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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 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: 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 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 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 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 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

 

FILE 2024 – Call for Entries

The Call for Entries to participate in FILE – Electronic Language International Festival’s projects in 2024 is now open. The festival seeks original artworks in Art and Technology, by Brazilian and international artists. Registration remains open until February 10th. Access the registration form.

FILE is a non-profit cultural organization that has propagated creation and experimentation in Art and Technology through exhibitions, events and publications over 23 years. This call opens up the opportunity to participate in the 23rd. Edition of the Electronic Language International Festival, which is scheduled to take place at the FIESP Cultural Center, in São Paulo. The selected projects will also be able to collaborate in parallel events in different states in Brazil.

Using the registration form, it is possible to send interactive installations, sound art, video art, robotics, animations, CGI videos, virtual realities, augmented realities, mobile art, games, gifs, internet art, lectures and workshops, among others. To participate in the LED SHOW programm, exhibited annually at the FIESP Digital Art Gallery, register using the form. Sign up!

 

 

 

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: Ines Alpha

3D Makeup

FILE 2024 | Installations
International Electronic Language Festival

Ines Alpha, a digital artist specializing in 3D makeup, constantly seeks artistic collaborations that transcend her own face. Working only on her personal characteristics became restrictive and monotonous for Ines. Starting from faces as blank canvases, she incorporates digital elements that ‘amplify’ unique personalities, styles and essences.

Bio

Ines Alpha is a digital artist internationally recognized for her unique 3D makeup style, developed while working in the beauty industry as an art director. Her innovative approach combines makeup with technology, creating ethereal and futuristic narratives, and redefining the future of aesthetics in the world of beauty.

Photo
Diane Sagnier

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: Matthias Oostrik

The Forgettable Art Machine

FILE 2024 | Installations
International Electronic Language FestivalInternational Electronic Language Festival

The Forgettable Art Machine is an artificial intelligence-driven video installation. When facing the panel, the public has their image captured, starting a cycle of analysis, creation and destruction. From this data, a composite emerges, slowly transforming the visitors’ image into a generative visualization. Once the cycle is complete, the composition is deleted, waiting for a new audience to be captured.

Bio

Matthias Oostrik works at the intersection of digital art, installation art, cinema and architecture. His works establish unpredictable relationships between people and their surroundings. Using digital technology, his installations allow visitors to reshape their environment and their relationships with each other. Oostrik collaborates with renowned professionals and, above all, with his audience, who often become an integral part of his work.

Credits

Co-production: Zester
IA Music: Than van Nispen

QUBIT AI: Valentin Rye

Around The Milky Way

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival

Valentin Rye – Around The Milky Way

In the distant future, several species inhabit the Milky Way. This scenario inspired the video, aiming to portray various forms of life and evoke a plausible atmosphere. Using images he created, the artist experimented with Stable Video Diffusion, a new video generation method. The objective was to expand the limits of this neural network and improve its output, resulting in the conception of this video.

Bio

Valentin Rye is a self-taught machine whisperer based in Copenhagen, deeply passionate about art, composition and the possibilities of technology. He has been involved in AI and neural network image manipulation since starting DeepDream in 2015. While his IT work lacks creativity, he indulges in digital arts during his free time, exploring graphics, web design, video, animation and experimentation with images.

QUBIT AI:

Space Odyssey 2002

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival
Valentin Rye – A Space Odyssey 2002 – Denmark

This video offers a surrealist take on futuristic sci-fi concepts from the 60s and 70s. Imagine a future colonization of Mars where interior design is given an avant-garde twist. It was created by brainstorming visual ideas, generating countless images, refining the best ones and assembling them into clips. After careful selection, these clips have been organized into a cohesive timeline, accompanied by atmospheric music to enhance the overall experience.

Bio

Valentin Rye is a self-taught machine whisperer based in Copenhagen, deeply passionate about art, composition and the possibilities of technology. He has been involved in AI and neural network image manipulation since starting DeepDream in 2015. While his IT work lacks creativity, he indulges in digital arts during his free time, exploring graphics, web design, video, animation and experimentation with images.

