Gunnar Liestøl

Image of Gunnar Liestøl
Norwegian version of this page
Phone +47 22850439
Mobile phone +47 92462843
Username
Visiting address Gaustadalléen 21 Forskningsparken 0349 Oslo
Postal address Postboks 1093 Blindern 0317 Oslo

Ongoing and planned research projects 

Directs the SITSIM-project which have been funded by the Norwegian Research Council; EngageLab, University of Oslo; Dept. of Media & Communication, University of Oslo Norway Opening Universities; and Arts Council Norway(ABM-utvikling. The main focus is on digital media design and mobile locative media.

For more information see the Situated Simulation page.

Tags: Media and communication, Mobile media, Augmented Reality, Location–based media, Rhetoric, Narratology, Digital Design

Publications

  • Bolter, Jay David; Engberg, Maria; Liestøl, Gunnar & MacIntyre, Blair (2021). The Acropolis on the Immersive Web. The Journal of Media Innovations. ISSN 1894-5562. 7(1), p. 41–51. doi: 10.5617/jomi.8794.
  • Liestøl, Gunnar (2021). Museums, Artefacts and Cultural Heritage Sites. Using Augmented Reality to bridge the gaps between indoors/outdoors and centre/periphery in Cultural Heritage Communication. The Journal of Media Innovations. ISSN 1894-5562. 7(1), p. 19–28. doi: 10.5617/jomi.8792.
  • Liestøl, Gunnar; Bendon, Michael & Hadjidaki-Marder, Elpida (2021). Augmented Reality Storytelling Submerged. Dry Diving to a World War II Wreck at Ancient Phalasarna, Crete. Heritage — Open Access Journal of Knowledge, Conservation and Management of Cultural and Natural Heritage. ISSN 2571-9408. 4(4), p. 4647–4664. doi: 10.3390/heritage4040256.
  • Liestøl, Gunnar & Elpida, Hadjidaki (2019). Quasi–Mixed Reality in Digital Cultural Heritage. Combining 3D Reconstructions with Real Structures on Location—The Case of Ancient Phalasarna. In Kremers, Horst (Eds.), Digital Cultural Heritage. Springer. ISSN 978-3-030-15198-0. p. 423–433. doi: https:/doi.org/10.1007/978-3-030-15200-0_29.
  • Liestøl, Gunnar; Ritter, Christian S. & Ibrus, Indrek (2019). Audiovisual Industries and Tourism: Forms of Convergence. In Ibrus, Indrek (Eds.), Emergence of Cross-innovation Systems. Audiovisual Industries Co-innovating with Education, Health Care and Tourism. Emerald Group Publishing Limited. ISSN 978-1-78769-977-9. p. 165–172. doi: https:/doi.org/10.1108/978-1-78769-977-920191018. Full text in Research Archive
  • Liestøl, Gunnar (2019). The Photo positioning Puzzle: Creating Engaging Applications for Historical Photographs by Combining Mobile Augmented Reality and Gamification. In Addison, Alonzo C. & Thwaites, Harold (Ed.), Digital HERITAGE 2018. New Realities: Authenticity & Automation in the Digital Age. Proceedings of the 2018 3rd Digital Heritage International Congress
 (DigitalHERITAGE)
 
