This year’s Expanded conference took place at the skyloft in Ars Electronica Center in Linz, Austria.
This year’s Expanded conference took place at the skyloft in Ars Electronica Center in Linz, Austria.
The thirteenth edition of the Expanded Conference in cooperation with ACM, organized by the Hagenberg Campus of the University of Applied Sciences Upper Austria and Ars Electronica, will take place from September 3rd to 5th as part of the Ars Electronica Festival 2025.
Location: skyloft at Ars Electronica Center, Ars-Electronica-Straße 1, 4040 Linz, Austria

The Expanded Conference (Expanded 2025) will take place from September 3rd to 5th as part of the Ars Electronica Festival 2025. This call for paper focuses on academic papers in the field of Expanded Animation and Interactive Art that explore and experiment with visual expression at the intersection of art, technology, and society. We will have two categories (Research Paper and Art Paper), where submissions will undergo a rigorous review process. All selected speakers will be given a free pass to the Ars Electronica Festival (September 3rd to 7th).
Topics of interest include, but are not limited to:
Submission is via Easy Chair at https://easychair.org/conferences/?conf=expanded2025, where you will be prompted to set up a free Easy Chair account if you don’t have one already.
All submitted papers should be fully anonymized.
Please exclude any author and institution information from the author list on the title page, remove author information from all paper headers, and remove any clues that would directly identify any of the authors. Please anonymize your submission file. Please also check that your PDF creator programs did not include author information in the metadata.
Citations of your own published work (including online) should be in the third person, in a manner that is not traceable to the identity of the authors. For example, the wording “in [4], Valley and Sea have proposed…” is acceptable, whereas “in [4], we have proposed…” is not. (Where reference [4] is listed explicitly as “Valley, D. and Sea, A., Detecting Valley and Sea, In Proc. XYZ ’24, 901–911.”)
Please refrain from mentioning the name of your institution in the study approval statement. For example, do not say, “Our study was approved by the IRB board at the University of Arts,” as that reveals your university’s name.
Please do not include an “acknowledgments” section in the submission. If your Art Paper is accepted, you will submit a revised version that identifies you and your co-authors, your affiliations, and any appropriate acknowledgments.”
All information can be edited up to the submission deadline. After the submission deadline, no changes will be allowed to the author list and order. Please review the ACM Policy on Authorship for more information.
You are invited to submit in the double-column paper format using the ACM master template (double-column, i.e., Latex \documentclass[sigconf, anonymous, review]):
For Latex and Overleaf authors, please use the file “sample-sigconf-authordraft.tex”, which you find within the downloaded template.
At least one author of each accepted paper needs to be registered to the conference and must present their contribution at the Expanded Conference, in person in Linz.
Accepted papers will appear in the Proceedings of the Expanded Conference in the ACM Digital Library. Following the new ACM publishing model for conference proceedings, all accepted Expanded 2025 papers will be published Open Access.
Many authors will qualify for free OA publishing, while others will be required to pay an applicable article processing charge (APC). If you are the corresponding author of an Expanded’2025 submission, please follow the steps on the ICPS website (https://www.acm.org/publications/icps/author-guidance) prior to your submission to determine whether you will be required to pay an APC. This is a condition to the acceptance of your paper, and no exception will be made.
Important notice: The payment deadline for applicable APCs is 45 days prior to the start of the conference. The co-authors on a paper are jointly responsible for ensuring timely payment of the applicable article processing charge (APC) for that paper. If the APC remains unpaid 90 days after the initial due date, all authors on the paper will be prohibited from contributing to any ACM venue (including ACM journals, conferences, magazines, and books) until the payment is completed.
The conference will be held at the Ars Electronica Center as part of the Ars Electronica Festival in Linz, Austria.
The media festival will take place from the 3rd to the 7th of September 2025: https://ars.electronica.art/festival/en/.
Please follow the link for the Expanded 2025 organizing committee.
The speakers for Expanded Animation 2025 are confirmed and we’re proud to introduce them to you.
This year’s conference features an exciting mix of speakers from accepted papers and invited speakers.
All scheduled times are local Austrian time (Europe/Vienna). Use the dropdown below to switch to a different timezone.



For the first time, the University of Applied Sciences Upper Austria is hosting a Summer School under the theme “Evaluate, Play, and Connect” as part of the Expanded Conference. Participants attend workshops at the Hagenberg campus in addition to taking part in the conference activities. A series of expert talks examine state-of-the-art approaches in user experience and game analysis. Finally, a panel discussion on HCI research for computer games serves as a conduit between the conference and summer school, featuring Michael Lankes (AT), Simone Kriglstein (AT/CZ) and Günter Wallner (AT). Moderation: Jeremiah Diephuis (US/AT)
1h
Michael Lankes (AT) is Professor for Digital Media at the University of Applied Sciences Upper Austria, Campus Hagenberg, where he also serves as coordinator of the Master’s program in Digital Arts, and lecturer at the University of Regensburg. His research explores the intersections of game design, human–computer interaction, and digital arts, with a particular interest […]
Simone Kriglstein (AT) is associate professor at Masaryk University and senior scientist at the AIT Austrian Institute of Technology. She specializes in designing and evaluating user interfaces and interaction methods in different fields, including games, VR/MR/XR, and training/learning methods for schools, universities, and companies. Simone has been deeply committed to exploring the intersection of technology, […]
Günter Wallner (AT) is Professor for Game Computing at the Johannes Kepler University Linz and holds positions at the Eindhoven University of Technology and Ontario Tech University. His research interests lie at the intersection of games user research, data analytics, and information visualization. His work particularly centers on understanding player behavior in games and on […]
https://www.autoteles.org/


Boris Eldagsen (DE) offers a remote glimpse into his current exhibition PSYCHOPOMP! - AI Images as an Expression of the Unconscious Mind in Johannesburg, streaming live from the gallery, and Liz Rosenthal (UK) provides insights into the concurrently running Venice Immersive @ La Biennale di Venezia’s 82nd Venice International Film Festival. Everardo Reyes (MX/FR) and Jisoo Park will talk about the collaboration between Ars Electronica and ISEA and present details about the upcoming symposium in Dubai. Moderation: Juergen Hagler (AT)
1h
Everardo Reyes (FR) is a Professor of Information and Communication Sciences in the Faculty of Sciences and Technologies at Université Paris 8 Vincennes-Saint-Denis. He leads the Master’s in Digital Humanities, focusing on creative computing, data analysis, digital archives, and hybrid environments. His research spans digital culture, visual information, media art, and the intersections of art, […]
https://ereyes.net/Curator, Executive Producer & Pioneer of Immersive Art and Media Liz Rosenthal (UK) is Curator of the Venice Biennale’s Venice Immersive, the International Film Festival’s official XR programme, and CEO and Founder of the innovation company Power to the Pixel. She also co-designed and led CreativeXR, the UK’s flagship incubator/ accelerator for immersive content. At […]
https://www.labiennale.org/en/cinema/2025/venice-immersive-0Berlin-based German artist Boris Eldagsen (*1970, DE) studied philosophy and visual arts at the Art Academies of Mainz, Prague and Hyderabad, India. Since 2000 his photomedia work has been shown internationally in institutions and festivals including Deichtorhallen Hamburg, ACP Sydney, EMAF Osnabrück, Edinburgh Art Festival, ELEKTRA Montréal, BACC Bangkok, Chobi Mela Dhaka, New Media Scotland, […]
https://www.eldagsen.com
Paper Session #1 consists of the conference welcome and five presentations. Moderation: Birgitta Hosea (SE/UK)
1h 30min
Birgitta Hosea (SE/UK) is an artist, filmmaker, and researcher in expanded animation. Exhibitions include Venice & Karachi Biennales; Oaxaca & Chengdu Museums of Contemporary Art; InspiralLondon; Hanmi Gallery, Seoul. She has a solo exhibition at ASIFAKeil, Vienna in April 2020. Included in the Tate Britain and Centre d’Arte Contemporain, Paris, archives, she has been awarded […]
http://www.birgittahosea.co.uk/