QUBIT AI: SurrealismToday.com

The Legend of Ogie

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival
SurrealismToday.com – The Legend of Ogie – United States

What worlds exist beyond Einstein’s speed limit? Inspired by Eric Weinstein’s theory of Geometric Unity, the work explores the idea that space-time is like a melody playing over an eight-dimensional universe. Abstract and metamorphic forms transition from organic forms to parastatic patterns, creating a dance of visuals and sounds that merge into an immersive experience of fractal unfolding.

Bio

SurrealismToday.com is an artist collective and educational platform dedicated to the proliferation of surreal and visionary ontologies in contemporary art. The group began as an esoteric cargo cult dedicated to discovering the beautiful, the fantastic, and the transcendent in the pseudo-philosophical landscape of the art world. His methods include searching for gems in the digital world and infusing mystical enchantments into generative diffusion models.

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: Infratonal

Useless Hands

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival
Infratonal – Useless Hands – France

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: Arnaud Weber

NNY 43 – New York 43

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival
Arnaud Weber – NNY 43 – Nouvelle New-York 43 – Switzerland

In this short created with Midjourney, Runway and DaVinci Resolve, a futuristic megacity sprawls across an exoplanet, reflecting humanity’s limitless expansion. This fascinating and immense city of tomorrow explores the challenges and wonders of a civilization that goes beyond the limits of human habitation. The work offers a captivating reflection on the future of our societies and the impact of our growth in new and unexplored worlds.

Bio

Arnaud Weber, creative director and founder of Le Village Design has been a pioneer in generative digital art since the 2000s. Educated at École Boulle, his work ranges from Parisian design agencies to international recognition, especially through art and films generated by AI. His projects exemplify the fusion between technology and creativity, questioning the future of organic creativity in the digital age.

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.

MERCE CUNNINGHAM

简宁汉
מרס קנינגהם
マース·カニングハム
머시 디스 커닝햄
dance
Мерс Каннингем
Paul Kaiser
Shelley Eshkar

Dancer Matthieu Chayrigues

Compagnie Centre National de Danse Contemporaine-Angers.

Photo: Charlotte Audureau.
BIPED

“Ever the experimentalist, Cunningham collaborated with digital artists Paul Kaiser and Shelley Eshkar using motion capture technology to create BIPED. As the name suggests it’s in its most basic sense an exploration of the biped, the ambulatory two-legged body.
Eshkar and Kaiser place a scrim in front of the dancers on which they project a moving décor of lines and patterns.” Lisa Traiger

tabor robak

balenciaga collaboration
A 25 minute video loop with previously unreleased tracks by DJ Hell, made in collaboration with Balenciaga.

Here is a dramatic tension in his work between the real and the imagined in his use of often-appropriated digital objects to create virtual landscapes, which frequently contain elements – animals, machines, fragments of videogames – that are recognisable from our day to day life. This creates a symbiotic relationship between the digital and the real. In a very real way digital space has now become an intangible reality. The worlds built by Robak have a distinctly cinematic sensibility that hyperbolises the shine and dramatic effects of 3D rendered animation. The aesthetic of his work is supremely important, drawing the viewer into a truly alluring, indulgent and strangely gratifying environment. There is a further challenge to the void between high-art and the worlds of 3D animation and gaming, in the intersection between depiction and simulation. This can be partially attributed to the vernacular of advertising Robak is so proficient at utilising.

Daniel Widrig

‘SnP’, 2018, recycled plastic, injection moulded

“Widrig’s art breaks down the boundaries between disciplines; borrowing tools traditionally associated with one industry and using them in other fields, in often unanticipated and exciting ways. Widrig uses computer simulation processes and advanced technologies adopted from the special effects business to create sculptural 3D-printed craftwork—digital designs materialize into intricate sculptures in glass or recycled plastic and furniture pieces with impeccable undulated thin surfaces,” Devid Gualandris

Ian Cheng

“Entropy Wrangler,” Ian Cheng’s 2013 exhibition at Off Vendome in Dusseldorf, was an excellent introduction to the logic behind this artist’s practice. The centerpiece was a large projection in the gallery’s basement described as “a live computer simulation that changes and evolves, forever.” Like all of Cheng’s simulations, it was programmed with motion capture techniques that register the physical movements of performers that are then translated onto digital bodies. These bodies coexist as individual entities subject to the laws and dynamics of a causal, virtual world: avatars of people and common objects, like hammers and basketball players, rendered in basic three-dimensional form and caught in the zero gravity of the digital screen

