Ars Electronica Festival
9th–11th September 2026
The words Expanded conference in a black font.

Join us

This year’s Expanded conference will take place at the skyloft in Ars Electronica Center in Linz, Austria.

Expanded 2026

The fourteenth 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 9th to 11th as part of the Ars Electronica Festival 2026.

Location: skyloft at Ars Electronica Center, Ars-Electronica-Straße 1, 4040 Linz, Austria

Admission is free – and all conference presentations will also be available via livestream!

EXPANDED 2026 – CONFERENCE ON ANIMATION AND INTERACTIVE ART

The Expanded Conference (Expanded 2026) will take place from September 9th to 11th as part of the Ars Electronica Festival 2026. This call for papers focuses on academic papers in the field of Expanded Animation and Interactive Art that explore and experiment with media expression at the intersection of art, technology, and society. We will have four categories (Research Paper, Art Paper, Doctoral Consortium, Play Gallery), where submissions will undergo a rigorous peer-review process. 

All selected speakers will be given a free pass to the Ars Electronica Festival (September 9th to 13th).

Topics of interest include, but are not limited to:

  • 3D Scanning
  • AI-generated media; human-AI collaboration
  • art-science and interdisciplinary collaborations
  • artistic computer animation
  • artistic human-computer interaction (HCI and UX)
  • audio-visual experiments
  • data journalism and animated documentary
  • data visualizations and information aesthetics
  • digital cultural heritage
  • digital media art history
  • digital, hybrid, and expanded theater
  • expanded animation
  • game art and playable media
  • generative and algorithmic art
  • hybrids between animation and game
  • innovative interfaces
  • innovative research and practice-based methodologies
  • music visualization
  • participatory media
  • performance projects
  • physical computing, tangible media/interfaces, robotics
  • projects using NFT, Metaverse, Social Media
  • reactive and interactive visuals
  • real-time CG
  • scientific visualizations
  • site-specific installations, projection mapping, media facades
  • sound art and soundscapes
  • transmedia environments, narratives, and experiences
  • VR, AR, MR, XR; virtual humans and environments

Submission Categories

Research Paper

Research Papers focus on academic works that present study results, literature reviews, theoretical considerations, etc., based on state-of-the-art research methods.

Presentation Format

  • Presentation: 10 min. + panel discussion
  • No exhibition or on-site demonstration
  • Accepted papers will be published in the ACM Digital Library

Submission Guidelines 

  • Word Count Maximum: 3,500 (excluding references), single-column
  • Submitted paper is original and has not been published nor is currently accepted for publication elsewhere
  • Submissions are peer-reviewed (double-blind process)
  • Submission must use the ACM Manuscript Template (see Submission Guidelines on the website)
Art Paper

Art Papers focus on the artwork, a case study, and work in progress, including theory and context.

Presentation Format

  • Presentation: 10 min. + panel discussion
  • No exhibition or on-site demonstration
  • Accepted papers will be published in the ACM Digital Library

Submission Guidelines 

  • Word Count Maximum: 3,500 (excluding references), single-column.
  • Supplementary material: video documentation and images
  • Submissions are peer-reviewed (single-blind process) 
  • Submitted paper has to be original and not previously published or currently accepted for publication elsewhere
  • Submission must use the ACM Manuscript Template (see Submission Guidelines on the website)
Doctoral Consortium

The Doctoral Consortium offers a unique opportunity for doctoral students to explore and develop their research interests in animation, play, and interactive art. In this interdisciplinary workshop, students will receive feedback under the guidance of distinguished researchers.

We invite PhD students who feel they will benefit from expert feedback on their dissertation work to apply. Ideally, candidates should have a clear topic and research approach and have made some progress, but are not yet ready to defend their thesis.

Presentation Format

  • 10-minute presentation
  • Followed by a panel discussion and feedback session
  • Accepted papers will be published in the ACM Digital Library
  • Note: No exhibition or on-site demonstration required

Submission Guidelines 

  • Submissions are peer-reviewed (single-blind process)
  • Submission must use the ACM Manuscript Template (see Submission Guidelines on the website)
    1. Extended Abstract (Max. 2,000 words, excl. references) Please submit a document describing your PhD work. To ensure a productive feedback session, we recommend structuring your text to cover:
      • Motivation: What drives your research?
      • Research Gap & Questions: What problem are you solving?
      • Methodology: Your approach (artistic research, experimental, theoretical, etc.).
      • Current Status: What have you achieved so far?
      • Next Steps: What are your plans for the future?
    2. Additional Material (Appendices)
      • Curriculum Vitae (CV): A brief summary of your academic background.
      • Optional: Video documentation or images representing the work (max 3 min, max size 150MB)
      • Note: Supervisors cannot be authors of the paper, but can be acknowledged inside of it
Expanded Play Gallery

Expanded Play is a gallery track for the Expanded Conference that features interactive and playful artistic works within the context of Expanded Media, including fields such as games, mixed-reality, spatial interaction, and human-computer interaction. In particular, experimental works that span multiple domains and offer innovative approaches to play are highly encouraged. Selected works will be exhibited over the course of a week and typically require supervision.

Presentation Format

  •  Lightning talk (3 min.) + discussion

Submission Guidelines 

  • Submissions are peer-reviewed (single-blind process)
  • Submission must use the ACM Manuscript Template (see Submission Guidelines on the website)
  • Accepted papers will be published in the ACM Digital Library
  • Abstract (1000 words) with the following required information:
    • Description of the interactive work
    • How it fits into the scope of the Expanded Play gallery
    • Short description of implementation (how it is implemented, e.g., HMD or screen-based project, performance, etc.)
  • Representative image
  • Video (max 3 min, max size 150MB)
  • The equipment and technical information required (technical rider, required space, etc.)

Any supplementary material (press kit, portfolio, etc.) which shows your previous work is also welcome but not required! Anonymising the material is not necessary here.
Gallery: Atelierhaus Salzamt

Artificial Intelligence (AI) Policy

Generative AI tools and technologies, such as ChatGPT, may not be listed as authors of an ACM published Work. The use of generative AI tools and technologies to create content is permitted but must be fully disclosed in the Work. For example, the authors could include the following statement in the Acknowledgements section of the Work: ChatGPT was utilized to generate sections of this Work, including text, tables, graphs, code, data, citations, etc. If you are uncertain ­about the need to disclose the use of a particular tool, err on the side of caution, and include a disclosure in the acknowledgements section of the Work.

Basic word processing systems that recommend and insert replacement text, perform spelling or grammar checks and corrections, or systems that do language translations are to be considered exceptions to this disclosure requirement and are generally permitted and need not be disclosed in the Work. As the line between Generative AI tools and basic word processing systems like MS Word or Grammarly blurs, this Policy will be updated.

See also ACM Policy on Authorship.

Important Dates

  • Submission deadline extended: May 1st, 2026, 23:59 (AoE) May 10th, 2026, 23:59 (AoE)
  • Decision Notification: Beginning of June, 2026 (AoE) End of June, 2026 (AoE)
  • Camera-Ready Deadline: End of July 2026
  • Conference Days: September 9th–11th 2026
  • Ars Electronica: September 9th–13th 2026

Submission

Submission is via Easy Chair at https://easychair.org/conferences/?conf=expanded2026, where you will be prompted to set up a free Easy Chair account if you don’t have one already.

Please read the ACM Submission Guidelines carefully, and prepare your submission following the Microsoft Word Template or LateX Template.

Proceedings and Publication Fees

At least one author of each accepted paper must be registered for 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 2026 papers will be published Open Access and linked from the Ars Electronica Archives.

Submitters should use institutional email addresses where possible. 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’2026 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.

Please note: For proceedings that are to be published simultaneously with the conference, the payment deadline for applicable APCs is 45 days prior to the start of the conference. The coauthors 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.

Venue

The conference will be held at the Ars Electronica Center from 9th to the 11th of September 2026  as part of the Ars Electronica Festival in Linz, Austria.

The media festival will take place from the 9th to the 13th of September 2026: https://ars.electronica.art/festival/en/.

Organizing Committee

Please follow the link for the Expanded 2026 organizing committee.

Cover of Expanded Conference Proceedings 2025

Expanded ’25: Proceedings of the Conference on Animation and Interactive Art

Hagler, J., Köhl, M., Pasquier, P., Wintersberger, P., Hosea, B., Kim, J. & Kocur, M. 2025. Proceedings of the Conference on Animation and Interactive Art. Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/3749893

Download

Proceedings of Expanded Conference 2024 Cover.

Expanded ’24: Proceedings of the Conference on Animation and Interactive Art

Hagler, J., Szabo, V., Wintersberger, P., Guljajeva, V., Mitchell, B. & Kocur, M. 2024. Proceedings of the Expanded 2024 – Conference on Animation and Interactive Art. Expanded Animation Conference on Animation and Interactive Art (Expanded ’24), Linz, Austria. Ars Electronica Linz. https://doi.org/10.5281/zenodo.13382838

Download

SPEAKERS

The speakers for Expanded Animation 2026 are confirmed and we’re proud to introduce them to you.

Expanded Play Gallery

Elias Wolschlager, Kareem Al-Khalily, David Märzendorfer & Philipp Wenisch
plus

Elias Wolschlager, Kareem Al-Khalily, David Märzendorfer & Philipp Wenisch

University of Applied Sciences Upper Austria

Lino Brunmayr
plus

Lino Brunmayr

University of Applied Sciences Upper Austria

Florian Guggenberger, Renée Kerschbaumer, Pascal Nowarra, Sandra Ye
plus

Florian Guggenberger, Renée Kerschbaumer, Pascal Nowarra, Sandra Ye

University of Applied Sciences Upper Austria

Yuhanxiao Ma & Anna Ren
plus

Yuhanxiao Ma & Anna Ren

DXARTS, University of Washington & New York University

Elina Oikonomaki & Lukas Lesina Debiasi
plus

Elina Oikonomaki & Lukas Lesina Debiasi

Morphosis.info

Ayuko Onoue
plus

Ayuko Onoue

kageori.pythonanywhere.com

Magdaléna Kejstová & Simone Kriglstein
plus

Magdaléna Kejstová & Simone Kriglstein

Masaryk University

Jenna Caravello
plus

Jenna Caravello

UCLA Department of Design Media Arts

Philipp Haslbauer
plus

Philipp Haslbauer

Lucerne University of Applied Sciences and Arts

Cathy Fang, Sam Chin, Ruipeng Wang, Leonie Dong & Skye Gao
plus

Cathy Fang, Sam Chin, Ruipeng Wang, Leonie Dong & Skye Gao

Massachusetts Institute of Technology

Anna Borou Yu & Jiajian Min
plus

Anna Borou Yu & Jiajian Min

MYStudio

Christian Geiger, Ivana Druzetic-Vogel, Laurenz Ulrich, Léon Repp & Christian Zimmer
plus

Christian Geiger, Ivana Druzetic-Vogel, Laurenz Ulrich, Léon Repp & Christian Zimmer

University of Applied Sciences Düsseldorf

Christian Geiger, Andi Zielecki & Timo Stampa
plus

Christian Geiger, Andi Zielecki & Timo Stampa

University of Applied Sciences Düsseldorf

Art Papers

Shih-Wen Huang
plus

Shih-Wen Huang

vibeweaving.com

Xinyi Zhang
plus

Xinyi Zhang

Tianjin Academy of Fine Arts

Daichen Wang
plus

Daichen Wang

Queensland University of Technology

Emily Godden
plus

Emily Godden

Anglia Ruskin University

Xinran Wu
plus

Xinran Wu

xinranwu.world & Meshy LLC

Marcus Round & Patrick Hartono
plus

Marcus Round & Patrick Hartono

marcusround.art & RMIT University Vietnam

Adam Cole
plus

Adam Cole

University of the Arts London

Tomás Laurenzo
plus

Tomás Laurenzo

University of Colorado Boulder

Ting-Chun Liu & Leon-Etienne Kühr
plus

Ting-Chun Liu & Leon-Etienne Kühr

Bauhaus University Weimar & Offenbach University of Art and Design

Nozomu Kubota
plus

Nozomu Kubota

Creator's NEXT

Duan Weibin & Chen Weibo
plus

Duan Weibin & Chen Weibo

China Academy of Art

Magda Hamilton
plus

Magda Hamilton

Velvet Disruption

Takafumi Morita
plus

Takafumi Morita

The University of Tokyo

Takayuki Todo
plus

Takayuki Todo

takayukitodo.com

Tzu-Mu Yang, Pei-Yin Lin, Hsiang-Hua Chang, Yi-Wen Huang & Bing-Cheng Kao
plus

Tzu-Mu Yang, Pei-Yin Lin, Hsiang-Hua Chang, Yi-Wen Huang & Bing-Cheng Kao

National Tsing Hua University

Danqi Yao, Anita Lam & Andy Stokes
plus

Danqi Yao, Anita Lam & Andy Stokes

The Collective, A.L.A.N

Keon Ju Maverick Lee & Philippe Pasquier
plus

Keon Ju Maverick Lee & Philippe Pasquier

Simon Fraser University

Albert Barqué-Duran & Ada Llauradó-Crespo
plus

Albert Barqué-Duran & Ada Llauradó-Crespo

La Salle Barcelona, Universitat Ramon Llull

Shahma Abdulla
plus

Shahma Abdulla

Nanyang Technological University, Singapore

Oliver Gingrich, Alain Renaud & Erika Mondria
plus

Oliver Gingrich, Alain Renaud & Erika Mondria

University of Greenwich, Vallais School of Art & Kunstuni Linz

Caroline Vogel & Juice Cui
plus

Caroline Vogel & Juice Cui

University of Arts Linz & juiceportfolio.com

Peijing Mou
plus

Peijing Mou

University of California, Los Angeles

Ella Raidel
plus

Ella Raidel

NTU Nanyang Technological University Singapore

Clarissa Ribeiro
plus

Clarissa Ribeiro

USP University of Sao Paulo

Margarita Köhl & David Altweger
plus

Margarita Köhl & David Altweger

Vorarlberg University of Applied Sciences

Research Papers

Ilja Mirsky
plus

Ilja Mirsky

Akademie für Darstellende Kunst Baden-Württemberg

Tom Milnes
plus

Tom Milnes

Centre for Blended Realities, Falmouth University

Niklas Beuter
plus

Niklas Beuter

Technische Hochschule Lübeck

Ghazal Hosseini
plus

Ghazal Hosseini

University of Arts Linz - Interface Cultures

Maria Pagès, Nea Ehrlich, Ruben Tous & Lasse Loepfe
plus

Maria Pagès, Nea Ehrlich, Ruben Tous & Lasse Loepfe

Polytechnic University of Catalonia

Vinaya Tawde, Nicol Dostálová & Simone Kriglstein
plus

Vinaya Tawde, Nicol Dostálová & Simone Kriglstein

Masaryk University

Doctoral Consortium

Sifan Pan
plus

Sifan Pan

University of Arts Linz

Yesica Duarte
plus

Yesica Duarte

IT:U Interdisciplinary Transformation University Austria

Rose Ansari
plus

Rose Ansari

Duke University

Yuhanxiao Ma
plus

Yuhanxiao Ma

DXARTS, University of Washington

Simon Hochleitner
plus

Simon Hochleitner

University of Arts Linz

Markus Passecker
plus

Markus Passecker

University of Applied Sciences St. Pölten

Chung Yi Wang
plus

Chung Yi Wang

National Tsing Hua University; The University of Sydney

Christian Feichtinger
plus

Christian Feichtinger

University of Applied Sciences Upper Austria

Daichen Wang
plus

Daichen Wang

Queensland University of Technology

Birds of a Feather

Victoria Szabo
plus

Victoria Szabo

Duke University

Erandy Vergara-Vargas & Everardo Reyes
plus

Erandy Vergara-Vargas & Everardo Reyes

Université du Québec à Montréal & Université Paris 8 Vincennes-Saint-Denis

Everardo Reyes
plus

Everardo Reyes

Université Paris 8 Vincennes-Saint-Denis

Yuichiro Katsumoto
plus

Yuichiro Katsumoto

Tokyo Denki University

Baoyang Chen
plus

Baoyang Chen

baoyangchen.com

James She
plus

James She

Hong Kong University of Science and Technology

Art & Industry

featured by Sparte Information & Consulting der WKOÖ

Mario von Rickenbach
plus

Mario von Rickenbach

Playables

Simon Christen
plus

Simon Christen

Former Pixar Animation Studios

Sputniko!
plus

Sputniko!

