Educational Projects

The Immersive Arts Space hosts classes and diploma projects from all departments of the ZHdK and conducts its own educational courses. The launch of the transversal minor program Immersive Arts is planned for autumn 2023.

Public Lecture Series

Spring 2022: immersion and Extended Realities

Shifting Realities @REFRESH#4, photo by Regula Bearth © ZHdK 2021

In this series, immersive strategies are discussed from different perspectives. Guest lecturers from the Swiss Institute of Technology ETHZ, the Lucerne University of Applied Sciences HSLU and the University of Zurich UZH will share their specific views along with lecturers from the ZHdK. The topics will cover Architecture, Virtual Reality, Virtual Forensics, Game Aspects in Theatre and Extended Reality.

The series are planned to take place physically at the Cinema Toni, ZHdK, with a simultaneous live-stream. More information will follow soon.

March 8th, 2022 | 17:15- 18:30h
Matthias Vollmer, architect and research associate in the MediaLab at the ETH Zurich:

March 22nd, 2022 | 17:15- 18:30h
Christina Zimmermann, artist/filmmaker and researcher at Lucerne University of Applied Arts and Sciences HSLU:

April 4th, 2022 | 17:15- 18:30h
Lars Elmer und Till Sieberth, co-heads of the 3D Center Zurich at the University of Zurich:

April 19th, 2022 | 17:15- 18:30h
Réjane Dreifuss, dramaturg, lecturer and researcher, Department of Performing Arts and Film, ZHdK:

May 3rd, 2022 | 17:15- 18:30h
Christian Iseli and team members of the Immersive Arts Space, ZHdK:

Illuminated Flying Objects (2021)

Photo by Christian Iseli © ZhdK, 2021

Interdisciplinary workshop with BA students (Z-module), Sept. 2021

The workshop with the German title Tanz der fliegenden Lichtobjekte offered an introduction into the basic technical infrastructure and into current research activities of the Immersive Arts Space. The students designed and implemented prototypes of three-dimensional media installations with helium drones, spatial projections and 3D audio. They constructed their own zeppelin models, developed control modalities and designed video textures for them. After two weeks three immersive experiences were presented with a variety of different artistic and narrative approaches. The workshop is based on the findings and methods of the artistic research project Helium Drones.

Photo by Christian Iseli © ZhdK, 2021

Micaela Brazerol, Julia Huerlimann, Jana Meyer, Tamina Kronenberg, Yannick Meyer, Laura Nan, Carla Opetnik, Fabio Saccani, Michael Schlapbach, Sophia Strickerschall, Janosch Tillich, Violetta Vigh

Teaching staff:
Martin Fröhlich (head of the workshop, Immersive Arts Space)
Roman Jurt (Design & Technology Lab)
Serena Cangiano (Head of Fablab Supsi, Lugano)
Stella Speziali, (Immersive Arts Space)
Lukas Sander (MA Stage Design)
Johannes Schütt (Institute for Computer Music and Sound Technology)

Lecture Series (Autumn 2021)

To attend the lectures on site, just follow the links for each lecture underneath and reserve your ticket via Xing. In addition, you will need a Covid-19 certificate to enter the facilities of Zurich University of the Arts. More information on the current regulations >  here.

October 12th | 17:15- 18:30h
Christian Iseli, professor for Immersive Arts, head of the Immersive Arts Space.

October 19th | 17:15- 18:30h
Anna Lisa Martin-Niedecken, head of the Institute for Design Research

October 26th | 17:15- 18:30h
Olav Lervik, research associate at the Institute for Computer Music and Sound Technology

November 23rd | 17:15-18:30h
Marie-France Rafael, professor tenure track at the Institute for Contemporary Art Research

December 7th | 17:15-18:30h
Melody Chua, interdisciplinary artist working with interactive technologies in improvisational settings, Master of Arts in Transdisciplinary Studies

Immersive Landscapes in Art and Film

Photo by Jyrgen Üeberschär

In the Z-Module “Immersive Landscapes in Art and Film” in September 2021, students from the fields of design, film, theatre and fine arts dealt with photogrammetry, virtual reality and 3D sound. Within two weeks, the groups developed three different immersive landscapes:

– Using virtual reality glasses, an actor could discover a walk-in visual scenery by means of the sense of touch and change it by interacting with virtual objects.
– Real hands became moving digital sculptures in a planetary virtual reality landscape using photogrammetry and motion capture.
– White rigid bodies became transformers of an abstract soundscape via motion capture in a participatory performance in immersive arts space.

