highlike

FILE 2026 – Registration Open for Art and Technology Festival

FILE 2026

Registration is now closed for participation in  FILE – Electronic Language International Festival 2026 , one of the most important events dedicated to art and technology. FILE invites Brazilian and international artists , as well as researchers, educators, and creators , to submit original artistic works and educational proposals — lectures, workshops, and training activities — focused on contemporary technological poetics.

Applications were open until February 19, 2026 .

With 26 years of experience , FILE is a non-profit cultural organization dedicated to promoting creation, research, and experimentation in Art and Technology , bringing together artists, scientists, programmers, and thinkers around exhibitions, events, and publications. The selected projects will be part of the FILE 2026 program, scheduled to take place at the FIESP Cultural Center in São Paulo, between August 19 and October 11, 2026,  with the possibility of parallel activities in other Brazilian states.

The call welcomes proposals in a wide variety of languages ​​and formats, intended for indoor or outdoor environments , in which the aesthetic experience emerges from the encounter between interfaces, data, space, and body . FILE 2026 seeks projects that propose new forms of perception, interaction, and critical and poetic reflection , expanding the debate on the aesthetic, cultural, social, and sensory impacts of contemporary technologies.

Access the registration form.

FILE 2026 – Registration Open for Installation Festival – Art and Technology

FILE 2026

Art and Technology Festival | Installations: artistic systems, indoor  or  outdoor , in which the aesthetic experience emerges from the dynamic relationship between interface, data, environment, and body.  Digital technologies, technologies with artificial intelligence, metamaterial technologies, random technologies, sensors, algorithms, and responsive systems are employed by the artist as structural elements of the work, which is completed in the encounter between the work and the participant.

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

FILE 2026 | GENERAL REGULATIONS

FILE 2026 – Registration Open for AR, VR and XR Festival – Art and Technology

FILE 2026

Augmented and Virtual Reality Festival: brings together immersive practices in simulated three-dimensional environments and expands the perception of reality through the superimposition of digital layers onto physical space.  The works use mobile devices, glasses, and spatial interfaces to insert virtual objects, narratives, and data into the real world or transport the public to sensory and interactive digital universes. These languages ​​challenge the boundaries between the material and the informational, exploring subtle or monumental interventions, creating multidimensionality in the environment. Issues of presence, body, narrative, memory, surveillance, and technological mediation are central, configuring a fertile field of aesthetic and critical investigation into contemporary ways of inhabiting and perceiving space.

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

FILE 2026 | GENERAL REGULATIONS

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

FILE 2026

Digital Architecture and AI Festival :  investigates the use of computational technologies in the conception, visualization, and experience of space.  Works may involve virtual environments, simulations, digital facades, interactive architectural installations, and discrete systems. Algorithms and data become design tools. It is a practice that articulates art, architecture, and technology.

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

FILE 2026 | GENERAL REGULATIONS

LAB[AU]

f5x5x5
f5x5x5 is a kinetic light sculpture conceived of and realized by the belgian design studio lab[au]. the project was most recently installed in the basilique de saint denis in paris for nuit blanche 2009. the design consists of fixed and kinetic aluminum frames that can move randomly or be programmed for use as a low resolution display. the piece is designed as a framework, taking inspiration from software development
frameworks. in the case of the project, the framework is a five by five module which is repeated five times to create the final form. one side of the work is white, while the other is black. the 125 pixel screen works on binary language and can transform captured data from the physical environment into kinetic actions.

ALEXANDRA DEMENTIEVA

Drama House
File Festival

“Drama house” is a house when the simple ring at the doorbell can have unpredictable consequences; event, one is stranger then another and in the same time all, what happens with habitants belongs to everyday life. Sometimes these circumstances are a little bit exaggerated. Spectator stands in front of low fence with a door-gate. There are 8 doorbells on it. The act of ringing provokes an action in an apartment window. Based on chance and the choices that viewers make, the project explores the contemporary trends in the construction of a narrative and the interplay between diverse informative sub-layers effected through the impact of digital, non-linear media. It also questions the very process of story telling and at the same time considers the way of audience reading. It investigates the differences of individual and collective perception. In other words, the sequence and choices that each viewer selects reflect his own perspectives and behavioral patterns, thus makes the viewer much more than an active participant. By interacting with the installation the viewer is engaged in the creative process: re-telling the ever-changing story through the utilization of the primary capability of the digitization: reshaping the information. Therefore, each participant walks away with a unique, slightly different vision, each shaped according to his own choices and directions. Interactive media and the digital environment of the DH and its narrative function through a recognizable metaphor that makes access to the information meaningful: a house as a conceptual society model and an apartment as a private space. This reference transforms the objects and stories in the project into the metaphors and reminds us of the art cultural function: as a site of memory of the social collective imagination and as a site of representation and power.

