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Welcome at the Interface Culture program website.

Acting as creative artists and researchers, students learn how to advance the state of the art of current interface technologies and applications. Through interdisciplinary research and team work, they also develop new aspects of interface design including its cultural and social applications. The themes elaborated under the Master's programme in relation to interactive technologies include Interactive Environments, Interactive Art, Ubiquitous Computing, game design, VR and MR environments, Sound Art, Media Art, Web-Art, Software Art, HCI research and interaction design.

The Interface Culture program at the Linz University of Arts Department of Media was founded in 2004 by Christa Sommerer and Laurent Mignonneau. The program teaches students of human-machine interaction to develop innovative interfaces that harness new interface technologies at the confluence of art, research, application and design, and to investigate the cultural and social possibilities of implementing them.

The term "interface" is omnipresent nowadays. Basically, it describes an intersection or linkage between different computer systems that makes use of hardware components and software programs to enable the exchange and transmission of digital information via communications protocols.

However, an interface also describes the hook-up between human and machine, whereby the human qua user undertakes interaction as a means of operating and influencing the software and hardware components of a digital system. An interface thus enables human beings to communicate with digital technologies as well as to generate, receive and exchange data. Examples of interfaces in very widespread use are the mouse-keyboard interface and graphical user interfaces (i.e. desktop metaphors). In recent years, though, we have witnessed rapid developments in the direction of more intuitive and more seamless interface designs; the fields of research that have emerged include ubiquitous computing, intelligent environments, tangible user interfaces, auditory interfaces, VR-based and MR-based interaction, multi-modal interaction (camera-based interaction, voice-driven interaction, gesture-based interaction), robotic interfaces, natural interfaces and artistic and metaphoric interfaces.

Artists in the field of interactive art have been conducting research on human-machine interaction for a number of years now. By means of artistic, intuitive, conceptual, social and critical forms of interaction design, they have shown how digital processes can become essential elements of the artistic process.
Ars Electronica and in particular the Prix Ars Electronica's Interactive Art category launched in 1991 has had a powerful impact on this dialog and played an active role in promoting ongoing development in this field of research.

The Interface Cultures program is based upon this know-how. It is an artistic-scientific course of study to give budding media artists and media theoreticians solid training in creative and innovative interface design. Artistic design in these areas includes interactive art, netart, software art, robotic art, soundart, noiseart, games & storytelling and mobile art, as well as new hybrid fields like genetic art, bioart, spaceart and nanoart.

It is precisely this combination of technical know-how, interdisciplinary research and a creative artistic-scientific approach to a task that makes it possible to develop new, creative interfaces that engender progressive and innovative artistic-creative applications for media art, media design, media research and communication.

EXHIBITION

Bauernkriegsmaschine

Eröffnung: 8. Mai 2026, 19.00 Uhr, Ausstellung bis 31. Oktober 2026 Museum Schloss Ritzen, Museumsplatz 1, 5760 Saalfelden

Einführende Worte zur Eröffnung:  
Katja Mittendorfer-Oppolzer, Kuratorin am Salzburg Museum


Gebhard Sengmüller, Lehrender bei Interface Cultures, stellt in Zusammenarbeit mit Michael Blank aus 

Bauernkriegsmaschine" ist eine medienarchäologische Versuchsanordnung, die die Geschichte des Salzburger Bauernkriegs von 1525/26 spekulativ neu schreibt: Was wäre gewesen, wenn die Aufständischen bereits über eine eigene, überlegene Medieninfrastruktur verfügt hätten? Die Installation rekonstruiert eine fiktive, aber technisch plausible Technologie der frühen Neuzeit, ein alternatives Kommunikationsmittel der Rebellion.

Im Begleittext zu seinem Kunstwerk "The Edison Effect" (1993), schreibt Paul DeMarinis über die Erfindung des Phonographen: "Die Erfindung – oder vielmehr die Entdeckung – der Tonaufzeichnung und -wiedergabe durch Edison war für die ganze Welt ein Schock, auch für den Erfinder selbst. [...] Die Sprechmaschine war eine einfache mechanische Vorrichtung, die schon mehrere Jahrhunderte zuvor hätte gebaut werden können - rechtzeitig genug, um Bach und Mozart zu internationalem Ruhm zu verhelfen."

In Analogie zu dieser Überlegung entwickelt Bauernkriegsmaschine ein geheimes, elektrisches Nachrichtensystem des frühen 16. Jahrhunderts und zeigt dabei, wie sehr der Ausgang gesellschaftlicher Konflikte auch von der Verfügbarkeit von Informationstechnologie abhängt.

Öffnungszeiten:
Juli, August, September: DI bis SO 11.00 bis 17.00 Uhr
Mai, Juni, Oktober: DO bis SO 11.00 bis 17.00 Uhr
Kassaschluss jeweils 16.00 Uhr

Einladungskarte.pdf
bauernkriegsmaschine.gebseng.com 
Salzburger Museen

© Gebhard Sengmüller