Jürg Lehni

Four Transitions
Die Installation Four Transitions (2020) des interdisziplinären Schweizer Künstlers Jürg Lehni besteht aus vier an einer Wand montierten Boxen, die jeweils den Entstehungsprozess einer Zahl in einer deutlich unterschiedlichen Farbe und Technologie zeigen. Im Kontext neuer Medien und internetbasierter Kunst, wo die Definitionen von Kunst offen sind und die Beziehung des bewegten Bildes und der Arbeitsstrukturen zum Betrachter im Mittelpunkt steht, rückt der performative Aspekt der Arbeit in den Vordergrund wie die Dinge dargestellt werden. Seit der Postmoderne erweist sich die Frage nach dem Dargestellten im Hinblick auf den semiotischen Aspekt der Kunst als zu einfach oder zu allgegenwärtig, um dem Werk gerecht zu werden. Die Tatsache, dass? hier ist leicht zu beantworten: Four Transitions repräsentiert eine Echtzeit-Digitaluhr. Das Werk entfaltet seine Tiefe am deutlichsten, wenn dieser Einfachheit des semiotischen Aspekts die Komplexität der Performativität des Werkes gegenübergestellt wird.

Jürg Lehni

Four Transitions
La instalación Four Transitions (2020) del artista interdisciplinario suizo Jürg Lehni consta de cuatro cajas montadas en una pared, cada una de las cuales muestra el proceso de creación de un número en un color y una tecnología claramente diferentes. En el contexto de los nuevos medios y el arte basado en Internet, donde las definiciones de arte son abiertas y la relación de la imagen en movimiento y las estructuras de trabajo con el espectador es central, el aspecto performativo de la obra pasa a primer plano, la cuestión de cómo se representan las cosas. Desde el posmodernismo, al observar el aspecto semiótico del arte, la cuestión de lo que se representa ha demostrado ser demasiado sencilla o demasiado ubicua para hacer justicia a la obra. ¿El qué? aquí se responde fácilmente: Four Transitions representa un reloj digital en tiempo real. La obra revela su profundidad más claramente cuando esta simplicidad del aspecto semiótico se yuxtapone con la complejidad de la performatividad de la obra.

Carla Gannis

Garden of Emoji Delights
Earth
FILE SAO PAULO 2015
Los emoticonos pueden ser algo más que una forma de animar tus conversaciones digitales, sobre todo para la artista de nuevos medios Carla Gannis. Con El jardín de las delicias de los emoticonos [The Garden of Emoji Delights en inglés] Gannis reconstruye el famoso tríptico de El Bosco adaptándolo a la era digital, experimentando con nuevos modos de redefinir la identidad y sus formas de representación, tanto virtuales como físicas.

fabrica

recognition
RECOGNITION

Recognition, winner of IK Prize 2016 for digital innovation, is an artificial intelligence program that compares up-to-the-minute photojournalism with British art from the Tate collection. Over three months from 2 September to 27 November, Recognition will create an ever-expanding virtual gallery: a time capsule of the world represented in diverse types of images, past and present.A display at Tate Britain accompanies the online project offering visitors the chance to interrupt the machine’s selection process. The results of this experiment – to see if an artificial intelligence can learn from the many personal responses humans have when looking at images – will be presented on this site at the end of the project.Recognition is a project by Fabrica for Tate; in partnership with Microsoft, content provider Reuters, artificial intelligence algorithm by Jolibrain.

PAUL ROBERTSON

File Festival
Paul Robertson is an Australian animator and digital artist who is known for his pixel art used in short films and video games. He is mostly known for Scott Pilgrim Vs. the World: The Game and the recent release, Mercenary Kings. Apart from his seasoned career as a game designer and movie creator, Robertson has been recently spotted on Tumblr with these GIFS. His interest in inserting flashing neon colors, geometric shapes, Japanese character animation, and 1990′s computer imagery, deems his work as heavily influenced by the Seapunk/Vaporwave aesthetic.

