51st BANGKOK International Congress on Arts, Music and Technology (BAMT-25) scheduled on Dec. 22-24, 2025 Bangkok (Thailand)

BAMT-25


Nanotechnology Educational Technology Humanities, Literature & Arts (General) Music & Musicology Visual Arts Crafts, Design & Arts Educational Technology



Full Articles/ Reviews/ Shorts Papers/ Abstracts are welcomed in the following research fields: 



I. Generative & Algorithmic Creativity




  • AI as Creative Partner:


    • Generative art: AI algorithms creating visual art, poetry, narratives, and choreography.

    • AI-assisted design tools for artists, graphic designers, and architects.

    • Ethical implications of AI-generated content (authorship, originality, intellectual property, deep fakes).



  • Algorithmic Composition & Performance:

    • AI and machine learning for music composition, improvisation, and sound design.

    • Automated music generation, interactive music systems, and real-time algorithmic performance.

    • Algorithms for synthesizing new timbres and sonic textures.



  • Creative Coding & Computational Arts:

    • Using programming languages (e.g., Processing, openFrameworks, Max/MSP, Pure Data, Unity, Unreal Engine) for artistic expression.

    • Data visualization as an art form.

    • Interactive installations and responsive environments driven by code.

    • Bio-inspired algorithms in art and music.





II. Immersive & Experiential Technologies




  • Extended Reality (XR) in Arts & Music:


    • Virtual Reality (VR) experiences for art exhibitions, virtual museums, and historical recreations.

    • Augmented Reality (AR) for interactive public art, enhanced live performances, and educational tools.

    • Mixed Reality (MR) for blending physical and digital realities in artistic installations.

    • Creating immersive narratives and interactive worlds in XR.



  • Spatial Audio & Immersive Soundscapes:

    • Designing and performing with multi-channel and ambisonic audio systems.

    • Creating virtual acoustic spaces and sonic environments.

    • Psychoacoustics and the perception of immersive sound.



  • Projection Mapping, Holography & Volumetric Capture:

    • Transforming architectural spaces with light and visuals.

    • Creating and performing with holographic projections and volumetric video.

    • The use of light and laser art in large-scale installations.





III. Human-Computer Interaction & Performance




  • New Musical Interfaces (NMIs) & Controllers:


    • Designing and building innovative controllers for music and sound (e.g., gestural interfaces, haptic feedback devices).

    • Bio-sensors and alternative input methods (e.g., brainwaves, muscle signals) for artistic expression.

    • Wearable technology for performance and interactive art.



  • Interactive Performance Systems:

    • Systems where audience interaction, performer movement, or environmental data influences the art/music in real-time.

    • Responsive stages and adaptive theatrical environments.



  • Robotics & Automation in Art & Performance:

    • Robots as performers, collaborators, or creators in live art, theater, and music.

    • Kinetic sculptures and automated artistic installations.



  • Brain-Computer Interfaces (BCI) for Artistic Expression:

    • Utilizing neural signals to control art, music, or interactive experiences.

    • Exploring the neurological basis of creativity and perception.





IV. Digital Preservation, Archiving & Emerging Ecosystems




  • Digital Cultural Heritage & Archiving Digital Art:


    • Strategies and challenges for preserving born-digital artworks, interactive installations, and electronic music.

    • 3D scanning, photogrammetry, and digital reconstruction for cultural heritage.

    • Virtual accessibility of heritage sites and archives.



  • Blockchain, NFTs & Decentralized Art Ecosystems:

    • The impact of Non-Fungible Tokens (NFTs) on art ownership, provenance, and artist royalties.

    • New economic models for creators in decentralized environments.

    • Smart contracts for artistic collaborations and distribution.



  • Metadata, Curation & Discovery in Digital Arts:

    • Strategies for cataloging, describing, and making digital art and music discoverable.

    • The role of curators in a rapidly expanding digital art landscape.





V. Socio-Cultural Impact & Ethics




  • Accessibility & Inclusion through Technology:


    • Technology enabling artistic creation and consumption for diverse abilities and marginalized communities.

    • Breaking down barriers to participation in the arts through digital tools.



  • Copyright, Ownership & Intellectual Property in the Digital Age:

    • Legal and ethical challenges with AI-generated content, sampling, and digital distribution.

    • Fair compensation models for artists and musicians in the streaming era.



  • The Future of Creative Professions:

    • How automation and AI impact the roles of artists, musicians, composers, and performers.

    • New career paths and skillsets in the creative tech sector.



  • Digital Divide, Equity & Cultural Colonialism:

    • Addressing disparities in access to technology and its implications for diverse cultural expressions.

    • Decolonizing technology in arts and music.



  • Art as Social Commentary on Technology:

    • Artists exploring the ethical, social, and psychological impacts of technology through their work.

    • Critical perspectives on surveillance, privacy, and digital manipulation in art.





VI. Education & Pedagogy




  • Teaching Creative Technologies:


    • Curriculum development for interdisciplinary programs in art, music, and technology.

    • New pedagogical approaches to foster computational creativity and artistic innovation.



  • Technology for Arts Education:

    • Interactive learning tools, online platforms, virtual studios, and immersive learning experiences for art and music.

    • Gamification in arts education.



  • Fostering Digital Literacy and Media Arts Fluency:

    • Equipping students with skills to critically engage with and create digital art and music.





VII. Specific Applications & Case Studies




  • Gaming and Interactive Entertainment as Art:


    • Video games as an evolving art form, interactive storytelling, and immersive world-building.

    • Sound design and music composition for interactive media.



  • Sound Art & Acoustic Ecology:

    • Exploring urban soundscapes, environmental sounds, and bioacoustics through technological means.

    • Sonification of data for artistic and scientific purposes.



  • Fashion, Wearable Technology & Art:

    • Smart textiles, interactive garments, and their artistic and performance applications.



  • Film, Animation & Visual Effects:

    • Cutting-edge techniques in digital cinema, animation, and real-time rendering for artistic expression