The thirteenth edition of the Expanded Conference in cooperation with ACM, organized by the Hagenberg Campus of the University of Applied Sciences Upper Austria and Ars Electronica, takes place from September 3rd to 5th as part of the Ars Electronica Festival 2025. Chairs Juergen Hagler (AT), Philipp Wintersberger (AT), Philippe Pasquier (CA), and Birgitta Hosea (SE/UK) welcome you to this year's conference.
15min
Philippe Pasquier (FR/CA) is a scientific researcher, media artist, educator, and a community builder. He is the director of the Metacreation Lab for Creative AI, and a Professor at Simon Fraser University’s School for Interactive Arts and Technology (SIAT), in Vancouver (Canada). There, he is pursuing a multidisciplinary research-creation program focused on generative systems and […]
https://www.metacreation.net/Philipp Wintersberger (AT) is a Professor of Intelligent User Interfaces at IT:U. He leads an interdisciplinary team of scientists working on research projects funded by the Austrian Science Fund (FWF), the Austrian Research Promotion Agency (FFG), and industry partners. His work focuses on human-machine cooperation in safety-critical environments, including automated vehicles, robotic and industrial systems, […]
https://it-u.at/de/research/professors/philipp-wintersberger/Birgitta Hosea (SE/UK) is an artist, filmmaker, and researcher in expanded animation. Exhibitions include Venice & Karachi Biennales; Oaxaca & Chengdu Museums of Contemporary Art; InspiralLondon; Hanmi Gallery, Seoul. She has a solo exhibition at ASIFAKeil, Vienna in April 2020. Included in the Tate Britain and Centre d’Arte Contemporain, Paris, archives, she has been awarded […]
http://www.birgittahosea.co.uk/Juergen Hagler (AT) studied art education, experimental visual design, and cultural studies at the University for Art and Design in Linz, Austria. He currently works as a professor of Computer Animation and Animation Studies in the Digital Media department at the Hagenberg Campus of the University of Applied Sciences Upper Austria. Since 2014 he a […]
https://research.fh-ooe.at/de/staff/215
The history of human communication has been profoundly shaped by modern communication technologies, which have enhanced the immediacy and richness of information transmission. However, as the dissemination of messages becomes increasingly liberated from the constraints of time and space, one must ask: has the emotional value of the "message" itself been diminished? Long before the advent of smartphones—and even before the era of feature phones—pagers (BB Calls) were a common form of communication and served as symbols of social identity. This form of communication was constrained by physical limitations, such as message length, transmission frequency, and reception conditions. Consequently, people treated their messages with greater care, giving rise to a concise and imaginative subcultural language and symbolic system that expressed deep emotion through a limited character set. "Connection" thus became an act of both emotion and awareness. In today's fully digitized era, 900MHz employs the pager as a medium of limited communication. By simulating its usage behaviors, processes, and outcomes, it reconstructs the communicative experience of pagers. The project further investigates whether the constraints of this messaging format can provoke deeper reflection on the content and value of messages.
15 min
Chi-Hung HUANG (TW) is currently a postgraduate student in Graduate Institute of Art and Technology at National Tsing Hua University. Jie-Yin TAI (TW) and Yun-Chun LIN (TW) is currently a undergraduate student in Interdisciplinary Program of Technology and Art at the same university. Their collaborative practice focuses on the creation of interactive light-based installations and […]

