Ongoing Projects

Changed on 6 October 2026 à 12:13

2025-2027 Cohort

Archaeology of the Nobodies

Carolina Perez Marin (UCM) and Giada Tommolillo (UNIBO)

The Archaeology of the Nobodies project is an educational initiative that aims to raise awareness about the protection of cultural heritage in the face of contemporary global challenges, such as armed conflict, discrimination and social inequalities. The objective is to highlight the significance of archaeological heritage and cultural legacy through the medium of manga, a format selected for its visual potency and its capacity to engage a broad audience.

The project therefore sets out to document several archaeological sites, whilst also bringing to light the human experiences associated with them, by including interviews with people who have a history and a connection to these places.  The focus is therefore on the construction of identities and cultural memory. 

The group is currently engaged in the design of the narrative structure and the development of the storyboard. Furthermore, the team is conducting interviews with individuals from a variety of cultural backgrounds, with a view to gathering the testimonies that will form the narrative basis of the manga.

Jorge de Juan Gordo, Beatriz Martínez, Blanca Pallardó Azorín, Chrétien Nounahon, Gaïane Salinas

The ArChef Roadtrip: Paris to Madrid

Jorge de Juan Gordo, Beatriz Martínez, Blanca Pallardó Azorín (UCM), Chrétien Nounahon and Gaïane Salinas (UP1PS)

The ArChef Roadtrip project aims to document ancient food practices and the role it plays in shaping cultural identities, through the creation of an interactive map linking Madrid to Paris. This culinary road will take in several archaeological sites, providing an insight into the evolution of recipes and tastes over time, as well as the unique eating habits of Spain and France. This map, which will be available online, will also include information on food preparation processes, cooking structures and ustensils. The project's objective is also to produce videos demonstrating the re-creation of archaeological recipes.  

A first mock-up illustrating the intended appearance of the map has been produced. The bibliographical research, which is necessary for selecting the archaeological sites and data to be included on the map, is currently underway. The map is expected to be finalised and published online around November 2027. 

Evans Joel

Environment and Human Occupation in the Fontainebleau Forest

Anaëlle Belloch, Mathilde Ploteau and Louison Vigent (UP1PS)

The project aims to illustrate the relationship between people and their environment by creating a hiking trail in the Fontainebleau Forest. The objective is to invite visitors to discover the forest as both natural and heritage landscape, shaped over time by human activity. Suitable for all ages, this trail will allow visitors to explore the history of human settlement in the forest, as well as the various human activities that have shaped this space. The trail will connect several archaeological sites, and will be accompanied by engaging educational materials designed to raise public awareness about the preservation of cultural heritage and the forest environment.

This project also addresses a conservation challenge, as the fires of 2026 served as a stark reminder of the forest's fragility. The team is currently working on designing the hiking trail and selecting the archaeological sites, in collaboration with the Seine-et-Marne departmental office. Educational materials are also being developed with the assistance of illustrator Lou Laleu.

Adèle Dumont, Romane Just, Till Freyberg, Manel Lopez Alonso et Judith Sodupe Pérez

Karum

Adèle Dumont, Romane Just (UP1PS), Till Freyberg (FUB), Manel Lopez Alonso and Judith Sodupe Pérez (UCM)

The Karum project involves the design of a board game focusing on trade networks and the circulation of global resources during the Bronze Age period. The game will be developed using archaeological data, which will be made accessible through a fun, trilingual experience (English, French and Spanish).

Players will each start in a region of Europe, North Africa or the Middle East and travel across the continents to acquire and trade the resources essential for developing their trade route. At the end of each round, cards will introduce changes and challenges inspired by situations attested by archaeology. The game will feature two distinct modes: a cooperative mode, in which players aim to complete a specified number of shared projects and maintain the main trade routes until the final round; and a competitive mode, in which players seek to develop the most efficient trade route.

A complete rulebook is currently being prepared. An initial physical prototype will then be used to test the game, with a view to identifying any issues and improving the players’ experience. The game is scheduled to be published and undergo public testing in June 2027.

