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QUBIT AI: Quantum Computer

FILE 2024
International Electronic Language Festival
SENAI – Quantum Computer – Brazil

A quantum computer generates a random qubit, represented by the Bloch sphere.
The properties of this qubit are converted into an audio signal using a Python script, making them audible and visible in a accompanied by its spectrum.

Credits

Director of the SENAI Unit Paulo Skaf: Gustavo Henrique da Silva
Technical Advisor: Eunezio Antonio de Souza (Thoroh)
Interface and Text Development: Vinicius De Martin Viude

Scott Draves – The Electric Sheep – United States

THE ELECTRIC SHEEP

Scott Draves

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Randomic Dimension
Electronic Language International Festival

 

The Electric Sheep – United States

The Electric Sheep is a collective intelligence and infinite animation that started over 25 years ago. It’s based on a mathematical language invented by Draves and released as open source. Human artists and AI collaborate on designing the “Sheep” with this language. It runs as a screensaver on thousands of computers all over the world, and based on how the audience interacts, the AI learns to please its human audience. The AI, the artists, and the audience work together to create the experience.

BIO

Draves’ work was shown at LACMA, MoMA.org, Prix Ars Electronica, ZKM, and has been collected by the 21c Museum Hotel, Google, the Simons Center for Geometry and Physics, and the Allen Institute for AI. Draves’ Bomb was one of the first interactive software artworks (1994). His Fuse algorithm (1991) is the first image2image model and is known as “where the history of AI-art-as-we-know-it begins”.

Raven Kwok – Zero One – China

ZERO ONE

Raven Kwok

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Randomic Dimension
Electronic Language International Festival

 

Zero One – China

Zero One consists of multiple interconnected generative systems, each with its own characteristics, but collectively inheriting the central concept of an evolving elementary cellular automaton. All visual elements are programmed and generated using Processing. A few minor edits are made during composition

BIO

Raven Kwok (aka Guo, Ruiwen) is a visual artist and creative technologist. His artistic and research interest mainly focus on exploring generative visual aesthetics brought by computer algorithms and software processes.
Mike Gao is a music producer and technologist from Los Angeles. His style is futuristic and innovative, always trying to push the conventions of Hip Hop, the beat scene, and bass music in the pursuit of his next aesthetic, while ironically playing with idioms and conventions.

Kazuhiro Tanimoto – Sea of code – Japan

SEA OF CODE

Kazuhiro Tanimoto

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Randomic Dimension
Electronic Language International Festival

 

Sea of code – Japan

Sea of Code is a JavaScript work that generates animation and sound as a flow linking past, present, and future. Simple 8-color forms drift, expand into richer color and organic complexity, and at times reveal gaps within the flow. Inspired by Hiroshi Kawano’s idea of computer art as autonomous beauty, it uses palette-free color generation and Markov-chain melodies derived from classical music. Its title evokes a sea of code through which computer art, often marginal, is still carried forward.

BIO

Kazuhiro Tanimoto is a chemist in materials R&D and a generative audiovisual artist. He builds real-time systems that harness computation, exploring algorithmic transformation through cellular automata and processes of generation, change, and collapse tied to material and social phenomena. His work is included in Rhizome ArtBase, in Art Blocks Curated, and exhibited in New York and beyond.

Karl Sims – Seven Experiments in Procedural Animation – United States

SEVEN EXPERIMENTS IN PROCEDURAL ANIMATION

Karl Sims

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Randomic Dimension
Electronic Language International Festival

 

Seven Experiments in Procedural Animation – United States

Animated textures and patterns created from custom computer code employing various fractal algorithms, procedural noise, and reaction-diffusion techniques. The moving images are purely defined by mathematics, but are meant to evoke a biological aesthetic by resembling sea creatures, neurons, or other microscopic structures that transform from one emergent pattern to another.

BIO

Digital media artist and visual effects software developer. He founded GenArts Inc., which created special effects software tools for the motion picture industry. Karl studied computer graphics at the MIT Media Lab, and Life Sciences as an undergraduate at MIT. He is the recipient of various awards including two Ars Electronica Golden Nicas, a MacArthur Genius Grant, and an Emmy Award.

Karl Sims – Primordial Dance – United States

PRIMORDIAL DANCE

Karl Sims

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Randomic Dimension
Electronic Language International Festival

 

Primordial Dance – United States

Experimental animation containing a progression of abstract textures and colors. It is a study of emerging and transforming mathematical equations. These effects were created using an interactive process of “artificial evolution.” The equations, or artificial genes, of the survivors are copied, mutated, and mated by the computer to generate new offspring pictures. Finally, movements are created by performing “genetic interpolations” between these evolved images.

Driessens & Verstappen – E-volved Formula #23 – Netherlands

E-VOLVED FORMULA #23

Driessens & Verstappen

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Randomic Dimension
Electronic Language International Festival

 

E-volved Formula #23 – Netherlands

E-volved Formula #23 was “cultivated” using evolutionary software. Mathematical elements are linked together into formulas and displayed. These visualizations are evaluated, and through a process of variation and selection, each new generation adapts better to the viewer’s taste. The collaboration between a breeding machine and a human “gardener” yields results that neither could create on its own. The machine has no sense of aesthetics; for humans, the complex formulas are incomprehensible.