sputniko.com

Artist Perspectives

Ryat Yezbick
plus

Ryat Yezbick

Arizona State University

Veneta Androva
plus

Veneta Androva

venetaandrova.com

Andrew Herzog
plus

Andrew Herzog

andrewherzog.com

ASIFA Austria Forum

Alexandra Pfammatter & Marco De Mutiis
plus

Alexandra Pfammatter & Marco De Mutiis

2girls1comp

Claudia Larcher
plus

Claudia Larcher

claudialarcher.com

Hisko Hulsing
plus

Hisko Hulsing

hiskohulsing.com

Keynote

Katherine Isbister
plus

Katherine Isbister

UC Santa Cruz

PROGRAM

This year’s conference features an exciting mix of speakers from accepted papers and invited speakers. The schedule will be online shortly, in the meantime you can already download a PDF version.

All scheduled times are local Austrian time (Europe/Vienna). Use the dropdown below to switch to a different timezone.

PDF DOWNLOAD

Welcome: Expanded Conference 2026

The fourteenth 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 9th to 11th as part of the Ars Electronica Festival 2026. Chairs Victoria Szabo (US) and Juergen Hagler (AT), as well as Ars Electronica Animation Festival Co-Curator Daniela Duca De Tey (RO/DE), welcome you to this year's conference.

15min

Victoria Szabo

Victoria E. Szabo (US) is a Research Professor in the Department of Art, Art History & Visual Studies at Duke University, where she works at the intersection of digital humanities, visual culture, computational media, and immersive technologies. She is a founding director of Duke’s Computational Media, Arts & Cultures PhD program and has held several […]

http://vszabo.net
Daniela Duca De Tey

Daniela Duca De Tey (RO/DE) is a Berlin-based curator and cultural practitioner with a background in literature, cultural studies, and curating. Her particular area of interest lies in the practice of the curatorial, which she views as a dynamic fusion of creative expression, research methodology, and knowledge production, which includes, but also goes beyond, mere […]

https://www.danieladucadetey.de/
Juergen Hagler

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

Expanded Play Gallery

The Expanded Play Gallery session consists of 13 presentations related to the Gallery. Session Chair: Jeremiah Diephuis (US/AT)

1h 15min

Jeremiah Diephuis

Jeremiah Diephuis (US/AT) grew up in the great arcades of the American Midwest. After studies in computational linguistics and media, he focused his attention on the utilization and development of games for public spaces. He currently works as a researcher and lecturer in the Digital Media department at the Hagenberg Campus of the University of […]

Expanded Play Gallery – Lino Brunmayr: WIMML – The Animated Wimmelbild

Expanded Play Gallery short description of the Installation and how it works and what it's based on.

5min

Lino Brunmayr

Lino Brunmayr is a 22-year-old student born in Austria currently studying the Digital Arts Master at the University of Applied Sciences Upper Austria in Hagenberg. His Interests include the many forms of Animation, Games and Media Arts. Previous works he was involved in include multiple student films which are largely made as a combination of […]

https://lino-brunmayr.carrd.co/

Expanded Play Gallery – Pascal Nowarra: Matchmaker Madness

In Matchmaker Madness, the player slips into the role of a (hopefully) soon-to-be cupid and tries to couple up as many people as possible by shooting at hearts. It is a single-player game that unifies the physical and digital in the form of an experimental game installation, controlled by a real, roughly waist-height slingshot that interacts with a wall projection.

5min

Florian Guggenberger, Renée Kerschbaumer, Pascal Nowarra, Sandra Ye

Florian Guggenberger (AT), Renée Kerschbaumer (AT), Pascal Nowarra (DE), and Sandra Ye (AT) are students at the University of Applied Sciences Upper Austria – Campus Hagenberg. Renée and Sandra are pursuing a master’s degrees in Digital Arts while Florian and Pascal are currently pursuing theirs in Interactive Media.

https://ribbyts.github.io/guggenberger-portfolio/

Expanded Play Gallery – Yuhanxiao Ma: The Guinea Pig Eligibility Test

The Guinea Pig Eligibility Test is an interactive digital installation that invites visitors into a fictional clinical research screening process. Participants answer questions about socioeconomic status, access to care, health history, housing stability, and family support. At first, the experience resembles a familiar health registration form. Gradually, its logic becomes more unsettling: vulnerability increases eligibility. The more precarious someone appears, the more qualified they become as an experimental subject. Participants may repeat the test, adjusting or falsifying their answers as they uncover its hidden logic. This reversal allows more privileged participants to rehearse the strategic self-presentation that opaque systems can demand from those seeking access, compensation, or care. Those who qualify register through facial capture and become human-guinea pig hybrids within a collective digital farm. By literalizing the term "guinea pig", the work exposes unstable boundaries between person, animal, data subject, and experimental material, while examining how assessment systems encourage compliance under the appearance of neutrality.

5min

Yuhanxiao Ma & Anna Ren

Yuhanxiao (Maggie) Ma is a US-based multimedia artist and PhD researcher at the University of Washington’s Department of Digital Arts and Experimental Media (DXARTS). Working across installation, sculpture, speculative design, interactive media, and performance, she examines how scientific, medical, and technical systems shape bodies, labour, and lived experience. Her work constructs speculative worlds that borrow […]

https://mayuhanxiao.com/

Expanded Play Gallery – Elina Oikonomaki: Urban Data Orchestra: Composing the Hidden Rhythms of the City

Cities are increasingly defined by what can be measured — traffic flows, tree inventories, noise complaints. Yet urban life is also something we feel: the quiet of a winter street, the cacophony of a summer afternoon. Urban Data Orchestra transforms two NYC datasets — the Tree Census and the SONYC soundscape archive — into a sensory instrument for exploring the city. Using plexiglass modules on a split console, visitors compose urban soundscapes: neighborhood against neighborhood, March against July. The console, structured as two parallel channels inspired by mixing interfaces, allows visitors to construct and compare simultaneous sound compositions, positioning them as composers of the city’s rhythms. Plexiglass blocks representing sound classes and tree species are placed within a gridded surface and detected by an embedded camera system, while an integrated touch interface enables the selection of city locations, temporal filters, and playback controls. Each sound class and tree species carries its own color, weaving thousands of recorded sounds and seasonal foliage into a tapestry of urban life. The physical arrangement of blocks, combined with spatial and temporal selections, generates real-time audiovisual output: a split-screen visualization that mirrors the console, combining a map of the city, a temporal timeline of urban sounds, and representations of the selected trees, alongside a spatialized soundscape experienced through headphones. Through this process, visitors become composers, assembling and rearranging small compositional “puzzles,” curating their own listening experience while revealing relationships between the city’s spatial, temporal, and ecological rhythms. Within the context of the Expanded Play gallery, Urban Data Orchestra frames interaction as a form of inquiry and play. The installation brings together visualization, animation, sound, and a tangible interface, creating a multi-sensory, interactive experience where visitors actively compose with the console. By engaging with urban data through intuitive, embodied actions, participants assemble, mix, and explore different compositions of the city. In doing so, the work transforms analysis into play, inviting audiences to encounter the city not as a system to optimize, but as an evolving ecology to listen to.Cities are increasingly defined by what can be measured — traffic flows, tree inventories, noise complaints. Yet urban life is also something we feel: the quiet of a winter street, the cacophony of a summer afternoon. Urban Data Orchestra transforms two NYC datasets — the Tree Census and the SONYC soundscape archive — into a sensory instrument for exploring the city. Using plexiglass modules on a split console, visitors compose urban soundscapes: neighborhood against neighborhood, March against July. The console, structured as two parallel channels inspired by mixing interfaces, allows visitors to construct and compare simultaneous sound compositions, positioning them as composers of the city’s rhythms. Plexiglass blocks representing sound classes and tree species are placed within a gridded surface and detected by an embedded camera system, while an integrated touch interface enables the selection of city locations, temporal filters, and playback controls. Each sound class and tree species carries its own color, weaving thousands of recorded sounds and seasonal foliage into a tapestry of urban life. The physical arrangement of blocks, combined with spatial and temporal selections, generates real-time audiovisual output: a split-screen visualization that mirrors the console, combining a map of the city, a temporal timeline of urban sounds, and representations of the selected trees, alongside a spatialized soundscape experienced through headphones. Through this process, visitors become composers, assembling and rearranging small compositional “puzzles,” curating their own listening experience while revealing relationships between the city’s spatial, temporal, and ecological rhythms. Within the context of the Expanded Play gallery, Urban Data Orchestra frames interaction as a form of inquiry and play. The installation brings together visualization, animation, sound, and a tangible interface, creating a multi-sensory, interactive experience where visitors actively compose with the console. By engaging with urban data through intuitive, embodied actions, participants assemble, mix, and explore different compositions of the city. In doing so, the work transforms analysis into play, inviting audiences to encounter the city not as a system to optimize, but as an evolving ecology to listen to.

5min

Expanded Play Gallery – Ayuko Onoue: From Artistic Expression to Augmented Play: Translating Emotions into Interactive AR Experiences

This talk presents Infinity, an art-based mobile augmented reality (AR) game designed to support adolescents in expressing and processing emotions through interactive experiences. Grounded in art-based methodologies and social-emotional learning, the game transforms abstract emotional expression into interactive AR gameplay. Players externalise emotions through drawing, which are converted into augmented objects that can be interacted with in physical space. The design is informed by a three-phase participatory process involving individual and collaborative expression, followed by translation into gameplay. Infinity also extends into an interactive exhibition that combines personal reflection with collective emotional mapping. By centring player-generated content, Infinity contributes a novel approach to emotion-centred AR design, highlighting how artistic expression can be translated into playful, multisensory experiences.

5min

Ayuko Onoue

Ayuko is a Freelance AR Creator working at the intersection of traditional Japanese kirigami (paper-cutting art) and interactive AR technology. Based in Munich, she creates narrative-driven AR experiences that transform analogue paper-cutting art into immersive digital worlds. Her work explores how augmented reality can deepen emotional storytelling, making imaginary narratives tangible and interactive through technology.

https://kageori.pythonanywhere.com

Expanded Play Gallery – Magdaléna Kejstová: In Data We Trust: An Interactive Data Literacy Game

Every day, people make decisions based on data visualizations they never learned to question. In Data We Trust is an interactive game for exhibition settings that puts players in the role of a boardroom decision-maker faced with ten proposals, each backed by a chart. Half of the charts tell the truth. The other half lie, using techniques like truncated axes, manipulated scales, and reversed time series. A large screen above the installation displays a live scatter plot that maps every visitor along two axes: how well they spotted the traps and how much they trusted the truthful charts. The result is a growing portrait of the audience’s collective visual literacy, updated in real time as each new visitor finishes.

5min

Expanded Play Gallery – Jenna Caravello: KronoDonum

KronoDonum is a creative gift exchange game for two. Players use custom controllers to type in memories and requests, conjuring objects into their counterpart’s world—offerings in a conversation of care. When both players place the same gift object in the same area on their respective maps, the object will solidify and become part of the shared environment. If either player becomes inactive for 15 seconds, their contributions to the shared world will dissolve. KronoDonum is a meditation on digital nesting, connective game worlds, and the fleeting tenderness of an online friendship. The work is inspired by a true year-long friendship that evolved on VRChat during the pandemic, and dissolved as offline life took over.

5min

Jenna Caravello

Jenna Caravello is an artist working across animation, video games, and installation forms. She tells deeply personal stories that are somber and eerie, colorful and tactile. These works explore modern love, physical and digital impermanence, the identity politics of digital avatars, and relationships across online forums. Caravello received an MFA from the California Institute of […]

https://www.jennacaravello.com/

Expanded Play Gallery – Philipp Haslbauer: Deus in Machina – AI Jesus

An interactive AI installation portraying Jesus as a generative avatar within a confessional booth-inspired wooden box, Deus in Machina invites visitors into voice-based conversations on faith, ethics, and spirituality. The work provokes reflection on AI's expanding role in existential domains, blurring boundaries between authenticity and simulation.