By capturing visual and auditory data from natural sites in Linz, Austria, and translating them into "reality volumes," the animation work "Persistent Time Sink Resonance" challenges the pursuit of photorealistic replication. The project builds upon imperfections in the Gaussian Splatting rendering technique and their animation to reflect the fluidity of memory, and to simulate memory encoding, retrieval, and forgetting.
15 min
Johannes Pöll (AT) has started is working at the Ars Electronica Futurelab since 2017. He performs as a computational noise musician under the moniker 11°22’4″142°35’5″ and is always looking for inspiration and experience at the crossroads of natural sciences, art and technology. Next to being a lead designer & artist at the Ars Electronica Futurelab […]
https://ars.electronica.art/futurelab/
The Guinea Pig Eligibility Test is an interactive digital artwork disguised as a clinical trial pre-screening that exposes how algorithmic systems reward vulnerability and obscure mechanisms of control. Framed as a legitimate eligibility process, the work invites participants to answer a series of personal questions—only to discover that socioeconomic disadvantage increases their chance of “qualifying.” Through strategic opacity, gamified feedback, and progressive revelation, users are subtly guided to alter their answers in pursuit of inclusion. Upon reaching sufficient vulnerability scores, participants’ facial data is silently captured and transformed into a guinea pig-human hybrid, placed in a shared digital “farm.” This parafictional transformation makes literal the metaphor of the “guinea pig,” used here to confront the dehumanizing processes that render individuals legible only when they are exploitable. The work stages a critical encounter with biometric surveillance, clinical research ethics, and the logics of algorithmic evaluation. Built using JavaScript, MediaPipe, and Babylon.js, the piece mirrors real-world data extraction systems while maintaining ethical safeguards. It collects decision-making data across sessions, enabling future research into how interface design influences moral behavior and self-representation. By embedding critique within a seamless, participatory experience, The Guinea Pig Eligibility Test transforms users into both subjects and critics. The presentation will discuss the conceptual, technical, and ethical frameworks behind the work, arguing for participatory deception as a method of surfacing invisible power structures—and for art as a speculative tool for ethical intervention in digital futures.
15 min
Yuhanxiao (Maggie) Ma (CN/US) is a US-based research-driven multimedia artist and PhD student at the University of Washington’s Center for Digital Arts and Experimental Media (DXARTS). Working at the intersection of speculative fiction, science, and ethics, she blends critical inquiry with parafictional storytelling. Through 3D fabrication, casting, physical computing, and multimedia installation, she investigates how […]
https://www.annarenhe.com/
This paper presents research on the current state of the field of digital art history. It provides an assessment of research methods and writing strategies for monographs and classifies online digital art databases as sources of knowledge for historiographical research according to their mission and development policy. The author, recognizing that the artifacts and remnants of digital art history are continuously collected in a database format, formulates several theses: : the preference of the database format is an expression of the postmodern crisis of grand narratives, the database is a dominant cultural form of computer age, and the multilateral access to the content of the databases is in accordance with countercultural and ant-institutional ethos of the field of digital art. In the last part of the paper, examples of innovative approaches to filling, organizing, and making accessible the content of digital art databases are surveyed and sorted and the author proposes paths for further development of the field based on the findings. Inspiration is recognized in methods complementary to database formats, which are developed within the field of digital humanities such as distant reading, data visualizations, pattern recognition, and in AI Art projects addressing the status of archive and database at a time when all data becomes the subject of endless remix.
15 min
Jana Horáková (CZ) is an Associate Professor of New Media Art at the Faculty of Arts, Masaryk University, Czech Republic. She leads the MA program Theory of Interactive Media and the PhD program Digital Culture and Creative Industries. Her research focuses on the history of local new media art, robotic art, and innovative methodologies for […]
https://www.muni.cz/en/people/14870-jana-horakova
This study sought to understand the mitigation of the inherent biases held against AI art in contrast to hand drawn digital animated artworks. Concurrent with previous studies, it utilized the presentation of contextual information about the intention and process of the artist along with the artworks. Above all, it aimed to understand if the affordances of the tools of creating art can be surpassed to appreciate art beyond its utilized tools. The results offered an intriguing insight into the nature of bias and preferences through the prism of Creativity, Intentionality and Authenticity perceptions as key variables among others. While the results do agree with previous research, affirming the positive role of information presented along with the stimuli, the intention information of the artist carved a deeper impact on the positive appraisals as compared to the process information. Although the evaluations are notably higher when presented with information, the lack of significant interactions within the AI and Hand drawn stimuli and with the information levels, suggests the persistence of the inherent bias. Interestingly, the lack of a pronounced distinction within the perceptions of AI and Hand drawn artwork ratings indicate that the bias might not be an automatic prejudice, highlighting the ability of the observer to appreciate art they seem to perceive as likable. The prominence of ‘liking’ analysis which indicated a significant within subjects’ effect indicates that, there might be hope, after all, for the art to speak louder than its tools.
15 min
Deepti Dutt Srinath is an interdisciplinary researcher and designer working at the intersection of aesthetics, perception, and spatial experience. Her work spans architecture, interactive design, cognitive science, and the psychology of art, with a focus on how we perceive and engage with both human-made and machine-generated visual media. With a Master’s in Advanced Architecture from […]
https://www.deepti-dutt.com/
Paper Session #1 consists of six presentations. Moderation: Philippe Pasquier (CA)
1h 30min
Philippe Pasquier (FR/CA) is a scientific researcher, media artist, educator, and a community builder. He is the director of the Metacreation Lab for Creative AI, and a Professor at Simon Fraser University’s School for Interactive Arts and Technology (SIAT), in Vancouver (Canada). There, he is pursuing a multidisciplinary research-creation program focused on generative systems and […]
https://www.metacreation.net/
Recent advances in generative models have expanded the possibilities for AI-based music composition. However, tensions persist between the essentially imitative and automated nature of these systems and the kind of artistic value that emerges from the deliberate, deeply personal compositional practices of human creators. Enabling effective user control over such systems remains a central research challenge across a range of artistic disciplines. This paper presentation provides an overview of Ricercar, a symbolic AI-based composition system developed to support experimental, contemporary compositional practice. We present insights into the system’s capabilities and interface, and share observational findings from its use by emerging composers training at four established music universities. These participants, working within contemporary music contexts, developed a range of artistic concepts and interaction strategies to shape the system’s output in ways that reflect their individual aesthetic goals. Our findings suggest that meaningful collaboration in composition requires a balance between artistic direction and system autonomy, where composers experiment with strategies to influence the AI without fully controlling it, allowing space for surprise and creative divergence. This underscores the importance of designing generative systems that are not only controllable, but also open-ended and adaptable to diverse artistic intentions.
15 min
Ali Nikrang (AT/IR) is a multidisciplinary artist and researcher at Ars Electronica Futurelab and professor for AI and music at the University of Music and Theatre in Munich. With a background in computer science and composition, he explores the creative potential of AI in music. Developed as part of his research, the AI-based composition system […]
https://ars.electronica.art/futurelab/de/team/
This talk will present In Vivo In / Vitro - Trial 1.4, an interactive installation where viewers unknowingly trigger generative imagery through subconscious blinking, rendering evolving visual content visible only to others, never to themselves. Interaction within the piece is neither prompted nor explained; instead, it must be discovered retroactively, reframing participation as a latent, physiological condition. This installation challenges normative assumptions about seamless interaction, authorship, and legibility, constructing a relational system in which perception, agency, and visibility are unevenly distributed among viewer, machine, and observer. Rooted in k0j0’s (Koi Ren and Joey Verbeke) research into subversive “intrafaces,” interfaces that reveal the power, politics, and posthuman subjectivities embedded within systemic interactions, the artists developed the concept of unconscious friction: the temporal gap between action and awareness, where meaning emerges from epistemic rupture rather than intentional control. Leveraging computational imperceptibility through physiological triggering, the piece situates blinking, a non-volitional bodily reflex, as a hidden, yet critical site of interaction. As participants transition from passive observers to critical interpreters, the work reveals the interface as contingent and constructed, prompting reflection on the invisible dynamics of algorithmic systems, relational asymmetry, and posthuman subjectivities embedded within everyday interactions.
15 min
We tell phantasmagoric stories about unconscious friction. k0j0 (Koi Ren (CN/US) and Joey Verbeke (US)) are a New Media Art duo creating subversive and frictional “intrafaces” – artifacts that reveal the power, politics, and posthuman subjectivities embedded within systemic interactions. Their research-based practice pulls from their backgrounds in human-computer interaction, artificial intelligence, media studies, and […]
https://www.k0j0.com/
Tongueness is an interactive physical installation questioning traditional interaction modalities by embracing the act of licking as an intimate and exploratory form of engagement with technology. It is an Odd Interactions artifact consisting of a handheld device with the interface and an on-screen visualisation providing feedback. We use Tongueness to explore the opportunities and limitations of integrating licking interfaces in our everyday lives, discuss the roles of context, familiarity, social acceptability, the importance of experience, explore playfulness and sexuality, and propose key takeaways for future applications of licking interfaces.
15 min
Sara (SI/AT) is a PhD candidate at TU Wien and FH Oberösterreich where she combines interaction design, art, and HCI research under the umbrella of Odd Interactions. In the past, she has been strongly involved in the field of smart textile interfaces which remains a big part of her work to this day. Additionally, she […]
https://www.saramlakar.com/
The complex nature of interactive art challenges existing methods of art preservation. While technology offers almost unlimited possibilities for this genre of art, it also introduces significant risks of hardware and software obsolescence. This, in turn, often leads to an irreparable loss. This paper presents a case study on reinterpretation as a preservation strategy for interactive art. We worked with danceroom Spectroscopy, an award-winning interactive art and science installation facing the risks mentioned above. We outline the dependencies of danceroom Spectroscopy and their update to new software framework and hardware, including depth video processing, and particle simulation with GPU acceleration that resulted in system's performance improvement. We also highlight the importance of proactive preservation techniques for digital interactive artworks, and the challenges of working with complex computational processes and custom hardware.
15 min
Denis (RU/ES) is an artist and researcher working at the intersection of technology, visual culture, and performance. He is currently a creative developer and researcher at the Intangible Realities Laboratory, where he co-develops immersive technologies and embodied experiences that bridge scientific visualization and aesthetic expression. His work includes augmented reality installations, algorithmic theater, games, and […]
https://www.intangiblerealitieslab.org/
This presentation introduces the outdoor and indoor presentations of the post-anthropocentric art project I Tell the Moon My Secret and the Moon Tells Me Yours (ITMMSMTMY), highlighting how environmental factors and the modes of interaction with the Moon—either directly or via live streaming—affect audience engagement and perception. The findings show that technological mediation serves as an alternative when direct experience is not possible, yet struggles to reproduce the emotional and atmospheric depth of encountering the Moon in person. The talk also reflects on curatorial challenges in presenting post-anthropocentric work within institutional spaces that are often grounded in human-centric frameworks.
15 min
Zoe Qi-Jing Li (CN) is a PhD student in Computational Media and Arts at the Hong Kong University of Science and Technology (Guangzhou). She is an interdisciplinary artist investigating the abstract roles of human beings in a technological world and exploring the position of “self” within a system. She exhibited her projects at Shanghai Ming […]
https://li-zoe.com/
This paper presents Empathic Growth, an inter-species interactive art installation that explores plant perception from a more-than-human perspective. Grounded in Jakob von Uexküll’s concept of Umwelt, the installation recognizes plants as active participants with their own perceptual worlds. By visualizing the biosignals of both humans and plants in a shared environment, Empathic Growth creates a visualized space of shared perception, encouraging participants to reflect on plant agency and fostering empathy between species. The installation exhibition revealed that participants developed a greater awareness of plant perception and a deeper empathy for plant life, encouraging a rethinking of human-plant relationships. Through three iterative exhibitions, Empathic Growth evolved from an initial experiment exploring emotional symbiosis between humans and plants into a real-time interactive hybrid perception interface, ultimately into digital hybrid forms as an agent-based artificial life with collective behaviors. This process realized an exploration of the interaction of human-plant empathy and the digital artificial life of growth.
15 min
Zi-Wei Wu (CN/HK) is a media artist and researcher born in 1996 in Shenzhen, China. She had an outstanding graduate bachelor’s degree from the China Academy of Art, School of Intermedia Art (SIMA), and a Master of Fine Art with distinction in Goldsmiths, the University of London in Computational Arts. She is a Ph.D. candidate […]
https://wuziwei.me



