Abbildung © IUNO, 2026

IUNO Networking Event on Intelligent and Immersive Technologies in Art and Culture | 19 June 2026 | 1–7 pm

Program

12:45 pm

Arrival, Registration, Coffee & Brezels

01:00 pm

Welcome and introduction
Maja Stark & Johann Habakuk Israel, IUNO / HTW Berlin

01:15 pm

Choice of the IUNO jury:
Opaque Interface – Algorithmic Invisibility and Mythological Presence
Jinran Ha, IUNO Artistic Fellow

Jinran Ha’s practice investigates structural exclusions produced by technological systems through the lenses of migrant feminism and interface design. A central focus is the repeated failure of AI image-generation systems to represent Samsin Halmi — the Korean goddess of birth, life, and fate — who has no fixed iconography, existing instead through oral tradition and practices of care. When prompted, these systems consistently produce Westernized, sexualised archetypes. Rather than correcting this failure, the project redirects it. Drawing on Glissant’s “right to opacity,” Ha develops the Opaque Interface: an XR installation in which AI-generated fragments of Samsin Halmi appear as conditional, dissolving presences — recognisable only at a distance, receding when approached.

01:30 pm

On Relation – Key theses on art, creativity and our relationship to the world in the age of AI
Jasmin Grimm, Independent Curator

Artificial intelligence is not only transforming how art is created – it is also reshaping our understanding of creativity, authorship, and originality. Drawing on current artistic practices and case studies, this input explores how artists, designers and critical thinkers are responding to generative systems. It presents key theses on the shifting role of the human creator. How does creative work change when machines become co-creators? What new aesthetics, collaborations and ethical responsibilities emerge? This talk invites the audience to rethink human imagination in the age of automation.

02:00 pm

Live Coding and Immersive Art in the Metaverse – ATEM Biennial 2025
Damian Dziwis, TH Cologne

In the so-called »metaverse«, people meet in shared virtual environments – opening up new possibilities not just for social interaction, but for audiovisual art and live performance. Emerging from research and development, new methods and systems are bringing live coding performances and innovative, immersive audiovisual art into shared virtual environments. First launched in 2025 as a collaboration between TOPLAP Düsseldorf and Detmold University of Music, the ATEM Biennial – Alternative Thoughts on the Emerging Metaverse – presented these technologies and artistic practices as part of a multi-day festival held in the metaverse. In this talk, Damian T. Dziwis presents his research in the field of the Musical Metaverse, as well as the emerging possibilities as applied to the ATEM Biennial.

02:30 pm

Coffee Break

03:00 pm

Why Creative Work Needs Proof: XR, AI, and the rise of the »Artist Bank«
Robert M. Stanley, European Artist Bank

Robert M. Stanley shares how the »European Artist Bank« (EAB) began from a simple but urgent problem: creative work moves faster than its proof, context, and ownership history. In the age of XR, AI, digital twins, and synthetic media, this gap is becoming impossible to ignore. Rob introduces the origins of EAB, where ARThenticity stands today as a mobile-first provenance and custody workflow, and how recent work in Brandenburg has helped ground the project locally while thinking EU-wide. The talk explores how artists, technologists, and mixed-media practitioners might help build a new infrastructure for linking creative work to the blockchain, which is traceable, artist-aligned, and designed for the realities of the AI era.

03:30 pm

Introduction to the Framework Program with Pitches

04:00–07:00 pm

Framework Program (until 6 pm) with Coffee & Networking (until 7 pm)

1) Digital Media Production Playgrund – a collaboration with CCCberlin

BOOTH/WORKSHOP #01: From 2D to 3D – From Image to Model with meshy.ai
Workshop duration: 20-30 min. (with timeslots, sign in upon arrival at registration desk)
Julius Wenk, HTW Berlin
In this compact, hands-on workshop, you’ll learn how to use AI to transform analogue or digital artwork into three-dimensional, animatable objects. Using the tools Meshy.ai and Mixamo, you’ll discover new forms of expression at the intersection of art, technology and movement – with absolutely no prior knowledge of 3D required.