Tromarama

Madakaripura

Digital image projection, software, real-time internet-based data, and sound
Installation shot at St. Saviour Church, London
Tromarama is an art collective founded in 2006 by Febie Babyrose, Herbert Hans and Ruddy Hatumena. Engaging with the notion of hyperreality in the digital age, their projects explore the interrelationship between the virtual and the physical world. Their works often combine video, installations, computer programming and public participation depicting the influence of digital media on the society perception towards their surroundings. They live and work between Jakarta and Bandung.

studio smack

PARADISE – A contemporary interpretation of The Garden of Earthly Delights

Lo Studio Smack, meglio conosciuto per il video musicale Witch Doctor di De Staat, ha rilasciato una nuova animazione: un’interpretazione contemporanea di uno dei dipinti più famosi del primo maestro olandese Hieronymus Bosch, The Garden of Earthly Delights. Nel loro ultimo lavoro, il gruppo ha ripulito il paesaggio originale del pannello centrale del dipinto di Bosch e lo ha ricostruito in un’allucinante animazione 4K. Le creature che popolano questo parco giochi al coperto incarnano gli eccessi e i desideri della civiltà occidentale del XXI secolo. Consumismo, egoismo, evasione, richiamo dell’erotismo, vanità e decadenza. Tutti i personaggi sono metafore per la nostra società in cui i solitari sciamano nel loro mondo dei sogni digitale. Sono riflessi simbolici dell’ego e dell’immaginazione delle persone come si vedono, a differenza della versione di Bosch, in cui tutti gli individui sembrano più o meno uguali. Da un Hello Kitty arrapato a un serpente del pene che caccia alla coca Da uno spybot incarnato a polli fritti senza testa. Questi personaggi, una volta figure di sogno dipinte con precisione, sono ora modelli 3D creati digitalmente. A tutti loro è stato dato il proprio ciclo di animazione per vagare nel paesaggio. Inserendoli tutti insieme in questo affresco sintetico, il quadro non è mai lo stesso. Ciò che l’animazione e il trittico di Bosch hanno in comune è che difficilmente riuscirai a sopportare tutto, puoi guardarlo per ore. “Paradise” è stato commissionato dal Museo MOTI nei Paesi Bassi per la mostra New Delights, che fa parte del 500 ° anniversario di Hieronymus Bosch. Una gigantesca installazione video di quest’opera è esposta nel Museo fino al 31 dicembre 2016.

shiro takatani

高谷史郎
史郎の高谷
ST\LL

Die Wassermatrix (Matrice liquide 3D, auf Französisch) ist eine Robotermaschine, die in Echtzeit Wasserskulpturen erstellt und eine kontinuierliche Entwicklung von Formen und Bildern zum Leben erweckt. Diese Installation schafft vergängliche Skulpturen, die der Betrachter in ständiger Beobachtung und Überraschung festhält, fast eine Metapher des berühmten Flusses Heraklit, in dem „alles fließt, alles sich ändert, nichts übrig bleibt. Tore. Die Idee der 3D-Flüssigmatrix wurde 2001 bei einem Besuch in Lille, der Kulturhauptstadt Europas, geboren, wo Shiro Takatani einen Roboterbrunnenschreiber projizierte, der seine Botschaften übermitteln sollte, indem er eine Reihe flüssiger Buchstaben auf den Teich fallen ließ. Leider existierte die Technologie noch nicht und er musste warten, um einen zuverlässigen technischen Partner mit umfassender Erfahrung im Bau digitaler Wasservorhänge als Lumiartecnia Internacional zu finden. Zwei renommierte Digitalkünstler haben während der Roboterkunstausstellung die Kunstwerke für die Wassermatrix entwickelt: Shiro Takatani und Christian Partos. Shiro Takatanis Kunstwerk schafft eine räumliche Erfahrung, die mehrere Schichten paralleler Tröpfchen erzeugt, die auf magische Weise in der Luft zu schweben scheinen, und für Momente, in denen sie sich aus dem Teich erheben und wieder fallen, in sich unmöglich entwickelnden Kreationen, die der Schwerkraft zu trotzen scheinen. Christian Partos Kunstwerk schafft Sequenzen von Wasserskulpturen, die die Fähigkeit der Wassermatrix zeigen, sofort vergängliche Wasserformen zu erzeugen, die im Teich unten verschwinden, um eine neue zu gebären, und auf diese Weise ein konstant fließendes Video von 3D-Skulpturen zu erstellen, als ob sie es wären waren Fotogramme aus einem Film.