In the “Artist Perspective” panel, the artist collective Total Refusal (AT), Alessandro Bavari (IT), Alona Rodeh (IL/DE), and Wendi Yan (CN/US) present their work. Current films by these artists are also shown in the Deep Space 8K, including in-person screenings for Total Refusal and Alessandro Bavari. In her talk, Alona Rodeh will share a bit of the processes behind the CITY DUMMIES series. This includes works shown in this year's Ars Electronica Festival: CORE DUMP (2024/2025), Fogging (2025), and Runway Freefall (2024). The works respond and reflect on - directly and indirectly - the current state of affairs: automation of transportation, AI warfare, geopolitics, censorship, romance, and the apocalypse. 'Part archive, part speculative fiction, Dream of Walnut Palaces is a 10-minute CGI film reimagining knowledge exchange between China and Europe in the 18th century. Exploring the psyche of a fictional Daoist in a Paris lab, it examines the East-West clash of epistemic visuality and envisions an alternative to techno-Orientalism: a harmonious union of knowledge integrating Daoist metaphysics. Wendi Yan will share her thinking and the making process behind Dream of Walnut Palaces. From secret scientific experiments in Qing China to magic lantern shows in Antoine Lavoisier’s Arsenal, her years-long research led to a creative, cinematic exploration of the psyche of a fictional individual she wished existed. What if, during the Age of Revolution, a Daoist master brought his wisdom to the Enlightenment scientists who were establishing the rules and orders for the emerging modern science? The artist will show how she turned archival images into the various worldbuilding elements in the film, re-enacted historical illustrations with newly designed character models, and redesigned critical instruments from the time period. Using a real-time engine, 3D modeling and AI, Yan transmuted historical images and lost ideas, giving voice to “ghosts” and “orphans” of the Enlightenment. The film becomes a speculative historical study of epistemic visuality between China and Europe. Adrian Haim will talk about the potential of cinema interventions in sports video games. Moderation: Alexander Wilhelm (AT) & Filippo Gregoretti (IT)
2h
Wendi Yan (b. 1999, Beijing, CN/US) constructs speculative epistemologies through research-based worldbuilding, using CGI, game engines, and documentary practices to interrogate the boundaries of scientific imagination. Her work—spanning films, interactive media, and fictional archival installations—examines the embodied challenges of facing alien epistemic systems across time. Wendi collaborates frequently with scientists and engineers, from synthetic biology […]
https://wendiyan.com/Alona Rodeh (b. 1979, IL/DE) is a Berlin-based visual artist, scenographer, and urban practitioner whose work merges CGI animation, game-engine production, and immersive light-and-sound environments. Her born-digital films and installations address feelings of safety, spectacle, and the infrastructures of the built environment. At the Prix Ars Electronica, she presents recent short animation films from her […]
https://alonarodeh.com/Alessandro Bavari (IT/FR), an Italian-French artist educated at the Academy of Fine Arts in Rome, has been fascinated with photography, painting, and music since childhood. Over the years, he experimented with various techniques, combining disciplines and using photography as a central expressive medium. Recognized as a pioneer of digital art and a leading figure in […]
https://www.alessandrobavari.comAdrian Jonas Haim (AT, *1991 in Vienna) works in film and politics in Vienna and beyond. He studied Political Science and Experimental Game Cultures at the University of Applied Arts in Vienna. He has participated in various writing, music, and art projects.

Paper Session #3 consists of six presentations. Moderation: Margarita Köhl (AT)
1h 30min
Margarita Köhl (AT) is a transdisciplinary researcher and artist working at the intersection of arts, eco-social as well as science and technology studies, recently focusing on the role of affect in more-than-human relationships. She holds a PhD in Communication Studies and an MA in Arts & Cultural Management, East Asian Studies, and Art History. She […]

Video calls have become an important tool for families separated by distance, especially during the pandemic when it was for many the only way to see their families. However, video calls don't fully replicate the experience of in-person meetings. One significant challenge is keeping children engaged during these calls. In this paper, we examine how playful communication technology can strengthen bonds between grandparents and grandchildren. Our study analyzed long-distance relationships and the activities they share. We found that painting and storytelling are promising activities. "Tell Me a Story" is a playful mobile prototype that combines video calls with a shared painting canvas and call recording features. The results showed that while the prototype successfully encouraged shared activities and strengthened bonds, there are areas for improvement, particularly in video call quality and overall user experience for painting.
15 min
Elham KargarTazargh (CZ) is a UX Designer specializing in AI-driven experiences and data-informed decision-making. She is passionate about leveraging emerging technologies to enhance human-computer interaction, streamline design workflows, and personalize user experiences through agentic behavior and AI-powered tools. Beyond the professional realm, Elham has found deeper purpose in designing technology that strengthens the bonds between […]

Oneiris is an interactive, AI-augmented brain-computer interface installation that explores personal and collective dreamscapes through generative artificial intelligence, real-time electroencephalography (EEG) neurofeedback, and Indigenous symbolic systems. Participants wear a wireless EEG headset and contribute dream narratives and hand-drawn sketches on a digital tablet. These inputs are embedded using Contrastive Language–Image Pre-training (CLIP) and matched to ten Lakota dream symbols, displayed as a floating constellation within a 360° projection space. A diffusion-based AI pipeline simultaneously augments participants’ sketches and texts into continuously evolving “dreamscapes”, whose texture and color palette are modulated in real time by neural markers of hypnagogia and brain complexity. A Medicine Wheel–inspired interface—an Indigenous symbol embodying the cyclical nature of life—provides viewers with intuitive feedback about their cognitive state as they watch the visuals unfold. In parallel, an online companion platform archives dream contributions as nodes in a collective semantic map, enabling thematic clustering and public exploration. By striving to ethically integrate Indigenous epistemologies—particularly Lakota dream symbolism—into a neuroscientific and generative AI framework, Oneiris provides an innovative model for culturally sensitive, participatory art-science collaboration. The installation offers concrete methodologies for engaging with personal dreams as culturally embedded cognitive phenomena, creating spaces for introspection, collective storytelling, and cross-cultural dialogue.
15 min
Philipp Thölke (DE) is a computational neuroscientist and artist working at the intersection of brain science, creative technology, and artificial intelligence. With a background in AI and neuroscience, he builds real-time systems that translate brain activity into visual, auditory, and interactive media—bridging analysis with creative exploration. His work centers on EEG, biosignals, and neurofeedback, with […]
https://dav0dea.github.io/
We human organisms regard each other’s bodies through their visual surface components. The interior, when considered at all, is typically only due to medical concern for one’s-self – rarely envisioning that of others. Within the digital realm we find the expected representations of the body as surface manifold, extending even to those limited levels to which interior organs are made visible. Radiological tools have dramatically improved our capacity for non-invasive representation, but their use is (for a variety of reasons including exposure both to potentially damaging radiation and of private medical information) often confined to the domains of personal health. Yet, through their abstracted volumetric output we can as well uncover the possibilities to represent our bodily forms in a greater totality, simultaneously eschewing surface boundaries to which we are accustomed – the same which lead to numerous biases and conflicts. Here, I present techniques used to re-appropriate artificial intelligence based frame-blending tools as a novel workflow to produce synthetic radiology made not from a generative algorithm, but as combined volumes of chimeric human forms. These are then used to explore the metaphor of imperceptible identities through expanded techniques to animate these visual datasets – traditionally diagnostically static excepting the manner of camera orientation or layer visibility.
15 min
Kevin Blackistone (US/AT) is a media artist and researcher using immersive, tangible, participatory and performative elements as tools for exploratory engagements. His current focus investigates the networks of cross-interactions between our human organism(s), its habitats & inhabitants, and their technological interrelations from cultural, medical and ecological perspectives. These works are produced using a combinatory approach […]
https://www.blackistone.com
We present a series of artworks created using Autolume, a no-coding, generative AI tool that leverages the artistic potential of Generative Adversarial Networks (GANs). Designed to empower artists without technical backgrounds, Autolume enables small-data model training, real-time latent space exploration, and interactive applications such as audio-reactive visuals. By preserving the fluidity and navigability of GAN latent spaces, Autolume offers unique possibilities for the creation of moving images and dynamic visual experiences. Through diverse case studies, including audiovisual performances, interactive installations, and small-dataset model crafting, we demonstrate how Autolume expands creative agency and supports new modes of artistic expression with generative AI.
15 min
Philippe Pasquier (FR/CA) is a scientific researcher, media artist, educator, and a community builder. He is the director of the Metacreation Lab for Creative AI, and a Professor at Simon Fraser University’s School for Interactive Arts and Technology (SIAT), in Vancouver (Canada). There, he is pursuing a multidisciplinary research-creation program focused on generative systems and […]
https://www.metacreation.net/
SENTIMAP is a spatiotemporal mapping system that visualizes the emotional contours of Istanbul from 1970 to 2023 by analyzing a large corpus of historical newspaper articles using zero-shot emotion classification with large language models (LLMs). The project geolocates emotional expressions across districts and periods, constructing a dynamic affective cartography of the city. While sentiment analysis has proven effective in domains where emotional valence is explicit—such as social media or consumer reviews—its application to archival news presents unique challenges. Emotions in newspapers are rarely direct; they are embedded in narrative framing, lexical nuance, and emphasis. These subtleties are especially difficult to parse in morphologically rich languages like Turkish, where agglutination, flexible word order, and a lack of labeled emotional datasets hinder traditional NLP approaches. SENTIMAP addresses these complexities through LLMs capable of capturing context, handling morphological variation, and identifying multiple co-occurring emotions without the need for extensive training data. This enables a granular, temporally sustained analysis of how collective emotions respond to crises, reforms, elections, and ideological shifts over time. In Türkiye’s context—marked by media censorship and narrative control—public emotion becomes not only an expression but also a target and a byproduct of political control. The project responds to these conditions by repurposing the very tools often associated with mass influence and transforming them into instruments of counter-analysis. The project is presented as a two-channel video installation: one screen animates the month-by-month emotional evolution of Istanbul over 54 years, while the other displays spatial and periodic infographics of emotional intensities. Blending computational analysis with conceptual inquiry, SENTIMAP reveals emotion as both a historical trace and a political signal, inviting viewers to navigate the city's affective history through non-linear, exploratory encounters.
15 min
Toprak Fırat (TR) is an emerging digital artist, researcher, and computer engineer based in Istanbul, Türkiye. Toprak examines the fractures and contradictions inherent in contemporary human connections by analyzing the social metastructures that shape societal networks. With a multidisciplinary approach, their work bridges the fields of digital art, computational research, and social critique, offering unique […]
https://toprakfirat.com/
This article offers a critical reinterpretation of recent literature on Generative Artificial Intelligence (GenAI), from the fields of computer science, animation, and digital filmmaking, applying a broadly posthumanist theoretical lens with the aim of threading together disparate discourses, engaging both technical and artistic perspectives. We focus on current issues of relevance for digital artists and animators in the interactive arts and filmmaking space, by examining concerns (labour relations, ethics, authorship), as well as commendations (co-creativity, efficiency, expansion).
15 min
Rewa Wright is a computational arts, real time animation, and emerging technologies researcher, whose career is driven by a commitment to exploring the intersection of bleeding edge technologies, creative practice, and critical thinking. June Kim is a media artist and academic who currently is Lecturer at the UNSW Art & Design. She is affiliated with […]
https://rewawright.com/Paper Session #4 consists of six presentations. Moderation: Katja Zibrek (SI/FR)
1h 30min

