Description
Book Synopsis Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered.
Trade Review “Highly recommended. All readers” • Choice
"This is a fascinating exploration of a single digital artefact. It reminds the reader that digital ‘things’ are still physical – and from those physical fluctuations representing ones and zeros the book walks the reader through the process of reconstructing what the code actually was, what it did, why it did it, and why it matters.” • Shawn Graham, Carleton University
Table of Contents List of Figures
List of Tables
Preface
Part I:Pre-Excavation
Introduction
Chapter 1. Reconnaissance
Chapter 2. Evaluation
Chapter 3. Strategy and Research Questions
Part II: Excavation
Chapter 4. Fragments
Chapter 5. Publisher Logo
Chapter 6. Text Encoding
Chapter 7. Interpreter
Chapter 8. Text Encoding, Revisited
Chapter 9. Parser
Chapter 10. Finding Locations
Chapter 11. Copy Protection
Part III: Post-Excavation
Chapter 12. Analysis
Conclusion
Index