skip to main content
10.1145/1186554.1186555acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
Article

Building a bridge to the aesthetic experience: artistic virtual environments and other interactive digital art

Published: 08 August 2004 Publication History
First page of PDF

References

[1]
Csikszentmihalyi, M. and Robinson, R. (1990a). The Art of Seeing. Malibu: Paul Getty Museum.
[2]
Csikszentmihalyi, M. (1990b). Flow: The psychology of optimal experience. New York:Harper & Row.
[3]
Dewey, John. (1934). Art as experience. New York: Minton, Balch & CO.
[4]
Walsh-Piper, K. (1994). Museum Education and the Aesthetic Experience. Journal of Aesthetic Education, 28, 105-115.
[5]
Bogdan, R. C., and Biklen, S. K. (1992). Qualitative Research for Education. Boston: Allyn and Bacon.
[6]
Hirschman, E., (1983). On the acquisition of aesthetic, escapist, and agentic experiences. Empirical Studies of the Arts, Vol 1(2), 157-172.
[7]
Crockett, Tobey. "Fun, Love, and Happiness -- or The Aesthetics of Play and Empathy in Avatar Worlds." The Association for Computing Machinery (ACM). Siggraph 2002 Electronic Art and Animation Catalog. New York: ACM, 2002. p 126-128.
[8]
Csikszentmihalyi, Mihalyi. Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. San Francisco: Jossey-Bass Publishers, 1975.
[9]
Heim, Michael. CyberForum@ArtCenter archives. http://www.mheim.com/cyberforum
[10]
Maslow, Abraham. Toward a Psychology of Being. New York: John Wiley & Sons, 1968.
[11]
Schwab, Gabriele. Subjects without selves: transitional texts in modern fiction. Cambridge, Mass: Harvard University Press, 1994.
[12]
Winnicott, David. Playing and Reality. London: Routledge, 1971.

Cited By

View all
  • (2022)Ready, Set, Art: Technology Needs and Tools for Remote K-2 Art EducationProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3529731(150-184)Online publication date: 27-Jun-2022

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
SIGGRAPH '04: ACM SIGGRAPH 2004 Panels
August 2004
18 pages
ISBN:1581138962
DOI:10.1145/1186554
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 August 2004

Permissions

Request permissions for this article.

Check for updates

Qualifiers

  • Article

Acceptance Rates

Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)3
  • Downloads (Last 6 weeks)1
Reflects downloads up to 22 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2022)Ready, Set, Art: Technology Needs and Tools for Remote K-2 Art EducationProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3529731(150-184)Online publication date: 27-Jun-2022

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media