BIO

Driessens & Verstappen have worked together since 1990. In their generative art, they explore the significance of both physical and computer algorithms. The duo has participated in numerous exhibitions; their work is held in collections including Centre Pompidou, MoMA Frankfurt, and Boijmans Van Beuningen. They were awarded by Telefónica (Spain) and Witteveen+Bos (Netherlands).

David Young – Q(a,v,7,m,m2,d4a-21,7,16,13,31,55) – United States

Q(A,V,7,M,M2,D4A-21,7,16,13,31,55)

David Young

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Randomic Dimension
Electronic Language International Festival

 

Q(a,v,7,m,m2,d4a-21,7,16,13,31,55) – United States

Q(a,v,7,m,m2,d4a-21,7,16,13,31,55) is a quantum drawing generated from actual quantum computer data—entangled qubit values and noise from decoherence, when quantum states collapse into classical reality. Custom code written to interrogate this data searches for visual patterns within quantum behavior. Rather than explaining phenomena, the work creates conditions for felt encounter—building non-mathematical intuition through direct engagement with what these machines produce.

BIO

David Young is a computational artist and researcher investigating quantum computing and AI through aesthetic rather than mathematical means. His work is held in the collections of Kunstmuseum Bonn and Kunstsammlungen Chemnitz and has been featured in Artforum. He holds an MS from MIT Media Lab. He lives and works in New York. 

Damien Looney – Troposphere – United Kingdom

TROPOSPHERE

Damien Looney

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Randomic Dimension
Electronic Language International Festival

 

Troposphere – United Kingdom

A long form piece of very slowly shifting sounds and imagery.

BIO

Damien Looney is an Irish video artist creating real-time, audio-reactive animated works using analog video gear and software. He processes unique sound samples (CRT hums, number stations, defective tape) to drive visuals. His work blends flowing, watercolor-like imagery with glitchy digital decay, evoking the warped textures of old VHS tapes, broken TVs, and vintage computer screens.

Casey Reas – Still Life – United States

STILL LIFE

Casey Reas

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Randomic Dimension
Electronic Language International Festival

 

Still Life – United States

The Still Life software works (2015–2023) transpose the still-life tradition in painting into a generative, computational register. Each of the ten works generates a kinetic still life composed of one type of Platonic solid—the tetrahedron, cube, octahedron, dodecahedron, or icosahedron—realized in both RGB and HSB color systems. Long regarded as elemental structures of matter, these logical and essential forms link antiquity’s metaphysical geometry to the pragmatic origins of computer graphics.

BIO

Casey Reas is an artist and educator based in Los Angeles. His work spans software, prints, drawings, and installations that explore the relationship between computational systems and contemporary visual culture. Reas co-founded Processing (2001), the Processing Foundation (2012), and Feral File (2020). He is a professor in UCLA’s Department of Design Media Arts.

Hanna Haaslahti – ANCESTORS – Finland

ANCESTORS

Hanna Haaslahti

 

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Installations
Electronic Language International Festival

 

ANCESTORS – Finland

ANCESTORS is an intimate and one-of-a-kind immersive experience, where you become progenitor of a virtually generated genealogy. At the heart of the experience are your descendants, connecting you and other visitors as ancestors of a unique, one-time virtual lineage.

BIO
She is an artist and director working with digital images. Her central tool is computer vision, and she explores how machines shape social relations. Her artworks generate new forms of narrative interaction between people, investigating the possibilities of human-machine-human collaboration. Her practice is inspired by scientific research on perception, vision, and machine learning/artificial intelligence, as well as by everyday observations of life in the contemporary age of technological supremacy.

1024 Architecture & Vitalic – Puppet – France

PUPPET

1024 Architecture & Vitalic

FILE SÃO PAULO 2026: Inter-creativity – Art and Technology – Installations
Electronic Language International Festival

 

Puppet – France

Puppet is an innovative audiovisual installation that merges gaming mechanics with live music composition. At the crossroads of videogame and digital instrument, this interactive piece invites visitors to manipulate a puppet-like character that functions as a sound synthesizer. Each movement or gesture of the puppet triggers a corresponding musical element—melody, rhythm, or effect—allowing the participant to compose a track in real time. 

BIO
1024 operates at the crossroads of art and architecture, combining spatial practices, digital technologies, and visual creation. Designing architectural and digital works, 1024 orchestrates partitions of sound and light in space through computer codes.

FILE 2026 – Registration Open for Digital Animation and AI Festival – Art and Technology

FILE 2026

Animation Festival | Digital Animations and AI Animations: investigate movement as an expressive language, using computational tools and experimental aesthetics.  The works can explore abstract or figurative narratives, often hybridized with data, algorithms, and simulations. Technology expands the formal and temporal possibilities of animation. It is a field that articulates art, cinema, and computer graphics. Movement becomes a means of visual thought.

Applications were open until February 19, 2026. Access  the application form.

FILE 2026 | GENERAL REGULATIONS

NILS VÖLKER

64 CCFL

 

The installation is mainly made from so called cold cathode fluorescent lights which normally are used as backlights for computer screens.
A micro controller, in combination with custom made electronics, regulates the power supply and therewith the height of the illuminated part of each tube.