5min

Philipp Haslbauer

Philipp Haslbauer is a software developer, data scientist and artist with a passion for creative, intelligent and interactive systems. He has been working at Lucerne University of Applied Sciences and Arts as part of the Immersive Realities Research Lab since 2023. His work encompasses generative AI systems, novel methods for 3D reconstruction and interactive AI […]

https://philipphaslbauer.com/

Expanded Play Gallery – Sam Chin & Cathy Fang: Plato’s [Al]legory of the Cave

In Plato's Allegory of the Cave, prisoners chained to a wall perceive only shadows—and mistake them for reality. We extend this concept in our piece Plato's [Al]legory of the Cave which is an interactive installation featuring an LLM-controlled character who exists only as a shadow. The piece begins dark. A physical light switch invites interaction, flipping it on illuminates the stage and awakens the shadow man. His singular goal is to turn off the light that defines his existence. Humans place objects in his path–blocks, frames, and stairs–to obstruct him. He kicks, pushes, sometimes gives up, then begins again. The cycle repeats as he discovers changes to his world that he cannot comprehend.

5min

Cathy Fang, Sam Chin, Ruipeng Wang, Leonie Dong & Skye Gao

We are current and former graduate students at MIT Media Lab and Harvard Graduate School of Design.

Expanded Play – Exhibition of Playful Media

Exhibition from 11:00 to 19:30 in the Atelier Salzamt. Now in its third edition, the Expanded Play Gallery features a curated selection of interactive works that address a wide range of topics through the medium of play. From dynamic shadow worlds inspired by Plato’s Allegory of the Cave, to the sonification of urban data or conversations with an artificial messiah, the exhibition spans a diverse range of artistic positions and technological approaches. Together, the works invite participants to engage directly with the evolving relationships between humans and machines, challenging conventional understandings of interaction, perception and digital culture.

8h 30min

Atelierhaus Salzamt, Linz

Expanded Play Gallery – Anna Borou Yu: Embodied Animation

Embodied Animation is an interactive installation that redefines animation as a form of real-time, embodied, and playable performance. Instead of relying on frame-by-frame production or pre-rendered computational pipelines, the work introduces a live generative paradigm in which the human body functions as the primary creative engine. This approach draws from theories of embodied interaction, where meaning emerges through situated bodily action rather than abstract command input. Through hand gestures, participants directly shape evolving visual and sonic outputs, transforming animation into an immediate, responsive, and performative medium. By integrating embodied interaction, generative AI, and live performance, Embodied Animation proposes a new model of animation as an expanded medium, one that is not authored in advance, but continuously enacted between human and machine.

5min

Anna Borou Yu & Jiajian Min

Anna Borou Yu and Jiajian Min are the cofounders of MYStudio, an experimental media art group in Boston, US. Working across AI-mediated performance, interactive installation, dance, XR, and digital cultural heritage, they design responsive media environments that investigate embodiment, attention, agency, and mediated selfhood. Their works have been featured worldwide, including Venice Biennale, Ars Electronica, […]

https://mystudio.design/

Expanded Play Gallery – Christian Geiger: Oneironautica V: Catalyst, Collective Behaviour and the Power of One in Interactive VR

Oneironautica V: Catalyst is the latest chapter in the ongoing Oneironautica series, a cycle of virtual reality (VR) installations situated within a three-dimensionally scanned theatre rendered through point-cloud aesthetics. Developed in collaboration with Theater an der Ruhr, the work explores the relationship between individual action and collective behaviour through embodied interaction. A single visitor enters a responsive crowd of abstract humanoid figures whose movements reorganise in relation to proximity. The experience unfolds in two dramaturgical phases. In the first, interaction contributes to the emergence of an increasingly hostile and unified mass, evoking conformity and authoritarian escalation. At a turning point, a source of light appears and initiates a second phase in which individuals gradually regain openness and benevolence. The participant can influence the unfolding of this positive transformation through movement and presence. Inspired by the works of Fyodor Dostoevsky and Charlie Chaplin, the installation invites participants to experience how fragile collective systems are, and how even minor gestures may generate both horror and hope.

5min

Christian Geiger, Ivana Druzetic-Vogel, Laurenz Ulrich, Léon Repp & Christian Zimmer

Chris is professor for mixed reality and visualization in Düsseldorf, Germany and leads the MIREVI team (www.mirevi.de). He has been working in the field of Mixed Reality, immersive Human-Technology Interaction and New Media Art for more than 25 years. He has initiated and led numerous research and development projects on a national and international level. […]

https://www.mirevi.de

Expanded Play Gallery – Christian Geiger: Experiencing Narrative Manipulation in XR – Interactive Storytelling in the XR Installation “Das Trampeltier”

"Das Trampeltier" is an eXtended Reality installation that transforms conceptual ideas of Max Ernst's 1937 painting "L'Ange du Foyer" into an interactive narrative XR experience. Users encounter a three-dimensional creature who tells stories with warmth and apparent sincerity—while systematically absorbing every user choice into predetermined conclusions. This paper examines the experiential design of one of two narrative scenarios within this installation: an interactive fairy tale where users believe they shape the story, and where the creature reframes violence as responsibility. We focus on how the installation creates conditions for critical recognition through embodied experience rather than didactic instruction, analyzing the interplay of voice interaction, spatial presence, and visual counterpoint that enables users to feel manipulation before they understand it.

5min

Christian Geiger, Andi Zielecki & Timo Stampa

Chris is professor for mixed reality and visualization in Düsseldorf, Germany and leads the MIREVI team (www.mirevi.de). He has been working in the field of Mixed Reality, immersive Human-Technology Interaction and New Media Art for more than 25 years. He has initiated and led numerous research and development projects on a national and international level. […]

https://www.mirevi.de

Academic Session: Art Track #1 Archive

Art Paper Session Track #1 Archive features 5 presentations. Session Chair: Alina Menten (DE/AT)

1h 30min

Art Track #1 Archive – Shih-Wen Huang: Lineage Canvas: Productive Friction in Born-Digital Heritage

What does it mean to generate something with cultural meaning when the source has its own history, restrictions, and conditions for use? Lineage Canvas is a browser-based generative artwork that does not train a model on Indigenous textile patterns. Instead, it uses explicit construction grammars, acoustic context, and governance conditions drawn from Taiwanese Atayal, Rukai, and Paiwan textile knowledge. Visitors must recognize, negotiate, and commit to a lineage before any artifact can be generated. Each output inherits visible relations from its sources, keeping origin, transformation, and restriction legible. Refusal is part of the work: incomplete or restricted lineage can delay, constrain, or stop generation, making silence and interruption part of the artwork. The talk introduces Productive Friction as a framework for born-digital heritage, where consent, attribution, and care are embedded in the interaction rather than left to policy. It situates the work against the frictionless paradigm of contemporary generative tools.

15min

Shih-Wen Huang

Shih-Wen Huang is a Taiwanese artist-researcher, interaction designer, educator, and founder of Vibeweaving Studio, a creative research practice bridging code, craft, and cultural technology. Her work explores how generative systems can support cultural continuity without flattening lineage, authorship, consent, or community authority. Drawing from textile studies, human-centered design, computational craft, and human-AI interaction, she develops […]

https://shihwenhuang.com/

Art Track #1 Archive – Xinyi Zhang: Interrupted Chronologies: Pseudo-Code Histories on Ceramic Vessels

Viewing history as an ongoing process of interruption, this installation moves away from finished narratives. Python-like code replaces natural language to frame civilization as executable logic rather than a linear story. Cultural transcoding occurs as symbols rearrange themselves across screens, ceramic vessels, and computational structures. Friction between code and audience interference reshapes these myths. Words or noise from viewers act as disruptions, forcing the system to keep running under unstable conditions rather than following commands. Placing prehistoric totems and internet emojis alongside pseudo-code on ceramics creates a model of history that is both chaotic and deliberate. Exploring error and "babble" as generative tools, the project uses the "Ship of Fools" metaphor to look at machine creativity. Interruption serves as a core method, turning historical failures into states that can be physically felt and examined.

15min

Xinyi Zhang

Xinyi Zhang is an artist and lecturer at the Tianjin Academy of Fine Arts(TAFA), currently based in Beijing. She holds a Ph.D. from the Central Academy of Fine Arts (CAFA), Beijing, and studied in the Karlsruhe University of Arts and Design(HfG), Germany. Her research focuses on artificial intelligence in artistic and design practice, working with […]

Art Track #1 Archive – Daichen Wang: Root-Seeking · 尋根: Reimagining a Historic Chinese Garden in XR

Root-Seeking · 尋根 is an XR artwork that reimagines a historic Chinese garden as an immersive environment for cultural exploration and reflection. The presentation discusses how spatial reconstruction, interactive storytelling, and visual interpretation are used to translate cultural heritage into an experiential digital form. It examines the creative and conceptual decisions involved in representing architecture, memory, and cultural identity within XR, while considering how immersive media can move beyond conventional heritage documentation. The project demonstrates how historically informed environments can be creatively reinterpreted to encourage personal engagement with place, ancestry, and cultural memory.

15min

Daichen Wang

Daichen Wang (CN/AU) is a PhD candidate at Queensland University of Technology. His practice-based research explores how extended reality (XR), immersive environments, and digital storytelling can support cultural reconnection within diasporic communities. His current project, Root-Seeking · Xun Gen, investigates the reinterpretation of Chinese cultural heritage through XR experiences, combining creative practice with audience research […]

https://rewawright.com/2025/06/29/root-seeking/

Art Track #1 Archive – Emily Godden: The Dunwich Rose: Rexr as a Sustainable Methodology for Virtual Heritage Development Using Obsolete Extended Reality Technologies

The village of Dunwich in Suffolk was once a thriving Anglo-Saxon capital, but much of the original medieval city has been lost to the North Sea owing to coastal erosion. Virtual heritage offers a way to tell the lost stories of Dunwich. However, the XR space used in virtual heritage is becoming mired in unsustainable practices. We must question, then, how creative technologists can develop XR experiences of heritage that is at risk from the effects of climate change, when the very tools and technologies they are using are disappearing more quickly than the environments they are trying to protect. This research confronts the need to decarbonise immersive practice while addressing crises of climate and social justice by interrogating the tension between XR and environmental crisis by proposing a new novel methodological approach to developing virtual heritage sustainably, ReXR (Recycled Extended Reality). ReXR utilises lost technologies to tell lost stories.

15min

Emily Godden

Emily (They/Them) works as an Academic, Artist and Creative Technologist in the space of immersive storytelling and social justice. They are the founder and director of Virtually There Studio, set up to support humans with digital literacy and creativity, via events, exhibitions and educational opportunities. They have exhibited works around the UK and beyond, at […]

Art Track #1 Archive – Xinran Wu: Anywhere Door: Tethered Hallucination as a Medium for Remembering Shanghai’s Vanishing Longtang Alleys

ANYWHERE DOOR proposes AI hallucination and human remembering as structurally parallel operations: both assemble accounts of the past from fragments, filling gaps with plausible material, in the absence of the original. The work develops this proposition through Shanghai's vanishing longtang alleys, residential neighborhoods that once housed seventy percent of the city's population, now replaced by heritage districts, themed commercial spaces, and demolition sites. Each constitutes its own hallucination of longtang memory, shaped by present desire rather than historical evidence. The installation grounds its AI generation in a 500,000-word nonfiction corpus spanning the 1840s to the 2020s, compiled from seven published historical sources. Through a retrieval-augmented generation pipeline, selected objects query this corpus to produce first-person narratives, voiced from inside a steel door frame and rendered as a room glimpsed through a glass peephole. The encounter is deliberately bodily: visitors lean toward the threshold to listen, and bend to the peephole to see. These are the postures of imagining a neighbor's life from the traces left on their door. The result is what this paper calls a tethered hallucination: fiction that departs from documented reality through a traceable route. Drawing on Assmann, Boym, and Bartlett, the paper argues that hallucination grounded in nonfiction testimony opens a new route into collective memory: one encountered individually and bodily, assembled from particular historical fragments rather than averaged atmospheres, and oriented not toward historical accuracy but toward a resonance with ordinary lives that feels closer to what it means to be human.

15min

Xinran Wu

Xinran Wu is a new media artist and creative strategist based in the Bay Area, working at the intersection of cultural memory, spatial practice, and generative AI. Her independent art practice explores cultural and intimate memory narratives through CGI workflows, 3D scanning, AI tools, and immersive installation. In Anywhere Door, she pairs a 500,000-word nonfiction […]

https://xinranwu.world/

Academic Session: Art Track #2 Authorship

Art Paper Session Track #2 Authorship features 5 presentations. Session Chair: Victoria Szabo (US)

1h 30min

Victoria Szabo

Victoria E. Szabo (US) is a Research Professor in the Department of Art, Art History & Visual Studies at Duke University, where she works at the intersection of digital humanities, visual culture, computational media, and immersive technologies. She is a founding director of Duke’s Computational Media, Arts & Cultures PhD program and has held several […]

http://vszabo.net

Art Track #2 Authorship – Marcus Round: sent(i)ence: A Performance-Game on Tarot-Steered Language Models and the Ambiguous First Person

When ChatGPT says “I”, what does it mean? sent(i)ence stages this question as an immersive performance-game in which two participants and a large language model collaboratively construct a personal affirmation. The work treats AI-generated language as a contested site of authorship: a sentence may feel intimate and personal even when no single participant can fully claim it as their own. I will discuss how this question developed through my broader artistic practice around games, language and agency, and focus on the work’s technical core: a tarot-inspired system that steers the model using curated interpretability features rather than conventional prompting. By bringing tarot, mechanistic interpretability and participatory performance together, sent(i)ence asks what happens to the human “I” when our thoughts are increasingly articulated through systems that have learned to speak in the first person.

15min

Marcus Round & Patrick Hartono

Marcus Round (UK) is a freelance creative technologist, and a computational artist whose practice explores language and agency in the age of AI. He defamiliarises language games into absurd immersive installations that invite participants to confront the mechanics of linguistic choice and responsibility when mediated by AI. His work has been exhibited at the V&A […]

https://marcusround.art

Art Track #2 Authorship – Adam Cole & Mick Grierson: Vertigo Vertigo: Reconstructing a Cinematic Ideal through its Predictive AI Double

Vertigo Vertigo is a scene-for-scene AI reconstruction of Alfred Hitchcock's Vertigo from only 2.78% of the film's original frames. The project algorithmically extracts these keyframes and uses an AI model to fill in the gaps. The resulting film overlaps with the original at its anchor points but constantly diverges, hallucinates, and re-merges in between. This oscillation creates an unstable overlay between the original and its predictive shadow, fueling a persistent doubt in the viewer's perception of what is "real" — a 21st-century vertigo. Hitchcock's Vertigo is fundamentally a film about the obsessive attempt to reconstruct an artificial ideal. Vertigo Vertigo applies that same logic to the material of the film itself, asking what normative cinematic language is embedded in generative systems. In doing so, it argues that generative media is not a paradigm shift from classic Hollywood cinema but an acceleration of its logic of desire and false authenticity.

