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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.

VORTRAG

Consumed. Public Spaces and Consumer Culture

Fr, 7.5.2010, 10.00-18.00 Uhr Hörsaal Architektur, Hauptplatz 8, 4. Stock, 4010 Linz

Die Lehrveranstaltung wird in englischer Sprache angeboten und ist offen für alle Studienrichtungen der Kunstuniversität.
The lecture on Public Spaces and Consumer Culture by sociologist Anette Baldauf is held in English and open to all students.

For decades, the shopping mall has been considered the death knell of  the City, yet today its concept and modus operandi continue to guide city redevelopment. As a pioneer of mall development, the Viennese architect Victor Gruen began to promote polyfunctional shopping centers in the late 1930s. But he was only able to realize his vision in the 50s, when nuclear paranoia, white flight and destabilized  gender economies supported the reevaluation of these commercial bunkers as attractive shopping spaces. Today, like no other urban activity, shopping guides Western cities’ transition into postindustrialism. How does this heritage of the shopping mall as container and containing institution impact on urban redevelopment projects? Who, or what, is consumed in these variations of public  spaces?


Anette Baldauf studierte Erziehungswissenschaften an der Universität Wien sowie Soziologie an The New School University in New York. Ihr Forschungsinteresse gilt postindustriellen Stadtformationen, Pop- und Alltagskultur, sozialen Bewegungen und kritischer Kunst.
Buchveröffentlichungen: Entertainment Cities. Unterhaltungskultur und Stadtentwicklung (Springer Verlag: Wien 2007), The She Zone (Bawag Foundation: Wien 2007, mit Dorit Margreiter) oder Der Gruen Effekt (Montage Verlag: Wien 2006, mit Dorit Margreiter) und Lips. Tits. Hits. Power. Feminismus und Popkultur? (Folio Verlag: Wien 1998, mit Katharina Weingartner).
Dokumentarfilme: Der Gruen Effekt (Wien/New York: ORF/Pooldoks in Vorbereitung), Knock Off. Die Rache am Logo (Wien/New York: Arte 2003, mit Katharina Weingartner) und Remake Las Vegas (Wien/Los Angeles: 2001, mit Dorit Margreiter).

Victor Gruen, österreichischer Stadtplaner und Architekt

Foto: A. Baldauf