 . IEEE (Institute of Electrical and Electronics Engineers). ISSN 978-1-7281-0292-4. doi: 10.1109/DigitalHeritage.2018.8810038.
  • Liestøl, Gunnar (2019). Augmented reality storytelling: Narrative design and reconstruction of a historical event in situ. International Journal of Interactive Mobile Technologies (iJIM). ISSN 1865-7923. 13(12), p. 196–209. doi: 10.3991/ijim.v13i12.11560. Full text in Research Archive
  • Morrison, Andrew; Erstad, Ola; Liestøl, Gunnar; Pinfold, Nicholas; Snaddon, Bruce & Hemmersam, Peter [Show all 7 contributors for this article] (2019). Investigating agentive urban learning: an assembly of situated experiences for sustainable futures. Oxford Review of Education. ISSN 0305-4985. 45(2), p. 204–223. doi: 10.1080/03054985.2018.1556627. Full text in Research Archive
  • Liestøl, Gunnar (2018). Sequence & access, storytelling & archive in mobile augmented reality. In Goodman, Lisbeth & Addison, Alonzo C. (Ed.), Proceedings of the 23rd International Conference on Virtual System & Multimedia. IEEE (Institute of Electrical and Electronics Engineers). ISSN 978-1-5386-4494-2. doi: 10.1109/VSMM.2017.8346305. Full text in Research Archive
  • Liestøl, Gunnar; Bjørkli, Birgitte; Ledas, Sarunas; Stenarson, Tomas & Uleberg, Espen (2018). Archaeology and Augmented Reality. Visualizing Stone Age Sea Level on Location. In Matsumoto, Mieko & Uleberg, Espen (Ed.), Oceans of Data Proceedings of the 44th Conference on Computer Applications and Quantitative Methods in Archaeology. Archaeopress. ISSN 978 1 78491 731 9. p. 367–376. Full text in Research Archive
  • Liestøl, Gunnar (2018). Story and storage – narrative theory as a tool for creativity in augmented reality storytelling. Virtual Creativity. ISSN 2397-9712. 8(1), p. 75–89. doi: 10.1386/vcr.8.1.75_1. Full text in Research Archive
  • Liestøl, Gunnar & Morrison, Andrew (2016). Genre Innovation – a Prologue. The Journal of Media Innovations. ISSN 1894-5562. 3(2), p. 1–3. doi: 10.5617/jmi.v3i2.4085. Full text in Research Archive
  • Smørdal, Ole; Liestøl, Gunnar & Erstad, Ola (2016). Exploring situated knowledge building using mobile augmented reality . QWERTY - Interdisciplinary Journal of Technology, Culture and Education. ISSN 1828-7344. 11(1).
  • Liestøl, Gunnar; Smørdal, Ole & Erstad, Ola (2015). STEM–Learning by means of Mobile Augmented Reality. Exploring the Potential of Augmenting Classroom Learning with Situated Simulations and Practical Activities on Location. In Chova, L. Gómez; Martínez, A. López & Torres, I. Candel (Ed.), Edulearn15 Proceedings. International Academy of Technology, Education and Development (IATED). ISSN 978-84-606-8243-1. p. 6515–6523.
  • Liestøl, Gunnar & Morrison, Andrew (2015). The power of place and perspective: sensory media and situated simulations in urban design. In de Souza e Silva, Adriana & Sheller, Mimi (Ed.), Mobility and Locative Media: Mobile Communication in Hybrid Spaces (Changing Mobilities). Routledge. ISSN 978-1138778139. p. 207–223.
  • Liestøl, Gunnar (2014). Situated & Sensory Media between Centre & Periphery in Museum Mediation. In Thwaites, Harold; Kenderdine, Sarah & Shaw, Jeffrey (Ed.), Proceedings of the 2014 International Conference on Virtual Systems and Multimedia (VSMM), 9-12 December 2014 Hong Kong. IEEE conference proceedings. ISSN 9781479972272. p. 247–250. doi: 10.1109/VSMM.2014.7136658.
  • Liestøl, Gunnar; Morrison, Andrew & Stenarson, Tomas (2014). Visualization of Climate Change in situ. In Thwaites, Harold; Kenderdine, Sarah & Shaw, Jeffrey (Ed.), Proceedings of the 2014 International Conference on Virtual Systems and Multimedia (VSMM), 9-12 December 2014 Hong Kong. IEEE conference proceedings. ISSN 9781479972272. p. 251–256. doi: 10.1109/VSMM.2014.7136657.
  • Liestøl, Gunnar (2014). Along the Appian Way. Storytelling and Memory across Time and Space in Mobile Augmented Reality. In Ioannides, Marinos (Eds.), Progress in Cultural Heritage. Documentation, Preservation and Protection. Springer. ISSN 978-3-319-13695-0. p. 248–257. doi: 10.1007/978-3-319-13695-0_24.