15min

Adam Cole

Adam Cole (UK) deals with the complexities of intimacy and identity in the age of AI through works that explore desire in the shadow of artificial representation. He integrates advanced AI-technologies, film, and installation to challenge the normative fantasies embedded in AI networks, seeking more diverse, poetic, and sensual alternatives. He is currently based at […]

https://www.adamcole.studio/

Art Track #2 Authorship – Tomás Laurenzo: Speculative Pasts: Generative AI and the Political Imagination of History

I will present Speculative Pasts, an ongoing research and artistic programme that uses generative artificial intelligence to construct images and videos of histories that did not, could not, or cannot fully appear in the archive. The project is organised around a set of related works — Montevideo, 1983, Abandoned Fictions, Abandoned Future, Hommage Numérique, and La MASA — that approach the past not as a stable object to be recovered, but as a contested field of affect, ideology, omission, and technical mediation. The paper argues that AI-generated media can operate as a critical apparatus for the production of speculative memory: not the falsification of history nor the simulation of documentary evidence, but the construction of plausible images that make visible the instability through which memory, city, and political imagination are produced. Situated within practice-based research, media art, and urban memory studies, the project treats generative systems as instruments of estrangement whose errors, excesses, recognisable biases, and capacity for historical pastiche are not simply problems to be corrected but material conditions through which the politics of representation can be examined. Speculative Pasts therefore asks how synthetic images may help articulate memories marked by dictatorship, interrupted modernisation, artistic inheritance, and the exhaustion of official narratives, while remaining ethically distinct from claims of historical verification.

15min

Tomás Laurenzo

Tomás Laurenzo (UY/US) is a Uruguayan artist, academic, musician, computer scientist and writer whose work examines the cultural and political consequences of computation. He is Associate Professor in the Department of Critical Media Practices at the University of Colorado Boulder. His research and teaching span artificial intelligence, human–computer interaction, virtual and augmented reality, computer graphics, […]

https://laurenzo.net

Art Track #2 Authorship – Ting-Chun Liu & Leon-Etienne Kühr: Steering Through the Inner Residue: Feedback as an Artistic Strategy against Generative Images

Will the future of the internet be purple? Steering Through the Inner Residue is a video installation that treats generative AI as a cybernetic system, feeding the output of diffusion models recursively back as input. Inspired by Alvin Lucier's I Am Sitting in a Room (1969), where repeated rerecording reveals resonant frequencies of a room, we apply the same feedback logic to diffusion models, removing text prompts so the system can only respond to its own output. Across six open weight models, this loop settles into a small set of recurring images: patterns, faces, cultural symbols, fragments of advertising. The talk presents the resulting installation, an array of visual panels arranged as an unfolded box, and discusses what these recurring images reveal about the aesthetic tendencies hidden inside generative systems, and what they might suggest about a future internet increasingly built from its own residue.

15min

Ting-Chun Liu & Leon-Etienne Kühr

Ting-Chun Liu (TW/DE) and Leon-Etienne Kühr (DE) are research-based media artists whose practice treats generative systems as material for artistic inquiry, examining them through feedback-driven interventions to reveal the internal dynamics, patterns, and aesthetics that emerge within them. Both graduated with honors with a diploma from the Academy of Media Arts Cologne. Liu (Taipei, Taiwan) […]

https://liutingchun.com/

Art Track #2 Authorship – Margarita Köhl & David Altweger: Doubleblind. Sensibilities of Extinction Inducing commemorative practices of countermapping and distributed archiving in an extended reality (XR) environment

Biodiversity is under threat, and species extinction has become an accelerated process that characterizes what some theorists call current sixth mass extinction. Against this backdrop, this art-based research project investigates mapping, collecting and archiving both as human practice of longing- attempts to gain control over an overwhelming present and to ward off the loss of an irretrievable past- while at the same time being read as techniques of colonial subjugation that have historically ordered, claimed and extracted both territories and morethan-human lives. Drawing on Achille Mbembe’s notion ofnecropolitics, species extinction is viewed not only as a biological crisis but also as a cultural-epistemic crisis of representation, memory and imagination that unfolds in museums, archives and data infrastructures. The project responds by developing a speculative “living archive”- an XR-based, processual archive of hybrid creatures and counter-maps that continually updates, recontextualizes and questions its holdings rather than stabilizing them as “dead” storage. Though critical cartography as well as collective, partly speculative archiving, participants co-produce maps and hybrids that act as living countermemorials to interspecies necropolitics. The XR environment thus reimagines mapping and archiving as shared, more-than-human practices and uses playful, exploratory engagement to cultivate a speculative literacy for living with loss and uncertainty while still making space for responsibility, care and alternative futures.

15min

Margarita Köhl & David Altweger

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 […]

Academic Session: Research Track

The Academic Session: Research Papers presents six contributions selected through the Expanded Conference Open Call. Following a rigorous peer-review process, the Research Papers highlight artistic research, experimental methodologies and critical perspectives on expanded animation and interactive art. Each speaker will give a 15-minute presentation of their work. Session Chair: Michael Lankes (AT)

1h 30min

Michael Lankes

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 […]

Research Track – Ilja Mirsky & Simon Spielmann: XR Meets the Performing Arts: LED Wall Laboratories at the Intersection of Theatre and Virtual Production

The presentation gives insights into an interdisciplinary curriculum framework—the LED Wall Lab (LWL)—designed to integrate Extended Reality (XR) technologies into performing arts education through structured collaboration between a school of performing arts and a partner film school. We argue that this integration yields artistically and pedagogically distinct outcomes that neither discipline achieves alone, provided that the performer’s body remains the central dramaturgical force around which digital media is organized. Over three iterations of the workshop (2023–2026), interdisciplinary student teams composed of acting, directing, dramaturgy, and media production students developed more than 15 performances employing LED walls as interactive scenographic environments. We present the curriculum design, analyze student feedback, discuss a notable case study in inclusive performance involving a non-sighted performer, and reflect on the constraints and future potential of digitally enhanced theatre.

15min

Simon Spielmann

Simon Spielmann is part of the Carl Laemmle Institut for Research & Media Innovation (CLI), with focus on software development, real-time graphics and XR. In 2009, he graduated from Bauhaus-University Weimar as Media Scientist and Mathematician. He started his career as a freelance software developer in 2006, three years later he joined the research team […]

https://www.filmakademie.de/en/the-filmakademie/organisation/departments-at-filmakademie/carl-laemmle-institut
Ilja Mirsky

Ilja Mirsky (DE) is a dramaturg specializing in digital dramaturgy at Munich’s Residenztheater, working at the intersection of theatre and digital innovation. Since 2021, he has taught Theatre and Digital Technologies at the Academy for Performing Arts Baden-Württemberg (ADK), where he leads the institution’s educational work in this field. His interdisciplinary background spans Cognitive Science, […]

https://www.adk-bw.de/akademie/forschung-und-lehre

Research Track – Tom Milnes: The Extractive Image-World: Artistic Counter-Practices in Gaussian Splatting, NeRFs, and Volumetric Machine Vision

This paper examines probabilistic spatial images as an extractive media formation and asks how artists and critical practitioners make that formation visible. The term probabilistic spatial images describes navigable image-worlds produced through density fields, point clouds, Gaussian splats, neural radiance fields, and related volumetric machine-vision techniques. These images are continuous with photogrammetry, LiDAR, and computational photography, yet mark a significant intensification: the spatial image is no longer only reconstructed from measured surfaces but assembled as an operational field through statistical estimation, GPU optimisation, cloud platforms, and machine-learning infrastructures. The paper develops a media-archaeological reading of this shift through Jussi Parikka’s operational images, Brooke Belisle’s depth effects [19, 3], and scholarship on media ecology, digital materiality, and environmental violence. It surveys artistic counter-practices that expose the image mechanics and environmental conditions of volumetric capture: John Gerrard’s SPIRITS, Ars Electronica Futurelab’s Inference Ground Truth, ScanLAB Projects’ FRAMERATE: Desert Pulse, Forensic Architecture’s spatial investigations, and Morehshin Allahyari’s work on digital colonialism and 3D scanning. These practices pressure the fantasy of neutral “reality capture” by making visible petrochemical residues, scanner agency, environmental duration, evidentiary uncertainty, cultural extraction, and the infrastructural costs of image-world production. The paper argues that probabilistic spatial images should be understood as extractive image-worlds: forms that extract from environments while depending on wider ecologies of energy, minerals, data centres, water, hardware churn, and waste.

15min

Tom Milnes

Tom Milnes is an artist, curator and researcher based in the UK. He is a Research Fellow at the Centre for Blended Realities, Falmouth University. Milnes’ research practice explores the materiality of imagery and technology, engaging with the cultural impact of media through glitches, errors or hidden subcultures. His practice explores the aesthetics of digital […]

https://www.tommilnes.com

Research Track – Niklas Beuter: Generative Artificial Intelligence for Non-Representational Art: LoRA-Based Style Learning on FLUX

This work explores whether generative AI can learn and reproduce the distinctive style of a single non-representational abstract artist. A FLUX model was fine-tuned using LoRA on 127 curated artworks and evaluated through style-similarity metrics, a public exhibition study, and an assessment by the artist. The adapted model reproduced the artist’s visual language convincingly enough that exhibition visitors could not reliably distinguish AI-generated images from original works. At the same time, the artist identified remaining differences in materiality, surface quality, and artistic process. The results highlight both the potential of generative AI to capture an artist’s visual grammar and its current limitations in reproducing the physical and process-based aspects of artistic creation.

15min

Niklas Beuter

Since 2023, Niklas Beuter (DE) has been Professor of Artificial Intelligence and Data Science at Lübeck University of Applied Sciences. Before joining academia, he worked at Robert Bosch GmbH in Hildesheim, where he held several research and leadership positions in artificial intelligence, computer vision, and automated driving. From 2020 to 2023, he served as Group […]

https://www.th-luebeck.de/hochschule/organisation/personalverzeichnis/person/niklas-beuter/

Research Track – Ghazal Hosseini: Feel.Back.Loop: Affective Co-Adaptation between Humans and Embodied Intelligent Systems through Reinforcement Learning

Feel.Back.Loop is a robotic tail that learns from human emotion. Drawing on the animal tail as a metaphor for non-verbal communication, the work uses affective computing and reinforcement learning to read facial expressions in real time and uses detected affect as a reward signal to continuously evolve its movement behavior, developing through interaction a movement language that was never explicitly authored. This talk presents the conceptual framework, technical architecture, and interaction dynamics of the installation, drawing on observations from its presentation at Ars Electronica Festival 2025 and a structured user study. The system's exploration-exploitation balance, its role in shaping the character of the human-machine relationship, and the kinds of affective bonds that emerge when participants encounter an autonomous system that moves like a living organism without being one are examined. The work is situated within broader questions about empathy, agency, and what it means to form a bond with an intelligent system that adapts through encounter.

15min

Ghazal Hosseini

Ghazal Hosseini (IR/AT) is a media artist with a background in computer science and engineering. She is a Master’s student in Media and Interactive Art at Interface Cultures, University of Arts Linz, and was an exchange student at IAMAS (Institute of Advanced Media Arts and Sciences), Japan. She works as a Lab Assistant at IT:U […]

Research Track – Maria Pagès, Nea Ehrlich, Rubèn Tous & Lasse Loepfe: Empowering Marginalized Narratives through Pixel Art. A Case Study of The Video Game of My Life and the Metzineres Association

The Video Game of My Life is a project merging video games, digital art, and social activism. It was selected for the sixth edition of the Simfonies de Ciutat (City Symphonies) program, that stems from a collaboration between the association of women in media (Dones Visuals) and the CCCB (Barcelona Contemporary Culture Center). This 10–15-minute piece utilizes a 1980s arcade aesthetic to visualize the dissident experiences of “womxn,” specifically those facing homelessness and addiction in Barcelona’s Raval neighborhood. In a landscape strained by gentrification and tourism, the project grants agency to individuals often rendered invisible by society. Rooted in Barcelona province, The Video Game of My Life hit the program’s criteria for novelty and visually challenging narratives by introducing underrepresented imageries. By translating lived survival into a creative medium, the project confronts the harsh realities of drug use and urban displacement through an artistic lens focused on social justice.

15min

Maria Pagès, Nea Ehrlich, Ruben Tous & Lasse Loepfe

Maria Pagès (ES) is a director and scriptwriter with a PhD in Communication from University of Vic-UCC. She has specialized in Spanish animation of the 1940s and 1950s, gender perspective and cinema. She is a senior Lecturer of 2D Animation at the Multimedia Image and Technology Center of Universitat Politècnica de Catalunya, where she is […]

Research Track – Vinaya Tawde, Nicol Dostálová & Simone Kriglstein: From Screen to Space: Rethinking How Interactive Markers Reshape Physical–Digital Interaction in AR Games

Screen-centric interaction remains a persistent challenge in mobile Augmented Reality (AR) games, where prolonged on-screen engagement often limits tangible interaction and spatial forms of play. This talk investigates interactive markers as a design mechanism for interrupting continuous screen use by reallocating the locus of engagement from on-screen interaction to tangible, spatial construction. Through an exploratory qualitative study with 12 participants, we examined how players interact with physical markers during AR gameplay. The findings show that interactive markers shift gameplay between physical construction and brief scanning, encouraging off-screen interaction and revealing diverse digital literacy and sequential workflows. These findings contribute design insights for mobile AR games by demonstrating how interactive markers can structure spatial and tangible play while regulating screen-centric interaction.