EVAN ROTH

GRAFFITI ANALYSIS
SCULPTURES

 

Graffiti Analysis is an extensive ongoing study into the motion of graffiti. Custom software designed for graffiti writers creates visualizations of the often unseen motion involved in the creation of a tag. Motion data is recorded, analyzed and archived in a free and open database, 000000book.com, where writers can share analytical representations of their hand styles. Influential graffiti artist such as SEEN, TWIST, AMAZE, KETONE, JONONE, and KATSU have had their tags motion captured using the Graffiti Analysis software. All tags created in Graffiti Analysis are saved as Graffiti Markup Language (GML) files, a new digital standard used by other popular graffiti applications such as Laser Tag and EyeWriter. Graffiti Analysis 3.0 is an open source project that is available online for free in OSX, Windows and Linux. Graffiti writers are invited to capture and share their own tags, and computer programmers are invited to create new applications and visualizations of the resulting data. What Martha Cooper did for archiving graffiti on film, and Chalfant/Silver did for archiving graffiti in video, Graffiti Analysis intends to do for archiving graffiti in code. The project aims to build the worlds largest archive of graffiti motion, and bring together two seemingly disparate communities that share an interest hacking systems, whether found in code or in the city.

KOLLISION

Spine

 

Spine is an interactive installation based on twenty glowing cubes and an atmospheric sound composition. Each cube is moved precisely in fluid motions by two computer-controlled motors. The movements of the cubes as well as the sound composition react to nearby visitors by working together as one coherent expression in dialogue with the surroundings – a fifty meter long spine floating in space continually displaying new movements, light scenes and sounds. Spine is moody: sometimes shy and avoidant at other times more curious and almost aggressive.

SHANSHAN ZHOU, ADAM BEN-DROR AND JOSS DOGGETT

Pinokio Lamp

 

Pinokio is an exploration into the expressive and behavioural potentials of robotic computing. Customized computer code and electronic circuit design imbues Pinokio with the ability to be aware of its environment, especially people, and to expresses a dynamic range of behaviour. As it negotiates its world, we the human audience can see that Lamp shares many traits possessed by animals, generating a range of emotional sympathies. In the end we may ask: Is Pinokio only a lamp? – a useful machine? Perhaps we should put the book aside and meet a new friend.

FILE SÃO PAULO 2025: SYNTHETIKA – Daito Manabe and Kyle McDonald

TRANSFORMIRROR

Daito Manabe and Kyle McDonald

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – Installations
Electronic Language International Festival

Transformirror – Japan |  United States

When everything is imagined by AI—from music and images to prompts and titles—what’s it like to look in the mirror? This seminal study of real-time image generation, made possible in 2023 with Stable Diffusion XL-Turbo and Stable Audio, explores the future of media and interactivity. Can we better understand these systems by interacting with them physically, in real time?

BIO

Kyle McDonald creates immersive audiovisual installations and performances using computer vision, machine learning, and creative programming techniques to explore connections and shared futures between human beings. Daito Manabe combines technology and physical expression in collaborations such as Perfume and ELEVENPLAY with MIKIKO. Founder of Rhizomatiks, he has directed projects such as the closing ceremony of the Rio 2016 Olympics.

 

FILE SÃO PAULO 2025: SYNTHETIKA – Memo Akten & Katie Peyton Hofstadter

Boundaries

Memo Akten & Katie Peyton Hofstadter

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – Installations
Electronic Language International Festival

 

Boundaries – United States

Boundaries is a monumental work that explores the illusion of separation—between self and other, body and environment, matter and mind—and reflects on the interconnectedness of all things, from microorganisms to atoms forged in extinct stars. Created with custom code, AI, computer vision, digital painting, and dance, the work unites technology and bodily expression in an intimate and contemplative experience.

BIO

Memo Akten, a Turkish artist, musician, and researcher based in Los Angeles, creates speculative simulations about the relationship between humans and machines. With a PhD from Goldsmiths, he is a pioneer in the creative use of neural networks under human control. Katie Peyton Hofstadter is an artist, writer, and curator. Her work investigates the intersections between embodiment, technology, and consciousness, exploring how technologies shape cultural narratives and sensory experience.

FILE SÃO PAULO 2025: SYNTHETIKA – Andy Thomas

Visual Bird Sounds

Andy Thomas

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – INTERATOR

Electronic Language International Festival

Visual Bird Sounds – Australia

Visual Bird Sounds transforms bird songs and sounds into computer-generated 3D visualizations. The recordings are converted into animated figures that resemble living digital organisms—like virtual representations of the birds themselves. The work invites the audience to reflect on the beauty of nature and the urgency of preserving its habitats.

 

BIO

Thomas is an artist specializing in the creation of “sonic lifeforms” and creative sound visualization. He collects recordings and images of birds and other animals on expeditions to remote regions, transforming these data into videos and digital works. His work unites science and art by fusing elements of flora and fauna into abstract visual compositions.

FILE SÃO PAULO 2025: SYNTHETIKA – Jiatong Yao

ChromaPause

Jiatong Yao

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – CGI VIDEOS
Electronic Language International Festival

 

ChromaPause – China

ChromaPause is an experimental film that explores the relationship between urban life, posthuman identity, and the yearning for nature in a digitalized world. Futuristic flowers bloom in a surreal mesh, symbolizing the balance between the organic and the synthetic. Posthuman figures merge with the technological landscape, embodying the convergence of humanity and technology. The work invites pause and reflection in this pulsating universe.

BIO

Jiatong Yao connects art, technology, and culture, exploring XR, 3D, AI, and interactive computing. He reflects on the transformation of the modern self through technology, creating immersive experiences that intertwine humanity and the digital age. With a background in computer science and technical art, he develops innovative projects on the impacts of information on society. 

