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Digital Creativity, Volume 20
Volume 20, Numbers 1-2, 2009
- Tanja Belinda Andersen, Tony Brooks

, Sue Gollifer, Lone Malmborg, Julia Sussner:
Editorial. 1-2
- Andrew Morrison, Geska Helena Andersson, Robert Brecevic, Synne Skjulstad

:
Disquiet in the plasma. 3-20 - Margaret A. Boden, Ernest A. Edmonds:

What is generative art? 21-46 - Jian Chang

, Xiaosong Yang
, Jian J. Zhang:
Hyper-twist. 47-58 - Siu-Tsen Shen

, Stephen D. Prior, Kuen-Meau Chen:
Comparing the perspicacity, appropriateness and preference of web browser icons with Chinese users. 59-78 - Jeff Smith, David Mould, Mark Daley:

Constructures: supporting human ingenuity in software. 79-94 - Johannes Birringer

, Michèle Danjoux:
Wearable performance. 95-113 - Oguzhan Özcan, Asim Evren Yantaç, Mary Lou O'Neil

:
Breaking the rules in interactive media design education. 115-124
- Gabriella Giannachi:

San Francisco Museum of Modern Art | The Art of Participation: 1950 to Now. 125-131
Volume 20, Number 3, 2009
- Stephen Boyd Davis:

Introduction to the special issue on creative evaluation. 133-139
- Ernest A. Edmonds, Zafer Bilda, Lizzie Muller:

Artist, evaluator and curator: three viewpoints on interactive art, evaluation and audience experience. 141-151 - Paul Marchant

, David Raybould, Tony Renshaw, Richard Stevens:
Are you seeing what I'm seeing? An eye-tracking evaluation of dynamic scenes. 153-163 - Jarmo Laaksolahti, Katherine Isbister, Kristina Höök

:
Using the Sensual Evaluation Instrument. 165-175 - Robin Hawes:

Vision and reality: relativity in art. 177-186 - Michael Hohl:

Designing the art experience: using Grounded Theory to develop a model of participants' perception of an immersive telematic artwork. 187-196 - Mark Springett:

Evaluating cause and effect in user experience. 197-204
Volume 20, Number 4, 2009
- Emma Westecott:

Growing-up with games. 205-209
- Laura Fantone:

Female players from margin to centre: female sociality, digital consumer citizenship and reterritorialisations. 211-224 - Esther MacCallum-Stewart:

'The street smarts of a cartoon princess'. New roles for women in games. 225-237 - Nicholas Taylor, Jennifer Jenson, Suzanne de Castell:

Cheerleaders/booth babes/ Halo hoes: pro-gaming, gender and jobs for the boys. 239-252 - Maureen Thomas:

Taking a chance on losing yourself in the game. 253-275 - Jenifer Vandagriff, Michael Nitsche:

Women creating machinima. 277-290

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