login and start poking around).  The monthly fees are infinitely higher than the actual cost of the space on the server where the created objects reside.  This, obviously, is how Linden Labs, the developer of Second Life, makes its millions. 

Even if you rent an Island, you are limited to how many prims (primitive 3-D objects) you can use to create buildings, plants, animals, furnishings and clothes for your Island and its inhabitants unless you pay even more money.  Furthermore, if you design objects locally then upload the objects to Second Life, it's my understanding you pay an upload fee as well.  I guess the bottom line is it gets really expensive really quickly if you wish to maintain an organizational presence in Second Life.  Academics with limited period grants may be able to budget for the rental fee for the period of the grant but after the grant expires, they have no resources to continue paying the rent and abandon all of the work that is, I assume, then removed by Linden Labs.  What a waste...and loss to our cultural community!

Disclaimer:  All prices I have quoted may well be outdated as they were referred to in various discussion threads between other Second Life users.  The current costs may be obtained if you sign up for a free account then login, teleport to a location and select the menu option to Buy Land. Be sure to read all the fine print!

 

SL is indeed not free of charges to occuply 'real estate' which is essentially server space. However by shopping around sims ( pieces of virtual real estate) can be found that do not require hard currency but require $ Lindens (in game currency). Many partial sim owners sucessfully cover their rental tiers from donations, but it would be extremely tough to cover rental on a full price commercial sim from donations and sales.

Have you investigated the  reduced fee sims available directly available from LL for not-for-profit and educational institutions?

Getting 'customers' through the doors requires active human presence in SL think events and promotions. This is time consuming. One income stream would be to sell some copies of the builds and artifacts. A site that evolves and changes gets repeat visitors, a static environment gets one and maybe a second visit but no more than that. Start small and only expand if income streams allow it. Save full permissions copies of all builds, even if your real estate changes there will be an option to reinstate your simulation if finances permit leasing of a new plot of land.

Upload fees are $L 10 - approximately $US 0.04 ie 4 cents.

I'm unaware of any mechanism in SL that would allow export of builds to other platforms. SL is probably better suited to a project of fixed duration than to an open ended museum/archive piece.

HarleyMC, thanks for the additional information.  I would like to add that although new users are provided with a few $ Linden (Linden dollars) to begin with (I guess that's how I got some as I've never purchased any myself), if you use your beginning stake to purchase any In World assets or make donations to creators who are particularly imaginative, you will eventually deplete your meager stash and, if you wish to continue collecting some assets for use In World, will eventually need to use real money to purchase more game currency, although as you point out the exchange rate is generous.

Linden Labs revenue is based on the concept of micropayments.  If you develop an engaging site that attracts millions of users (and they have) and charge small sums for optional game enhancements like virtual clothing to wear, furnishings for a visitor's In World residence, etc. you will make a healthy amount of revenue (and they have).  Many traditional game companies have adopted this model, using their online sites to sell game "mods", additional weapons, etc.

As an infrequent visitor to Second Life (I just don't have the time to spend there), I truly enjoy the experience and must admit I have been tempted to take up residence on Imadi Island, part of a Star Trek virtual museum environment I stumbled across by accident.  The creator of Imzadi Island has produced such a beautiful, peaceful environment that I sometimes login to Second Life and teleport there just to virtually wander about there like you would a walk in a park for relaxation.  I can virtually sit on the beach and enjoy the view of waves lapping the beach or crashing on the rocks and listen to the sound of sea birds calling to each other.  (I was raised on the coast and miss the ocean!) Of course, an avatar can fly in Second Life and I like to fly over the ocean and watch whales and porpoises cavorting in the virtual water below.

Since it is based on Star Trek, there are virtual reconstructions of Star Trek spacecraft including a shuttlecraft that you can board that soars around the island on a tour. 

But, renting one of the official residences there costs $9 (US - real money) per month and I just can't justify the price for the occasional visit.

Harley, you also mention the cost of hosting events.  Events in Second Life can add a great deal to the experience if you manage to arrange your time so you are In World when they occur.  I guess if you're serious about it you need to schedule your attendance like you would a real world event.  I have visited SPQR, one of the Roman environments in Second Life and tried to attend a gladiator contest but I keep missing them.  I must have made a mistake in my time zone conversion or no one showed up so the event was cancelled.  I did stumble into a fair that was hosted there.  However, I'm not well versed in Second Life ettiquette and didn't know that asking a young male avatar about his amazingly detailed costume was tatamount to flirting!

 

Interesting Publications
Designing Virtual Worlds
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Digital Space: Designing Virtual Environments (Paperback)
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