Sign for Notice Everyday    Sign Up| Sign In| Link| English|

Our Sponsors


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

    View: 24

    Website https://hssis.org/conference/353 | Want to Edit it Edit Freely

    Category SOCIAL SCIENCES, HUMANITIES, History, Arts, English, Interdisciplinary Studies, Islamic Studies, Language, Linguistics, Literature, Local Government, Multidisciplinary Studies, Museums, Music, Philosophy, Poetry, Politics, Psychology, Religious Studies, Social Sciences, Sociology, Women's history

    Deadline: December 02, 2025 | Date: December 22, 2025-December 24, 2025

    Venue/Country: Bangkok, Thailand

    Updated: 2025-07-19 18:55:14 (GMT+9)

    Call For Papers - CFP

    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.


    Keywords: Accepted papers list. Acceptance Rate. EI Compendex. Engineering Index. ISTP index. ISI index. Impact Factor.
    Disclaimer: ourGlocal is an open academical resource system, which anyone can edit or update. Usually, journal information updated by us, journal managers or others. So the information is old or wrong now. Specially, impact factor is changing every year. Even it was correct when updated, it may have been changed now. So please go to Thomson Reuters to confirm latest value about Journal impact factor.