EDUARD HAIMAN AND VADIM SMAKHTIN

Struct- Generative Realtime Audio-Visual Environment

The target of “Struct” was to create installation which could make immersive environment inside the space of public event dedicated to the opening of the office of an architectural company UNK Projects. It was planned to make this installation fully autonomic during the several hours as well as there was an idea to hold the public interested and immersed into the space of environment during the all period of time.

The main conception of the installation is to create the second alternative scale inside the internal space of the office. It was realized screen projection for this with the size of 18×4 meters and taken almost whole the length of the interior. The Animated surface was projected as the extension of the super-graphic situated on the facade of office`s building. The external graphic was created by Vladimir Garanin. The first one layer is the super-graphic onto the facade and another one layer is the real-time generative graphic inside the interior. The visual image and algorithmic sound of the whole structure are connected each other and are forming the whole organism.

THILO FRANK

Тило Франк
the phonenix is closer than it appears

 

Thilo Frank (* 1978) lives and works in Berlin. His installations, sculptures and photo series lead the viewer into situations creating interactive physical dialogues. Physical phenomena and environments of our daily life are interpreted in a new context emphasizing our perception of light, space and motion in a poetic and playful way.

His works ask of a visitor to question one‘s relation to action in space and the consequences of one‘s action – an intimate experience.

The viewer functions as a coproducer of the work, perceiving his or her relational aspect as a instrument of measurement. The cognitive aspect in its work is enacted by the viewer, who through his physical reaction to the work, reflects himself to it. Through his physical interaction – the viewer completes the work.

Through the use of everyday technologies Thilo Frank explores the conventions of sight and movement and their visualization. Examination produces a type of measuring standard through which even seemingly random events are viewed equally. Through his works, an attempt is made to illustrate the optical coefficient and with this to analyse the space.

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.

THATGAMECOMPANY

Flower
File Festival

 

The game exploits the tension between urban bustle and natural serenity. Players accumulate flower petals as the onscreen world swings between the pastoral and the chaotic. Like in the real world, everything you pick up causes the environment to change.

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 – ECA-USP Partnership

Micromacro

ECA-USP Partnership

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

Micromacro – Brazil

In the LED SHOW category, the partnership between FILE and the Visual Arts Program of the Department of Fine Arts of the School of Communications and Arts at the University of São Paulo resulted in works developed under the guidance of Prof. Dr. Silvia Laurentiz, and with the collaboration of Dimitri Lomonaco. This partnership seeks to reaffirm the connection between the Festival and the University, stimulating the production of art in new media: a unique opportunity to access languages, cutting-edge technologies, and innovative resources for reflection and experimentation in the artistic environment and across cultural circles. Micrômacro is a compilation of independent videos, developed based on the following synopsis:

What distinguishes the whole from the part? Where is the limit between “we” and “I”? At what point do I separate myself? This work is a collection of investigations into the indivisible length of the split, the boundary between what separates and what unites. Micromacro is the result of this division. A significant unity of contrast. Part/Whole of the world. Present in each part, everywhere, chrono-micro-macro-macro between us.

FILE SÃO PAULO 2025: SYNTHETIKA – Marc Samper

A Dreamscape Cartography
Marc Samper

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

A Dreamscape Cartography – Spain

A Dreamscape Cartography is a 3D digital artwork created from scans and navigated via Blender. The piece reimagines the ancient ritual of dream incubation, fusing inner realms with virtual environments. Using scans of abandoned houses in the Cyprus Security Zone, it creates a space that blends dreamlike and physical dimensions. Narrated by texts by Paul Celan, the work seeks to build a bridge between imaginary and lived experiences, inspiring new connections between space, memory, and existence.