15min

Vinaya Tawde, Nicol Dostálová & Simone Kriglstein

Vinaya Tawde (IN/CZ) is a PhD researcher at Masaryk University in the Czech Republic, working at the intersection of Human–Computer Interaction and digital mental health. Her research explores how interactive technologies, particularly playful and augmented reality games, can support emotional literacy, belonging, and social connection among children and adolescents. Over the past decade, she has […]

https://www.vinayatawde.com/

Academic Session: Art Track #3 Control

Art Paper Session Track #3 Control features 5 presentations. Session Chair: Yuichiro Katsumoto (JP)

1h 30min

Yuichiro Katsumoto

Yuichiro Katsumoto (JP) is an artist and educator based in Saitama, Japan. His practice explores the relationship between letters and images through linear materials such as strings, ribbons, springs, chains, and needles. By releasing lines from the flat surface into physical space, he creates kinetic typography, motion graphics, and poetic systems of movement. Katsumoto earned […]

https://katsumotoy.com/

Art Track #3 Control – Weibin Duan & Chen Weibo: Siphon and Overflow A Curatorial Methodology for Art–Technology Dialogue: A Practice-Based Reflection from the China (Hangzhou) Art and Technology Biennale, Symbiotic Cosmos (2025)

This presentation proposes “siphon and overflow” as a curatorial methodology for art-and-technology biennales, examined through the inaugural China (Hangzhou) Art and Technology Biennale, *Symbiotic Cosmos* (2025). Moving beyond spectacle-driven and showcase-oriented models, the methodology defines siphoning as editorial concentration: creating a disciplined field where heterogeneous practices, discourses, and technological imaginaries encounter one another. Overflow refers to the controlled extension of this field into pedagogical, institutional, and translational contexts. Their methodological force emerges through a cyclical tension between concentration and diffusion. The presentation situates this approach within curatorial studies, biennale discourse, and cosmotechnics, while grounding it in Liangzhu cosmology, Hangzhou’s historical and digital cultures, and the China Academy of Art’s century-long engagement with art and science. Its operation is demonstrated through four thematic sections and selected anchoring works, followed by a reflection on tensions encountered in practice.

15min

Duan Weibin & Chen Weibo

Duan Weibin (CN) is a professor, doctoral supervisor, and Dean of the School of Design and Innovation at China Academy of Art, where he also serves as Deputy Secretary of the School’s Party Committee. Holding a PhD in Art Studies, he has long been engaged in design education, interdisciplinary innovation, and the integration of art, […]

Art Track #3 Control – Magda Hamilton: Solaris: Designing for Unknowability in Interactive Systems

What does it take to build something that genuinely resists being understood — not broken, not random, but governed by logic the viewer cannot reach? This talk presents Solaris, a real-time WebGL simulation of Stanisław Lem's sentient ocean, built around that question. The work argues that unknowability cannot be authored at the surface: aesthetic strangeness wears off, behavioral mystery collapses under interpretation. Instead, it must be constructed at the level of logic — in physics models, response grammars, and communication structures. Three technical decisions are examined as a single argument: a viscoelastic physics model with memory and intent, a gravitational labor visualization, and a mood-governed response system whose parameters shift on a schedule the viewer cannot observe. A fourth subsystem fails, and the failure is instructive. The talk proposes four design resources for building systems that sustain the experience of encountering something whose interior stays closed.

15min

Magda Hamilton

Magda Hamilton (US) is an engineer, artist-researcher, and founder of Velvet Disruption, a New York-based creative technology studio. Her work treats material metaphor as a design principle: building simulations where abstract phenomena — memory, thought, interiority — are given physical substance, and where choices made in code carry philosophical weight. She is drawn to interfaces […]

https://magdahamilton.dev

Art Track #3 Control – Takafumi Morita: MorphFlux: A Kinetic Installation of a Ferrofluid-Based Physical Display Beyond Human Control Through Human–Material Co-Creation

This art paper presents MorphFlux, a kinetic installation of a ferrofluid-based physical display in which the forms and flows of liquid continuously transform through their mutual interaction. By controlling an array of electromagnets, the ferrofluid forms circular protrusions and ripple-like waves whose interference produces dynamic structures across the liquid surface. While human control guides the liquid, its behavior cannot be fully determined by such control alone, but instead emerges from the interaction among human, material, and environment. This relationship is framed as human–material co-creation, in which the material is positioned not as a passive medium but as an active agent that co-produces behavior. Through these behaviors, MorphFlux offers a way to reconsider the relationship between humans and materials from a more-than-human perspective.

15min

Takafumi Morita

Takafumi Morita (JP) is a media artist, HCI researcher, and Assistant Professor at The University of Tokyo. Liquids have no fixed form and continuously transform in response to their surroundings. Fascinated by this fluidity, he explores new forms of expression through liquids. Through his works, he creates spaces where human control and natural phenomena intersect, […]

https://www.takafumi-morita.com/

Art Track #3 Control – Takayuki Todo: Dynamics of a Dog on a Leash

In this presentation, I trace how my installation "Dynamics of a Dog on a Leash" developed from its initial conception around 2010 to its realization in 2025. I reflect on how the project changed through fifteen years of technological, social, and artistic shifts, and on how making the work transformed its original premise. Presenting the installation as practice-based research, I examine how animacy and empathic stress emerged through the material and performative relations among a quadruped robot, chain, floor surface, posture-control system, concealed operator, and audience. Rather than being scripted or anthropomorphically designed, the robot’s animal-like behavior arose through minimal control, physical constraint, entanglement, balance correction, sound, and motor overheating and shutdown. I then consider how these dynamics made viewers perceive intention, vulnerability, and suffering in a machine without a face or eyes, and how the work shifted from representing danger to staging ethical discomfort through direct encounter.

15min

Takayuki Todo

Takayuki Todo (JP) is a media artist based in Japan. He holds a master’s degree from the Institute of Advanced Media Arts and Sciences (IAMAS), and his practice explores how people perceive animacy, agency, and otherness through gaze, movement, and nonverbal interaction. Working primarily with robotics and embodied systems, he creates installations that examine the […]

http://www.takayukitodo.com/

Expanded Play – Exhibition of Playful Media

Now in its third edition, the Expanded Play Gallery features a curated selection of interactive works that address a wide range of topics through the medium of play. From dynamic shadow worlds inspired by Plato’s Allegory of the Cave, to the sonification of urban data or conversations with an artificial messiah, the exhibition spans a diverse range of artistic positions and technological approaches. Together, the works invite participants to engage directly with the evolving relationships between humans and machines, challenging conventional understandings of interaction, perception and digital culture.

8h 30min

Atelierhaus Salzamt, Linz

Art Track #3 Control – Pei-Ying Lin, Hsianghua Chang, Tzumu Yang, Yiwen Huang, Bingchen Kao & Tsunhung Tsai: Role Shift: A VR Trolley Problem on Identity Framing, Forced Embodiment, and Moral Discomfort

Role Shift is a virtual reality artwork that reinterprets the Trolley Problem as an embodied, moral encounter. Rather than presenting moral choice as a disembodied trade-off, the work asks the audience to make three successive switch-lever decisions about a runaway train, each followed by a forced viewpoint switch onto the tracks where they experience the consequence. Information about the people on the tracks is disclosed progressively, culminating in a moral reversal before the final decision. The piece combines a haptic vibration vest, and high-contrast halftone visuals to attach somatic markers to each decision. Where most VR perspective-taking works invite empathic identification with a victim, Role Shift lets the audience act as the one who decides, then forces them to occupy the position of the harmed. This paper situates the work, articulates its three intertwined design strategies, and reflects on what we learned from showing it to fourteen audience members.

15min

Tzu-Mu Yang, Pei-Yin Lin, Hsiang-Hua Chang, Yi-Wen Huang & Bing-Cheng Kao

We are a student team from National Tsing Hua University, studying in Graduate Institute of Art and Technology and International Intercollegiate Ph.D. Program. Our team consists of students with various specialties, forming a team with diverse interests and unique vision in VR and its usage.

Academic Session: Art Track #4 Embodiment

Art Paper Session Track #4 Embodiment features 5 presentations. Session Chair: Katja Zibrek (SI/FR)

1h 30min

Katja Zibrek

Katja Zibrek (SI/FR) is an ISFP Researcher at Inria Rennes, France. Her main area of investigation is the perception of virtual humans in Virtual Reality. She uses methods from psychology and computer science to understand the impact of virtual humans on users’ subjective and behavioral responses.

https://cathrin7.github.io/

Art Track #4 Embodiment – Danqi Yao, Anita Lam & Andrew Stokes: Wolf and Tahr: Designing Mixed Reality Dance Performances for Expanded Theatre

This presentation introduces Wolf and Tahr, a mixed reality dance performance developed as a practice-based research project through cross-disciplinary collaboration. It shares the concept, design and implementation process of the work, including our design approaches to key challenges in MR dance performance, and explores the possibilities of MR for expanded theatre, functioning as one section of the performance rather than its sole or dominant format.

15min

Danqi Yao, Anita Lam & Andy Stokes

Danqi Yao (HK) is a Creative Technologist and Media Artist from The Collective, a cross-disciplinary creative studio based in Hong Kong specialising in digital experiences with a focus on mixed reality performances. Anita Lam (Curator) and Andy Stokes (Creative Technology Director) are from A.L.A.N (Artists who Love Animals and Nature), a Hong Kong-based charity that […]

https://wearealan.org/

Art Track #4 Embodiment – Keon Ju Maverick Lee & Philippe Pasquier: Revival: Metacreation, Co-Creation, and Digital Afterlife with Musical Agents

Revival explores how artificial intelligence, improvisation, and historical musical traces can be brought into relation within a live audiovisual performance. Created by the artist collective K-Phi-A, the work unfolds through structured improvisation among human performers, musical agents, and generative visual systems. Drawing on curated small datasets, including fragments associated with deceased composers and the collective's own materials, Revival reactivates historical traces through agents that transform and recombine these materials without reproducing them directly. In doing so, the project challenges fixed notions of authorship, liveness, and creative control, framing expanded performance as a site of distributed agency through avant-garde percussion sounds, live electroacoustic music, live electronics, and interactive audiovisual production. As an artwork and case study, Revival demonstrates how human and artificial agents can co-produce emergent audiovisual form, reanimating historical materials as active forces within present performance.

15min

Keon Ju Maverick Lee & Philippe Pasquier

Keon Ju Maverick Lee (KR/CA) is a Korean-Canadian electroacoustic and acousmatic artist-researcher, electronic percussionist, composer, and audiovisual creator working across avant-garde electronic music and immersive media. Their practice treats timbre, sound diffusion, and spatial motion as central compositional materials, using loudspeaker arrays and binaural headphones as complementary listening environments. As a research-creation PhD candidate at […]

Art Track #4 Embodiment – Albert Barqué-Duran & Ada Llauradó-Crespo: SYNAPTICON: Creative Alignment at the Brain–AI Model Interface

SYNAPTICON is an artistic-research project at the brain–AI model interface that combines human-computer interaction (HCI),brain-computer interfaces (BCI), advanced AI language models, and a creative multimodal audiovisual performance environment.This article presents the project as both an artwork and apparatus, offering a methodological framework for understanding creativealignment: the negotiated relationship among performer intention, noisy neural capture, model priors, authored audiovisual mappings,and audience interpretation. Rather than treating decoded text as transparent access to inner speech, we argue that it functions as acreative index that organizes transitions, narratives, and perceptual dynamics in real time. Building on this case study, we introduce afour-layer creative alignment framework—signal, semantic, narrative, and social alignment—to describe how neural activity becomestechnically processable, aesthetically structured, and culturally legible in public performance. In this view, uncertainty is not merely atechnical limitation to be minimized, but a constitutive condition that shapes co-agency, co-authorship, and interpretability. The papercontributes a conceptual vocabulary for analyzing expressive neuro-AI systems, a research-through-practice account of how creativealignment can be staged and examined in live performance, and an ethical perspective on cognitive liberty, mental privacy, and the responsible design of brain-AI-based interfaces.

15min

Albert Barqué-Duran & Ada Llauradó-Crespo

Albert Barqué-Duran, PhD (ES), is a cognitive scientist, AI researcher, and artist exploring cognition, creativity, and ethics in Human-AI interactions. He is the Lead Research Scientist at IASlab, La Salle Barcelona (Ramon Llull University), coordinating graduate programs in Creative Technologies. He holds a PhD in Cognitive Science from City St George’s, University of London, with […]

https://albert-data.com/

Art Track #4 Embodiment – Shahma Abdulla: OUROBOROS_v:init – The Anti-Game: Diagnosing the Achievement Subject through Real-Time EEG

"OUROBOROS_v:init is a brain-computer interface installation that inverts the reward gradient of the interactive systems it draws from. Beta-band activity, the established neurological correlate of focused, goal-directed cognition, is mapped to an inverse function of visual stability: as the participant intensifies effort, the rendered environment fragments. Stabilisation requires the suspension of the very reflex the participant has been culturally trained to amplify. In preliminary sessions with fourteen participants, every one responded to the discovery that effort was producing collapse by intensifying effort further. Prior briefing did not interrupt the response. The reflex ran faster than the cognitive recognition of it. This talk presents the installation as a practice-based study of Han's achievement subject and Fisher's privatisation of stress, rendered legible in real-time neural data. It proposes a category of designed environment, diagnostic rather than optimising, that turns the measurement instrument on the person supplying the data."

15min

Shahma Abdulla

Shahma Abdulla (BH/SG) is a multidisciplinary artist, designer and researcher whose practice sits at the intersection of interactive installation, critical design, and cognitive science. Her work is guided by a philosophy she calls Plain Bridge Reverence: the belief that creativity is both a grounding force and a bridge between people. She holds a BFA (Visual […]

https://www.shahmaxart.com

Yoichiro Kawaguchi: The Next Singularity. The Intelligence of Life.

30min

Ars Electronica Center, Deep Space 8K

Art Track #4 Embodiment – Oliver Gingrich, Alain Renaud & Erika Mondria: KIMA: Resonance – Humming in Harmony and Resonance for Creative Health Outcomes

Research points to a sustained effect of humming on mental health and wellbeing. Research across public health, participatory arts and creative health foregrounds the wellbeing effects of humming on diverse populations including infants and young mothers, elderly and groups with mild cognitive impairment and the general public. The art science project KIMA: Resonance by the art collective Analema Group builds on this research. KIMA: Resonance provides an interface for humming, visualizing vocal harmonies between two singers and the effect of humming on the human mind. Measuring harmonic intervals between two interactants alongside its effect on brainwave of a third person, the artwork provides a visual and sonic representation of humming and its effect on the audio-visual cortex. Participatory art has shown to affect human stress levels, and with it its effect on health. This art paper describes cultural context, genesis of the work and its exhibition at Ars Electronica Festival.