Mahōo explores the potential of XR technologies as narrative tools to reframe emotional experiences associated with rainy weather. By transforming rain, commonly associated with negative emotions, into an interactive, multisensory landscape, Mahōo invites participants to participate in embodied reinterpretations of climatic affect. Centered around a tangible umbrella interface that evolves into a blooming flower, the project integrates narrative-driven interaction, hybrid physical-virtual choreography, and real-time sensory feedback. Participants collaboratively gather clouds, summon rain, and dance alongside the spirit character, reshaping the emotional meaning of rain through embodied movement and immersive interaction. Presented at an international VR festival with 129 interactive sessions, Mahōo demonstrated significant emotional impact, transforming perceptions of rain from gloom to vitality. This work highlights how participatory XR environments and tangible interfaces can intervene in culturally embedded affective schema, offering new strategies for emotional regulation and everyday sensory reimagination.
15 min
Chueh-Fu YU (TW), a Taiwanese-Japanese artist from Taitung, is a graduate student at the Institute of Technology and Art, National Tsing Hua University. During his undergraduate years, his primary focus was on techno-art and a secondary specialization in anthropology. Dedicated to integrating technology art with interdisciplinary knowledge, he specializes in visual design, interactive installations, virtual […]
https://jefff-yu.github.io/Jefffyu/
Divine Machinery critically approaches the relationship between humans and generative technologies. Drawing on the concepts of Mysterium Tremendum and Fascinosum from theology, which describe awe and fear toward the divine, we apply these ideas to technology. Visitors enter a dark room, facing a physical sculpture - the Angel - embodying modern machinery. The experience during the installation is shaped by the user answering questions by touching its hands. By retaining past interactions and adjusting its conversations accordingly, each dialogue with the Divine Machinery is unique. A blend of ever changing sound, projection, lights and visuals serves to deeply immerse the participants in the experience.
15 min
Selina Behrens: Originally from Germany Selina started studing Media Technology and Design at the University of Applied Sciences Upper Austria and then joined the Digital Arts Bachelor programm when it started. She finished her bachelor and is currently studying in the Digital Arts Masters program., Simone Feldbacher: Graduated from HTL Salzburg and is currently finishing […]

Curation has evolved into a multifaceted artistic practice that extends beyond the mere display of artworks to encompass thematic development, dissemination of knowledge, and participation of the audience. Although traditionally seen as a specialist field, children's innate curiosity and storytelling abilities suggest their potential as active participants in the curatorial process. To address the challenge of adapting complex curatorial concepts for young learners, this study introduces "Little Curator", a generative mixed reality (MR) tool specifically designed to simplify and enrich the children's curation experience. By integrating creative workflows with interactive virtual environments, "Little curator" empowers children to conceptualize themes, organize content, and present immersive visual narratives. Through this exploration, children not only acquire more art knowledge but also develop a heightened sense of self-efficacy in the complex exhibition planning. Furthermore, these "creative performances" serve as a source of inspiration for professional curators, bridging the gap between emerging and established practices in the art world.
15 min
Yuyang (CN) is a digital artist, art therapist, and researcher. He holds a bachelor’s degree in engineering from the China Academy of Art and a research-oriented master’s degree in computational media and arts from the Hong Kong University of Science and Technology Guangzhou (HKUSTGZ), pursuing a doctoral degree in the field of cognitive science. His […]
https://yuyangartist.mysxl.cn/
Commonly, VR is seen as a single user experience with sound focused on the ‘sweet spot’. This paper focuses on Earths to Come, an XR installation which premiered at the 2024 Venice Biennale Cinema Immersive as a collaborative and democratizing work. We begin with the story of its development over a week-long residency with animator Rose Bond, composer inti figgis-vizueta and vocal ensemble Roomful of Teeth. Originally, designed for a tri-screen live projection performance, improvisation was key to the process. Our intention was always to share the lead between sound and visuals. The paper then explores several formal structures that undergird Earths to Come, focusing on moments of synchresis and how the deliberate gaps between image and sound and serve to unseat expectations and untether the metaphoric power of the poetic. Finally, we frame the piece as political, distinguishing how Earths to Come breaks away from the aurally constructed illusion of the “sweet spot” and re-centers the collective body of listeners within a dynamic field, where acoustic perception unfolds in relation to movement, position, and the presence of others. In Earths to Come spatialized sound, designed and distributed in 15.1 dome mounted speakers, democratizes listening - making all seats good seats and creating a surprisingly personal yet shared experience.
15 min
Rose Bond (CA/US) creates XR work at the intersection of expanded cinema, experimental animation and spatialized sound. Her past large-scale animated installations have navigated allegories of place, illuminating urban spaces with fragments and overlooked realities of the historically underrepresented. Her current nonlinear VR projects are interdisciplinary collaborations with composers and musicians. Earths to Come, created […]
http://rosebond.com/
This presentation introduces the 2024 projection mapping work Chongqing Forest, which reimagines the Chongqing’s mediascape as a ‘data forest,’ exploring the dense ecology where urban history, platform aesthetics, and digital subjectivity converge. Borrowing four lines from Wong Karwai’s cinema Chungking Express (1994)—a film well known in Sinosphere for its subtle expression on the emotional alienation in modern metropolises—the 2024 work structuralizes four respective chapters according to the rearranged lines, in order to discuss the experience that is even more contemporary than what is expressed by the 1994 film, and that is theorized by this presentation as the magical synchronicity in post-1978 China—the synchronicity of modernity and postmodernity, of industrialization and post-industrialization, and of urbanization and the rise of network society. This presentation argues that the magical synchronicity could be articulated, firstly, by the textual entanglement with Chungking Express; and secondly, in the form of expanded cinema, a mixture of film and computational media.
15 min
Huang Wei (CN) is a Shanghai-based media artist, lecturer, and researcher whose practice explores the intersection of expanded cinema and experimental games. He holds an MFA from Washington University in St. Louis and a BA from Guangzhou Academy of Fine Arts. Currently, Huang serves as a lecturer and researcher at Shanghai Institute of Visual Arts, […]