  • Liestøl, Gunnar & Freidlander, Larry (2013). Jerusalem's Holy Mount. On Palimpsestic Places in Situated and Sensory Media. In Addison, Alonzo C.; De Luca, Livio; Guidi, Gabriele & Pescarin, Sofia (Ed.), Proceedings of the 2013 Digital Heritage International Congress. IEEE (Institute of Electrical and Electronics Engineers). ISSN 978-1-4799-3169-9. p. 429–433. doi: 10.1109/digitalheritage.2013.6743774.
  • Liestøl, Gunnar & Morrison, Andrew (2013). Views, alignment and incongruity in indirect augmented reality. In Billinghurst, Mark & Thomas, Bruce (Ed.), Proceedings of 2013 IEEE International Symposium on Mixed and Augmented Reality – Arts, Media and HUmanities (ISMAR-AMH). IEEEXplore. ISSN 978-1-4799-2945-0. p. 23–28. doi: 10.1109/ISMAR-AMH.2013.6671263.
  • Liestøl, Gunnar (2013). Topics of Innovation. Towards a Method of Invention and Innovation in Digital Media Design. In Storsul, Tanja & Krumsvik, Arne H. (Ed.), Media Innovations. A Multidisciplinary Study of Change. Nordicom. ISSN 978-91-86523-65-7. p. 61–74.
  • Liestøl, Gunnar; Morrison, Andrew & Nitter, Amund (2012). Indirect Augmented Reality, Situated Simulations and Situated Learning. In de Sa, Marco & Churchill, Elisabeth (Ed.), Proceedings of the 2nd Workshop on Mobile Augmented Reality. Design, Prototyping and Evaluation. Association for Computing Machinery (ACM). ISSN 978-1-4503-1443-5. p. 23–27.
  • Liestøl, Gunnar (2012). Solving the Centre–Periphery Problem in Cultural Heritage by Means of Situated Simulations'. In Ioannides, Marinos; Fritsch, Dieter; Leissner, Johanna; Davies, Rob; Remondino, Fabio & Caffo, Rossella (Ed.), Progress in Cultural Heritage Preservation. 4th International Conference, EuroMed 2012, Limassol, Cyprus, October 29 – November 3, 2012. Proceedings. Springer. ISSN 9783642342332. p. 618–627. doi: 10.1007/978-3-642-34234-9_64.
  • Rasmussen, Terje; Liestøl, Gunnar; Doksrød, Anne & Ledas, Sarunas (2012). Sensory Media: Multidisciplinary Approaches in Designing a Situated & Mobile Learning Environment for Past Topics. International Journal of Interactive Mobile Technologies (iJIM). ISSN 1865-7923. 6(3), p. 18–24. doi: 10.3991/ijim.v6i3.2097.
  • Liestøl, Gunnar; Rasmussen, Terje & Stenarson, Tomas (2011). Mobile innovation: designing and evaluating situated simulations. Digital Creativity. ISSN 1462-6268. 22(3), p. 174–186. doi: 10.1080/14626268.2011.604639.
  • Liestøl, Gunnar (2011). Situated Simulations between Virtual Reality and Mobile Augmented Reality: Designing a Narrative Space. In Furth, Borko (Eds.), Handbook of Augmented Reality. Springer. ISSN 9781461400639. p. 309–321. doi: 10.1007/978-1-4614-0064-6_14.
  • Liestøl, Gunnar (2010). On Mobility, Localization and the Possibility of Digital Genre Design, Exploring digital design : multi-disciplinary design practices. Springer. ISSN 978-1-84996-222-3. p. 171–189.
  • Liestøl, Gunnar & Rasmussen, Terje (2010). In the Presence of the Past. A field trial evaluation of a situated simulation design reconstructing a viking burial scene. In Szücs, András & Tait, Alan W. (Ed.), Media Inspirations for Learning. What makes the Impact?. European Distance and E-Learning Network. ISSN 978-963-06-9430-8.
  • Liestøl, Gunnar (2010). PowerPoint: Beyond Hardware and Software. In Morrison, Andrew (Eds.), Inside Multimodal Composition. Hampton Press. ISSN 1-57273-958-4. p. 69–92.
  • Morrison, Andrew; Stuedahl, Dagny; Mörtberg, Christina M; Wagner, Ina; Liestøl, Gunnar & Bratteteig, Tone (2010). Analytical perspectives, Exploring digital design : multi-disciplinary design practices. Springer. ISSN 978-1-84996-222-3. p. 55–103.
  • Liestøl, Gunnar (2009). Augmented Reality and Digital Genre Design – Situated simulations on the iPhone. In Tönnies, Marcus (Eds.), IEEE International Symposium on Mixed and Augmented Reality 2009 Arts, Media and Humanities Proceedings. IEEE conference proceedings. ISSN 978-1-4244-5465-5. p. 29–34.
  • Liestøl, Gunnar (2009). Mission Dolores – Designing a Situated Simulation for the iPhone. In Kong, Siu Cheung; Ogata, Hiroaki & Arnseth, Hans Christian (Ed.), Proceedings of the 17th International Conference on Computers in Education (ICCE 2009). Asia-Pacific Society for Computers in Education (CD Rom). ISSN 978-986-84735-3-9. p. 635–637.
  • Liestøl, Gunnar (2009). Narrative & Rhetorical Aspects of a Situated Simulation on the Oseberg Viking Ship. In Auer, M (Eds.), Proceedings of the IMCL 2009. International Association of Online Engineering. ISSN 978-3-89958-479-0. p. 324–326.
