Projects

  • Bare Souls

    Bare Souls

    Elena Jäger (DE)

    The work arose from the problem of having unrealistically high expectations of myself when it came to the perfection of a work of art. To compensate, I chose techniques where I could not influence the outcome as much as I would have liked (pottery, drawing, and for the first time 3D-modeling and -painting).

  • An der Kassa musst‘ ich an dich denken

    An der Kassa musst‘ ich an dich denken

    Lisa Studener (AT), Pat Göckert (AT)

    What is falling in love, and how does one experience it? The documentary thoroughly explores the multifaceted theme of falling in love, shedding light on various realities through the perspectives of its protagonists.

  • a²

    Pal Klex (AT)

    The video installation a² addresses physical and psychological expectations placed on people socialized as men. The artist assumes the role of a man under pressure, symbolized by a self-optimization coach. This tension leads to an endless „optimization loop,“ a constant interplay between food, sport and the pressure to live up to the image of the…

  • Wirtschaftsräume

    Wirtschaftsräume

    Daniel Bracher (AT)

    A spatial view of the economy. A cinematic essay about places of production and services in forestry and heavy industry, tourism, and transport and the underlying infrastructures that cross our everyday spatial life and yet remain mostly hidden.

  • postCITYlife 

    postCITYlife 

    Daniel Schöngruber (AT)

    postCITYlife is a tongue-in-cheek interpretation of current education and construction policy processes in Linz. The short film, created with the help of generative AI systems, uses surreal sequences to tell the fictional story of the founding of the postUNI on the site of the former postal distribution center at Linz’s main train station.

  • BAUBONANZA beta 

    BAUBONANZA beta 

    Lisa Ackerl (AT), Merlin Grossmann (AT)

    AI-supported tools enable rapid production of market-friendly illustrations – also in the architecture and construction industry. BAUBONANZA beta generates architectural renderings from hand-drawn sketches. The juxtaposition of human-made input with AI-generated results encourages reflection on one’s own perception of architecture.

  • morphological imag(in)ing

    morphological imag(in)ing

    Sam Anthem (US)

    morphological imag(in)ing is an interactive multimedia video and sound installation featuring four printed medical images taken of the artist’s chest, mapped projections and manipulated sounds of the MRI machine used to take the images. Both sound and mapped video interactively change in relation to bodily movements of visitors captured through a mounted camera.

  • In-circle Series

    In-circle Series

    Yuwen Huang (CN)

    In-circle Series challenges participants to reflect on inclusivity and accessibility on the internet. The project features two interactive websites built on Ethereum smart contracts, blending internet interaction, blockchain technology, creative writing, interactive poems and physical installations.

  • How to Become a Punch Card

    How to Become a Punch Card

    Liang He (CN)

    The project delineates a feedback loop between the earliest and the latest machines considered computers, activated by a human medium as a necessary gear. The algorithm perpetually generates maps and delivers weaving instructions with text, and binary codes. They are translated onto the weavings by a human loom operator, who redraws the globe as an after-work…

  • Divine Nutraceuticals

    Divine Nutraceuticals

    Ben Glass (US)

    This mixed-media artwork is a critical exploration in mystic fabulation, and a critique of the contemporary health and wellness industry. It combines living biology, sound art, artificial intelligence tools and critical design. At its core, the work is an artist-crafted spirulina farm, where an algae culture is grown to the vibrations of artificially-generated Gregorian chant…

  • Black Box

    Black Box

    Patrick Glennon (US)

    Black Box ist ein iteratives Projekt, das spezielle Synthesizer-Hardware und das Programmieren von Videospielen verbindet. Die Spielkomponente reagiert dynamisch auf die Audioausgabe eines lichtgesteuerten Granularsynthesizers, der durch einen optischen Sequencer aktiviert wird. Die Spielmechanik und der narrative Bogen der Serie erkunden Knappheit, Arbeit und Automatisierung durch visuelle Manifestationen von Hierarchie und Ausbeutung.

  • Circular Consumer Experience

    Circular Consumer Experience

    Bruna Petreca (BR), Ricardo O’Nascimento (BR), Marianna Obrist (IT), Christopher Dawes (UK), Nona Shabanova (RU/CA), Sharon Baurley (UK)

    Research by the Textiles Circularity Centre reveals that linking human well-being with material flow contributes to reducing textile consumption. Visitors will experience a multisensory VR simulation of the future High Street and will use a special keyboard to express their well-being.