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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.

AUSSTELLUNG

beyond coolness - Gletscherschmelzen und darüber hinaus

4. Februar bis 8. April 2026 MaximiliansForum, München

Institut für Kunst und Bildung und Institut für Medien präsentieren erste Ergebnisse zu dem Projekt Beyond Glaciation

Alexis Dworsky, Tina Frank, Simon Hochleitner, Nadja Reifer und Rehema Chachage laden zur Ausstellung in das MaximiliansForum. 

Weltweit schmelzen die Gletscher dahin: das Goldbergkees in Österreich, das Blaueis in Deutschland und der sogenannte Furtwängler-Gletscher auf dem Kilimandscharo in Tansania. Gletscher erscheinen dabei nicht als leblose Eisblöcke, sondern als dynamische Gefüge aus hohen Bergen, blauem Eis, aktiven Mikroorganismen, synthetischem Geotextil sowie abenteuerlichen Tourismusfantasien. Zwischen digitalen Animationen, glaziologischen Simulationen, audiovisuellen Spekulationen und klimapoetischen Begegnungsritualen wird dieses Viel-Werden als Verhandlungsgemeinschaft erfahrbar.

Rahmenprogramm

Mittwoch, 4. Februar 2026 | 19.00 Uhr
Eröffnung – Mit einem Intro von Pamela C. Scorzin und einem Konzert mit Aufnahmen aus den Bergen von BJ Nilsen. Dazu Erbs(wurst)suppe und eine Gletscherprise.

Samstag, 21. Februar 2026 | 19.00 –21.00 Uhr
Schmelzstoff – Eine offene Ö_Werkstatt in der Objekte aus gebrauchtem Gletschervlies gemeinsam gefertigt werden. Mit Heidi Mühlschlegel, in Zusammenarbeit mit diefaerberei.de Ort: Die Färberei (Claude-Lorrain-Straße 25 RGB)

Sonntag, 22. Februar 2026 | 14.00 – 17.00 Uhr
Alpiner Exkurs – Ausstellungstour durchs MaximiliansForum und von dort aus Wanderung ins Alpine Museum auf der Praterinsel.

Mittwoch, 11. März 2026 | 19.00 Uhr
Alpiner Diskurs – Mit Wilfried Hagg (Glaziologie), Michael Ott (Literatur- und Kulturgeschichte), Birgit Sattler (Gletscherökologie) und Klemens Weisleitner (Polarforschung).

Mittwoch, 8. April 2026 | 19.00 Uhr
Finissage – Screening des Films „Alpi“, einem dokumentarischen Essay von Armin Linke über die aktuelle Wahrnehmung des Alpenraums.

Mehr Information zum Projekt und den Veranstaltungen jeweils aktuell auf maximiliansforum.de und diefaerberei.de

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