BOOTH/WORKSHOP #02: Capturing Reality – Mobile 3D Scanning
Workshop duration: 20-30 min. (with timeslots, sign in upon arrival at registration desk)
Erasmus Schmidt, HTW Berlin
In this hands-on workshop, you will learn how to capture real-world objects and spaces using your smartphone and transform them into usable digital data. Using tools like Polycam and Scaniverse, you will explore different approaches to translating the physical world into precise 3D models and immersive scenes.

BOOTH/WORKSHOP #03: Embodied Interface
Workshop duration: 30 min. (with timeslots, sign in upon arrival at registration desk)
Warja Rybakova, DOCKdigital
This station explores motion capture workflows through Rokoko Vision, an AI motion capture tool, alongside a demonstration of the Rokoko Smartsuit Pro II. Participants will learn how AI tracking transforms human movement into digital animation data in real time, while comparing it with sensor-based full-body capture systems.

CCCberlin connects Berlin-based artists working in the performing arts, visual arts and film/video art – through events, consultancy and developing strategies for audiences and the market.

2) Inspiring XR and AI projects developed at HTW Berlin

Phygital Intimacy – Participatory Mixed Reality Performance for Togetherness
Transforming motion into sound – standalone version, 2025
A collaboration between AURORA XR School for Artists and Lisa Kaschubat, Tasha Hess-Neustadt and Jane Arnison (with timeslots, sign in upon arrival at registration desk)

Inspired by Sophie K. Rosa’ s concept of radical intimacy—which emphasizes care and community as acts of political resistance—Phygital Intimacy explores how current technologies can serve as bridges for connection. The project seeks to create moments of intimacy and togetherness among co-performers, as well as between human and machine.

FrameShift
By Jaro Samuel Abraham, Alexandar Atanasov, Lisa Ayimah, Oliver Fritz, Lorenz Vincent Gerau, Marlon Meik Lino Kaasche, Emily Krüger, Thien Vu David Nguyen, Alicia Nordmann, Gordian Matteo Reinhold, Tade Strehk (students of Prof. Habakuk Israel)

FrameShift 2 merges surrealism with augmented reality, transforming static art into an immersive experience. Using AR technology combined with a custom-built frame, viewers look behind and even out of the canvas into the virtual atelier of artist Mac Zimmermann. The installation makes it possible to experience the series »Die Tageszeiten« (The Daytimes) as a living 3D model, blurring the lines between dream and reality. Inspired by the STRANGE! exhibition at Sammlung Scharf-Gerstenberg, this project was developed by students of Computer Science in Culture and Health at HTW Berlin.

Gene2Images – Face your genes
By Lennart Koch, Lea Feilberg, Pedro Philippi Araujo and Xenia Kukushkina (students of Prof. Thomas Manke)

This project visualizes high-dimensional data using breast cancer as an example. Breast cancer has different subtypes that require different treatments. The students trained a classification model on gene expression data to identify these subtypes and reduce each sample to a 512-dimensional representation—the format used by modern AI image generators. These representations are then transformed into unique faces. Faces from the same subtype show surprising similarities, making complex data visually intuitive and showing how science and art can complement each other. Visitors are invited to play an interactive game: classify the generated faces yourself and compare your intuition with our AI model. Can you beat it?

Hyper-Irrealism III — Rising Spaces
By 14 students of Prof. Pablo Dornhege

In this immersive experience, communication design students from HTW Berlin explore how 3D scanning, virtual reality, and creative tools can blur the boundaries between reality and imagination. Starting from Berlin’s RAW-Gelände in Friedrichshain, they scan the cassiopeia venue and its surroundings using smartphone apps and 360° panoramic photography. These scans were transformed into hyper-surreal space-sound installations — explorable as shared VR worlds by up to four people simultaneously.

3) Consultation / Funding

Kreativ Kultur Berlin – Cultural Funding Consultation
Kreativ Kultur Berlin’s cultural funding consultation introduces itself and its services, and provides information on funding for cultural and artistic projects.

07:00 pm

End