
Hosted by CCC media team · EN

Feierliche Eröffnung der vierten FSCK. Alles wichtige und wissenswerte zu den nächsten paar Tagen Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://cfp.ctbk.de/fsck-2026/talk/UXDGB8/

We find out more about the next editions of the LGM 2027, in Linz, Austria, and 2028, wherever it might be. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.c3voc.de/lgm-2026/talk/TSHCEZ/

We’ve released PixiEditor 2.0 about half a year ago, it’s a node driven 2D editor capable of raster editing, animations and native vector editing. I’d be more than happy to give a presentation about it, how node driven workflow can change thinking when creating graphics and incoming (or released by then) node-based brush engine. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.c3voc.de/lgm-2026/talk/BMZ9YW/

The last year has been another busy time for UpStage: we have secured a new hosting sponsorship with Prodigi.nz, and our development team is investigating AI tools. Lead developer Gloria W. will explain how training Cursor on the UpStage code has allowed us to create new features and find difficult bugs in record time. These improvements and new features will be rolled into future versions of UpStage, after we stabilise our new deployment environment. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.c3voc.de/lgm-2026/talk/Y8R77T/

We are motionensemble, a small independent Animation Studio which mainly makes short explainers and shortfilms for small NGOs. In late 2025 we made our very first game. We chose the Godot (open source Game-) Engine because it had to run in a browser but we also wanted to utilize our favorite 3D tool in the process: Blender. We would like to share our experience about the process: What it was like making our first game. How easy / hard it was to adapt to the new tool and… give some broad overview how godot can be used to make pretty much anything: 2D / 3D Apps, Games, simple websites and even interactive books to learn something etc. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.c3voc.de/lgm-2026/talk/TEGTWF/

Bookbinding involves cutting, folding, and stacking pages to create a single stack of papers, bound in various ways. This talk will discuss ways to do these things with open source software, particularly interfaces designed for this purpose such as some new things in Laidout. With almost everything becoming digital, also discussed will be some ways to impose material onto a few digital end points. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.c3voc.de/lgm-2026/talk/WMKRMB/

tbd Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.c3voc.de/lgm-2026/talk/NG9DSV/

Live coding is an artistic practice that creates sound or video by editing source code in real time, often from scratch. Originating in TOPLAP, it has over two decades evolved a distinctive aesthetic and nurtured a diverse and inclusive community. Live coding has a strong open-source ethic and has produced a wealth of frameworks and tools for creative expression. One of these is Hydra, a browser-based visual live coding environment created by Olivia Jack. Its Javascript syntax is inspired by analog video synthesis, and it compiles to WebGL under the hood. Computation has become largely centralized in the hands of a few megacorporations aligned with authoritarianism. As a practice that fosters individual expression, creativity and sharing, live coding is a form of resistance in this context. In that way it is a soul sister of permacomputing, which is about resilience and regenerativity inspired by permaculture. Headless Hydra is an open-source tool for live coding on permacomputing devices. I created Headless Hydra, which is still evolving, as a bare-metal version of Olivia Jack’s environment with no WebGL. The animations are rendered on low-end devices like a 2016 Samsung phone running PostmarketOS, or a second-hand Raspberry Pi connected to a color TV. The tool itself is a dependency-less Go program started from the command line in an SSH session, on a system with no X11. Join me on this crossover experiment between live coding and permacomputing! The presentation features a smartphone running Linux, and a Raspberry Pi connected to a CRT television. Together we will reclaim the means of computation, and have a rebellious amount of fun along the way. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.c3voc.de/lgm-2026/talk/3DT9YL/

For design students, software is a basic and everyday working tool. When teaching design, the question of how much software should be taught is as persistent as it is relevant. In this talk, I present some notes on an assignment given to design university students from several disciplines, in which they are asked to identify and test free and open-source software for a common task in their daily practice, and to produce a short evaluation and public review. The assignment aims to introduce the free software philosophy through a practical approach. It includes an introduction to the basics of free software, community building, and the presentation of case studies such as Blender and its animated films. This activity is preceded by a theoretical reflection on software from the perspective of Vilém Flusser’s black box theory. Student reviews reveal several recurring themes regarding the relationship between design and software. One of the most common is the lack of basic technical understanding of the functions encoded in user interfaces, along with a certain blind trust in the “wizard” assistance provided by proprietary software. This issue has deep pedagogical implications for design education, since at some point developing technical competence in design seems to be reduced to becoming “an advanced user” of a specific software suite. The assignment asks students to distinguish between two different situations when testing the selected free software: the uncomfortable sensation of lack of knowledge or speed when learning a new tool - in comparison to performing the same task in familiar software-, and the objective issues of usability or missing functionalities in the tested software. As a general conclusion, most students value both the experience of discovering free software suited to their specific needs and the testing process itself as a meaningful alternative. Some students also discover a new world to explore and experiment. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.c3voc.de/lgm-2026/talk/W8BELX/

Presenting and discussing TiXL’s new interactive learning tour. We broke down the entire knowledge you need to know into linked non-linear learning paths that guide users through a serious of interactive puzzles. Starting with very basics of the using user interface, to buildings node graphs but learning and mastering advanced topics like render pipelines and shaders. About TiXL TiXL is an MIT-licensed tool for real-time graphics and VJing, built entirely by a community of artists and devs—no corporate backing. We’ve grown a lot lately, with our Discord hitting 2,500 members and our GitHub reaching 4k stars. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.c3voc.de/lgm-2026/talk/SNDEP3/