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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.

TALK

NS-Kunst ausstellen. Ein Praxisbericht

12. Juni 2025, 18.00 Uhr Kunstuniversität Linz, Domgasse 1, 4. Stock, Expostmusik

Die Abteilung Ästhetik und Pragmatik audiovisueller Medien lädt im Rahmen des Co.Labs Erinnerungsarbeit • ästhetisch-politische Praktiken zum Gastvortrag von Ingrid Holzschuh.

Soll man sich von der „Nazikunst“ ein Bild machen? Wie lassen sich Kunstobjekte aus der NS-Zeit angemessen präsentieren, wenn sie aus dem Depot in den Ausstellungsraum überführt werden? Wie kann ihre ästhetische Präsenz gebrochen werden? Und welche Bedeutung erhalten diese Objekte im musealen Kontext? Diese Fragen stellen sich Kurator*innen und Ausstellungsdesigner*innen bei der inhaltlichen und gestalterischen Auseinandersetzung mit NS-Objekten in Museen. In meinem Vortrag werde ich die kuratorischen Strategien vorstellen, die ich in meiner eigenen Praxis entwickelt habe, um diesen Herausforderungen zu begegnen.

Ingrid Holzschuh ist Kunsthistorikerin und Kuratorin. Studium der Kunstgeschichte an der Universität Wien, Promotion 2011. Von 2010 bis 2024 als selbstständige Wissenschaftlerin mit eigenen Forschungsprojekten sowie wissenschaftliche Projektmitarbeiterin und Lektorin an verschiedenen Universitäten tätig. Kuratorin von Ausstellungen und Dauerausstellungen in diversen Museen, wie der Sonderausstellung „,Wien. Die Perle des Reiches'. Planen für Wien“ (2015 im Architekturzentrum Wien) oder „Auf Linie. NS-Kunstpolitik in Wien“ (2021/22 im Wien Museum). Seit 2024 Univ.Ass.in am Forschungsbereich Kunstgeschichte an der TU Wien. 

Co.Lab Erinnerungsarbeit • Ästhetisch-politische Praktiken 
Ästhetik und Pragmatik audiovisueller Medien 

Plakat.pdf

Plakat zum Gastvortrag "NS-Kunst ausstellen. Ein Praxisbericht" von Ingrid Holzschuh
Einblick in die Ausstellung „Auf Linie. NS-Kunstpolitik in Wien“, Wien Museum, 2021/22. Copyright: Christoph Panzer, 2022