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

Amnesia Remembered: Reverse Engineering a Digital

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    £104.50

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    RRP £110.00 – you save £5.50 (5%)

    Order before 4pm tomorrow for delivery by Wed 17 Jun 2026.

    A Hardback by John Aycock

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      View other formats and editions of Amnesia Remembered: Reverse Engineering a Digital by John Aycock

      Publisher: Berghahn Books
      Publication Date: 10/03/2023
      ISBN13: 9781800738676, 978-1800738676
      ISBN10: 1800738676

      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

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