FILEALIVE

FILEALIVE/ARQUIVOVIVO
online meetings
.
The FILEALIVE / ARQUIVOVIVO online meetings, to be held on March 29, 30 and 31, 2021, will include professionals and researchers dedicated to the areas of digital memory, cultural heritage preservation and information technology, present in six round tables, presenting case studies, examples of archives and conservation strategies for organizations that aim the free dissemination and protection of art and technology collections.

PHILLIP STEARNS

Memoria frammentata
Phillip Stearns utilizza in modo creativo tutte le forme di elettronica nel suo lavoro, spesso mescolando luce e suono con tecniche tradizionali come la tessitura. Un aspetto del suo lavoro è la trasformazione della glitch art in disegni intrecciati attraverso il suo marchio tessile concettuale Glitch Textiles, fondato nel 2011. Questo spazia dalla visualizzazione di dati binari grezzi delle applicazioni alla scrittura di algoritmi personalizzati per generare modelli che possono essere trasformati in tattili e funzionali opere d’arte. Un’altra impresa è il trittico Fragmented Memory di grandi arazzi tessuti completato nel maggio 2013 al TextielMuseum di Tilburg, nei Paesi Bassi. Questo progetto ha utilizzato pratiche e processi digitali per sfumare i confini tra fotografia, visualizzazione dei dati, design tessile e informatica.

Francesca Fini

Skinned

FILE FESTIVAL

Francesca Fini è un’artista interdisciplinare focalizzata su cinema sperimentale, animazione digitale, nuovi media, installazione e performance art. “Skinned” un collage dadaista che gioca sul concetto di identità, con selfie impossibili realizzati dai protagonisti di capolavori storici della ritrattistica e dell’autoritratto. Cosa si nasconde sotto la pelle, scorticato dalle radiazioni tossiche dei telefoni cellulari? Cosa avrebbero fatto Leonardo da Vinci e Andy Warhol con questo dispositivo malvagio?

FABRICA

Anerkennung
Recognition, Gewinner des IK-Preises 2016 für digitale Innovation, ist ein Programm für künstliche Intelligenz, das aktuellen Fotojournalismus mit britischer Kunst aus der Tate-Sammlung vergleicht. In drei Monaten vom 2. September bis 27. November wird Recognition eine ständig wachsende virtuelle Galerie schaffen: eine Zeitkapsel der Welt, die in verschiedenen Arten von Bildern aus Vergangenheit und Gegenwart dargestellt wird. Eine Ausstellung in der Tate Britain begleitet das Online-Projekt und bietet Besuchern die Möglichkeit um den Auswahlprozess der Maschine zu unterbrechen. Die Ergebnisse dieses Experiments – um zu sehen, ob eine künstliche Intelligenz aus den vielen persönlichen Reaktionen lernen kann, die Menschen beim Betrachten von Bildern haben – werden am Ende des Projekts auf dieser Website vorgestellt. Recognition ist ein Projekt von Fabrica für Tate; in Partnerschaft mit Microsoft, Inhaltsanbieter Reuters, Algorithmus für künstliche Intelligenz von Jolibrain.

CAO YUXI

Dimensionale Abtastung
Dimensionale Abtastung ist ein digitales Projekt für zeitgenössische Kunst, das 2019 von Cao Yuxi Studio gestartet wurde. Das Kernkonzept des Projekts basiert auf dem digitalen Totem des Totems der Ära, das durch den QR-Code-Bildstil dargestellt wird, und untersucht das digitale weiter Zeitalter der neuen Ära. Diese Installation der AudioVisual-Version ist ein Gemeinschaftsprojekt, das mit dem in Hongkong ansässigen Klangkünstler Lawrence Lau erstellt wurde.

