highlike

FILE SÃO PAULO 2025: SYNTHETIKA – David Da Paz

Technosoma — Sensitive Circuits in the Flesh of the Machine

David Da Paz

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

 

 

Tecnosoma — Sensitive Circuits in the Flesh of the Machine – Brazil

In this workshop, participants will explore the fusion of body, technology, and artificial intelligence, creating interactive experiences with capacitive sensors and real-time generative models. Inspired by the concept of the Technosome—the machine as a sensitive, pulsating organism—the workshop explores how human touch can generate electrical signals that trigger audiovisual, auditory, and light responses. Microcontrollers (Arduino and ESP32), generative AI, and sensory interactivity will be covered.

BIO

Artist, researcher, and developer specializing in AI, machine learning, and IoT, he has worked for over 10 years with interactive art, generative systems, and sensory installations. He participated in the Artropocode residency (Spain) and the Spontaneous Combustion Residency (London), exploring cyberurban performances and locative media.

FILE SÃO PAULO 2025: SYNTHETIKA – Seongmin Kim

Green Light

Seongmin Kim

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

 

Green Light – South Korea

With the ecosystem destroyed after a nuclear war, Mari, a survivor, does everything she can to rebuild it. When she encounters a robot soldier in an abandoned city, everything changes.

BIO
Seongmin Kim is an animation film director. Born in South Korea, he studied 3D animation and earned a master’s degree in digital media. He has worked on several projects at VFX and animation companies in South Korea. Green Light was completed in 2016 with the support of KOCCA, and has won awards at numerous film festivals, both national and international.

DILLER SCOFIDIO + RENFRO

SLOW HOUSE

To either side of the “picture window” are two antenna-like stacks: the chimney is to the right, the video apparatus to the left. At the summit of the left stack sits a live video camera directed at the water view and feeding the monitor in front of the picture window. The electronic view is operable; the camera can pan or zoom by remote control. When recorded, the view may be deferred— day played back at night, fair weather played back in foul. The composite view formed by the screen in front of the picture window is always out of register, collapsing the opposition between the authentic and mediated.

Maurizio Bolognini

SMSMS-SMS Mediated Sublime

CIMs-Collective Intelligence Machines

“In 2000, I began to connect some of these computers to the mobile phone network (SMSMS-SMS Mediated Sublime, and CIMs-Collective Intelligence Machines). This enabled me to make interactive and multiple installations, connecting various locations.
In this case the flow of images was made visible by large-scale video-projections and the members of the audience were able to modify their characteristics in real time, by sending new inputs to the system from their own phones. This was done in a similar way to certain applications used in electronic democracy. What I had in mind was art which was generative, interactive and public.”

benjamin bergery and jim campbell

Jacob’dream: a luminous path
San Francisco-based electronic-media artist Jim Campbell creates work that combines film, light emitting diodes (LEDs) and sculptural elements. His choice of materials is often complex, and he uses them to create imagery that is allusive and open-ended. His exploration of the distinction between the analog world and its digital representation metaphorically parallels the difference between poetic understanding versus the mathematics of data.

JON MCCORMACK

flicker

Flicker is an immersive electronic environment of generative image and sound. A collaborative work with Oliver Bown. Based on biological models of firefly behaviour, Flicker generates an ever shifting rhythmic, meditative environment to the viewer. Flicker uses 4 channels of synchronised high definition video and 8 channels of sound to immerse the viewer in a phenomenologically rich environment of artificial life. The work is a large-scale agent-based simulation, with each agent providing a rhythmic pulse at regular intervals. Agents try to synchronise their pulse with other agents in their immediate neighbourhood. The collective pulsations of groups of local agents are spatially sonified with int exhibition space. Over time, large groups synchronise at different rates, leading to complex visual and aural structures, syncopating and constant shifting in to a long term complexity.

REYNALD DROUHIN

Рейнальд Друхин

Der 1969 geborene zeitgenössische Künstler Reynald Drouhin lebt und arbeitet in Paris und unterrichtet Multimedia an der School of Fine Arts in Rennes. Er studierte Bildende Kunst an den Beaux-Arts de Paris (DNSAP und Masters in Hypermedia Multimedia, 1998) und an der Universität Paris 1 (Maîtrise, 1994). Seine Praxis umfasst digitale Werkzeuge, Fotografie, Video, Installation und Skulptur. Er ist nicht zufrieden mit einem dedizierten Raum (dem des Internets, einer Projektionsfläche oder der Räumlichkeit einer Galerie), sondern erfasst wiederum verschiedene Möglichkeiten und versucht so, etwas anderes als das Sichtbare zu enthüllen, wie einen parallelen Raum, gespenstisch, seltsam, oder er hat sich aus kodifizierten Daten ergeben. Er hat an Veranstaltungen teilgenommen, die von Digital Arti (2011), auf der Rennes Biennale (2010), beim File Festival (2013) Media Art, organisiert wurden. Ghost Walk “(2009) und„ Es war einmal… “(2007) in der Galerie der schönen Künste in Lorient („ Ohne Titel “, 2006) in der Galerie Biche de Bere („ Natural / Digital “, 2005), bei Confluences (2003), in der Public Gallery (2001), beim Belfort International Urban Multimedia Arts Festival (2000), auf der Montreal Biennale und bei der von Champ Libre organisierten internationalen Veranstaltung Video & Electronic Art (Montreal, 2000 und 1999) und bei ISEA (Chicago, 1997).