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Digital Creativity, Volume 12
Volume 12, Number 1, 2001
- Roderick Davies, Marie Jefsioutine:
Designing a virtual gallery of contemporary jewellery: the realities of the virtual. 1-13 - Lidunn Mosaker:
Visualising historical knowledge using virtual reality technology. 15-25 - Sean Hall:
Making it new: transformations in the grammar and identity of digital printmaking. 27-30 - Ian Clothier:
From chaos and cosmology: a new space for the visual arts. 31-44 - Laura McGough:
Virtual Urban. 45-50 - Mike Phillips:
Mediaspace Part 1. 51-57 - Mike Phillips:
Mediaspace Part 2. 58-61
Volume 12, Number 2, 2001
- Angeline Morrison:
Emerging research. 65-66 - Aki Järvinen:
Quake® goes the environment: game aesthetics and archaeologies. 67-76 - Jools Gilson-Ellis:
Loa and behold: voice ghosts in the new technoculture. 77-88 - Hilary Carlisle:
Need I repeat myself? Non-repeating computer-aided designs for printed textiles. 89-98 - Andrea Cooper:
Beyond the icon: the role of the image in human computer interface (HCI) design. 99-102 - Ann Heylighen:
End, means and method: three roles of design(ing) technology in design research. 103-105 - Per Linde, Mia Mattisson, Anna Serrander, Linda Svensson:
Kammaren: exhibition space, documentation support and designer's tool. 106-108 - Mairghread McLundie:
Building on diversity: crafting a paradigm for digital design environments. 109-111 - Chris Meigh-Andrews:
Mapping the image. 112-114 - Sue Gollifer:
Artist Space 5 ArCade III. 115-128
Volume 12, Number 3, 2001
- Dena Elisabeth Eber:
Towards computer game aesthetics. 129-132 - N. Katherine Hayles:
Metaphoric networks in 'Lexia to perplexia'. 133-139 - Michael Mateas:
A preliminary poetics for interactive drama and games. 140-152 - Yellowlees Douglas, Andrew Hargadon:
The pleasures of immersion and engagement: schemas, scripts and the fifth business. 153-166 - Gonzalo Frasca:
Rethinking agency and immersion: video games as a means of consciousness-raising. 167-174 - Markku Eskelinen:
Towards computer game studies. 175-183 - Melina Berkenwald:
Frame and screen in painting in the digital era. 184-186 - Stephen E. Bottomley:
Digit to the digital: integrating computer-aided design into the craft of contemporary jewellery. 187-189 - Angeliki Avgitidou:
The artist's experience of the creative activity as a process of subjectification, within the context of digital art. 190-192
Volume 12, Number 4, 2001
- John McKay:
CADE 2001: Crossing the Border. 193-194 - Ann Marie Shillito, Karin Paynter, Steven Wall, Mark Wright:
'Tacitus' project: identifying multi-sensory perceptions in creative 3D practice for the development of a haptic computing system for applied artists. 195-204 - Sita Popat:
Interactive dance-making: online creative collaborations. 205-214 - Mark Constable:
Origination and exploitation of high-quality digital materials for courseware development: a student-centred approach. 215-228 - Pamela Gay:
Installation art: actual meets virtual. 229-235 - Alan Peacock:
Towards an aesthetic of 'the Interactive. 237-246 - Delia Tzortzaki:
Museums and virtual reality: using the CAVE to simulate the past. 247-251 - Stuart Mealing:
ACM SIGGRAPH Los Angeles, August 11-17th 2001. 253-256
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