Maria Guta and Adrian Ganea

Cyberia

Performance & live computer generated simulation

A postmodern fairytale, Cyberia takes place somewhere in a cold distant East, stretching between and endless imaginary realm and a vast physical space. It is a westwards journey towards a promised future with no arrival and no return. There is no here or there, only a twilight zone between a departure point and a simulated destination. Between digital video projections and a physical setting, using the mechanics of a video-game engine with a motion capture suit, Cyberia is the simulation of an endless pre-climax state where a performer and a CG avatar dance as one to the rhythms of an imaginary West. In a world oversaturated by digital data –mysticism and paranormal are as popular as ever. Emerging technologies are increasingly incorporated in a form of postmodern spiritualism, as Arthur C. Clarke points out: “Any sufficiently advanced technology is indistinguishable from magic.

Ouchhh

Poetic AI
Ouchhh created an Artificial Intelligence and the t-SNE visualization of the hundreds of books and articles [approx. 20 million lines of text] written by scientists who changed the destiny of the world -and wrote history- were fed to the Recurrent Neural Network during the training. This, later on, was used to generate novel text in the exhibition. 136 projectors shining to be a veritable oneiric experience, the ‘POETIC – AI’ digital installation uses Artificial Intelligence in the visual creation process: the forms, light, and movement are generated by an algorithm that creates a unique and contemplative digital work, an AI dancing in the dark, trying to show us connections we could never see otherwise.

Refik Anadol

Quantum memories
Quantum Memories is Refik Anadol Studio’s epic scale investigation of the intersection between Google AI Quantum Supremacy experiments, machine learning, and aesthetics of probability. Technological and digital advancements of the past century could as well be defined by the humanity’s eagerness to make machines go to places that humans could not go, including the spaces inside our minds and the non-spaces of our un- or sub-conscious acts. Quantum Memories utilizes the most cutting-edge, Google AI’s publicly available quantum computation research data and algorithms to explore the possibility of a parallel world by processing approximately 200 million nature and landscape images through artificial intelligence. These algorithms allow us to speculate alternative modalities inside the most sophisticated computer available, and create new quantum noise-generated datasets as building blocks of these modalities. The 3D visual piece is accompanied by an audio experience that is also based on quantum noise–generated data, offering an immersive experience that further challenges the notion of mutual exclusivity. The project is both inspired by and a speculation of the Many-Worlds Interpretation in quantum physics – a theory that holds that there are many parallel worlds that exist at the same space and time as our own.

Refik Anadol

WDCH Dreams
The Los Angeles Philharmonic collaborated with media artist Refik Anadol to celebrate our history and explore our future. Using machine learning algorithms, Anadol and his team has developed a unique machine intelligence approach to the LA Phil digital archives – 45 terabytes of data. The results are stunning visualizations for WDCH Dreams, a project that was both a week-long public art installation projected onto the building’s exterior skin (Sept 28 – Oct 6, 2018) and a season-long immersive exhibition inside the building, in the Ira Gershwin Gallery.

Richard Vijgen

Hertzian Landscapes
Hertzian Landscapes (2019) is a live visualization of the radio spectrum. Unlike visible light, waves in the radio spectrum cannot be perceived by us directly yet this space is teeming with human activity. Hertzian Landscapes employs a digital receiver to scan large swaths of radio spectrum in near real-time and visualizes thousands of signals into a panoramic electromagnetic landscape. Users can zoom in to specific frequencies by positioning themselves in front of the panorama as if controlling a radio tuner with their body, giving them a sense of walking through the spectrum.

NOHlab x buşra tunç

OCULUS
OCULUS: A Spatial Experience Based on the Interaction of Architecture and Media Arts
An audio-visual performance based on a selection of HAS Architects works interpreted by NOHlab and Buşra Tunç
A selection of HAS Architects’ projects is presented in a performance that blends digital technology with spatial design, forming a synthesis between the past and the present within the magical atmosphere of the historical Single- Dome Hall of the Imperial Arsenal.
Taking the Single-Dome Hall as the focal point, the exhibition uses contemporary interpretations to alternate between old and new, whole and fragment, real and virtual, balanced and unbalanced states. Notions of time and space become blurred and the exhibition surrounds the visitors, offering them an unusual spatial experience.

Cao Yuxi

Dimensional Sampling
Dimensional Sampling (Series) is a digital contemporary art project started by Cao Yuxi Studio in 2019. The core concept of the project is based on the digital totem of the era totem represented by the QR code image style, and further re-examine the digital age of the new era. This AudioVisual version installation is collaborative project that created with Hong Kong based sound artist Lawrence Lau.