  • Liestøl, Gunnar (2009). Situated Simulations: A Prototyped Augmented Reality Genre for Learning on the iPhone. International Journal of Interactive Mobile Technologies (iJIM). ISSN 1865-7923. 3, p. 24–28. doi: 10.3991/ijim.v3s1.963.
  • Liestøl, Gunnar (2007). The Dynamics of Convergence & Divergence in Digital Domains. In Storsul, Tanja & Stuedahl, Dagny (Ed.), Ambivalence Towards Convergence. Digitalization and Media Change. Nordicom. ISSN 9789189471504.
  • Liestøl, Gunnar (2007). The convergence of real space and hyperspace. Preflections on mobility, localization and multimodality in digital learning environments. In Montgomerie, Craig & Seale, Jane (Ed.), Proceedings of ED-MEDIA 2007. World Conference on educational multimedia, hypermedia & telecommunications. Association for the Advancement of Computing in Education (AACE). ISSN 1-880094-62-2. p. 1423–1430.
  • Liestøl, Gunnar (2006). Building Digital & Multimodal Competencies among Teachers & Students. In Reeves, Thomas C. & Yamashita, Shirley F. (Ed.), Proceedings of E-Learn 2006. Association for the Advancement of Computing in Education (AACE). ISSN 1-880094-60-6. p. 1665–1671.
  • Liestøl, Gunnar (2006). Dynamics of Convergence & Divergence in Digital Media & Learning. In Reeves, Thomas C. & Yamashita, Shirley F. (Ed.), Proceedings of E-Learn 2006. Association for the Advancement of Computing in Education (AACE). ISSN 1-880094-60-6. p. 2902–2910.
  • Liestøl, Gunnar (2006). Conducting genre convergence for learning. International Journal of Continuing Engineering Education and Life-Long Learning. ISSN 1560-4624. 16(3/4), p. 255–270.
  • Liestøl, Gunnar (2006). Sammensatte tekster – sammensatt kompetanse. Digital kompetanse. ISSN 0809-6724. 1(4), p. 277–305.
  • Liestøl, Gunnar (2005). THE DELTA MODEL. Distribution of Multimodal Information when Designing Digital Genres for Learning. In Malpica, Freddy (Eds.), The 3rd International Conference on Education and Information Systems: Technologies and Applications. International institute of Informatics and Systemics. ISSN 980-6560-34-5. p. 171–176.
  • Liestøl, Gunnar (2005). Combinary Competence. Reflections on Multidisiplinary Approaches to Digital Media and Learning. Frontiers in Artificial Intelligence and Applications. ISSN 0922-6389. 133, p. 765–771.
  • Liestøl, Gunnar (2003). Gameplay � From Synthesis to Analysis (and Vice Versa). In Liestøl, Gunnar; Morrison, Andrew & Rasmussen, Terje (Ed.), Digital media revisited : theoretical and conceptual innovation in digital domains. MIT Press. p. 389–413.
  • Liestøl, Gunnar (2003). A Model for Digital Genre Development in Project Work. In Lee, Kar Tin & Mitchell, Koren (Ed.), The Second Wave of ICT in Education. Proceedings from the International Conference on Computers in Education 2003. Association for the Advancement of Computing in Education (AACE). ISSN 1-880094-51-7. p. 550–555.
  • Liestøl, Gunnar (2003). Fortelling, spill og læring. In Lundby, Knut (Eds.), Flyt og forførelse. Fortellinger om IKT. Gyldendal Akademisk. ISSN 82-05-31520-5. p. 181–193.
  • Liestøl, Gunnar (2002). Gameplay. In Balkema, Annette W. & Slager, Henk (Ed.), Concepts on the Move. Lier an Boog. Series in Philosophy of Art and Art Theory, Amsterdam. ISSN 90-420-1269-2. p. 111–113.
  • Liestøl, Gunnar (2001). Figurativ versus verbal. Øvelser i læring og kommunikasjon i online 3D-omgivelser. In Jopp, Carsten (Eds.), IKT og læring i humanistisk perspektiv. Utforsking av ny læringspraksis i høyere utdanning. Cappelen Damm Akademisk. ISSN 82-02-19915-8. p. 70–78.
  • Liestøl, Gunnar (2001). Research into the development of digital media as an interdisciplinary field based in the sciences and the humanities, Tverrfaglighet og digitale medier. Unipub forlag. ISSN 82-8064-001-0. p. 41–56.
  • Rasmussen, Terje & Liestøl, Gunnar (2001). Innledning. In Liestøl, Gunnar & Rasmussen, Terje (Ed.), Internett i endring. Novus Forlag. ISSN 82-7099-344-1. p. 9–20.
  • Liestøl, Gunnar (1999). I Vesterled med museklikk. In Braa, Kristin; Hetland, Per & Liestøl, Gunnar (Ed.), netts@mfunn. Aschehoug & Co. ISSN 82-518-3938-6. p. 192–202.