BIO

Marc Samper is a visual artist, experimental filmmaker, and photographer from Barcelona, currently based in Paris. Graduated in Philosophy from the University of Barcelona and with a Master’s in Cinema from Pompeu Fabra University, his work investigates the ontology and phenomenology of images in global media, speculative metaphysics, and the intersection between mysticism and technology.

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 – Minimaforms & DRL Elemental Research Group

Elemental

Minimaforms & DRL Elemental Research Group

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

 

Elemental – United Kingdom

Within the contemporary condition, new conceptual terrains emerge that raise questions of agency and intelligence within a deep ecology of our environment. The work explored examines environmental phenomena in the service of sustaining life. The following video is an extract from a work-in-progress film produces exploring the technology phenomenon in attempt to expand the conversation on climate matters.. 

BIO

Dr. Theodore Spyropoulos is an architect and educator. He is the Director of the Architectural Association’s world-renowned Design Research Lab (AADRL) in London and a resident artist at Somerset House. He previously chaired the AA Graduate School and was a Professor of Architecture at the Staedelschule in Frankfurt and a visiting Research Fellow at MIT’s Center for Advanced Visual Studies. 

FILE SÃO PAULO 2025: SYNTHETIKA – ChrisLee

Robot Journey: Part 1, 2 & 3

ChrisLee

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

 

Robot Journey: Part 1, 2 & 3 – China

In a future where Earth’s environment has become uninhabitable, a lone robot sets out in search of a new home for humanity. After decades of travel, it discovers a planet strikingly similar to Earth — but it’s not alone. In The Last Explorer, the robot encounters mysterious presences and begins to develop emotions while exploring the unfamiliar world. Confronted with challenges, it must make choices that reflect its growing sense of awareness.

BIO

Chris Lee is a visual artist and independent creator from China. Trained in industrial design, he worked as a visual designer before turning to independent filmmaking. A lifelong passion for drawing now drives his ambition to develop an original series that blends animation with live action, showing that small teams and independent creators can produce powerful, high-quality stories.

Música: Karol Skowronek

FILE SÃO PAULO 2025: SYNTHETIKA – Edwin van der Heide

Spiral of Time — Amazonas Brazil — UFAM

Edwin van der Heide

Interact with Spiral of Time — Amazonas Brazil — UFAM via FILE ARCHIVE

 

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

 

Spiral of Time — Amazonas Brazil — UFAM – Netherlands

Spiral of Time captures and stages the diverse soundscape of a specific location over the course of several years. By documenting the unique natural, cultural, spatial, and temporal dynamics of a place, the work honors the contributions of all its actors. Every hour, a one-minute recording is made, resulting in a vast sonic archive over time. It is accessible online through a spiral-shaped interface, allowing listeners to explore the cyclical patterns revealed by navigating the material across different time intervals. 

 

Since July 17th, 2024, the artist has been recording the sounds of the square in front of MACBA (Museum of Contemporary Art of Barcelona). It is a very interesting, diverse, and vibrant urban space. The work is accessible online via https://www.macba.cat/en/spiral-of-time-placa-dels-angels/ and will also be presented physically in the museum starting July 10th, 2025.

 

Edwin is expanding the project to include other recording locations around the world—not only in urban contexts (dominated by humans) but also in areas governed by nature. The artist dedicated himself to a recording site in the Amazon region. Since February 11th, 2025 Spiral of Time has been installed at the Amazon Rainforest surrounding The UFAM (Federal University of Amazonas) in Manaus. It is home to one of the world’s largest urban forest fragments. Completely surrounded by the dense urban matrix of Manaus, this forest has been isolated since the late 1980s. The forest retains rich ecological features, including areas of mature terra-firme forest, late-stage secondary vegetation, and small patches of white-sand forests. This unique setting offers a rare opportunity to study tropical forest dynamics within a metropolitan environment. 

Spiral of Time-UFAM immerses the listeners in the acoustic life of one of the most biodiverse ecosystems on the planet. This contrast between the natural rhythms of the forest and the human-made patterns of the city enriches the broader narrative of the Spiral of Time, offering a deeper reflection on coexistence, change, and continuity across different environments.