15min

Oliver Gingrich, Alain Renaud & Erika Mondria

Dr. Oliver Gingrich (UK/AT) is the programme lead for the BA (Hons) Animation at the School of Design, University of Greenwich, a media arts practitioner and researcher. With an Engineering Doctorate in Digital Media, and 15 years of professional practice in the Creative Industries as Creative Director and Art Director, Olive’s practice centres around holographic […]

https://www.analemagroup.com

Birds of a Feather – Connecting Media Art

Connecting Media Art Research is a Birds of a Feather session that brings together representatives from leading media art communities and conferences. The session offers a platform to introduce their respective initiatives, exchange perspectives on current developments in the field and explore opportunities for future collaboration. Session Chair: Juergen Hagler (AT)

1h 30min

Juergen Hagler

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

Birds of a Feather – Victoria Szabo: ACM SIGGRAPH Digital Arts Community and possible future directions for computational media arts research

Introduction of the ACM SIGGRAPH Digital Arts Community and possible future directions for computational media arts research.

15min

Victoria Szabo

Victoria E. Szabo (US) is a Research Professor in the Department of Art, Art History & Visual Studies at Duke University, where she works at the intersection of digital humanities, visual culture, computational media, and immersive technologies. She is a founding director of Duke’s Computational Media, Arts & Cultures PhD program and has held several […]

http://vszabo.net

Doctoral Consortium Session 1

Session 1 of the Doctoral Consortium features 4 presentations. Session Chairs: Simone Kriglstein (AT/CZ), Günter Wallner (AT), Marcel Zaes Sagesser (CH/AT)

1h 30min

Ars Electronica Project Space

Marcel Zaes Sagesser

Marcel Zaes Sagesser (he/him) is an artist and researcher investigating how humans are increasingly intertwined with their technologies. Focusing on the material qualities of sonic media, his work reimagines environments that let us listen to human-technological relations. Mixed practice-based and academic methods enrich this critical practice. The ongoing series, High & Low Tech Sonic Materialities, […]

Simone Kriglstein

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

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/

Doctoral Consortium Session 1 – Welcome

Simone Kriglstein (AT/CZ), Günter Wallner (AT), and Marcel Zaes Sagesser (CH/AT) open the Doctoral Consortium sessions.

10min

Ars Electronica Project Space

Marcel Zaes Sagesser

Marcel Zaes Sagesser (he/him) is an artist and researcher investigating how humans are increasingly intertwined with their technologies. Focusing on the material qualities of sonic media, his work reimagines environments that let us listen to human-technological relations. Mixed practice-based and academic methods enrich this critical practice. The ongoing series, High & Low Tech Sonic Materialities, […]

Simone Kriglstein

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

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/

Doctoral Consortium Session 1 – Rose Ansari: Embodied Infrastructures: Rethinking Perception, Control, and Agency in Computational System

This talk presents my doctoral research on how computational systems reshape perception, agency, and embodiment across human and nonhuman contexts. I introduce Speculative Reconstruction Prototyping, a practice-based methodology that moves from embodied participation in biomedical research to archival study of historical medical instruments and the creation of speculative interactive devices. Through two case studies, Intimate Circuits and Autonexis, I examine the paradox of technological intimacy: as technologies move closer to the body, they also transform bodily experience into externalized data, signals, and feedback systems. Intimate Circuits explores the body as a wearable interface through touch, exposed circuitry, and real-time visual feedback. Autonexis shifts toward a human-decentered robotic ecology where perception circulates among machines, plants, screens, and viewers. Together, these works develop the concept of embodied infrastructures, where bodies, machines, environments, and institutions co-produce perception, control, and knowledge. The presentation asks how artistic practice can critically reconfigure computational infrastructures today, collectively.

20min

Rose Ansari

Rose Ansari (US) is a creative technologist & researcher, and Ph.D. student in Computational Media, Arts & Cultures at Duke University. She received her BFA in Studio Art from Alzahra University in Tehran and her MFA in Art & Technology / Sound Practices from the School of the Art Institute of Chicago, where she also […]

https://www.ransari.com/home

Birds of a Feather – Erandy Vergara & Everardo Reyes: ISEA International

The presentation focuses on ISEA International, an international non-profit organisation fostering interdisciplinary discussion and knowledge exchange among culturally diverse organisations and individuals working at the intersection of art, science, and technology. The organisation’s main activity is the International Symposium on Electronic/Emerging Art (ISEA).

15min

Erandy Vergara-Vargas & Everardo Reyes

Erandy Vergara-Vargas (MX/CA) curates, teaches and writes on contemporary and media arts. She is Assistant Professor in the École des médias, UQAM. Her main research interests include global art histories, climate responsibility, curatorial studies, equity, internet cultures and widespread bias in algorithms. She earned a MA at Concordia University and a PhD in Art History […]

https://erandyvergara.art

Birds of a Feather – Everardo Reyes: In-Betweens: Inside the ACM SIGGRAPH 2026 Art Gallery

This presentation offers a guided look at In-Betweens, the ACM SIGGRAPH 2026 Art Gallery, bringing together fourteen installations that explored relationships between space, time, technology, and generations. We will revisit the curatorial concept behind the exhibition and explore the selected artworks to discover the diversity of media, approaches, and questions: from interactive installations and robotics to bio art, data visualization, screens, projections, and experimental devices. In this talk, we will also reflect on how the exhibition came together: the selection process, spatial and technical constraints, collaboration with artists, and the challenges of presenting technologically complex works within a large conference environment. We will conclude with lessons learned from chairing the gallery, including observations about exhibition design, communication, accessibility, installation workflows, and the role of art within SIGGRAPH as a space for experimentation, critique, creative exchange, and encounters between communities.

15min

Everardo Reyes

Everardo Reyes (MX/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/

Doctoral Consortium Session 1 – Chung Yi Wang: Technoetic Individuation: VR as Virtual Temenos and AI-Mediated Collective Symbolic Fields in Spiritual Practice

This presentation introduces Technoetic Individuation, a practice-based doctoral research framework investigating how virtual reality, biofeedback, and artificial intelligence can mediate spiritual experience and processes of Jungian individuation. It examines three artistic research projects as complementary probes. AUM: Breath of Bardo uses breath-responsive VR to construct a virtual temenos for embodied transition and self-reflection. Spiritual AI explores AI-mediated collective symbolic fields through Shared Field, dividual fragments, and Distant Echoes. Sandverse connects immersive experience with physical sand manipulation, translating virtual encounters into material expression. Together, these projects articulate a movement from threshold, through symbolic encounter, to material return. The presentation will discuss the theoretical context, research methodology, emerging observations, and the development of a future integrated prototype, while considering how adaptive immersive systems can support symbolic participation without reducing spiritual practice to technological effects.

20min

Chung Yi Wang

Chung-Yi Wang (TW) is an artist-researcher and PhD student in Art and Technology. His doctoral research, Technoetic Individuation, was initiated at National Tsing Hua University and continues at The University of Sydney. Through practice-based projects including AUM / Breath of Bardo, Spiritual AI, and Sandverse, he explores how virtual reality, artificial intelligence, biofeedback, and material […]

https://plutowang.netlify.app/

Birds of a Feather – Yuichiro Katsumoto: SIGGRAPH Asia

SIGGRAPH Asia is an annual conference on computer graphics and interactive techniques that has travelled across Asia and Oceania since its launch in 2008. Although smaller than its North American counterpart in duration and attendance, some of its programs—particularly its art-related tracks—have in recent years received more submissions than their North American equivalents, reflecting the region’s growing creative and research communities. Yuichiro Katsumoto has participated in SIGGRAPH Asia since its inaugural year, presenting artworks and research while gradually becoming involved in its organization. He served as Art Papers Chair in 2024 and Art Gallery Chair in 2026. Drawing on nearly two decades of personal experience, this talk offers an informal journey through the conference from the perspectives of an artist, researcher, reviewer, and chair.

15min

Yuichiro Katsumoto

Yuichiro Katsumoto (JP) is an artist and educator based in Saitama, Japan. His practice explores the relationship between letters and images through linear materials such as strings, ribbons, springs, chains, and needles. By releasing lines from the flat surface into physical space, he creates kinetic typography, motion graphics, and poetic systems of movement. Katsumoto earned […]

https://katsumotoy.com/

Doctoral Consortium Session 1 – Markus Passecker: The Past Is All Around You: Situated Visualization for Cultural Heritage On-Site

What if you could stand in a city square and watch the past reassemble itself around you? A tram from a century ago rolling past where you stand; a political rally from 1933 unfolding again at its original scale and angle. This talk presents a doctoral project that returns digitized cultural heritage — photographs, footage, archival documents — to the physical sites they depict, using mobile mixed reality and situated visualization. Sitting at the intersection of site-specific media art and computational visualization, it asks how entire archives, not single authored narratives, can re-enter place: as cut-out, collage-like figures that remain recognizably archival rather than seamless reconstructions. Three Austrian sites ground the work — the Vienna Prater, the Danube town of Ybbs, and locations of Austrofascist politics — where design decisions become ethical ones: which pasts to make present, and which to deliberately leave unbuilt.

20min

Markus Passecker

Markus Passecker (AT) is a creative technologist, XR developer, and media artist based in Vienna. As a PhD candidate in the Visual Heritage doctoral program (USTP – University of Applied Sciences St. Pölten / TU Wien), he researches situated visualization of digitized cultural heritage: using mobile AR and MR to bring archival photographs and contested […]

https://markuspassecker.com

Birds of a Feather – Baoyang Chen: China’s rapidly evolving art and technology scene: 798 Art District, ADAE and Beyond

This presentation takes Beijing’s 798 Art District as a starting point for a wider look at art and technology in China. Its scope extends beyond any one venue. It follows how artists and researchers work with cultural institutions and technology communities in response to recent advances in artificial intelligence and robotics. Particular attention is given to embodied systems and artificial life. The central question is how art makes technological systems culturally intelligible. Machine agency becomes more than an abstract idea when audiences encounter it in a physical work or live performance. Such encounters allow people to interpret that agency and negotiate what it means. The presentation also considers how artistic practice and scientific research are drawing closer in China, particularly through public exhibitions. These projects are creating new points of contact with media art communities outside China. This is not intended as a comprehensive survey. A focused set of examples instead traces the field’s current direction and the conditions in which new work is taking shape.

15min

Baoyang Chen

Baoyang Chen (CN) is an artist and researcher who works with AI and robotics. His installations give computational systems a physical presence, making machine behaviour perceptible through movement and space. His work asks how agency forms between a programmed system and the people who encounter it. Chen is Associate Professor at the Central Academy of […]

https://baoyangchen.com

Doctoral Consortium Session 1 – Daichen Wang: Root-Seeking · Xun Gen: A Practice-Based Inquiry into XR Environments for Diasporic Cultural Reconnection

This presentation introduces a practice-based PhD project investigating how XR environments can support cultural reconnection for people living within diasporic communities. Through the development of the Root-Seeking · Xun Gen project, the research explores how immersive spatial design, cultural heritage, memory, and interactive storytelling can create meaningful experiences of identity and belonging. The presentation outlines the project’s methodology, creative development, and audience research, including insights gathered through focus-group activities. It also discusses the practical and conceptual challenges of translating culturally significant places and narratives into immersive experiences while maintaining space for personal interpretation and emotional engagement.

20min

Daichen Wang

Daichen Wang (CN/AU) is a PhD candidate at Queensland University of Technology. His practice-based research explores how extended reality (XR), immersive environments, and digital storytelling can support cultural reconnection within diasporic communities. His current project, Root-Seeking · Xun Gen, investigates the reinterpretation of Chinese cultural heritage through XR experiences, combining creative practice with audience research […]

https://rewawright.com/2025/06/29/root-seeking/

Birds of a Feather – James She: Expanding the Visual Canvas: VINCI’s Journey Across Tech, Media Art and Culture

What unfolds when a long‑standing visualization‑focused conference expands into AI creation, cultural computing and gallery‑based art practice? This talk traces VINCI’s evolution within global media‑art research. While preserving its core roots in visualization technologies and visual art, VINCI has embraced AI‑generated media art and digital creation, launching dedicated Art Papers, Art Gallery and Media Gallery tracks for worldwide creators. VINCI pursues rotating host cities across Eastern and Western regions to connect diverse communities and embed local cultural perspectives. Drawing on VINCI 2025 (Linz) and VINCI 2026 (Hangzhou), it explores intersections between visualization scholarship and artistic practice. For this Birds‑of‑a‑Feather session, it identifies synergies with SIGGRAPH, ISEA, the Digital Arts Community and the Expanded Conference, to foster future cross‑community exchange.

15min

James She

Dr. James She (CN) is a tenured Associate Professor of Computational Media and Art at HKUST(GZ), with a joint appointment at HKUST. He is an active media artist whose creative works have been internationally exhibited across Asia, Europe, and the Middle East. Merging AI, multimedia computing, and immersive technologies, his artistic and research practice transforms […]

https://facultyprofiles.hkust-gz.edu.cn/faculty-personal-page/SHE-PEIMANJAMES/jamespmshe

Academic Session: Art Track #5 More-than-Human

Art Paper Session Track #5 More-than-Human features 5 presentations. Session Chair: Oliver Gingrich (UK)

1h 30min

Oliver Gingrich

Dr. Oliver Gingrich (UK/AT) is the programme lead for the BA (Hons) Animation at the School of Design, University of Greenwich, a media arts practitioner and researcher. With an Engineering Doctorate in Digital Media, and 15 years of professional practice in the Creative Industries as Creative Director and Art Director, Olive’s practice centres around holographic […]

https://www.analemagroup.com

Doctoral Consortium Session 2

Session 2 of the Doctoral Consortium features 5 presentations. Session Chairs: Simone Kriglstein (AT/CZ), Günter Wallner (AT), Marcel Zaes Sagesser (CH/AT)

1h 30min

Ars Electronica Project Space

Marcel Zaes Sagesser

Marcel Zaes Sagesser (he/him) is an artist and researcher investigating how humans are increasingly intertwined with their technologies. Focusing on the material qualities of sonic media, his work reimagines environments that let us listen to human-technological relations. Mixed practice-based and academic methods enrich this critical practice. The ongoing series, High & Low Tech Sonic Materialities, […]

Simone Kriglstein

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

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/

Doctoral Consortium Session 2 – Simon Hochleitner: Sarastro’s Lion in 3D — The Digitization of a Costume from the Salzburg Festival as an Artistic Process

This presentation takes a single object as its example, the costume Sarastro’s Lion from Achim Freyer’s 1997 staging of Mozart’s Die Zauberflöte at the Salzburg Festival. The costume is one of 77 items from the Festival’s collection that the project has captured photogrammetrically and published on Kompakkt, an open platform for 3D research data. Following this object from stage to 3D record, the talk asks whether artistic approaches add value to collection digitization, and whether the resulting records can themselves be understood as artistic works. In response, the talk proposes a set of ARTE principles (Artistic Research, Realization, Transformation by Technology, Experimental Approach) as a productive counterpart to the regulative FAIR and CARE principles. In doing so, it positions the act of digitizing as itself an object of artistic research.