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  • Liestøl, Gunnar; Ioannides, Marinos; Fink, E; Moropoulo, A; Hagedorn-Saupe, M & Fresa, Antonella [Show all 8 contributors for this article] (2016). Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. Springer. ISBN 978-3-319-48974-2. 289 p.
  • Hannemyr, Gisle; Liestøl, Gunnar; Lüders, Marika & Rasmussen, Terje (2015). Digitale Medier. Teknologi, anvendelser og samfunn. Universitetsforlaget. ISBN 9788215025025. 217 p.
  • Liestøl, Gunnar; Fagerjord, Anders & Hannemyr, Gisle (2009). Sammensatte tekster. Arbeid med digital kompetanse i skolen. Cappelen Damm Akademisk. ISBN 978-82-02-27826-7. 166 p.
  • Liestøl, Gunnar; Asbjørnsen, Dag; Totland, Geir & Aaberge, Albertine (2006). Mediemøter. Aschehoug & Co. ISBN 82-03-33402-4. 264 p.
  • Liestøl, Gunnar & Rasmussen, Terje (2003). Digitale medier. En innføring. Universitetsforlaget. ISBN 8215003591. 214 p.
  • Liestøl, Gunnar; Morrison, Andrew & Rasmussen, Terje (2003). Digital media revisited : theoretical and conceptual innovation in digital domains. MIT Press. 554 p.
  • Liestøl, Gunnar; Skov, Bjarne; Solum, Ove & Dahl, Hans Fredrik (2003). Mellom mediene. Unipub forlag. ISBN 82-7477-138-9. 333 p.
  • Liestøl, Gunnar; Morrison, Andrew & Rasmussen, Terje (2003). Introduction. MIT Press. 11 p.
  • Morrison, Andrew; Liestøl, Gunnar & Rasmussen, Terje (2003). Digital Media Revisited: new media methods and theories. MIT Press. 554 p.
  • Rasmussen, Tarald; Liestøl, Gunnar & Morrison, Andrew (2002). Innovation: Media, Methods, and Theories. MIT-press, Cambridge.
  • Frohnapfel, Dos; Grøgaard, Stian; Liestøl, Gunnar & Morrison, Andrew (2002). Artistic Language Games. Lier en Boog.
  • Liestøl, Gunnar & Rasmussen, Terje (2001). Internett i endring. Novus Forlag. ISBN 82-7099-344-1. 469 p.
  • Liestøl, Eva & Liestøl, Gunnar (2001). Perspektiver på dataspill og læring. Artikler og notater fra prosjektet 'Dataspill og didaktikk'. Unipub forlag. ISBN 82-7947-014-X. 108 p.
  • Liestøl, Gunnar & Morrison, Andrew (2001). Tverrfaglighet og digitale medier. Unipub forlag. ISBN 82-8064-001-0. 84 p.
  • Hetland, Per; Braa, Kristin & Liestøl, Gunnar (1999). Nettsamfunn. Aschehoug & Co. ISBN 82-518-3938-6. 326 p.

