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This edition has ended.51st International Congress on Arts, Music and Technology (BAMT-25) was held 22–24 Dec 2025 in Bangkok. The information below is kept for reference.
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51st International Congress on Arts, Music and Technology (BAMT-25)

Part of the International Congress on Arts, Music and Technology (BAMT-25) series →

Dates22–24 Dec 2025
LocationBangkok, Thailand
SubmissionsNot listed
RegistrationClosed
FormatIn person
FieldArts & Humanities · Art & Visual Culture
OrganizerNot listed

About & call for papers

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-… Read more

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.

Venue

ibis Bangkok Sukhumvit 4

41 Sukhumvit Road Soi 4, Klongtoey, Watthana, 10110, BANGKOK – THAILAND

Bangkok, Thailand

Open ibis Bangkok Sukhumvit 4 in maps ↗

The address is as the organizer gave it, and it is not checked against a map.

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Frequently asked

When is the 51st International Congress on Arts, Music and Technology (BAMT-25) submission date?
This edition has ended. The series page shows whether a newer edition is accepting submissions.
Where was 51st International Congress on Arts, Music and Technology (BAMT-25) held?
It was held at the ibis Bangkok Sukhumvit 4, Bangkok, Thailand.
Can I attend 51st International Congress on Arts, Music and Technology (BAMT-25) remotely?
No — this edition is listed as in person only.