In addition to engaging with transdisciplinary art and film projects, the students were able to test and evaluate the latest ‘interactive experience’ with Birdly at Somniacs in a field trip.

Photo by Jyrgen Üeberschär

Teaching Staff:
Miriam Loertscher (Institute for Performing Arts and Film)
Thomas Isler (Department Fine Arts)
Jyrgen Ueberschär (Departement Fine Arts)
Valentin Huber (Department Performing Arts and Film/ Immersive Arts Space)
Stella Speziali (Immersive Arts Space) 
Eric Larrieux (Immersive Arts Space)

Lecture Series (Spring 2021)

March 16th | Marcus Maeder 17:15- 18:30h

April 13th | Felix Stalder | 17:15- 18:30h

April 27th | Maike Thies | 17:15- 18:30h

May 4th | Hannah Walter | 17:15-18:30h

May 11th | Christian Iseli | 17:15-18:30h

March 16th, 17:15 -18:30 | online event


Marcus Maeder, Institute for Computer Music and Sound Technology

Since its creation by the musician Brian Eno in 1976, the term ambient has undergone significant change. The musical style has developed into a framework of reception and terminology within which computer/digital music as well as visual art are conceived and received. The term ambient opens up a context of artistic and social practices reflecting a reality that is increasingly created by and transported via media technologies. Modern constructions of immanence are examined by using biologist Jakob von Uexküll’s concept of Umwelt, which he postulates as a world-generating context of body, cognition and environment. Accordingly, ambient can be understood as a sort of mimetic ceremony, producing extremely complex yet coherent images of the world. In the talk, a phenomenology of the sounds found in current digital music as well as associations and meanings elicited by them are presented.
Ambient is a compound of spaces in which a reflection of the world takes place, created through artistic, social, geographical and increasingly virtual devices. The idea of space as the expansion of thought, enclosing its infinite movements as an absolute horizon is implied by the concept of immanence proposed by Gilles Deleuze and Félix Guattari. In Ambient, a soundtrack of immanence is created, a polyphonic sound of the environment as we experience it, which makes the world in its diversity imaginable and possible to experience. In this, the possible, the utopian, is constitutive of immanence: Prototypically, experimentally and as a projection, it is created by the participants of a mimetic ceremony, of an ambient situation, by the artists and their audience.

Marcus Maeder is a sound artist, researcher and composer of electronic music. As an author, Maeder has written on a number of topics in the fields of sound art, artistic research and digital media. Maeder studied Fine Arts in Lucerne/Switzerland, Philosophy in Hagen/Germany and currently pursues his PhD in Environmental Systems Science at ETH Zurich. He runs the music label domizil, which he founded in 1996. Maeder has worked as an editor and producer for the Swiss radio station SRF and has been working as a researcher at the Institute for Computer Music and Sound Technology (ICST) of the Zurich University of the Arts ZHdK since 2005. On an invitation by French President François Hollande, Maeder presented his sound art installation/trees: Pinus sylvestris/at the 2015 United Nations Climate Change Conference COP21. In 2017 he presented his installation “Espirito da Floresta” at the Inter-American Development Bank in Washington DC – the same year in which he and Roman Zweifel received an honorable mention for ”treelab” at the STARTS Prize, which was offered by the European Commission at the Ars Electronica Festival in Linz/Austria.

To attend the online lectures, please register by sending an email to and state the date(s) of your choice.

April 13th, 17:15 -18:30 | online event


Felix Stalder, Department of Fine Arts, Digital Culture

Immersion is not necessarily a technical issue, but rather can be seen as a type of relation to the world. This relation – quite distinct from the “critical distance” championed by enlightenment thinkers – can have three different qualities: escapism, control, or co-existence. Escapism allows one to immerse oneself in an experience that is fully self-contained and aims to have no consequences beyond it. The ride on a rollercoaster would be an example of such an immersion. Control goes two ways: Either immersion allows an actor to control his/her environment to a much higher degree than it would be possible outside the immersion, or, the actor becomes subject to an unprecedented degree of control by those setting the parameters of the environment. Both types of control can, of course, co-exist at the same time, as they do in racing simulators. The third quality of immersive relationship enables the expression of a deeper relationship with an environment, in which the actors exist within a world that is so large and complex that no ‘outside’ view is possible. It expresses a condition of partial, situated experience and action, allowing the experience of mediated immersion to stand for existential co-existence with multiple others itself. Many immersive installations in contemporary art, for example, by Ilja Kabakov or Christoph Büchel, aim to produce this kind of quality.

These different qualities are not mutually exclusive. How all three of them shape the overall quality of the work is a question of the intention driving the design of the immersive situation.