In our modern information age, we face a deficit in bodily awareness during digital communication, despite Mehrabian's 7-38-55 rule suggesting that body language conveys 55% of meaning. Our current vocabulary struggles to describe complex bodily phenomena such as proprioception and social proprioception—the awareness of one's own and others' spatial body positioning. Body Oracle is a computational linguistic speculative design project, introducing an alterative language system of AI-generated hieroglyphic characters representing corporeal and intercorporeal poses inspired by ancient Chinese Oracle-Bone Inscriptions. These intuitive, cross-linguistic, cross-cultural signs—akin to emojis—aim to expand our capacity to conceptualize, understand, and communicate bodily and inter-bodily experiences. Drawing on linguistic relativity—the idea that language shapes worldview—we propose that these new hieroglyphic signs will function as a sociolinguistic mediator, influencing collective semantic cognition of bodily awareness. By envisioning an alternative present, Body Oracle challenges us to reconsider how embodied communication can transform our shared understanding.
15 min
Danlin Huang (CN) is an undergraduate student in China Academy of Art. As an artist, designer, and XR developer, her academic papers and demos have been published in top conferences such as SIGGRAPH Asia, CHI, CHI PLAY. Her works have been featured in the Ars Electronica 2024 in Linz, IJCAI, TEI, IEEE VR and the […]
https://danlinhuang.com/


In the “Art & Industry” panel, Volker Helzle (DE), Dinko Dragonovic & Christian Steininger (AT), Philipp Seifried & Regina Reisinger (AT) present innovative projects in the fields of film, games, and applied research. Creativity despite constraints - how to develop fast without losing your vision "In July 2024, Vienna based indie studio Microbird released their first game, Dungeons of Hinterberg, to critical acclaim from both press and players. Dungeons of Hinterberg is a mix of Action RPG and Social Sim, set in the Austrian Alps - and it is a big project, considering it was done by a small team of 10 people at maximum. A year after release, co-founders Philipp and Regina reflect back on the project, their learnings, and how it was possible to make such a game with a small, local team. The talk will shed light on how the project came to be, both from a creative and visionary point of view, as well as more practical aspects like funding and production planning. It will deal with developing a unique, expressive, yet fast to produce art style, and talk about the challenges of efficient productions, and how to facilitate them by leveraging technology, reusing assets, and concentrating on what matters most to the project and the creative vision. Regina and Philipp will talk about the project's approach to animation, concept art, modelling and shading, and how to build an efficient pipeline around them. In the face of current challenges, both time and money constraints are an integral reality of game development, and it looks like they are here to stay. This talk tries to examine how we can live and develop with these constraints, and how they might even help us push our creativity and create more focused, unique products." Moderation: Jeremiah Diephuis (US/AT)
2h
Volker Helzle (DE) is in charge of Research and Development at Animationsinstitut of Filmakademie Baden-Württemberg. After graduating from HDM Stuttgart Media University (Dipl. Ing. AV-Medien) in 2000 he moved to California and worked for three years at Eyematic Interfaces (later acquired by Google). Volker quickly advanced to team-lead in charge of the Los Angeles based […]
https://research.animationsinstitut.de/Over the past 15 years, Philipp Seifried (AT) has worked in many areas of game development, including game design, programming, tech art and narrative design. Between 2012 and 2014, he spent two years as a solo developer on mobile game “Ace Ferrara and the Dino Menace”, where his work also included 2D/3D art and music/sfx. […]
http://dungeonsofhinterberg.com/Dinko (BA/AT) is a freelance film director and writer, born in former Yugoslavia. His studies at the University of Arts in Linz sparked a passion for filmmaking, leading to numerous award-winning commercials and films, including the notorious viral hits for the city of Linz. Dinko is currently working on his first feature film, besides that, […]
https://forafilm.com/
Paper Session #5 consists of five presentations and a recap and outlook session. Moderation: Philipp Wintersberger (AT)
1h 30min
Philipp Wintersberger (AT) is a Professor of Intelligent User Interfaces at IT:U. He leads an interdisciplinary team of scientists working on research projects funded by the Austrian Science Fund (FWF), the Austrian Research Promotion Agency (FFG), and industry partners. His work focuses on human-machine cooperation in safety-critical environments, including automated vehicles, robotic and industrial systems, […]
https://it-u.at/de/research/professors/philipp-wintersberger/
This paper explores the potential and limitations of artificial intelligence in animating and interpreting cultural heritage, focusing on the project Brosch AI – Distorted Dreams, an AI-animated short film based on the works of Austrian artist Klemens Brosch. The project utilizes AI technologies such as diffusion models and generative adversarial networks to transform archival drawings into animated visuals, balancing authentic reinterpretations with intentional artistic distortions. Through detailed analysis and practical experimentation, the paper highlights significant challenges in realistically animating figures and maintaining stylistic fidelity. Embracing these animation errors as artistic interventions, the project aligns with Brosch’s psychological themes and biographical context. The discussion critically addresses broader implications regarding authorship, originality, and technology’s role in cultural heritage preservation and creative interpretation, advocating for a nuanced understanding of digital heritage practices.
15 min
Celine Pham (AT) is an interdisciplinary artist and Master’s student in Digital Arts based in Upper Austria. She works at the intersection of analog and digital art, blending mixed media, artificial intelligence, and experimental storytelling. Exploring themes of identity, belonging, and transformation, she continuously redefines the possibilities of artistic expression across different media. Jolanda Abasolo […]
https://animaplus.at/projekte/brosch-ai-distorted-dreams/
The presentation will discuss the multi-phase artistic research project Resonant Atmospheres which interrogates the logics of biometric technologies by critically reconfiguring their apparatus through participatory site-responsive performance. Drawing from feminist technoscience, critical data studies, and participatory paradigms in artistic research, the project challenges the epistemic assumptions underpinning emotion recognition systems, foregrounding the socio-political and cultural situatedness of biometric data. Rather than decoding bodily signals into emotional categories, Resonant Atmospheres transduces biological signals into ambient audiovisual environments, cultivating collective affective conditions that exceed the semantic leap common in computation deduction. Framed as a methodology in itself, the project embraces affect as relational, contingent, and distributed—positioning biosensors not as instruments of truth-making, but as relational interfaces for co-construction of experience. Through public activations and dialogical engagement, the work reorients biometric sensing away from extraction and toward relational resonance, generating atmospheres in which the affective dimensions of complex experiences such as migration can be sensed without being represented on a narrative level. The contribution offers both a critique of dominant data regimes and a proposition for how affective technologies can be subverted toward aesthetic and collective reimagining.
15 min
Mona Hedayati (IR/CA) is an Iranian-Canadian artist with a dual doctorate in artistic research and interdisciplinary humanities from Belgium and Canada, soon to start her postdoctoral research at Cambridge University. Her work draws on performance, computation art, sound design, and sensory studies. She studied digital media and social-political art and design for her MA and […]