TZUSOO

SCHRÖDINGER’S BABY
Schrödinger’s Baby(2019/20), TZUSOO alludes to the popular thought experiment devised by Austrian physicist Erwin Schrödinger in 1935. Schrödinger proposed a scenario in which a cat is locked in a box with an unstable radioactive atom that could potentially begin to emit radiation and release a toxic gas. However, there is no way to say with certainty when or indeed whether this will happen without opening the box. The result is a paradox, with Schrödinger asserting that the cat enters a state of superposition that makes it impossible to say whether it is alive or dead.The South Korean artist translates this famous paradox into the reality of her own life, creating a digital baby in virtual space. Based on her inner grappling with potential motherhood, TZUSOO bought the digital model of a developing embryo, refining it according to her own ideas. She is free to determine the sex, skin colour and other characteristics or to dispense with all specifications so as to avoid stereotyping. In Schrödinger’s Baby, TZUSOO thus discuss core aspects of her work including reflection on gender and origin for which she also draws on her personal experience as a South Korean artist in Europe.

Sam Twidale & Marija Avramovic

After Party

(AI) infinite simulations

‘After Party’ is an animation about two young girls, Ada and Milica. They find themselves in a strange space where an adult party is happening. With every new simulation their personalities evolve in unpredictable ways: between Childhood and Adolescence, Refined and Savage. Our digital work consists of creating artificial environments in the form of real-time animation using our own custom software, where artificial intelligence characters interact with each other as well as with the virtual world that surrounds them. These pieces are usually inspired by stories or myths found in different cultures.

FILE SAO PAULO 2019

CHANG YEN TZU

Self Luminous 2 – Unbalance
Self-luminous 2 is an experimental handmade instrument shown as performance. It is a series-project which I have been working on since 2013 and finally developed into shape in 2014. I am looking for intimate and personal instrument that reflects on the relation of digital sound and light message. In computer language, light on is 1 and light off is 0. If more than 2 lamps, it could be code or readable possibility by the meanings. When I press the button or turn the knob, the message will be sent to Pure Data, and the sound will be triggered in live by Pure Data.
The Data of sound such as frequency and volume, are analysed and sent out to the second Arduino to control the light. The light, in thus case, is an intuitive element for human beings. From this point, it is really close to sound which disturbs our biological body directly. The lights are visualised and they can be transferred the into messages. The message might be readable by coincidence with the link to the code. The light is bright enough to let audience to have persistence of vision in mind. During the performance, the sound will be reproduced by code and part of it is impromptu.
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NAZIHA MESTAOUI AND YACINE AIT KACI

NAZIHA MESTAOUI (1975 – april 29th,2020)
HOMAGE
R.I.P
Electronic Shadow
H2O
File Festival
Naziha Mestaoui, artist and architect, lives and works in Paris. She is pioneer in the art of the digital age, and recognized as inventor of realtime 3D Video Mapping, a patented technique at the crossroads of spatial and imagistic art.
She exhibits her artworks across the globe: MOMA in New York, Centre Georges Pompidou in Paris, the Museum of Photography in Tokyo, the Contemporary Art Biennale in Sevilla, Sao Paulo’s SESI (File Festival), Shanghai’s MOCA

mike winkelmann (Beeple)

迈克·温克尔曼
Майк Винкельман
minor peon

La cantidad no es lo mismo que la calidad, ya lo sabemos, pero el diseñador gráfico estadounidense Mike Winkelmann (alias Beeple) ha logrado hacer coincidir las dos cosas. Beeple, con su carácter autocrítico, decidió que la mejor manera de mejorar su talento artístico era completar una obra completa en un día, todos los días. Así nació el proyecto Everydays, que ya se encuentra en su octavo año consecutivo, y en 2015 la ciencia ficción es la principal inspiración. Cada año Beeple utiliza un medio diferente para crear sus obras artísticas, y este año el artista ha utilizado herramientas digitales como Cinema 4D, Octane Renderer, Z-Brush y X-Particles. En menos de 24 horas, Beeple es capaz de crear una ilustración digital hiperrealista que parece haber tardado mucho más en hacer. Los increíbles resultados resaltan paisajes y escenarios futuristas que parecen sacados de una película de ciencia ficción, donde hay un claro contraste entre la pequeñez de la figura humana (a veces casi imperceptible) y el aparato tecnológico que tiene frente a él. Otras obras, en cambio, representan formas más abstractas, que, sin embargo, nunca se apartan de su carácter futurista. Profundamente detallada y minuciosa, parece imposible que cada una de estas obras se cree y complete en un día, pero lo cierto es que la estadounidense El artista ya está en el 3030 de trabajo consecutivo y no parece querer frenar el ritmo. Es decir, es un artista reacio a la dilación.