FILE SÃO PAULO 2025: SYNTHETIKA – Juan Manuel Escalante

Music for Control Panels

Juan Manuel Escalante

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – Video Art
Electronic Language International Festival

 

Music for Control Panels – Mexico

Music for Control Panels is an audiovisual exploration inspired by the aesthetics of machines and control rooms. In the tradition of electronic ambient music, sporadic acoustic events and drones guide the viewer through a contemplative journey. The visual component features a generative graphic score echoing projections of computer terminals, printers, and fax machines. The overall composition pays homage to the early computer systems using contemporary techniques.

BIO

Escalante is an artist and educator working with computer code, modular synthesizers, and analog drawings. His work has been shown in major festivals and exhibitions worldwide. Escalante holds a Ph.D. in Media Arts & Technology (University of California, Santa Barbara).

FILE SÃO PAULO 2025: SYNTHETIKA – Kenji Kojima

Begins with Chaos

Kenji Kojima

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – Video Art
Electronic Language International Festival

 

Begins with Chaos — Lascaux – United States

The environment is filled with chaotic information. Sensory organs build the world by extracting only certain elements from this chaos—such as visual and auditory data—acting like filters. It is as if the world is constructed using the “key” of a specific sense, decoding a hidden code. All information is recorded in binary form. The artist transforms this binary data into new formats, turning it into artworks. To do so, a one-time-use key was used to encrypt and decrypt the colors within the image data.

BIO

Kenji Kojima was born in Japan and moved to New York in 1980, during the rapid rise of personal computers. He began creating digital art, exploring the connections between perception, cognition, technology, music, and visual art. His works have been exhibited in New York City and at media art festivals around the world.

FILE SÃO PAULO 2025: SYNTHETIKA – Tanja Vujinovica

SynthPets

Tanja Vujinovica

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – Installations
Electronic Language International Festival

 

SynthPets – Slovenia

SynthPets is inspired by the evolution of artificial intelligence and robotics, paying tribute to the creator’s robotic vacuum cleaner. These mysterious cyber-organic companions emerge through sketches, digital drawings, 3D sculptures, and AI-generated forms. The work explores humanity’s entanglement with electronic pets and devices that have become integral to everyday life.

BIO

Tanja Vujinovic is a multimedia artist who blends video art, games, music, and research to explore how technology shapes human experience. Her work examines the influence of synthetic environments and electronic devices, often featuring playful small figures—drawing inspiration from dolls, figurines, and talismans—that serve as symbolic guardians and companions.

3D computer graphics, digital sculpting and painting, generated AI, sound: Tanja Vujinovic

Production: Tanja Vujinovic/Ultramono, 2024—ongoing.

Consulting

RonBreIan, Software and Audio Engineer

https://www.tanjav.art/

@tanja_vujinovic_ultramono_

QUBIT AI – International Electronic Language Festival – Art and Technology

QUBIT AI | quantum & synthetic ai
Electronic Language International Festival

July 3rd to August 25th
Tuesday to Sunday, 10am – 8pm
FIESP Cultural Center

Design: André Lenz
Image: Iskarioto Dystopian AI Films – Athena

QUBIT AI

In its 25 years of existence, the International Electronic Language Festival (FILE) is an internationally renowned Brazilian project that since 2000 has explored the intersection between art and technology. With more than two decades of history, the festival stands out for fostering exhibition spaces and debate about artistic innovations driven by disruptive and innovative technologies, inviting the public to get involved with experimental forms of art that challenge the boundaries of conventionality. Currently, two of these technologies stand out in the contemporary scenario: the accelerated development of quantum computing and artificial intelligence corroborated by synthetic data.

Quantum computing, an emerging revolution in the technological field, offers a new range of creative possibilities for contemporary artists. This new era allows the exploration of unprecedented frontiers through a new computational format that consists mainly of quantum superposition and entanglement, a new field of exploration for synthetic computer science, as well as for the arts in general; on the other hand, artificial intelligence, fueled by synthetic data, offers artists a new way of making and understanding art, opening up space for new forms, concepts and artistic expressions.

Entitled QUBIT AI, the exhibition delves into this unexplored territory presenting a selection of works of art resulting from the connection between artistic creation and technology, proposing a theoretical reflection on what the interrelationship between quantum computers and synthetic artificial intelligence will be.

Visitors will be invited to experience immersive installations, experimental videos, digital sculptures and other forms of interactive art, which intertwine reality and imagination. The exhibition encourages reflections on the influence of technology on art and contemporary society, while at the same time providing an environment to compare already established technological arts (analog and digital) with the possible futures of art in the synthetic era, enhanced by quantum computing. The QUBIT AI exhibition at FILE SP 2024 transcends the mere presentation of works of art; it is a journey to the limits of human creativity, driven by the convergence of art, science and technology.

Ricardo Barreto and Paula Perissinotto
co-organizers and curators of FILE
International Electronic Language Festival

 

QUBIT AI: Banz & Bowinkel

Bots
FILE 2024 | Installations
International Electronic Language Festival

Bots presents a computer-controlled society through a series of algorithmically controlled humanoid avatars that appear on physical carpets using augmented reality (AR). Real-time performances synthesize human behavioral patterns into a formalized digital social study. Omnipresent, combined with our devices and incorporated into virtual environments, the work reminds us of our own digitalized world, in which we are surrounded by invisible bots.

Bio

Giulia Bowinkel (born 1983) and Friedemann Banz (born 1980) live in Berlin and have worked together under the name Banz & Bowinkel since 2009. In 2007 they graduated from the Art Academy with Albert Oehlen and started making art with computers . His work encompasses computer-generated imagery, animation, augmented reality, virtual realities and installations.

