Focus and Scope
Focus
Artechno: Journal of Arts, Technology and Creativity publishes scholarly research that investigates the relationships among arts, technology, creativity, culture, and contemporary creative practices. The journal considers technology as a material, medium, method, system, infrastructure, and object of critical inquiry within artistic and cultural contexts. Creativity is addressed as a process of producing, developing, evaluating, communicating, and transforming ideas, practices, works, and cultural experiences.
Manuscripts must establish a substantive connection among artistic or cultural concerns, technological engagement, and creative processes. Each submission must present a clear research problem, an appropriate method, a transparent analytical process, and a demonstrable scholarly contribution.
Scope
- Digital art and new media: digital art, interactive art, electronic art, internet art, multimedia installation, audiovisual art, generative art, computational art, and technology-mediated artistic practice.
- Artificial intelligence and computational creativity: AI in art and design, machine learning for creative practice, generative systems, human–AI collaboration, algorithmic composition, authorship, originality, and critical studies of AI in cultural production.
- Music technology, sound, and acoustics: digital music production, sound synthesis, audio processing, music information retrieval, interactive music systems, digital instruments, electroacoustic music, sound art, instrument acoustics, tuning systems, and computational analysis of music and sound.
- Performing arts and technology: digital and virtual performance, interactive stage systems, motion capture, projection mapping, digital scenography, multimedia performance, performance documentation, and technology-mediated audience participation.
- Design, interaction, and visual communication: graphic design, interaction design, user experience, user interface, information design, product and service design, human–computer interaction, speculative design, participatory design, and co-design.
- Animation, games, and immersive media: animation, game design, serious games, educational games, virtual reality, augmented reality, mixed reality, extended reality, immersive storytelling, interactive narrative, and spatial media.
- Digital cultural heritage: digitization, digital archives, virtual museums, digital exhibitions, three-dimensional reconstruction, digital preservation, intangible cultural heritage, community documentation, and ethical cultural data management.
- Arts education and creative learning technologies: digital learning media, gamification, online and blended arts learning, digital assessment, interactive learning environments, creative learning platforms, and virtual studios.
- Creativity studies and creative processes: artistic creativity, collaborative creativity, creative cognition, creative problem-solving, creativity in digital environments, process documentation, and interdisciplinary creation methods.
- Practice-based and practice-led research: artistic practice as research, design practice as research, creative experimentation, reflective practice, creative process documentation, and methodological development through practice.
- Creative industries and cultural entrepreneurship: creative economy, digital distribution, platform-based production, intellectual property, creative labour, cultural entrepreneurship, technology-based creative business, and innovation management.
- Contemporary culture and digital media: digital culture, social media, platform culture, online communities, digital identity, participatory culture, media convergence, popular culture, and digital cultural consumption.
- Ethics, society, and technology in the arts: accessibility, inclusion, cultural ownership, appropriation, privacy, surveillance, digital inequality, environmental impact, copyright, and the social consequences of creative technologies.
Interdisciplinary Orientation
Artechno welcomes interdisciplinary studies connecting the arts with computer science, engineering, education, cultural studies, media studies, design studies, anthropology, sociology, psychology, communication, heritage studies, musicology, acoustics, creative economy, and human–computer interaction. The technological component must be meaningfully connected to an artistic, cultural, educational, aesthetic, or creative problem.
Out of Scope
- Technology research without a substantive connection to arts, culture, design, or creativity.
- Arts or cultural studies without meaningful engagement with technology, technological systems, or technological transformation.
- Technical system development that lacks scholarly evaluation, contextual analysis, or artistic relevance.
- Creative works presented without a research question, method, analysis, documentation, or critical reflection.
- Descriptions of activities, exhibitions, performances, workshops, or community programmes that lack an academic analytical framework.
- Product promotion, commercial advertising, institutional publicity, or unsupported claims of effectiveness.
- Manuscripts previously published or simultaneously submitted to another journal.