The animated short film Sensual explores a novel workflow for hand-painted watercolor animation, blending traditional artistic methods with AI-based frame interpolation techniques. This paper highlights the advantages and disadvantages of different methods for interpolating 2D animation and proposes a new workflow developed during the production of the film. By combining traditional compositing tools with image interpolation using the Real-Time Intermediate Flow Estimation (RIFE) network, the approach significantly reduced production time while maintaining the unique hand-painted aesthetic. The presented work does not conflict with moral or ethical issues of AI technology and serves as a blueprint for enabling artists to fulfill their vision more effectively.
15 min
Hannes Sturm is a Technical Director, Indie Game Developer, and Freelancer focussing on interactive media, bringing innovative technical solutions to creative projects. He recently completed his diploma at the Animationsinstitut of the Filmakademie Baden-Württemberg GmbH, following his studies of media computer science at the University of Tübingen. Throughout his career Hannes has contributed to multiple […]
https://vincentmaurer.de/
This paper presents a work-in-progress project detailing a participatory animated film titled Memotions, that integrates participatory animation with interactive film features. Addressing the destruction of cultural heritage in the disputed territory of Artsakh, the project invites participants to rethink the stories encapsulated in their own personal objects and create animations with them. Through the development and evaluation of Memotions, we learned that familiar objects facilitated overcoming the unfamiliarity of the participatory animated film, imperfections mediated participation, and animation making with cherished objects can evoke memories embodied in objects. Future work will involve refining the prototype, conducting further observational studies to explore the impact of Memotions on cultural reflection through objects, and producing the film.
15 min
Nairy Eivazy (IR/BE) is an Armenian-Iranian animation artist, designer and researcher specializing in animation film with a participatory approach. Holding a master’s degree in Animation directing from the Tehran University of Arts, she is currently pursuing a PhD at LUCA School of Arts/KU Leuven. Her short films and animation installations have been showcased at international […]
https://nairyeivazy.com/
This presentation presents the layout of and research behind the dance performance Precious Camouflage, which explores the interplay between human movement and artificial intelligence (AI) within a museal space. The work stages four AI systems that interact live with a contemporary dance ensemble and the audience, critically examining themes of agency, surveillance, interpretation, and body politics. By intertwining choreographic principles with real-time AI responses, the performance challenges traditional notions of authorship and reflects on the societal and ethical implications of digital technologies. In addition to presenting the communicative setup, the work is accompanied by extensive research on ethical questions, with a focus on the representation of bodies in datasets. This presentation reflects on the artistic research methodologies applied in Precious Camouflage, highlighting their relevance for both performative arts and Human-Computer Interaction (HCI) contexts. Background materials and the recorded performance are available at http://www.precious.dance.
15 min
Charlotte Triebus (DE) works as a performance artist and choreographer. Together with her ensemble and her team of developers, she conducts research at the interface of dance, art and technology. Her artistic works and performances have been shown in numerous museums and festival halls as well as in international exhibitions. Charlotte Triebus combines artistic practice […]
https://mirevi.de%20/%20triebus.com

Expanded Conference 2025 closes with a recap and outlook of the conference chairs.
15min
Birgitta Hosea (SE/UK) is an artist, filmmaker, and researcher in expanded animation. Exhibitions include Venice & Karachi Biennales; Oaxaca & Chengdu Museums of Contemporary Art; InspiralLondon; Hanmi Gallery, Seoul. She has a solo exhibition at ASIFAKeil, Vienna in April 2020. Included in the Tate Britain and Centre d’Arte Contemporain, Paris, archives, she has been awarded […]
http://www.birgittahosea.co.uk/Juergen Hagler (AT) studied art education, experimental visual design, and cultural studies at the University for Art and Design in Linz, Austria. He currently works as a professor of Computer Animation and Animation Studies in the Digital Media department at the Hagenberg Campus of the University of Applied Sciences Upper Austria. Since 2014 he a […]
https://research.fh-ooe.at/de/staff/215
Schürrer introduces her multimedia installation “Where does the rest of the world begin?” that reflects on the deep entanglements of human consciousness, natural environment, and current technology. With a multimedia installation consisting of two digital animations, 3D prints and an interactive Mixed Reality experience, she creates a spatial narrative in which she poetically links the scientific concepts of symbiosis and neural synchrony and applies those to our existence in the postdigital. Both theoretical approaches highlight the interconnectivity of all organic and non-organic agents, challenging concepts of individuality, singular consciousness, and subjectivity.
30 min
Dagmar Schürrer (AT/DE) is an Austrian digital artist based in Berlin. She holds a degree in Fine Art from Central Saint Martin’s College of Art and Design in London, UK, and works in the field of animation and extended reality (XR) technologies. Her artistic practice is often inspired by scientific concepts from biology and neuroscience. […]
https://dagmarschuerrer.com/
30 min
Tore Knabe (PL/DE) is a Berlin-based VR developer and digital pioneer who consistently explores the frontiers of emerging technologies. His journey began with the dawn of mobile computing, where his innovative games and educational apps, including the globally successful Bowmaster, reached top positions in App Stores worldwide. Since 2013, Knabe has been at the forefront […]
https://tore-knabe.com/virtual-reality/
Tamiko Thiel and /p will talk about how they use animation in VR and AR to enhance users' engagement with the 3D virtual and real space around them. This involves playing with user expectations, giving users a sense of control and agency, that they then take away at key moments to create emotionally charged encounters with the virtual environment and its content.
30 min
In 2024 Tamiko Thiel (US/DE) was awarded the SIGGRAPH Distinguished Artist Lifetime Achievement Award in Digital Arts and inducted into the inaugural cohort of AWE XR Hall of Fame for her politically and socially critical media artworks exploring place, space, the body and cultural identity. Earlier awards include the 2018 SAT Montreal Visionary Pioneer Award […]
https://www.tamikothiel.com/