2024-2026 Cohort

Archaeology and Science Fiction: Creation of a Story for Métal Hurlant

Marina Bodoque Archa (UCM), Cléo Dharréville and Daphné Lemaître (UP1PS)

Alongside an in-depth study of the archaeologist’s portrayal in science fiction, this project involves the publication of a short story, in collaboration with the illustrator Zelia Azomedon, as part of a call for submissions from the French comic magazine Métal Hurlant.

The comic tells the story of Sophie, the director of a futuristic archaeological excavation, who is confronted with the machinations of a dishonest and avaricious auctioneer seeking to exert pressure on the archaeologists’ work. This dystopian storyline aims to draw attention to the budget constraints increasingly affecting the field, as well as the worsening working conditions faced by archaeologists.

The script for the comic has now been finalised. The illustrator is currently working on the colouring and inking. The comic is scheduled to be published in Métal Hurlant in autumn 2026. It will also be published on the EUR website.

Hard Animal Material Project (EUR ArChal)

Event on the Working of Hard Animal Materials

Gaspar Baron, Blandine Bessonnet and Luaine Roussel (UP1PS)

Working with ivory and other hard animal materials presents particular challenges, not least because of the illegal trafficking affecting some of these resources. This project took the form of a public event with the objective of raising awareness of the illegal ivory trade and the role of organisations combating this phenomenon, such as the International Fund for Animal Welfare (IFAW). This event, which took place from 12 to 14 June 2026 in Paris as part of the European Archaeology Days, proved a great success with participants of all ages.

The team presented a kakemono (visual display) outlining the methods in antler working and the legislation governing the use of hard animal materials. Visitors were also invited to discover experimental replicas of objects made from hard animal materials, as well as modern samples of deer, roe deer and reindeer antlers. Finally, a number of educational activities were proposed, including a quiz with three levels of difficulty.

View the kakemono (PDF, FR, 10,7Mo)

Arnaud Bounmanithstarelh, Tawanda Gatsi, Carolina Ibañez

Video Game about Human Resilience against Disasters

Arnaud Bounmanithstarelh (INALCO), Tawanda Gatsi (UNIBO) and Carolina Ibañez (UCM)

The project centres on the design of a strategy video game focused on resilience against natural and man-made disasters. The objective is to emphasise the resilience and survival strategies developed by ancient societies.

Players must develop a resilient urban area using ancient techniques to withstand an imminent disaster, which is randomly assigned (flood, drought or military attack). To achieve this goal, they will need to gather resources to build infrastructure that strengthens the city's resilience. Approximately ten infrastructures, based on examples from Rome and Zimbabwe, will be available in the game. Each will be accompanied by an explanatory label that can be viewed in a dedicated area called 'gallery'. The game has been designed to resonate with a large audience, blending entertainment with educational value in order to cultivate players' awareness of the challenges associated with resilience.

One map have been created and the game is entering its testing phase. The gallery is currently being completed and will provide detailed information on the design and function of the archaeological structures. A first playable version of the game will be available in November 2026.

Find out more about the gameplay (PDF, 894Ko)

Images Gallery (PDF, 699Ko)

Eloy García, Darío Ruiz, Elina Germond, Federica Motta, Giorgia Segatto

Production of Everyday Wooden Objects

Eloy García, Darío Ruiz (UCM), Elina Germond (UP1PS), Federica Motta and Giorgia Segatto (UNIBO)

The aim of this project is to understand how everyday wooden objects were made and used during the Bronze Age. It is based on the archaeological study and experimental reproduction of a wooden hoe from the site of Lucone D, in collaboration with the Parco Archeologico della Terramara di Montale and the Museo Archeologico della Valle Sabbia (MAVS). 

Following a detailed analysis of the manufacturing and wear traces on the archaeological artefact, as well as on a digitised 3D model, the team has been able to draw conclusions about its manufacture and use. A reduced model of the original object was also created using a 3D printer. Finally, an experimental programme was conducted to reproduce and use the hoe, employing the same techniques identified during the study. A comparison of the traces on the archaeological hoe and the experimental hoe will provide validation for the archaeological interpretations regarding its manufacture and use.

Science outreach is a key element of the project and an Instagram page will document the various stages of the work for a non-specialist audience. 

Images Gallery (PDF, 2,23Mo)

Visit the project's Instagram page