QUBIT AI: Seph Li

Everything Before, Everything After

FILE 2024 | Installations
International Electronic Language Festival
Seph Li – Everything Before, Everything After – China and UK

A digital installation features a winding river in the style of Chinese painting, symbolizing time and transition. Touch screens allow visitors to paint over it, altering its course unpredictably. The river embodies history and the future, with each trace contributing to its eternal flow through space and time. Recorded interactions ensure its perpetual existence.

Bio

Born in Beijing in 1988, Seph Li has a mixed background in technology and design, and his keen interest in interactive artworks led him to the field of media arts. Seph studied computer science and entertainment design at Tsinghua University and continued his master’s study in design/media arts at UCLA. Seph currently resides in London, United Kingdom; he creates interactive artworks as well as technical experiments with other production studios.

QUBIT AI: Kelly Luck

Kelly Luck
Strangeland 1 (excerpt)

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival
Kelly Luck – Strangeland 1 (excerpt) – United States

From a surrealist point of view, the main attraction of generative AI, for the artist, is its lack of memory. At any given moment, she only has the current frame and instructions on how to proceed, similar to free association in dreams. This work is part of a series of long-term environments designed to immerse the viewer in a constantly evolving and never-ending landscape, inviting relaxation and engagement.

Bio

As part of the first generation to grow up around computers, Kelly Luck quickly became fascinated with the creative possibilities of this new technology. Her journey has ranged from pixel art and graphic ‘hacks’ to the 90s demoscene, 2D and later 3D graphics, and now the modern tools of digital art. With the emergence of generative AI, it endlessly explores how technology continues to blur the line between imagination and reality.

QUBIT AI: AESTHETIC SYNTHETIC FILE – São Paulo 2024 – Art and Technology

FILE 2024

QUBIT AI | quantum & synthetic ai
Electronic Language International Festival
July 3rd to August 25th
Tuesday to Sunday, 10am – 8pm
FIESP Cultural Center

Design: André Lenz
Image: Iskarioto Dystopian AI Films – Athena

QUBIT AI

In its 25 years of existence, the International Electronic Language Festival (FILE) is an internationally renowned Brazilian project that since 2000 has explored the intersection between art and technology. With more than two decades of history, the festival stands out for fostering exhibition spaces and debate about artistic innovations driven by disruptive and innovative technologies, inviting the public to get involved with experimental forms of art that challenge the boundaries of conventionality. Currently, two of these technologies stand out in the contemporary scenario: the accelerated development of quantum computing and artificial intelligence corroborated by synthetic data.

Quantum computing, an emerging revolution in the technological field, offers a new range of creative possibilities for contemporary artists. This new era allows the exploration of unprecedented frontiers through a new computational format that consists mainly of quantum superposition and entanglement, a new field of exploration for synthetic computer science, as well as for the arts in general; on the other hand, artificial intelligence, fueled by synthetic data, offers artists a new way of making and understanding art, opening up space for new forms, concepts and artistic expressions.

Entitled QUBIT AI, the exhibition delves into this unexplored territory presenting a selection of works of art resulting from the connection between artistic creation and technology, proposing a theoretical reflection on what the interrelationship between quantum computers and synthetic artificial intelligence will be.

Visitors will be invited to experience immersive installations, experimental videos, digital sculptures and other forms of interactive art, which intertwine reality and imagination. The exhibition encourages reflections on the influence of technology on art and contemporary society, while at the same time providing an environment to compare already established technological arts (analog and digital) with the possible futures of art in the synthetic era, enhanced by quantum computing. The QUBIT AI exhibition at FILE SP 2024 transcends the mere presentation of works of art; it is a journey to the limits of human creativity, driven by the convergence of art, science and technology.

Ricardo Barreto and Paula Perissinotto
co-organizers and curators of FILE
International Electronic Language Festival

QUBIT AI: Eduardo Reck Miranda

Sounding Qubits

FILE 2024 | Quantico
International Electronic Language Festival
Eduardo Reck Miranda – Sounding Qubits – Brazil

Although he has learned classical musical instruments since childhood, Eduardo Miranda’s favorite tool for composing is the computer. The researcher has been delving into artificial intelligence and innovative computing methods for compositing for some time, as they offer fresh insights and ideas beyond his own.

A quantum computer deals with information encoded as qubits. A qubit is to a quantum computer what a bit is to a digital one: a basic unit of information. In hardware, qubits exist in the subatomic world. They are subject to the laws of quantum mechanics.

Quantum computers are like super-powered versions of classical digital computers. While a digital computer processes data in a linear, step-by-step fashion, a quantum computer can explore many possibilities at once.

Operating a quantum computer requires different ways of thinking about encoding and processing information. This is where composers can benefit greatly. This technology is destined to facilitate the development of unprecedented ways of creating music.

Bio

Composer who works at the intersection of music, science and new technologies. His background as an artificial intelligence scientist and classical composer with early involvement in avant-garde pop music informs his distinctive music. He has composed for BBC Radio 3, BBC Concert Orchestra, BBC Singers and Scottish Chamber Orchestra. He is a professor at the University of Plymouth and a research associate at Quantinuum, where he explores music composition with quantum computers.