Felix Stalder is professor for Digital Culture in the Department Fine Arts of the Zurich University of the Arts. His work focuses on the intersections of cultural, political and technological dynamics, in particular on commons, control society, copyright and transformation of subjectivity. He not only works as an academic but also as a cultural producer, being a moderator of the mailing list and a member of the World Information Institute as well as the Technopolitics Working Group (both in Vienna). Among his recent publications are «Digital Solidarity» (PML & Mute 2014) and «The Digital Condition» (Polity Press, 2018).

To attend the online lectures, please register by sending an email to and state the date(s) of your choice.

April 27th, 17:15 -18:30 | online event


Maike Thies, Department of Design, Game Design

The constant presence of technology in our daily lives triggers our expectations and hunger for immersive experiences. Even established cultural institutions can no longer ignore the fundamental digital shift to stay relevant. Of course, this tendency is not without significant impact on Zurich University of the Arts’ curricula and the creative economy.

Science fiction literature, theatre, films, museums and games, in particular, have shaped our idea about immersion. While it seems that the desire for total immersion and a rush into virtual spheres is increasing on the user’s side, the quality and degree of the immersion cannot live up to the demand. It becomes apparent that an immersive experience cannot be created by technical know-how and state-of-the-art infrastructure alone.

The media artist Ed Atkins once said that “Immersion is not a warm bath”. In my lecture, I would like to follow this thought. By presenting a selection of international artists’ projects I want to highlight the way the arts and design can develop meaningful immersive experiences and call for more interdisciplinary cooperation.

Maike Thies is a research fellow in the field of game design at Zurich University of the Arts. Her research activities focus on interactive theatre, narrative spaces, immersive arts and speculative design. She is interested in the curation and development of interdisciplinary formats, dealing with the potential of digitization for arts and design. On behalf of the Bachelor Design, Maike curates and heads the interdisciplinary lecture series Kein Kino at the Toni Kino, focusing on “new realities and diverse futures”. She is also responsible for REFRESH, an interdisciplinary, international festival initiated by the department of design and the Immersive Arts Space. Maike is a member of Digitalrat ZHdK.
Further information about Maike’s research interests may be found at,, and

May 4th | 17:15 -18:30 | online event


Hannah Walter, Department of Cultural Analysis, Transdisciplinary Studies

I coupled myself with a violin,
I charged myself with a battery,
I infused myself with electricity,

I incorporated a machine

I become vyborg

We are a creature of reality
We are a creature of fiction
We are a porous corpus caring for capricious circuitry

We create us anew again and again
Here and There
We beam us up into a hole in space

we touch and we breath
we send and receive
we perceive
we repeat we delete
we bend we experiment
we listen we cite
we host we write
we improvise we fantasize

We present
… the practice-based PhD project “Becoming Vyborg. Sonic Cyborg Fictions in Sympoietic Telematic Systems“, which refers to notions of embodiment in relation to technologically mediated environments.
It approaches its research questions in the framework of the research group of the SNFS-funded project “Dis/continuities in Telematic Space” which focuses on spatial and bodily interactions between remote stages.

„By the late twentieth century, our time, a mythic time, we are all chimeras, theorized and fabricated hybrids of machine and organism; in short, we are cyborgs.“ (Haraway, Donna. 1991. “A Cyborg Manifesto”)

We investigate
… immersion through the figuration of the “cyborg”.

HannaH Walter is a violinist/violist. She is becoming a vyborg.
HannaH holds numerous scholarships and has won prizes at national and international competitions. She is a founding member and the artistic director of the transdisciplinary Collective Mycelium. In their productions they experiment with collective working processes and new concert formats.
Currently HannaH works as an academic assistant in the Master in Transdisciplinarity and as doctoral student in the SNFS-funded project “Dis/continuities in Telematic Space” and the Research Focus Transdisciplinarity of the Zurich University of the Arts.

To attend the online lectures, please register by sending an email to and state the date(s) of your choice.

May 11th, 17:15-18:30h | online event


Christian Iseli, Immersive Arts Space

Since the 1990s, the term immersion has been primarily used in connection with game theory, virtual reality and other technology-supported art forms. Yet it also refers to a long tradition in art history of creating illusions. As manufacturers of illusions and dreams, the producers of films have continually aimed to improve the immersive quality of cinema for their audiences.
Larger screens, stereoscopic 3D-images, surround sound and sensory experiences with shaking chairs or odors were commercially oriented but short lived extravagances of the analog era. Experimental filmmakers also sought to perfect the illusionist quality of their craft. Under the term Expanded Cinema, they fostered ideas of spatial narration and holographic representation. Later, digitalization brought along a whole range of innovations: the rebirth of stereoscopic 3D, higher frame rates, high dynamic range and 3D audio all fed into a new era, advertised as immersive cinema. In recent years, practically all international festivals have introduced sections for virtual or mixed reality experiences. Even though these emerging formats necessitate different ways of storytelling, they promise to bring Andre Bazin’s idea of ‘total cinema’ to reality.

