Journal: Digital Creativity

Volume 12, Issue 4

193 -- 194John McKay. CADE 2001: Crossing the Border
195 -- 204Ann 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
205 -- 214Sita Popat. Interactive dance-making: online creative collaborations
215 -- 228Mark Constable. Origination and exploitation of high-quality digital materials for courseware development: a student-centred approach
229 -- 235Pamela Gay. Installation art: actual meets virtual
237 -- 246Alan Peacock. Towards an aesthetic of 'the Interactive
247 -- 251Delia Tzortzaki. Museums and virtual reality: using the CAVE to simulate the past
253 -- 256Stuart Mealing. ACM SIGGRAPH Los Angeles, August 11-17th 2001

Volume 12, Issue 3

129 -- 132Dena Elisabeth Eber. Towards computer game aesthetics
133 -- 139N. Katherine Hayles. Metaphoric networks in 'Lexia to perplexia'
140 -- 152Michael Mateas. A preliminary poetics for interactive drama and games
153 -- 166Yellowlees Douglas, Andrew Hargadon. The pleasures of immersion and engagement: schemas, scripts and the fifth business
167 -- 174Gonzalo Frasca. Rethinking agency and immersion: video games as a means of consciousness-raising
175 -- 183Markku Eskelinen. Towards computer game studies
184 -- 186Melina Berkenwald. Frame and screen in painting in the digital era
187 -- 189Stephen E. Bottomley. Digit to the digital: integrating computer-aided design into the craft of contemporary jewellery
190 -- 192Angeliki Avgitidou. The artist's experience of the creative activity as a process of subjectification, within the context of digital art

Volume 12, Issue 2

65 -- 66Angeline Morrison. Emerging research
67 -- 76Aki Järvinen. Quake® goes the environment: game aesthetics and archaeologies
77 -- 88Jools Gilson-Ellis. Loa and behold: voice ghosts in the new technoculture
89 -- 98Hilary Carlisle. Need I repeat myself? Non-repeating computer-aided designs for printed textiles
99 -- 102Andrea Cooper. Beyond the icon: the role of the image in human computer interface (HCI) design
103 -- 105Ann Heylighen. End, means and method: three roles of design(ing) technology in design research
106 -- 108Per Linde, Mia Mattisson, Anna Serrander, Linda Svensson. Kammaren: exhibition space, documentation support and designer's tool
109 -- 111Mairghread McLundie. Building on diversity: crafting a paradigm for digital design environments
112 -- 114Chris Meigh-Andrews. Mapping the image
115 -- 128Sue Gollifer. Artist Space 5 ArCade III

Volume 12, Issue 1

1 -- 13Roderick Davies, Marie Jefsioutine. Designing a virtual gallery of contemporary jewellery: the realities of the virtual
15 -- 25Lidunn Mosaker. Visualising historical knowledge using virtual reality technology
27 -- 30Sean Hall. Making it new: transformations in the grammar and identity of digital printmaking
31 -- 44Ian Clothier. From chaos and cosmology: a new space for the visual arts
45 -- 50Laura McGough. Virtual Urban
51 -- 57Mike Phillips. Mediaspace Part 1
58 -- 61Mike Phillips. Mediaspace Part 2