BIO

Edwin van der Heide is an artist, composer, and researcher focused on sound, space, and interaction. His work pushes the boundaries of musical composition toward spatial, interactive, and interdisciplinary directions. He creates installations, performances, and immersive environments where the audience is placed at the center, encouraged to engage sensorially and investigatively.

 

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_

FILE SÃO PAULO 2025: SYNTHETIKA – Hassan Ragab

The City – The Wicked Emergence

Hassan Ragab

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

 

The City – The Wicked Emergence – Egypt | United States 

BIO

Hassan Ragab is a new media artist, interdisciplinary designer and architect who leverages generative AI to discover new visual and conceptual vocabularies. A pioneer in the use of LLMs (Large Language Models) in architecture and art, Hassan explores how these tools can redefine creativity, challenge traditional boundaries, and foster new dialogues between technology, identity, and the built environment.

In partnership with the Architectural Association School of Architecture · The AA

FILE SÃO PAULO 2025: SYNTHETIKA – Tin&Ed

Deep Field

Tin&Ed

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

 

Deep Field – United States

An augmented reality experience where visitors draw fantastical plants that instantly bloom into immersive 3D structures within the space. As people contribute their creations, a collective digital landscape begins to take shape. Layers of recordings of endangered, extinct, and elusive species compose a responsive and evolving soundscape, developed by The Listening Planet.

BIO

Tin & Ed are New York-based artists whose work explores the interconnection of life across biological, geological, and cosmic systems. Through speculative world-building, they reveal connections that transcend human time, spatial boundaries, and sensory thresholds. Their practice spans sculpture, immersive and interactive installations, creating environments that invite audiences to shift perspective and inhabit the world beyond the limits of human perception. Technology is not used as spectacle, but as a perceptual tool that makes the invisible felt and the distant intimately present.

FILE SÃO PAULO 2025: SYNTHETIKA – Arthur Boeira e Gustavo Milward

Aquarela de Íons

Arthur Boeira e Gustavo Milward

FILE SÃO PAULO 2025: SYNTHETIKA – Arte e Tecnologia
Festival Internacional de Linguagem Eletrônica

 

Aquarela de Íons – Brazil

Aquarela de Íons is an artwork-device that translates solar flares and magnetic activity cycles into forces within the exhibition space. Inspired by satellites, the sculpture captures real-time data of solar activity, creating a data-driven artwork that reacts to the presence of viewers in an immersive and generative environment. The system translates spatial information into sound, light, and image, establishing an interface between the cosmos and human territory. The piece invites reflection on the impact of space weather—an aurora borealis brought to life, transforming astronomical data into an aesthetic experience.

BIO

Arthur Boeira has been conducting transdisciplinary research since 2015, exploring the philosophy of science and technology as applied to artistic practices. Gustavo Milward (Drawlim) specializes in interactive art and algorithmic narratives, investigating the relationship between body, space, and code.

Refik Anadol

Machine Hallucinations — Sphere

The artwork presents a series of AI Data Sculptures that incorporates vivid pigments, shapes, and patterns, aiming to create a collective, meditative, and multisensory experience. This immersive experience simulates the rhythms of various environments and invites the visitors to imagine alternative realities constructed by invisible data movements around them.
Machine Hallucination: The Sphere features dynamic visualizations of data that are based on vast archives containing visual imageries of space and nature while celebrating the unique architecture of The Sphere. For this project, Anadol and his team used these themed datasets as the building blocks for the three distinct chapters of the artwork and trained a unique AI model with subsets of the collected image archives. After the training, when idle and unsupervised, the “machine mind” generates new aesthetic visuals and color combinations through unique lines drawn by algorithmic connections.