Mathieu Merlet Briand

Google red marble

Digital native et issu d’une famille d’agriculteur, Mathieu s’intéresse à l’influence des technologies sur la perception de notre réalité contemporaine. Il s’interroge sur la matérialité d’internet et ses représentations. Il cherche à traduire l’expérience du web surfer, l’imagination de l’internaute face à ce flux infini d’informations.
Dans ses projets se dégagent de façon récurrente des questions environnementales. Inspiré par la lecture de l’essai philosophique d’Ariel Kyrou « Google God » de 2010, il interroge cette image presque divine associés aux géants du web.
Il utilise comme médium les big datas. Via ses algorithmes qu’il développe, par des processus de recyclage et des analogies à la nature, il façonne des flux de données afin d’en créer des matérialisations tangibles. Abstractions, reliques, cristallisations ou fragment du World Wide Web, son travail protéiforme se matérialise principalement en sculptures et installations multimédia.
Influencé autant par l’histoire de l’abstraction, les artistes du Land Art, que par les Nouveaux Réalistes, ses créations sont associées au Culture Digital, au mouvement Post-Digital ou Post-Internet Art.

 

Rob Seward

Death Death Death
File Festival
“Death Death Death” is book written by an algorithm. It utilizes a word association study conducted by the University of South Florida between 1976 and 1998. It contains over 10,000 words and their associations to each other. “Death Death Death” traces a path from each word to the word death. The book starts off with the words most closely associated to death. The beginning reads like this: Life – Death Funeral – Death Coffin – Death. Later, it takes several associative leaps to get to death: Enthusiasm – Spirit – Soul – Death Folly – Funny – Sad – Death Bahamas – Paradise – Heaven – Death Waggle – Wiggle – Worm – Maggot – Death. Reading soon becomes humorous, as every line reads like a joke-death is always the punchline. “Death Death Death” is 405 pages, contains an index so you can find any word, and a detailed description of the algorithm. Death Death Death was nominated for the 2010 File Prix Lux in the Digital Languages category.
video

Juliana Mori & Matteo Sisti Sette

timeLandscape woolrhythms

“timeLandscape – wool rhythms” 2010. Part of timeLandscape series, 2009 – 2010. Video, audio, projector, speakers, custom patch (PD-Gem), sensor, wool engine. Variable dimensions and duration, loop. “timeLandscape – woolrhythms” is an interactive audiovisual installation in which a landscape is depicted from its multiple time possibilities and [re]composed through users’ real time interaction. The installation was developed in Biella, Italy, an area economically attached to textile industry, and deals with the cyclical perception of time and human, linear, interference on it. It gathers nature and artefact, by connecting a physical wool engine to digital imagery of daily cycles. By turning the wheel crank, users generate movement starting the engine. Through a sensor attached to the machine, software calculates the rotation speed, altering parameters for mixing audio and video fragments in real time. Every turn of the machine leads to different time thread combinations in response to the rhythm and speed of each interactor.

FILE FESTIVAL

TADAO CERN

Revealing The Truth – Vincent Van Gogh
Tadao Cern is a photographer and artist based in Vilnius, Lithuania. He graduated in architecture, but in spring of 2010 he decided to try something new and he found himself in the world of photography. These images are digital recreations iconic paintings using photography and digital retouching.

PetPunk

Woos
FILE SAO PAULO 2015
ANIMA+
Our friends at PetPunk in Vilnius, Lithuania have created this surrealistic ride through a digital arboreal world in their short film “Woos”. Designed by Gediminas Å iaulys, animated by Andrius Kirvela, the project was commissioned by Computer Arts Magazine and is featured in (and on the cover of) their recent issue #172. Sound by Huma-Huma.