Christian Iseli has been teaching and researching at the Zurich University of the Arts ZHdK since 1995. He holds a professorship for Immersive Arts, heads the Immersive Arts Space and teaches in the MA Film program. After studying history, German and English literature at the University of Bern, Iseli was a director of documentary films and worked in editing and cinematography on feature films and documentaries.

To attend the online lectures, please register by sending an email to and state the date(s) of your choice.

Dreams & Dystopia (2020)

Photo by Thomas Isler ©ZHdK 2020

Interdisciplinary workshop with BA students (Z-module), Aug/Sept. 2020 

The two-week workshop Dreams & Dystopia (Immersive Landscapes II) focused on the creation of cinematic landscapes (artificial, urban or natural spaces) for three-dimensional media such as spatial projection or virtual reality. Artistic approaches from painting, photography, film and CGI were taught and the differences worked out interactively with the students.

Teaching staff:
Thomas Isler, Department of Fine Arts
Miriam Loertscher, Department of the Performing Arts and Film
Jyrgen Ueberschär, Department of Fine Arts,
Valentin Huber, Stella Speziali, Immersive Arts Space

Illuminated Flying Objects (2020)

Photo by Urs Berlinger ©ZHdK 2020

Interdisciplinary workshop with BA students (Z-module), Aug/Sept. 2020

Over the course of two weeks, groups of students from different art and design programs, conceived and constructed helium drones (airships or balloons with drone navigation control) and developed a spatial installation concept including a 3D sound design. The illumination of the helium drones is achieved either by remote controlled moving lights or by projection mapping. The movement of the drones is controlled by a computer-aided tracking system.

The Z-module with the German title Tanz der fliegenden Lichtobjekte resulted in a variety of exciting flying objects, including a large floating manta ray. The workshop is based on the findings and methods of the artistic research project Helium Drones.

Teaching staff:
Martin Fröhlich (Immersive Arts Space)
Roman Jurt (Design & Technology Lab)
Nadia Fistarol (MA&BA stage design)
Johannes Schütt (Institute for Computer Music and Sound Technology)


© ZHdK 2020

«Have you ever wondered how a bat perceives the world?» BATVISION offers the chance to playfully explore how bats use echo-location to detect their surroundings. The VR-experience visualizes the bat’s auditory sensation and makes it more tangible. Surrounded by complete darkness, the virtual world only becomes visible when the users start shouting. BATVISION simulates the ultrasonic navigation of bats, enables new forms of perception and raises the awareness for an endangered species.

BATVISION is a collaboration between the ZHdK Industrial Design program and the Immersive Arts Space. In their bachelor thesis Eliane Zihlmann and Raffaele Grosjean developed the concept of the VR experience and the associated hardware design. They were supported by IASpace staff members Oliver Sahli (programming, visual implementation, interaction control), Chris Elvis Leisi (implementation of multi-user functionality) and Florian Bruggisser (3D scanning and point-cloud processing).

Performance Capture Workshop

Neil Newbon and participants during the workshop. ZHdK © 2019

The UK based company Performance Captured Academy (PCAUK) was invited to introduce the basics of Motion and Performance Capture to the participants. Neil Newbon, Performance Capture Artist and Director together with his team gave an inspiring look into the possibilities of creating characters through body language. The participants got used to their tracked body movement, played with different somatic types and shapes and learned a new on set vocabulary. Creature work as well as basic walk cycles were part of the training.The workshop endend with a performance of Newbon at the Actor/Avatar conference, where he invited performers from the workshop to join in.

The technical setup included the motion capture tracking system, guaranteeing real time performance of up to eight virtual characters in virtual environments. Furthermore, a face performance tracking system was used with a face rigging software.

Cast & Crew
Performance Capture Mentor Team: Neil Newbon, Saleta Losada, Frazer Blaxland (PCAUK)
Motion Capture & Unity: Tobias Baumann, Norbert Kottmann, Benjamin Thoma, Oliver Sahli, Chris Elvis Leisi
Overall Support: Martin Fröhlich
Project Lead: Corinne Soland