20min

Simon Hochleitner

Simon Hochleitner (AT) is a university assistant at the Department of Media Design and Digital Literacy at the Institute of Art and Education, University of Art and Design Linz. His doctoral research examines the artistic value of three-dimensional digitisations and of the digitisation processes themselves. Its central question is what emerges creatively in translating objects […]

Art Track #5 More-than-Human – Caroline Vogel & Juice Cui: Falling Silent: Relational Listening, Mourning, and Multispecies Attunement To Coral Reefs Through Speculative Instrument Co-Making

This presentation shares a participatory workshop on listening to and re-mapping coral reef soundscapes through co-creative, speculative instrument-making, developed in collaboration with the Horniman Museum and Gardens, London. Drawing on marine bioacoustic research showing that coral larvae and juvenile fish orient toward the complex sounds of healthy reefs to locate places to settle, the workshop invites participants to dwell with the gradual loss of these acoustic environments. The session explores listening as a relational practice in the face of ecological loss, and negotiates acts of collective instrument-making as a form of situated, tacit knowledge production that foregrounds embodied, relational modes of engagement with more-than-human worlds.

15min

Caroline Vogel & Juice Cui

Caroline (DE/AT) is a practice-based researcher working across design theory, ecofeminism, and more-than-human perspectives. She investigates design as an epistemic practice, using participatory storytelling, performance, and speculative methods to think through the relations between human and more-than-human worlds. Based at the University of Art and Design Linz, her current focus is on local AI systems […]

Art Track #5 More-than-Human – Peijing Mou: Trout Telephone: A Telematic System for More-than-Human Communication Across Fragmented Habitats

Human infrastructure profoundly reshapes nonhuman lives. This talk introduces Trout Telephone, a telematic art installation that presents a communication system for trout across habitats that have been fragmented by dam constructions. For millennia, trout have inhabited the Arroyo Seco watershed in the Los Angeles basin, migrating between a river surrounded by forest and the sea—an ancestral route now interrupted by human interventions and concrete infrastructures. Responding to this ecological injustice to a nonhuman species, the work places two actuated trout-tail sculptures at the divided sites—one upstream in the forest, one in a coastal lagoon. The project links them through a real-time network, creating a call-and-response system across the distant extremes of trout populations. Developed as an on-site installation, experimental documentation, and an indoor gallery version, this project contributes a more-than-human model of ecological care and communication, where technological connections are reoriented towards nonhuman perception.

15min

Peijing Mou

Peijing Mou (CN/US) is a media artist and researcher working with ecology, computation, and experimental narrative. Her work examines threatened ecologies through the lenses of social conflict, technical infrastructures, and the ways language reproduces ideological assumptions. Drawing on critical ecology and alternative computation, she builds systems that entangle natural processes with digital media—using field research, […]

https://www.melodymou.com/onlineportfolio

Doctoral Consortium Session 2 – Christian Feichtinger: Subtle Cues: Adaptive Real-Time Guidance for Stabilizing Spatial Orientation in Virtual 3D Environments

Virtual 3D environments are widely used in VR training, simulations, interactive learning, and games, where spatial orientation is essential. Current support mechanisms often rely on explicit aids such as waypoints, mini-maps, compass overlays, or HUD markers. Although effective, these may redirect attention or feel intrusive. Subtle, diegetic cues—including lighting, contrast, geometric variation, and landmarks—can instead provide orientation information within the environment, but their effectiveness depends on context and has mostly been studied in static, isolated configurations. Building on a visual-cue framework and a controlled CHI 2026 landmark study, this PhD project investigates how subtle guidance cues can be classified, evaluated, and integrated into an adaptive real-time system. It combines taxonomy development, controlled experiments, intensity studies, Wizard-of-Oz prototyping, and an Unreal Engine implementation. Using behavioral telemetry, the system estimates users’ orientation state and adjusts cue type, intensity, and timing to balance orientation performance, intrusiveness, and immersion across diverse interactive application contexts.

20min

Christian Feichtinger

Christian Feichtinger (AT) is a PhD student specializing in human-computer interaction and interactive 3D applications. His research focuses on spatial orientation in digital games and examines how subtle environmental cues can support players’ orientation. His work includes a taxonomy of environmental cues and design pointers for maintaining spatial orientation in 3D games, published at FDG […]

Art Track #5 More-than-Human – Ella Raidel: No Path: Immersive Ecologies and the Worlding of a Vanishing Forest

This paper examines No Path, a 360° virtual reality installation engaging with the vanishing secondary forest of Dover Forest West in Singapore as both site and subject of artistic research. Integrating point cloud environments, spatial sound, cinematic VR, ecological data, oral histories, and speculative narration, the work creates an embodied mode of sensing rather than observing the forest. Situated within post-cinema, immersive media, and environmental humanities, the paper argues that VR can foster ecological attention rather than mere simulation. LiDAR scanning and 3D Gaussian Splatting reconfigure the forest as a “living dataset,” while exposing tensions between technological extraction and preservation. Borrowed from video-game logic, the title denotes inaccessible terrain where navigation fails, becoming a metaphor for the limits of human knowledge and control. Through sensory reorientation and ecological encounter, No Path proposes that immersive media can contribute to sustainability discourse through affective, embodied engagement, recalibrating human perception in the Anthropocene.

15min

Ella Raidel

Ella Raidel (AT/SG) is an artist, filmmaker, and Assistant Professor at Nanyang Technological University Singapore’s School of Art, Design and Media. Her practice-led research explores the intersections of cinema, immersive media, urban transformation, and ecological imaginaries. Working across film, video, performance, installation, and cinematic VR, she investigates how emerging technologies can enable new forms of […]

https://dr.ntu.edu.sg/entities/person/Ella-Raidel

Doctoral Consortium Session 2 – Yuhanxiao Ma: Forensic Worldbuilding and Evidentiary Interfaces: Assessment, Diagnosis, and Pseudo-Medical Measurement

This presentation explores how speculative interfaces can reveal how systems of assessment, diagnosis, and measurement produce knowledge. Through the concept of forensic worldbuilding, I examine how artistic reconstructions of institutional procedures can question the authority of evidence. The talk begins with Modest Witnesses, a project that examines pharmaceutical documentation, specimen collection, and scientific formats through fabricated archives and material experiments. It then discusses The Guinea Pig Eligibility Test, a biometric assessment system that transforms participants into hybrid guinea pig-human subjects, and Instruments of Care, a series of speculative diagnostic devices based on medical measurement practices. These works do not attempt to expose hidden truths, but instead examine how reports, images, tests, and interfaces shape what becomes accepted as evidence. By building functional fictional systems, my practice investigates how institutions classify, measure, and define knowledge.

15min

Yuhanxiao Ma

Yuhanxiao (Maggie) Ma (CN/US) is a US-based multimedia artist and PhD researcher at the University of Washington’s Department of Digital Arts and Experimental Media (DXARTS). Through installation, sculpture, interactive media, and performance, she examines how scientific, medical, and technical systems shape bodies, labour, and lived experience. Her work often takes the form of speculative worlds […]

https://mayuhanxiao.com/

Art Track #5 More-than-Human – Clarissa Ribeiro: Carbon, Code, Mourning, and Care: Performative Technoetics as a Way of Inhabiting a Burning World

This presentation introduces Ecovotive Chimeras, an interactive expanded animation installation that combines generative AI, augmented reality (AR), and digital fabrication to explore ecological grief and multispecies loss. The accompanying paper examines the conceptual and methodological development of the installation, integrating online image searches, satellite-based wildfire visualizations, environmental datasets, and AI-assisted morphogenesis into a reproducible artistic workflow. Beginning with a search phrase extracted from a 2024 New York Times article on the Pantanal fires, the project developed a standardized methodology for locating images of carbonized wildlife from wildfire-affected ecosystems worldwide. Selected images served as prompts in Krea AI to generate morphogenetic animations of unstable interspecies transformations. Frames extracted from these animations informed the production of fifteen 3D-printed chimeric sculptures reanimated through AR, creating a recursive dialogue between moving image, physical artifact, and embodied interaction. The paper argues that expanded animation can translate ecological trauma across biological, digital, and material realities, fostering new forms of ecological perception, mourning, and care.

15min

Clarissa Ribeiro

Dr. Clarissa Ribeiro (b. 1977, BR) is an Assistant Professor in the Department of Fine Arts at the University of São Paulo (USP), Brazil, and former Program Director of the Roy Ascott Studio’s Advanced Program in Technoetic Arts in Shanghai. A Fulbright Postdoctoral Scholar at the UCLA Art|Sci Center (Los Angeles, 2013–2014) and recipient of […]

https://www.clarissaribeiro.com/home

Doctoral Consortium Session 2 – Yesica Duarte: From Normalization to Repair: Disability Justice–Grounded Interaction Mechanisms for LLMs

My dissertation examines how interactions with Artificial Intelligence (AI), specifically large language models (LLMs), shape social imaginaries of ability and access. LLMs encode the world through training data that privileges majority perspectives: able-bodied, white, and cis identities are statistically dominant, while those outside these norm are erased. In turn, LLM-mediated interaction may encourage users to reproduce same normative assumptions that reflect eugenic logics embedded in AI systems. Such dynamics may reinforce expectations of efficiency, productivity, and self-sufficiency, often producing ableism, i.e., discrimination against people with disabilities. By examining how LLMs may enact ableism, this research aims to develop guidance for designing interactions with such systems without reproducing normalcy. It will identify normalization mechanisms in current LLM-mediated interactions and explore how such interactions might be design otherwise. Oriented toward justice rather than fairness, these designs emphasize accountable practices. This research evaluates whether accountability-oriented interaction can disrupt normalization expectations.

20min

Yesica Duarte

Yesica Duarte (AR/AT) is an artist and HCI researcher whose work spans immersive technologies, experimental DIY body-based interfaces, and conversational AI. She has been working with and for disabled artists and researchers, developing speculative technologies for artistic expression. Through co-creation within an inter-abled collective, her practice examines access frictions as critical sites for reimagining technology. […]

https://yesicaduartevr.github.io/web/

Art Track #5 More-than-Human – Nozomu Kubota: Production of Absence: Reading Stable Diffusion’s NSFW Filter through Code and Typology

This paper introduces production of absence as a critical concept for analyzing AI image generation systems. Through a study of Stable Diffusion's NSFW filter, I show that the filter can systematically remove hand sketches containing anatomical variations—polydactyly, oligodactyly, and atypical finger arrangements—rather than the sexual or violent content it ostensibly targets. The paper makes three contributions: a methodology that treats the source code of generation pipelines as a critical primary source; empirical analysis of approximately 10,000 NSFW-flagged images including manual observation of a 316-image subset, suggesting that this exclusion is not incidental but structurally patterned; and a reading of the installation The Invisible Hand of AI as a forensic reconstruction of what the filter has produced as absent. NSFW filters, I argue, are not safety devices but apparatuses that invisibly govern the composition of the visual field.

15min

Nozomu Kubota

Nozomu Kubota is an artist, filmmaker, AI engineer, and inventor whose practice examines how artificial intelligence and classification systems define the boundaries of normality. His work explores bodies, voices, and lives that are excluded, misread, or rendered invisible by technological systems in the name of progress, safety, and accuracy. Drawing on his background as the […]

https://nozomukubota.com/

Doctoral Consortium Session 2 – Sifan Pan: LOS! LOS! LOS! – Participatory Visual Narrative Analysis of Cross-Cultural Time Perception among Chinese Women in German-Speaking Europe

This research examines how Chinese women living in Germany and Austria experience, narrate, and visualize cross-cultural time perception through participatory co-creation with AI Text-to-Image tools. It focuses on women’s time as it is shaped by social clocks, institutional time, migration, and algorithmic visual defaults. Drawing on Participatory Action Research the project investigates how women’s temporal experiences are translated across oral narratives, prompt writing, AI-generated images, and participant reflections. The study is based on 11 participatory AI visual co-creation workshops with 50 Chinese women in six cities in Germany and Austria. The current corpus includes 117 AI-generated images, approximately 10 short videos, audio recordings, open-ended questionnaires, and iterative prompt revisions related to the images. Rather than treating AI-generated misalignment as technical failure, this project analyzes moments when AI “draws time wrong” as data. These moments reveal how cross-cultural time perception becomes visible, contested, and negotiable. The Doctoral Consortium submission presents a methodological framework that combines Participatory Art Mediation Design with Visual–Textual Co-Analysis.

15min

Sifan Pan

Sifan Pan (CN) is currently pursuing a Ph.D. in Art at the University of Arts Linz. She previously earned her Master’s degree in Art in Context from the Berlin University of the Arts, where her thesis was awarded the DAAD Graduate Creative Scholarship. She completed her undergraduate studies at the Guangzhou Academy of Fine Arts […]

Art & Industry featured by Sparte Information & Consulting der WKOÖ

Three presentations providing unique insights into the theme Art & Industry. Session Chair: Alexander Wilhelm (AT)

1h 30min

Alexander Wilhelm

Alexander Wilhelm (AT) studied Industrial and Interaction Design at the UFG Linz and the ZHDK, Zurich. With his company “The Visioneers,” he worked for clients like Audi and BMW for more than a decade in the field of interaction design and visualisation. 2011 he became a professor for design and animation at the University of […]

https://research.fh-ooe.at/de/staff/21048

Art & Industry – Mario von Rickenbach: 16 Years of Interactive Animation

In this talk, Mario will give insights into different aspects of his work, including his collaborations at Playables and his latest game Pocket Boss. For 16 years, he has been exploring the field of video games through the lens of interactive animation. He will share insights about the design and development process and the unpredictable reality of releasing his projects on commercial video game distribution channels.