QUBIT AI: FILE QUANTUM WORKSHOP 2024 – São Paulo – Art and Technology

FILE 2024

QUBIT AI | quantum & synthetic ai
Electronic Language International Festival
July 3rd to August 25th
Tuesday to Sunday, 10am – 8pm
FIESP Cultural Center

Design: André Lenz
Image: Iskarioto Dystopian AI Films – Athena

QUBIT AI

In its 25 years of existence, the International Electronic Language Festival (FILE) is an internationally renowned Brazilian project that since 2000 has explored the intersection between art and technology. With more than two decades of history, the festival stands out for fostering exhibition spaces and debate about artistic innovations driven by disruptive and innovative technologies, inviting the public to get involved with experimental forms of art that challenge the boundaries of conventionality. Currently, two of these technologies stand out in the contemporary scenario: the accelerated development of quantum computing and artificial intelligence corroborated by synthetic data.

Quantum computing, an emerging revolution in the technological field, offers a new range of creative possibilities for contemporary artists. This new era allows the exploration of unprecedented frontiers through a new computational format that consists mainly of quantum superposition and entanglement, a new field of exploration for synthetic computer science, as well as for the arts in general; on the other hand, artificial intelligence, fueled by synthetic data, offers artists a new way of making and understanding art, opening up space for new forms, concepts and artistic expressions.

Entitled QUBIT AI, the exhibition delves into this unexplored territory presenting a selection of works of art resulting from the connection between artistic creation and technology, proposing a theoretical reflection on what the interrelationship between quantum computers and synthetic artificial intelligence will be.

Visitors will be invited to experience immersive installations, experimental videos, digital sculptures and other forms of interactive art, which intertwine reality and imagination. The exhibition encourages reflections on the influence of technology on art and contemporary society, while at the same time providing an environment to compare already established technological arts (analog and digital) with the possible futures of art in the synthetic era, enhanced by quantum computing. The QUBIT AI exhibition at FILE SP 2024 transcends the mere presentation of works of art; it is a journey to the limits of human creativity, driven by the convergence of art, science and technology.

Ricardo Barreto and Paula Perissinotto
co-organizers and curators of FILE
International Electronic Language Festival

QUBIT AI: FILE OPENING LECTURE 2024 – São Paulo – Art and Technology

FILE 2024

QUBIT AI | quantum & synthetic ai
Electronic Language International Festival
July 3rd to August 25th
Tuesday to Sunday, 10am – 8pm
FIESP Cultural Center

Design: André Lenz
Image: Iskarioto Dystopian AI Films – Athena

QUBIT AI

In its 25 years of existence, the International Electronic Language Festival (FILE) is an internationally renowned Brazilian project that since 2000 has explored the intersection between art and technology. With more than two decades of history, the festival stands out for fostering exhibition spaces and debate about artistic innovations driven by disruptive and innovative technologies, inviting the public to get involved with experimental forms of art that challenge the boundaries of conventionality. Currently, two of these technologies stand out in the contemporary scenario: the accelerated development of quantum computing and artificial intelligence corroborated by synthetic data.

Quantum computing, an emerging revolution in the technological field, offers a new range of creative possibilities for contemporary artists. This new era allows the exploration of unprecedented frontiers through a new computational format that consists mainly of quantum superposition and entanglement, a new field of exploration for synthetic computer science, as well as for the arts in general; on the other hand, artificial intelligence, fueled by synthetic data, offers artists a new way of making and understanding art, opening up space for new forms, concepts and artistic expressions.

Entitled QUBIT AI, the exhibition delves into this unexplored territory presenting a selection of works of art resulting from the connection between artistic creation and technology, proposing a theoretical reflection on what the interrelationship between quantum computers and synthetic artificial intelligence will be.

Visitors will be invited to experience immersive installations, experimental videos, digital sculptures and other forms of interactive art, which intertwine reality and imagination. The exhibition encourages reflections on the influence of technology on art and contemporary society, while at the same time providing an environment to compare already established technological arts (analog and digital) with the possible futures of art in the synthetic era, enhanced by quantum computing. The QUBIT AI exhibition at FILE SP 2024 transcends the mere presentation of works of art; it is a journey to the limits of human creativity, driven by the convergence of art, science and technology.

Ricardo Barreto and Paula Perissinotto
co-organizers and curators of FILE
International Electronic Language Festival

 

Breakfast

Portraits in Black and Silver
Portraits in Black and Silver is an interactive kinetic artwork that uses BREAKFAST’s custom-engineered Flip-Disc medium. This computer-controlled installation invites you to become a part of its history. As you engage with the piece, it will record a brief clip of your interaction and play it back at a later time, cycling through all of the portraits captured. Flip-Discs are small dime-size circles that can rotate 60 times per second using electromagnets, creating abstract images of black and silver portraits. The artwork challenges your perception of what art can be and pushes the boundaries of traditional mediums.

PETER WILLIAM HOLDEN

Vicious Circle

file festival

Come molti della mia generazione, sono cresciuto succhiando un tubo a raggi catodici e facendo il bagno nelle onde radio. Tutto questo è rappresentato all’interno del mio lavoro, in un collage di movimento, luce e suono. Attualmente con il mio lavoro sto esplorando modi per dissolvere i confini tra cinematografia e scultura. Le mie recenti ricerche su questo tema hanno coinvolto l’uso di computer combinato con elementi meccanici per creare installazioni simili a mandala. Queste installazioni sono il mio mezzo e le uso per creare animazioni effimere. Questa effimera coreografia di movimento è il punto focale del mio lavoro. Credo che questo fascino per le immagini in movimento e la trasformazione degli oggetti derivi dalla mia giovinezza, dove i primi computer domestici degli anni ’80 mi hanno dato uno sguardo nel meraviglioso mondo della matematica applicata. Su questi computer è stato possibile con codici semplici generare fantastici schemi e suoni astratti e quell’incontro ha distrutto per sempre il confine nella mia mente tra astratto e reale. Anche la danza gioca un ruolo significativo nel mio lavoro; Sono stato attratto dalla musica elettronica. L’electro con il suo suono sintetizzato mi ha introdotto alla break-dance e la mia anima è stata catturata dalla bellezza del movimento fisico coreografato.