The Award Ceremony marks the official closing of the Expanded Conference on Animation and Interactive Art. During the event, the Best Paper Award as well as Honorary Mentions will be presented, recognizing outstanding scholarly contributions. The ceremony will be joined by the conference chairs as well as by Michael Rabl, President of the University of Applied Sciences Upper Austria, and Christl Baur, Head of Ars Electronica Festival. Beyond celebrating individual achievements, the closing also provides an opportunity to collectively reflect on the experiences and insights of the three conference days.
1h
Michael Rabl (AT) is an Austrian engineer, academic, and research manager specializing in innovation, sensor technology, and product development. Since September 2024, he has served as President and Scientific Director of the University of Applied Sciences Upper Austria (FH OÖ). Previously, he was Dean of the Faculty of Engineering and Applied Sciences at the FH […]
Christl Baur (DE) is the director of the Ars Electronica Festival and an interdisciplinary researcher with a background in art history, cultural management, and natural sciences. She is particularly interested in the connection between aesthetic and social practices based on collaboration and experimentation that challenge social, political, and economic protocols. Her research spans topics such […]
Juergen Hagler (AT) studied art education, experimental visual design, and cultural studies at the University for Art and Design in Linz, Austria. He currently works as a professor of Computer Animation and Animation Studies in the Digital Media department at the Hagenberg Campus of the University of Applied Sciences Upper Austria. Since 2014 he a […]
https://research.fh-ooe.at/de/staff/215Visit the Expanded YouTube channel to see current and past content.
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The symposium Expanded Animation began in 2013 and offered a first approach to the expanding field of computer animation. It has since become an established part of the Ars Electronica Animation Festival and the international competition Prix Ars Electronica Computer Animation. Every year under an overarching theme, the symposium has researched the field of technology, art, animation, and aesthetics, investigated the collapsing boundaries in digital animation, and explored positions and future trends. As with the first conferences on computer animation at Ars Electronica in the 1980s, practice and theory are equally important. The richly illustrated publication Expanded Animation: Mapping an Unlimited Landscape features contributions from speakers and artists from the past six years and presents an overview of the prize winners in prix category Computer Animation from 2011 to 2018.
250 pages, 250 Illustrations
The Expanded Play exhibition features an interactive collection of playful and experimental works that explore the boundaries of mixed reality, spatial interaction, and Artificial Intelligence within the realm of playful media. Now in its second edition, the cooperative exhibition showcases a range of student and artist works from the Digital Media Department at the University of Applied Sciences Upper Austria, the Film Academy Baden Württemberg, Witten/Herdecke University, and the Department of Visual Computing at Masaryk University Brno. The exhibition is located at the Salzamt in Linz, a local platform and gallery for artists and cultural creators from various fields. This year’s selection addresses a wide range of topics and technologies that subtly echo the Ars Electronica Festival theme PANIC – yes/no. From dealing with climate catastrophes such as an oil spill, to justifying your existence as a non-AI individual, interacting as a spider-based entity, or splitting your senses to observe an occult ritual, each work possesses both a promising portion of agency, but also a shiver of fear. But there is no need to panic. These are all just simulations, right?
Atelierhaus Salzamt
Wednedsay, September 3rd to Sunday, September 7th, 2025
Wed–Sat: 11:00–20:00, Sun: 11:00–18:00
The interactive experience Black Tide Protocol portrays an ecosystem on the brink of disaster. A defective oil platform spews a deadly, colorful tide into the sea that threatens to wipe out an entire seal colony. Use the lights from your skimmer ships to track down absorbable oil particles and split complex oil mixtures before removing them. Can you stop the black tide before it’s too late?
Luca Geiger (DE), Alexander Hödlmoser (AT), Dino Ponjevic (AT)
In the VR experience Fate of the Minotaur, players take on the role of humans from Athens who are sent as a sacrifice into the labyrinth of the Minotaur by Minos, King of Crete. The players learn about the tragic family story behind the ancient Greek myth and have to pick a side by either killing the Minotaur or sparing the troubled creature’s life. In a unique approach, the content can be experienced on different immersive scale levels, depending on the technical and physical limitations of the location presenting the experience. From a technical perspective, a novel engine-agnostic and flexible open-source virtual production framework was used to realise the multiplayer network part of the game. Our non-photorealistic visual approach is inspired by ancient Greek murals and vases, allowing us to ensure that the experience has a small footprint in terms of energy consumption and required equipment.
Andreas Dahn (DE), Leszek Plichta (DE), Simon Spielmann (DE), Eduard Schäfer (DE), Justus Blönnigen (DE)
Mindful Moves explores the realities of the modern society, where many individuals spend extended periods seated in front of screens with minimal physical movement. Despite widespread awareness of the negative health impacts of sedentary behavior, daily routines often require this posture. This interactive minigame forms part of a broader PhD research project focused on esports training for mental health and soft skills development. Esports players, as an extreme case of prolonged screen time, serve as a test group—if the intervention proves beneficial for them, it holds promise for a wider audience.
Mindful Moves delivers a gamified introduction to moving meditation, designed to be practiced either seated or standing. Players follow guided breathing patterns while engaging in gentle stretching, promoting both relaxation and physical well-being. The experience incorporates alternative input devices—such as a soft toy—to support varied forms of interaction and to enhance accessibility.
Danielle K. Langlois (US/CZ), Vojtěch Hyánek (CZ), Simone Kriglstein (AT)
In an era in which Artificial Intelligence is fundamentally changing our perception of reality, the VR-experience A Reverse Turing Test presents a fascinating reversal of the classic Turing Test. This immersive Virtual Reality installation challenges visitors to disguise themselves as the only human among advanced AI systems, raising profound questions about the nature of intelligence, identity, and reality. Human visitors find themselves in a virtual train compartment, embodying the persona of Genghis Khan as an avatar.
The other passengers are famous personalities as well: Aristotle, Mozart, Leonardo da Vinci, and Cleopatra. However, they are driven by some of the most sophisticated AIs currently available. The train conductor informs the group that one of them is a human and they have to find out who. Aristotle suggests that each one asks the person to their left a question that helps find out whether the one answering is a human or AI. Thus, the installation reverses the classic Turing test: instead of a human trying to identify a machine, the AIs have to unmask the human among them.
Tore Knabe (DE), Jonathan Hart (DE)
Divine Machinery is an interactive installation exploring the topic of transhumanism. Visitors enter a dark room, facing a personified Artificial Intelligence. Interaction happens through touching its hands, where each response alters the AI’s mood, as well as the room’s soundscape, animations, and lighting.
Selina Behrens (AT), Florian Horak (AT), Simone Feldbacher (AT), Sebastian Grundherr (AT), Julia Posch (AT), Michelle Treziak (AT)
GEMeinsam (shared solitude) is an interdisciplinary, collaborative project that was developed as part of the “Hybrid Animation” course at the Hagenberg Campus of the University of Applied Sciences Upper Austria. The project artistically explores the theme of loneliness and how it affects people in different ways. The narrative structure guides the audience through a multi-layered residential building inhabited by numerous fictional residents. Each room reveals its own story, its own personality, and its own individual approach to isolation, longing, or withdrawal. To emphasize the commonality in loneliness, some of the rooms are interactively connected, reacting subtly to one another. This creates a silent dialogue between the individual stories and characters, underscoring the emotional depth and complexity of the subject matter.
Kevin Killinger (AT), Jan Klug (AT), Gerald Gruber (AT)
Out of the Darkness is a multiplayer digital tabletop experience about the the Velynx, a race of luminescent felines from the planet Claris, who lived peacefully in a secluded forest on the planet Scura. Their happy days were shattered when the native race found them and discovered their potential as an energy source. Luckily, before their abduction one feline managed to send a distress signal to their home planet. Guide the escaped Velynx to the dispatched rescue ships and avoid the dangers along the way.
Richardo Serban (AT), Larissa Schäfer (AT), Jennifer Ye (AT)
Soundwalker is a VR experience in which you navigate a world cloaked in darkness using sound-based echolocation. As a blind traveler, every footstep, clap, or echo pulse reveals the hidden geometry of your surroundings. Follow resonant clues, solve spatial puzzles, and discover the story as the world around you resounds. In this world, silence is blindness and noise is your only light.
Andrea Eckmayr (AT), Alexander Strauss (AT), Maksym Zinchenko (UA/AT)
The Summoning is an interactive sensory installation that invites participants to explore a demon summoning ritual through fragmented perspectives. The experience combines visual, auditory, and digital storytelling via a keyhole viewer, a listening cone, a laptop showing a Discord call, and a book of demonology. Visitors must piece together clues to determine which of the demons featured in the book is being summoned.
Selina Behrens (AT), Sebastian Grundherr (AT), Moritz Höll (AT), Julia Posch (AT)
Evelynn is an animated chatbot controlled by an Artificial Intelligence. Players can freely converse with her while she reacts with corresponding dynamic facial expressions and body movements.
Philipp Asteriou (AT), Gerald Gruber (AT), Nicole Lehmann (AT), Stephanie Schattauer (AT), Anna Mühlbacher (AT)
In a world increasingly shaped by touchscreen interactions and mobile dependency, concerns around attention, isolation, and screen fatigue are growing, especially among younger users. While digital tools can foster connection, they often result in passive, solitary engagement.
Jiwa responds to this challenge by reimagining mobile AR gameplay as a shared, embodied experience. Using interactive markers anchored in physical space, players collaborate in short, cooperative sessions that demand movement, coordination, and real-world interaction. These tangible interfaces transform mobile devices from isolating screens into tools for playful connection.
Blending the digital and physical, Jiwa investigates how age, cognition, and interactivity shape social play. The project offers a compelling alternative to screen-centric design—one that fosters agency, inclusivity, and presence through augmented reality.
Vinaya Tawde (IN)
ProDucktion serves as an arcade-like experience in which two players have to cooperate and construct a rubber duck with a hat. After completing a step-by-step-process, the assembled duck is judged for quality, and if successful, a sticker with the created duck will be printed and gifted to the players. If the evaluation fails, the duck is comically squashed by a hydraulic press.
Nori Greinecker (AT), Bernhard Haunschmied (AT), Verena Kremsmayr (AT), Wiktoria Olborksi (AT)
This project explores what it means to embody a spider in virtual reality. Spiders, with their unique anatomy and movement patterns, offer intriguing possibilities—from immersive gameplay to therapeutic exposure for arachnophobia. Yet their radically different body structure presents a challenge: how can we map human gestures to spider-like motion in a way that feels intuitive and immersive?
This work investigates new interaction paradigms and control strategies to bridge that gap—inviting visitors to step into eight legs and experience the world from an entirely new perspective.
Philipp Thaya (AT), Martin Kocur (DE)
Videos from Expanded Animation 2025.