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  • Liestøl, Gunnar (2018). Storytelling With Mobile Augmented Reality On Omaha Beach: Design Considerations When Reconstructing An Historical Event In Situ.
  • Nyre, Lars & Liestøl, Gunnar (2018). Folkeopplysning på stranda med mobilen i handa. Norsk Medietidsskrift. ISSN 0804-8452.
  • Ioannides, Marinos; Fink, Eleanor; Moropoulou, Antonia; Hagedorn-Saupe, Monika; Fresa, Antonella & Liestøl, Gunnar [Show all 8 contributors for this article] (2016). Preface. Lecture Notes in Computer Science (LNCS). ISSN 0302-9743. 10059 LNCS, p. V–VII.
  • Smørdal, Ole; Liestøl, Gunnar & Erstad, Ola (2015). Building ecologies for knowledge building.
  • Liestøl, Gunnar (2009). Link. In Kolstrup, Søren (Eds.), Medie- og kommunikationsleksikon. Samfundslitteratur. ISSN 978-87-593-0997-1. p. 286–286.
  • Liestøl, Gunnar (2009). Node. In Kolstrup, Søren (Eds.), Medie- og kommunikation leksikon. Samfundslitteratur. ISSN 9788759309971. p. 373–373.
  • Liestøl, Gunnar (2009). Hypertekst. In Kolstrup, Søren (Eds.), Medie- og kommunikationsleksikon. Samfundslitteratur. ISSN 978-87-593-0997-1. p. 198–199.
  • Liestøl, Gunnar (2009). Hypermedie. In Kolstrup, Søren (Eds.), Medie- og kommunikationsleksikon. Samfundslitteratur. ISSN 978-87-593-0997-1. p. 198–198.
  • Liestøl, Gunnar (2009). Tim Berners-Lee. In Kolstrup, Søren (Eds.), Medie- og kommunikationsleksikon. Samfundslitteratur. ISSN 978-87-593-0997-1. p. 39–39.
  • Liestøl, Gunnar (2009). Douglas C. Engelbart. In Kolstrup, Søren (Eds.), Medie- og kommunikationsleksikon. Samfundslitteratur. ISSN 978-87-593-0997-1. p. 124–124.
  • Liestøl, Gunnar (2008). Situerte simuleringer og genreutvikling.
  • Liestøl, Gunnar (2008). Stories, Games, and Multidisciplinarity.
  • Liestøl, Gunnar (2008). The Possibility of Genre Design.
  • Liestøl, Gunnar (2008). Virtuell Formidling.
  • Liestøl, Gunnar (2006). Sammensatte tekster – hvilken kompetanse.
  • Liestøl, Gunnar (2006). Digital Genre Design.
  • Liestøl, Gunnar (2005). Kommentar til Espen Andersens innlegg 'Når forleggeren blir filter: Den digitale litteraturens marked'.
  • Liestøl, Gunnar (2005). Det utvidete tekstbegrepet. Hva er en sammensatt tekst?
  • Liestøl, Gunnar; Berge, Kjell Lars & Ottosen, Rune (2005). Hvem eier bokens innhold. VG : Verdens gang. ISSN 0805-5203.
  • Liestøl, Gunnar (2005). Genreutvikling i digitale læringsarenaer.
  • Liestøl, Gunnar (2005). Construction & Interpretation. On Multidisciplinary Approaches to Digital Media Research and Development.
  • Liestøl, Gunnar (2004). Convergence, Control & Creativity in Digital media.
  • Liestøl, Gunnar (2004). Making Genre Convergence (and Divergence Happen): Towards a Method for Genre Innovation in Digital Learning Environments.
  • Liestøl, Gunnar (2002). Fortelling, spill og læring.
  • Liestøl, Gunnar (2002). Digitale læringsobjekter og genredannelse.
  • Liestøl, Gunnar (2002). Tverrfaglige utfordringer i forskning og utvikling av digitale medier.
  • Liestøl, Gunnar (2002). Digitale læremidler og dataspill.
  • Liestøl, Gunnar (2002). Digitale medier og dokumentasjonsvitenskap.
  • Liestøl, Gunnar (2002). Syntetisk¿analytisk tilnærming til genredannelse i digitale medier.
  • Liestøl, Gunnar (2002). The 3D Laokoon. Visual and Verbal in 3D Learning Environments.
  • Liestøl, Gunnar (2002). The Art of Intro. Developing Digital Genres for Learning.
  • Liestøl, Gunnar (2011). Learning through Situated Simulations: Exploring Mobile Augmented Reality. EDUCAUSE Center for Applied Research.
  • Liestøl, Gunnar & Morrison, Andrew (2002). Tverrfaglighet og digitale medier. 7Letras. ISSN 82-8064-001-0.
  • Liestøl, Gunnar & Rasmussen, Terje (2001). Internett i endring. Novus Forlag. ISSN 82-7099-344-1.
  • Liestøl, Gunnar (2000). Essays in Rhetorics of Hypermedia Design.

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Published Aug. 25, 2010 10:00 PM - Last modified Mar. 14, 2018 12:52 PM

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