David Bowen

PLANT BOT
plant bot is a time based interactive art installation where the fates of a living plant and a computer are interdependent. Essentially the plant attempts to train a computer using image recognition. Through this process the computer will learn to recognize when the plant needs water based on images it takes of the plant. If the plant appears healthy, the computer will maintain a regular water regiment. If the plant does not appear healthy to the computer it will attempt to aid the plant by adjusting to what it “thinks” the plant needs based on the images gathered. As the computer becomes more intelligent and hence more adept at caring for the plant, the plant will conceivably thrive and grow in proportion. If the computer is unsuccessful, conceivably the opposite will occur.

MEDIATED MATTER

Silk Pavilion II
Bloom is een interactieve installatie die reageert op de beweging en gebaren van het publiek. Met behulp van interactiviteit met laseraanraking genereert het publiek digitale bloemen in bloei die een geluidscompositie creëren die verandert naargelang de actie van de gebruiker. Gebouwd volgens een parametrische benadering van geluids- en visuele architectuur, wordt de installatie gepresenteerd als een systeem met een hoog proces van willekeurige creatie. In die zin is elke interactie uniek en onnavolgbaar. Het publiek communiceert rechtstreeks met de digitale wereld door middel van de beweging van hun handen, waardoor abstracte lichten en beelden ontstaan. Dit onderzoekt de praktijk van menselijke beweging om de expressie en communicatie van beweging te vergemakkelijken en om nieuwe paradigma’s te ontwerpen en te ontwikkelen voor interactie met computers door middel van beweging.

Carla Chan

Falling Black
Unfalling Black is an augmented reality experience that reveals digitally manipulated weather formation in an enclosed environment. Treating the mobile device as a digital window, the work uncovers the displacing choreography of rain, storms and snow, occurring all around the audience and yet witnessed only through the computerized lens.

Brodbeck & de Barbuat

Les 1000 vies d’Isis
Les 1000 vies d’Isis (The 1000 lives of Isis) highlights the birth of an imaginary character created entirely by computer. A virtual identity whose daily life is imagined in images. The fictitious staging of these moments photographed in the South of France interrogates Photography and Portraiture by introducing a questioning on the nature of images, their link to reality and to the identity of the living.

TOSHIO IWAI

Piano
Iwai’s Piano — As Image Media (1995), a later sound work, is related to these early interactive experiments. Here the user, seated at the piano, triggers a flow of images that depress the piano’s keys; a consequence of this action releases yet another flight of images. The resulting interactive installation synthesizes two different aesthetics: sounds (simple melodies), images and a mechanical object (the piano) with digital media. A projected score and computer-generated imagery transform the piano into image media, hence the work’s name. Sound is the triumphant component in these works, for it activates and shapes the visual work. But the visual aspect of Iwai’s installations is lovely. His interactive systems appeal to the creative impulses of adults and children alike with their celebration of animation, computer potential, and the joy of sound.07

DENNIS NEUSCHAEFER-RUBE

The Wizard of Oz experiment

The Videoinstallation “The Wizard of Oz experiment” by Dennis Neuschaefer-Rube shows the movie „The Wizard of Oz“ 5829 times side by side. The movies are arranged in rows from left to right and time shifted by exactly one second each. The video starts at the top left, with the first second of the film and finishes bottom right with the last second of the film. The projection is in a that repeats every 98 minutes.
A computer voice speaks the whole subtitles of the film „The Wizard of Oz.“ in a 68-minute loop.

Antoine Catala

Emobot
Catala’s work investigate emotions and empathy in our technological information-driven society. His computer generated Emobot appears at once familiar and strange as it utters simple statement about its feelings. The visually mesmerizing figure might serve as an avatar onto which we relate to the expression of strong feelings when they are delivered digitally-an increasing prevalent cultural phenomena. Listening to a not-quite human presence express its vulnerability may have less impact in us than hearing a real person communicate similar emotions. Nevertheless, the deliberate and repetitive manner in which Emobot articulates powerful sentiments affords us ample opportunity to reflect on the existential quality of their meaning.

Lawrence Lek

AIDOL
Lawrence Lek präsentiert AIDOL, die Fortsetzung seines 2017er CGI-Films Geomancer. Mit einer vom Künstler geschriebenen und orchestrierten Partitur erzählt diese computergenerierte Fantasy die Geschichte eines verblassenden Superstars, Diva, der einen aufstrebenden KI-Songwriter für eine Comeback-Performance beim olympischen eSport-Finale 2065 engagiert. In einem Nebel-und-Spiegel-Reich aus fantastischer Architektur, empfindungsfähigen Drohnen und schneebedeckten Dschungeln dreht sich AIDOL um den langen und komplexen Kampf zwischen Mensch und Künstlicher Intelligenz. Ruhm – in all seiner Anziehungskraft und Leere – steht den größeren Widersprüchen einer Post-KI-Welt gegenüber, einer Welt, in der Originalität manchmal nur ein algorithmischer Trick ist und in der Maschinen die Fähigkeit haben, zu lieben und zu leiden.

