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Showing below up to 50 results in range #5,801 to #5,850.

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  1. Speed Readers and Predictive text: Encounters with New Media Through the Glitch Poetics of Caroline Bergvall and Erica Scourti (Q4926)
  2. Machine Network Reading (Q4925)
  3. Literature Beyond the Text: Vliterature, Towards a Post-textual Literature? (Q4924)
  4. Writing Without Type: Explorations in Developing a Digital Writing Practice (Q4923)
  5. Sound and electronic literature: “Under language” and “narrative archaeology” (Q4922)
  6. For a New Mnemosyne: Art, Experience, and Technology (Q4921)
  7. Transmedial and Transnational (Re-)Contextualisation: The Atlas Group Archive as an Instance of Traveling Memory (Q4920)
  8. O Experimentalismo como Invenção, Transgressão e Metamorfose: A PO.EX Revisitada Através de Po-ex.net (Q4919)
  9. Oltre il lineare: la letteratura elettronica (Q4918)
  10. The CounterText Interview: Stephanie Strickland (Q4917)
  11. Joined at the Hip: Simone Weil, Quentin Meillassoux (Q4916)
  12. Digital Plenitude and Popular Modernism (Q4915)
  13. Notes Towards a Semiotics of Kinetic Typography (Q4914)
  14. Aesthetic Animism: Digital Poetry's Ontological Implications (Q4913)
  15. End(s) of Electronic Literature Festival Exhibition Kiosk (Q4912)
  16. Imersão e Interactividade na Ficção Digital (Q4911)
  17. Electronic Literature: A Matter of Bits (Q4910)
  18. Playing Mimesis: Engendering Understanding Via Experience of Social Discrimination with an Interactive Narrative Game (Q4909)
  19. On Twelve Easy Lessons to Better Time Travel (Q4908)
  20. Second Person: Role-Playing and Story in Games and Playable Media (Q4907)
  21. PAIN.TXT (Q4906)
  22. Futures of Electronic Literature (Q4905)
  23. Convergent Devices, Dissonant Genres: Tracking the “Future” of Electronic Literature on the iPad (Q4904)
  24. Hyper and Deep Attention (Q4903)
  25. Generations of Meaning (Q4902)
  26. The Novel as Multimedia, Networked Book: An Interview with Steve Tomasula (Q4901)
  27. Emergent Story Structures and Participatory Digital Narrative (Q4900)
  28. Hatsune Miku: A Cyborg Voice for E-lit (Q4899)
  29. Computer-collaborative Intersemiotic Translation in Loss Sets and The ChessBard (Q4898)
  30. News Wheel Artist Talk (Q4897)
  31. Using Theme to Author Hypertext Fiction (Q4896)
  32. Arabic E-Lit (AEL): A Network for Artists and Scholars (Q4895)
  33. E-Lit in Arabic Universities: Status Quo and Challenges (Q4893)
  34. Pathfinders: Documenting the Experience of Early Digital Literature (Q4892)
  35. Repurposing and Fitting the Pattern (Q4891)
  36. Writing for Playable Media (Q4890)
  37. Interactive Narrative and the Art of Steering Through Possible Worlds (Q4889)
  38. From eLit to pLit: Benefits and Limitations of a Model for the Visualization and Analysis of Collaborative Writing in Electronic and Printed Literature (Q4888)
  39. Pop Subversion in Electronic Literature (Q4887)
  40. Poetic Machines, Absent Authors and the Meaning of it All (Q4886)
  41. Code Before Content? Brogrammer Culture in Games and Electronic Literature (Q4885)
  42. Videogames for Humans: Twine Authors in Conversation (Q4884)
  43. Intimate Mechanics: One Model of Electronic Literature (Q4883)
  44. Narrative Affect in William Gillespie's Keyhole Factory and Morpheus: Biblionaut, or, Post-Digital Fiction for the Programming Era (Q4882)
  45. A New Companion to Digital Humanities (Q4881)
  46. Sensing Exigence: A Rhetoric for Smart Objects (Q4880)
  47. A New Literary Information System: GPS, The Global Poetic System: Bringing Electronic Literature To The Greater Public (Q4879)
  48. Examining The Information Systems Of The Electronic Literature Collection (Q4878)
  49. Literary Computation: The Role of Computers in the Construction of Literary Artifacts (Q4877)
  50. Electronic Literature as an Information System: A Foundational Framework (Q4876)

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