Gunnar Liestøl
Datos Biográficos
| ID | 6940503 |
|---|---|
| NOMBRE | Gunnar Liestøl |
| NOMBRES | Gunnar |
| APELLIDO | Liestøl |
| FIRMA | LIESTØL G |
| AFILIACIONES | University of Oslo |
| VERIFICADO | No |
| TOTAL DE OBRAS | 4 |
| TOTAL DE CITAS | 2 |
| TOTAL COMO AUTOR | 3 |
| TOTAL COMO EDITOR | 1 |
| PRIMER AÑO DE PUBLICACIÓN | 1994 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2021 |
| ÍNDICE H | 1 |
Augmented Reality Storytelling Submerged. Dry Diving to a World War II Wreck at Ancient Phalasarna, Crete
Underwater heritage and archaeology is, in general, limited to the few who have permission, and the means to actually dive on location and experience the submarine sites. Dry dive technologies such as Augmented Reality (AR) now offer unprecedented opportunity to change this situation. This paper explores the use of AR storytelling with regard to a World War II landing craft at Phalasarna, Greece. Tank Landing Craft A6 (TLC) was sunk by German air…
Sensory Media
Handheld digital devices are rapidly increasing their sensory capabilities for registering multiple types of input, such as movement, orientation, position and touch, as well as light and sound. Mobile Augmented Rreality is one of the emerging forms of representation and expression that exploits these sensory media. In the following text we will present and discuss a type of indirect augmented reality, which we call situated simulations. In a sit…
Digital Media Revisited
The Computer as Medium
Computers are developing into a powerful medium integrating film, pictures, text and sound, and the use of computers for communication and information is rapidly expanding. The Computer as Medium brings insights from art, literature and theatre to bear on computers and discusses the communicative and organizational nature of computer networks within a historical perspective. The book consists of three parts. The first part characterizes the semio…
Augmented Reality Storytelling Submerged. Dry Diving to a World War II Wreck at Ancient Phalasarna, Crete
Underwater heritage and archaeology is, in general, limited to the few who have permission, and the means to actually dive on location and experience the submarine sites. Dry dive technologies such as Augmented Reality (AR) now offer unprecedented opportunity to change this situation. This paper explores the use of AR storytelling with regard to a World War II landing craft at Phalasarna, Greece. Tank Landing Craft A6 (TLC) was sunk by German air…
The Computer as Medium
Computers are developing into a powerful medium integrating film, pictures, text and sound, and the use of computers for communication and information is rapidly expanding. The Computer as Medium brings insights from art, literature and theatre to bear on computers and discusses the communicative and organizational nature of computer networks within a historical perspective. The book consists of three parts. The first part characterizes the semio…
Digital Media Revisited
Sensory Media
Handheld digital devices are rapidly increasing their sensory capabilities for registering multiple types of input, such as movement, orientation, position and touch, as well as light and sound. Mobile Augmented Rreality is one of the emerging forms of representation and expression that exploits these sensory media. In the following text we will present and discuss a type of indirect augmented reality, which we call situated simulations. In a sit…
Augmented Reality Storytelling Submerged. Dry Diving to a World War II Wreck at Ancient Phalasarna, Crete
Underwater heritage and archaeology is, in general, limited to the few who have permission, and the means to actually dive on location and experience the submarine sites. Dry dive technologies such as Augmented Reality (AR) now offer unprecedented opportunity to change this situation. This paper explores the use of AR storytelling with regard to a World War II landing craft at Phalasarna, Greece. Tank Landing Craft A6 (TLC) was sunk by German air…
Computer Science (4 obras) · Artificial Intelligence (3 obras) · Art (2 obras) · Augmented reality (2 obras) · Augmented Reality Applications (2 obras) · Digital Games and Media (2 obras) · Human–computer interaction (2 obras) · Literature (2 obras) · Multimedia (2 obras) · Narrative (2 obras)