SOUGWEN CHUNG

Zeichenvorgänge
Sougwen Chung ist eine international bekannte multidisziplinäre Künstlerin, die handgezeichnete und computergenerierte Markierungen verwendet, um die Nähe zwischen der Kommunikation von Person zu Person und der Kommunikation von Person zu Maschine zu untersuchen. Sie ist eine ehemalige Forscherin am MIT Media Lab und derzeit Artist in Resident bei Bell Labs und dem New Museum of Contemporary Art in New York. Ihre spekulative kritische Praxis umfasst Installation, Skulptur, Standbild, Zeichnung und Performance. Drawing Operations Unit: Generation 1 ist die erste Stufe einer laufenden Studie über die Interaktion zwischen Mensch und Roboter als künstlerische Zusammenarbeit.

Coralie Vogelaar

Random String of Emotions

Emotion recognition software analyzes our emotions by deconstructing our facial expressions into temporal segments that produce the expression, called Action Units (AU; developed by Paul Ekman), and breaking them down into percentages of six basic emotions, happy, sad, angry, surprised, scared, and disgusted. In this video the artist uses this decoding system to turn the process around. Here – instead of detecting AUs – a computer is used to generate a random string of AUs. In this way complex and perhaps even nonexisting emotional expressions will be discovered. These randomly formed expressions, played in random order, are then analyzed again by professional emotion recognition software.

HIROTO IKEUCHI

MPS-15SK “MULTI” EXOSKELETON
Hiroto Ikeuchi kreiert die dystopisch anmutende Version der allseits bekannten Luftkapseln oder der Masken, an die wir uns unbestreitbar gewöhnt haben. Ikeuchi ist ein japanischer Künstler, Designer und Modellbauer mit Sitz in Tokio und weltweit bekannt für seine futuristischen Hightech-Designs, modernen Accessoires und Roboterfiguren, die unser rudimentäres Verständnis von elektronischen oder computergestützten Geräten erschüttern.

Ricardo Barreto and Maria Hsu Rocha

Martela
FILE Festival
Tactila ist eine Kunstform, deren Medium der Tastsinn (Takt) ist, der von allen anderen unabhängig ist und seine eigene Intelligenz, Vorstellungskraft, Erinnerung, Wahrnehmung und Empfindung hat. Es ist bekannt, dass Bild und Ton in der Kunst und in anderen Disziplinen Vorrang haben. Tactila findet rechtzeitig statt und kann daher aufgezeichnet werden und für spätere Ausführungen verschiedene Notationsformen haben. Deshalb wurde seine Entwicklung dank mechatronischer und Robotersysteme, die mit Maschinensprachen kompatibel sind, erst jetzt möglich. Bei der Erstellung taktiler Werke handelt es sich um eine (Takt-) Komposition, die in handgemachter Notation erstellt und auf einer Tastatur oder direkt darauf gespielt werden kann der Computer der taktilen Maschine (Roboter).
Taktile Maschinen können durch Punkte, Vektoren und Texturen mit unterschiedlichen Rhythmen und Intensitäten zahlreiche taktile Möglichkeiten bieten und an verschiedenen Ausdehnungen und Orten unseres Körpers ausgeführt werden.
Die erste taktile Maschine heißt „Martela“. Es ist ein taktiler Roboter, der aus 27 Motoren besteht, die in drei Quadrate (3 × 3) unterteilt sind, d. H. Jedes Quadrat hat 9 Motoren. Jeder Motor entspricht einem Matrixpunkt, daher haben wir 27 taktile Einheiten, mit denen der Körper des Benutzers mit verschiedenen Intensitäten berührt werden kann.

Sougwen Chung

愫君
Drawing Operations
Sougwen Chung is an internationally renowned multidisciplinary artist, who uses hand-draw and computer-generated marks to address the closeness between person-to-person and person-to- machine communication. She is a former researcher at MIT Media Lab and current Artist in Resident at Bell Labs and New Museum of Contemporary Art in New York. Her speculative critical practice spans installation, sculpture, still image, drawing, and performance. Drawing Operations Unit: Generation 1 is the 1st stage of an ongoing study of human and robotic interaction as an artistic collaboration.

Raquel Meyers

RAIN PART I – THE OWL – KYBDslöjd
“We live in a time where hardware and software become obsolete even before we have learned how to use them. KYBDslöjd is a brutalist storytelling about technology and keystrokes using Commodore 64 computer, Teletext System, and typewriters. These technologies are not souvenirs from the past. They are hard-won knowledge.”more

NORIYUKI SUZUKI

*(Sternchen)
„*(Sternchen) ist eine Installation, die aus einem Armillarsphärenapparat besteht, der einen Apfel um 360 Grad dreht, und vier Kameras, die die Oberfläche des Apfels in Echtzeit omnidirektional scannen. Computer berechnen die Ähnlichkeit zwischen fragmentarischen Bildern des gegenwärtigen Apfels und Äpfeln, die ich zuvor gegessen habe, als wären sie meine Erinnerung an Äpfel. Die Berechnungen und verglichenen Bilder von Apfelfragmenten werden jeweils auf vier Displays angezeigt.“ Noriyuki Suzuki