30min

Mario von Rickenbach

Mario von Rickenbach is a swiss game designer and developer. Being more interested in dynamics than statics, he canceled his architecture studies to study game design instead. He collaborates with other designers, artists and filmmakers to create interactive works, like the award winning projects KIDS and Plug & Play. His local multiplayer hit Rakete travels […]

https://mariov.ch/

Art & Industry – Simon Christen: Pixar Alchemy – Animating Authentic Characters

In this talk, I'll share my journey and experiences at Pixar, offering a behind-the-scenes look at the creativity and culture that shape the studio, along with a glimpse into life on the Pixar campus. I'll also walk through my process of bringing scenes to life as a character animator, from first ideas to final performance. I will share stories from productions like Ratatouille, Coco, and Elio, along with lessons learned from balancing craft, technology, and storytelling. A candid look at what it's really like to animate at Pixar.

30min

Simon Christen

For 18 years, I’ve worked at Pixar as a character animator on films like Ratatouille, Toy Story 3, Coco, Onward, Luca, and most recently Elio. I love bringing characters to life, balancing emotion, and humor; from subtle acting to cartoon action. Along the way, I’ve also worked on character setups and animation tools, and most […]

https://www.simonchristen.com

Expanded Play – Exhibition of Playful Media

Exhibition from 11:00 to 19:30 in the Atelier Salzamt. Now in its third edition, the Expanded Play Gallery features a curated selection of interactive works that address a wide range of topics through the medium of play. From dynamic shadow worlds inspired by Plato’s Allegory of the Cave, to the sonification of urban data or conversations with an artificial messiah, the exhibition spans a diverse range of artistic positions and technological approaches. Together, the works invite participants to engage directly with the evolving relationships between humans and machines, challenging conventional understandings of interaction, perception and digital culture.

8h 30min

Atelierhaus Salzamt, Linz

Art & Industry – Sputniko!: Scaling Design Inquiry into Social Implementation: From the Menstruation Machine to Cradle – Japan’s Largest Workplace Women’s Health Platform

This talk traces a designer's journey from design as inquiry to design as social implementation. My practice has long asked why bodies that menstruate remain invisible in the systems we build. Menstruation Machine (2010), a wearable device rendering menstrual pain experienceable by anyone, brought that hidden experience into public conversation - and a decade later inspired corporate empathy training programs across Japan. Menstrualverse (2022) posed the same question to virtual worlds, testing whether the metaverse would render menstrual blood — and was censored. Inquiry, I learned, can genuinely shift culture. Watching companies respond, I grew curious: could a speculative designer build, not just provoke, that change? In 2020 I founded Cradle, a corporate platform addressing the very taboos my works exposed — menstruation, menopause, fertility — now adopted by over 90 of Japan's largest corporations, including Honda, Nissan, Japan Post Bank and NEC, reaching nearly one million employees nationwide.

30min

Sputniko!

Sputniko! (JP/UK) is a British–Japanese artist whose work playfully yet provocatively explores the intersection of technology, identity, and society. Through films, robotics, music, and interactive installations, she challenges social norms and imagines the ethical and cultural implications of emerging technologies. Her work has been exhibited internationally at leading institutions, including MoMA (New York), Centre Pompidou-Metz […]

https://sputniko.com

Artist Perspectives – Prix Ars Electronica

Three distinct artistic perspectives from the Prix Ars Electronica 2026. Session Chair: Philippe Pasquier (FR/CA)

1h 30min

Philippe Pasquier

Philippe Pasquier (FR/CA) is a Professor in Simon Fraser University’s School of Interactive Arts and Technology, where he directs the Metacreation Lab for Creative AI. His work lies at the intersection of generative AI, computational creativity, human-AI co-creation, and participatory creative systems. The Metacreation Lab develops human-centred approaches to AI design that emphasize co-creation, direct […]

Artist Perspectives – Ryat Yezbick: God was my first encounter with surveillance technologies

Artist and researcher Ryat Yezbick will discuss their interdisciplinary practice that moves between experimental documentary, performance, archival methods, and emerging technologies. Trained in cultural anthropology and studio art, Yezbick treats moving images, embodied performance, and computational media as ways of knowing—methods for tracing how technologies shape perception, memory, and social life. Their work asks how power takes shape through visual culture and how technologies transform the ways we see ourselves, remember one another, and imagine the social world. Key to their practice is the study of surveillance not simply as a grouping of technological infrastructures, but as a set of belief systems that mediate collective memory and the politics of witnessing. Using specific artworks as reference points, Yezbick will reflect on images as sites of evidence, uncertainty, and resistance inviting audiences to question what they see, how they come to know what is true, and what escapes visibility altogether.

30min

Ryat Yezbick

Ryat Yezbick (US) is a visual artist investigating how technological infrastructures mediate collective memory, ethics, and public life through archival research and collaborative practice. Against the backdrop of AI, pervasive surveillance, and decentralized global conflict, Yezbick explores how systems of computation shape not only what we see, but how we remember, move, and bear witness. […]

https://ryatyezbick.com/

Artist Perspectives – Veneta Androva: Speculative Evidence: Construction as Documentary Practice

In this artist talk, Veneta Androva reflects on an artistic practice that uses construction as a documentary method for investigating realities that resist direct observation. Rather than treating animation, game engines, or digital environments as ends in themselves, she approaches them as research tools for examining political, technological, and social infrastructures. Combining archival research, found materials, digital assets, interfaces, and speculative narration, her work constructs documentary experiences that engage with these infrastructures beyond the limits of direct observation. Across her practice, construction functions not simply as an aesthetic strategy but as an epistemological one: a way of producing speculative evidence for realities that are increasingly mediated, algorithmic, and difficult to access directly.

30min

Veneta Androva

Veneta Androva (BG) is a Bulgarian visual artist and filmmaker based in Berlin. Working across CGI animation, speculative documentary, moving image and installation, her practice explores how technological infrastructures, artificial intelligence and automated media shape perception, systems of knowledge and political imagination. Combining artistic research, documentary strategies and synthetic world-building, she develops hybrid cinematic forms […]

https://venetaandrova.com/

Artist Perspectives – Andrew Herzog: Human Nature

30min

Andrew Herzog

Andrew Herzog (US) is an interdisciplinary artist whose media-independent practice explores the constructed boundaries between humanity and nature. In doing so, he examines the perceived liminal space between human and nonhuman life across personal and species-specific temporalities. Fatherhood and caregiving have increasingly shaped his artistic practice and influenced his exploration of masculinity and its role […]

https://www.andrewherzog.com/

Austrian Animation Meetup 2026

1h 30min

Ars Electronica Project Space

ASIFA Austria Forum – Current Perspectives

This session will feature the perspectives of 2girls1comp, Claudia Larcher and Hisko Hulsing. Session Chair: Reinhold Bidner (AT)

1h 30min

Reinhold Bidner

Reinhold Bidner (AT) was born in Salzburg/Austria. He studied at University of Applied Sciences Salzburg, at Duncan of Jordanstone College of Art and Design, Scotland, Dundee (Animation and Electronic Media) and he graduated in Berlin and Salzburg. Until 2006 he was a key researcher at the Ars Electronica Futurelab in Linz in the field of […]

ASIFA Austria Forum – 2girls1comp: The Game Was Rigged From the Start

In this lecture performance, 2girls1comp will share an insight into their practice. While navigating the world of "Grand Theft Auto V", one of the best selling video games in history, they will showcase how the hack, change and reclaim the software of popular AAA computer games.

30min

Alexandra Pfammatter & Marco De Mutiis

2girls1comp is a modding duo founded in 2023 by Marco De Mutiis (IT) and Alexandra Pfammatter (CH). Their work changes the logic of video games as an act of creative counter-play, revealing the social and economic fabric in which they are immersed: from reclaiming global digital infrastructures to commenting on free labor within the capitalist […]

https://2girls1comp.xyz/

ASIFA Austria Forum – Claudia Larcher: No applause, no life, no pain

In her talk at the Forum Expanded Animation, Claudia Larcher presents two of her films, both on view in her solo exhibition "No applause, no life, no pain." at the Francisco Carolinum Linz: "The End" and "Extinction Story." Both works connect narratives of ecological mourning with questions about the future of cinema and image production in the age of generative AI. "Extinction Story" departs from the inherited bird egg collection of the artist's grandfather, addressing species extinction, loss and the materiality of the photographic archive, and turning it into a reflection on disappearance and the conditions of future image-making. "The End" continues this inquiry and condenses it into a posthumanist vanitas, in which images, bodies and environments appear as fragile constellations.

30min

Claudia Larcher

Claudia Larcher (AT) is an artist, experimental filmmaker and AI researcher based in Vienna. She treats photography as a socially entangled, politically charged practice and extends the still image through algorithmic animation, video and immersive “phygital” installations. Her research explores the materiality of data, ecological futures and bias-aware artificial intelligence, engaging questions of digital humanism […]

https://www.claudialarcher.com

ASIFA Austria Forum – Hisko Hulsing: Danse Macabre – a warning against fascism

Danse Macabre is a short animated film about the rise of fascism and the absurdity of war. The film is based on the terrifying Allegro from Shostakovich' 10th Symphony. Hisko Hulsing started working on the project in 2014, when Russia invaded Crimea, and Putin made clear that he wanted to make 'Russia great again'. In the meantime this concept has been repeated by politicians all over the world and a wave of dangerous populism has been sweeping the nations. Danse Macabre was made by 80 people in 5 studio's, divided over 4 European countries. Every shot in the film was based on an oilpainting made by Hisko Hulsing. Hisko Hulsing will talk about the content and the historical roots for his film and about the techniques used, that include paintings, 3D animation in Blender and Houdini, styletransfers for the 3D characters using Comfy UI, and 2D animation in TVPaint.

30min

Hisko Hulsing

Hisko Hulsing (1971, Amsterdam, NL) directed both seasons of Undone for Amazon Studios, which appeared in Top Ten lists of The New York Times and Time Magazine and won the Annecy Jury Award in 2020. Hulsing also directed the segment of Neil Gaiman’s The Sandman called “A Dream of a Thousand Cats” for Netflix and […]

https://www.hiskohulsing.com/

Keynote Session

Session Chair Michael Lankes (AT) introduces the keynote speaker Katherine Isbister (US).

1h 30min

Michael Lankes

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 […]

Keynote – Katherine Isbister: Research through Design at the Intersection of HCI and Games

In this talk, Isbister will draw upon case studies from her research practice that illustrate the strengths of designerly approaches and values in the creation of innovative directions for the future of our everyday lives with technology. Examples include social wearables that leave us vulnerable, haptic robots to help children manage their emotions, and VR meeting spaces with fanciful tools that take more from the world of games than the world of business conference rooms. Isbister will note some key design practices and methods that have grown out of her interdisciplinary research practice, toward opening a conversation among the attendees of the ARS Expanded Conference about our commonalities and connections.

1h 30min

Katherine Isbister

Katherine Isbister (US) is Professor of Computational Media at UC Santa Cruz, where she directs the Social Emotional Technology Lab https://setlab.ucsc.edu/. Her team creates interactive experiences at the intersection of Human Computer Interaction and Games/Play to heighten social and emotional connections and wellbeing, with over 150 peer-reviewed publications. Isbister is a recipient of MIT Technology […]

https://www.katherineinterface.com/

Expanded Conference Awards & Closing

The chairs of this year's Expanded Conference will award the best paper awards and close the conference. Hosts: Veronika Liebl (AT), Stefan Wagner (AT), Juergen Hagler (AT), Veronica Szabo (US)

2h

Stefan Wagner

Stefan Wagner (AT) received his MSc in computer science in 2004 and his PhD in technical sciences in 2009, both from the Johannes Kepler University Linz, Austria. From 2005 to 2009, he worked as an associate professor for software project engineering, and since 2009, as a full professor for complex software systems at the University […]

Veronika Liebl

Veronika Liebl (AT) is currently Director of European Cooperation at Ars Electronica and Managing Director of its department Festival/Prix/Exhibitions. She studied economic and business science at Johannes Kepler University in Linz (graduated in 2010) with study visits at Harvard University (US) and Université de Fribourg (CH) and has an interdisciplinary background in non-profit and innovation […]

Victoria Szabo

Victoria E. Szabo (US) is a Research Professor in the Department of Art, Art History & Visual Studies at Duke University, where she works at the intersection of digital humanities, visual culture, computational media, and immersive technologies. She is a founding director of Duke’s Computational Media, Arts & Cultures PhD program and has held several […]

http://vszabo.net
Juergen Hagler

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

Expanded Play – Exhibition of Playful Media

Exhibition from 11:00 to 19:30 in the Atelier Salzamt. Now in its third edition, the Expanded Play Gallery features a curated selection of interactive works that address a wide range of topics through the medium of play. From dynamic shadow worlds inspired by Plato’s Allegory of the Cave, to the sonification of urban data or conversations with an artificial messiah, the exhibition spans a diverse range of artistic positions and technological approaches. Together, the works invite participants to engage directly with the evolving relationships between humans and machines, challenging conventional understandings of interaction, perception and digital culture.

8h 30min

Atelierhaus Salzamt, Linz

Expanded Play – Exhibition of Playful Media

Exhibition from 11:00 to 19:30 in the Atelier Salzamt. Now in its third edition, the Expanded Play Gallery features a curated selection of interactive works that address a wide range of topics through the medium of play. From dynamic shadow worlds inspired by Plato’s Allegory of the Cave, to the sonification of urban data or conversations with an artificial messiah, the exhibition spans a diverse range of artistic positions and technological approaches. Together, the works invite participants to engage directly with the evolving relationships between humans and machines, challenging conventional understandings of interaction, perception and digital culture.

8h 30min

Atelierhaus Salzamt, Linz

LIVE

Visit the Expanded YouTube channel to see current and past content.

Switch to the current or next scheduled live stream by clicking on the button below.

Expanded Animation Publication

Expanded Animation – Mapping and Unlimited Landscape

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

BUY ONLINE

EXPANDED PLAY EXHIBITION

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.

Datails about Expanded Play 2026 will be published here soon.

VIDEOS

Videos from Expanded Animation 2025.

PARTNERS & CREDITS

In Cooperation With

Expanded 2026 is in-cooperation with ACM SIGGRAPH.

Partners

The conference has been made possible through a collaboration between the Digital Media department at the Hagenberg Campus of the University of Applied Sciences Upper Austria and the Ars Electronica Festival. We want to thank the following sponsors for their support.

Supported by

Organization

General Chairs

TPCs Research

TPCs Art

Doctoral Consortium

Expanded Play Gallery

Proceedings Chairs

Panel Chairs

Summer School

Inclusion Chair

Sponsorship & Funding Chair

Web & Social Media

Event Production Chairs

Trailer, Visual Art & Corporate Design

Ars Electronica Animation Festival

Copyright 2025 Expanded