2026 TTXC Taiwan Culture and Technology Conference
The 2026 TTXC continues its exploration of performance paths that intentionally blend traditional culture with modern technology. By utilizing a diverse array of mediums, the event seeks to break the boundaries between the virtual and the real—a goal achieved through immersive performances, the integration of Vtuber virtual idols, and specialized XR work exhibitions. Attendees can engage with AI co-creation experiential exhibitions and linked performances from international tech-art festivals, all of which serve to shorten the distance between the audience and high-tech cultural performances via rich, five-sense experiences.
As an island nation characterized by diverse cultural heritage, significant technological advantages, and a capacity for infinite creativity, Taiwan occupies an irreplaceable position in the intersection of culture and technology. This synergy acts as a primary driving force for the continuous development of the nation’s cultural content. Consequently, the ongoing goal of the Taiwan Cultural Technology Conference has been to determine how technology can be leveraged to increase global awareness of Taiwan’s unique art, creation, and cultural identity.
Event Details
Date: 10.9 – 10.26
Location: The conference is distributed across multiple prominent venues in Kaohsiung, including:
- Pier-2 Art Center
- VR Somatosensory Theater
- Kaohsiung Film Museum
- Neiwei Arts Center
- Kaohsiung Public Library Main Library
- LIVE WAREHOUSE

What is XR?
XR, or Extended Reality, covers technologies that combine physical and digital environments. The term includes Virtual Reality (VR), in which a headset replaces your view of the room with a simulated scene; Augmented Reality (AR), which adds digital images or text to the world around you; and Mixed Reality (MR), a subset in which virtual objects remain anchored to physical space and react to it.
At TTXC, XR installations make use of this range. You can enter a 3D painting generated by an AI model, handle a holographic object with tracked controllers, or move through a simulation that changes as you walk around it. These uses rely on existing display, tracking, and rendering hardware. For artists and engineers, XR is another set of constraints to design within. The practical challenge is to make interaction stable enough that the effect holds when the user moves, turns, or reaches for an object.












