Linear programming for the analysis and virtual recreation of historical events: the allocation of the artillery during the Siege of Bilbao in 1874

IF 1.6 0 ARCHAEOLOGY
Á. Rodríguez-Miranda, P. Ferreira-Lopes, Gorka Martín-Etxebarria, J. Korro Bañuelos
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引用次数: 3

Abstract

The current digital technologies development makes it possible to apply new forms of studying historical events considering the geographical point of view. They rely on the location and the relationships among the different elements that took part in them over a recreated space (e.g. relief, roads, rivers); once these elements have been laid out on the virtual space, Geographic Information Systems (GIS) can be used to analyse several factors, such as distances, visibility, connectivity and so on. Nevertheless, the development of the actions was also driven by the aims, needs and beliefs (either wise or misguided) of the people/actors involved in those situations; therefore, some ways of including reasoning would significantly improve the actual recreation and understanding of the episodes. In this sense, “linear programming” is a very versatile tool for system modelling and optimization that is broadly used in many fields (e.g. industry, transports, agriculture, etc.). Likewise, this technique can also be applied to past scenarios to simulate dynamics and cross-check sources. In this text, two models regarding the distribution and the allocation of supplies during the siege of Bilbao, in the framework of the Third Carlist War (1872-1876), from both parties —beleaguerer and besieged— were established based on the war front textual reports. In these models, the scenario is recreated through the system variables (which define the alternatives that can be or could have been taken) and the constraints (which limit the range of action); moreover, the actors’ goals that guided the course of events are defined by the objective. Despite the simplification in the modelling, the results show very interesting hints about the dynamics involved during the processes and are able to highlight some critical issues that significantly conditioned the final results. Besides, the modelling process itself proved to be an opportunity for collaboration between historians and computer scientists.Highlights:Geographic Information Systems (GIS) allow studying past events through the recreation of the geographical space and the interactions between the elements.Linear programming can be a suitable option to include actors’ reasoning as a part of the modelling process.The usefulness of the system models also enables the identification of critical issues, testing alternative scenarios and sharing information.
用于历史事件分析和虚拟再现的线性规划:1874年毕尔巴鄂围城期间炮兵的分配
当前数字技术的发展使得从地理角度出发研究历史事件的新形式成为可能。它们依赖于在一个重建空间中参与其中的不同元素之间的位置和关系(例如浮雕、道路、河流);一旦这些元素被布置在虚拟空间中,地理信息系统(GIS)就可以用来分析几个因素,如距离、可见度、连通性等。然而,行动的发展也受到参与这些情况的人/行动者的目标、需求和信仰(明智或误导)的驱动;因此,一些包含推理的方法将显著提高对情节的实际再现和理解。从这个意义上讲,“线性规划”是一种非常通用的系统建模和优化工具,广泛应用于许多领域(例如工业、运输、农业等)。同样,该技术也可以应用于过去的场景,以模拟动态和交叉检查源。本文以第三次卡勒斯特战争(1872-1876)为背景,根据战争前线文本报告,建立了围攻方和被围困方在毕尔巴鄂围城期间的物资分配和分配模型。在这些模型中,通过系统变量(定义可以或可能采取的替代方案)和约束(限制行动范围)重新创建场景;此外,指导事件进程的参与者的目标是由目标定义的。尽管简化了建模,但结果显示了过程中涉及的动力学的非常有趣的提示,并且能够突出一些重要的问题,这些问题对最终结果有很大的影响。此外,建模过程本身被证明是历史学家和计算机科学家之间合作的机会。亮点:地理信息系统(GIS)允许通过地理空间的再创造和元素之间的相互作用来研究过去的事件。线性规划可以是一个合适的选择,包括演员的推理作为建模过程的一部分。系统模型的有用性还允许识别关键问题、测试备选方案和共享信息。
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来源期刊
CiteScore
5.20
自引率
21.70%
发文量
19
审稿时长
20 weeks
期刊介绍: Virtual Archaeology Review (VAR) aims the publication of original papers, interdisciplinary reviews and essays on the new discipline of virtual archaeology, which is continuously evolving and currently on its way to achieve scientific consolidation. In fact, Virtual Archaeology deals with the digital representation of historical heritage objects, buildings and landscapes through 3D acquisition, digital recording and interactive and immersive tools for analysis, interpretation, dissemination and communication purposes by means of multidimensional geometric properties and visual computational modelling. VAR will publish full-length original papers which reflect both current research and practice throughout the world, in order to contribute to the advancement of the new field of virtual archaeology, ranging from new ways of digital recording and documentation, advanced reconstruction and 3D modelling up to cyber-archaeology, virtual exhibitions and serious gaming. Thus acceptable material may emerge from interesting applications as well as from original developments or research. OBJECTIVES: - OFFER researchers working in the field of virtual archaeology and cultural heritage an appropriate editorial frame to publish state-of-the-art research works, as well as theoretical and methodological contributions. - GATHER virtual archaeology progresses achieved as a new international scientific discipline. - ENCOURAGE the publication of the latest, state-of-the-art, significant research and meaningful applications in the field of virtual archaeology. - ENHANCE international connections in the field of virtual archaeology and cultural heritage.
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