Memo Akten and Katie Peyton Hofstadter

Embodied Simulation

‘Embodied Simulation’ is a multiscreen video and sound installation that aims to provoke and nurture strong connections to the global ecosystems of which we are a part. The work combines artificial intelligence with dance and research from neuroscience to create an immersive, embodied experience, extending the viewer’s bodily perception beyond the skin, and into the environment.
The cognitive phenomenon of embodied simulation (an evolved and refined version of ‘mirror neurons’ theory) refers to the way we feel and embody the movement of others, as if they are happening in our own bodies. The brain of an observer unconsciously mirrors the movements of others, all the way through to the planning and simulating execution of the movements in their own body. This can even be seen in situations such as embodying and ‘feeling’ the movement of fabric blowing in the wind. As Vittorio Gallese writes, “By means of a shared neural state realized in two different bodies that nevertheless obey to the same functional rules, the ‘objectual other’ becomes ‘another self’.”

Trust

Hivemind

Hivemind is a knowledge game for artists to navigate the inner workings of their practice. The game is part of the Serpentine R&D Platform’s continued effort to reimagine how artists and institutions can bring audiences into the research phases of their work. Created by Trust members Calum Bowden, Will Freudenheim and Joanna Pope, the game allows for narrativised walkthroughs by artists of their back-end working environments. The artists approached the creation of Hivemind with this question in mind: how can you build a game that allows artists to archive and share, not only a finished artwork, but the tools, data and experiments they’ve built to bring their work into existence?

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: Marc Lee & Shervin Saremi

Speculative Evolution, Prototype 1

FILE 2024 | Installations
International Electronic Language Festival
Speculative experiment on a future ecosystem under strict control. The narrative takes place in a simulation, 30 years in the future, where artificial intelligence and synthetic biology collaborate to optimize an environment for cultivated species. An AI-powered simulator helps visitors generate new species to balance the ecosystem. Inspiration comes from the book Under the White Sky by Elizabeth Kolbert and artists’ stories about life on a damaged planet.

Bio

Marc Lee is a Swiss artist focused on real-time rendered audiovisual installations, AR, VR and mobile applications, critically exploring creative, cultural, social, ecological, political and speculative themes. His work has been exhibited in important museums and new media art spaces. Shervin Saremi is an Iranian musician and audio engineer specializing in sonic computing, procedural sound design and production. Currently researching immersive audio at UdK Berlin.

QUBIT AI: Matthias Oostrik

The Forgettable Art Machine

FILE 2024 | Installations

International 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: 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: Dennis Schöneberg

Russian Roulette

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Dennis Schöneberg – Russian Roulette – Germany

An incessant bass drum drives the journey through an eccentric world populated by fruity alien creatures in a cheerful and colorful environment.

Bio

Dennis Schöneberg, German AI artist, data science student and developer of open source AI models, integrates his passion for electronic music into his creative endeavors. Merging art with technology, he explores the synergy between creativity and artificial intelligence.

Credits

Music: Believe by Russian Roulette

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

 

Michaela Pnacekova

A Symphony of Noise
Created by Michaela Pnacekova, Jamie Balliu
Herbert’s everyday sound sources are the inspiration for A Symphony of Noise VR. This interactive virtual reality experience is a journey through four sonic landscapes. The first centers on breathing, which immediately makes you focus on listening to the world differently. This is followed by an arctic environment full of scraping and crunching sounds, and finally a shop interior. Using the controllers or by blowing or singing, you can add sounds to the audio palette, which is visualized as waves and colors in three-dimensional space. In the fourth and final landscape, all the sounds are combined in an ultimate symphony.

Kino

MIT Media Lab, Stanford University
This work explores a dynamic future where the accessories we wear are no longer static, but are instead mobile, living objects on the body. Engineered with the functionality of 18 robotics, this “living” jewelry roams on unmodified clothing, changing location and reconfiguring appearance according to social context and enabling multitude presentations of self. With the addition of sensor devices, they transition into active devices which can react to environmental conditions. They can also be paired with existing mobile devices to become personalized on-body assistants to help complete tasks. Attached to garments, they generate shape-changing clothing and kinetic pattern designs–creating a new, dynamic fashion.
It is our vision that in the future, these robots will be miniaturized to the extent that they can be seamlessly integrated into existing practices of body ornamentation. With the addition of kinetic capabilities, traditionally static jewelry and accessories will start displaying life-like qualities, learning, shifting, and reconfiguring to the needs and preferences of the wearer, also assisting in fluid presentation of self. We envision a new class of future wearables that possess hybrid qualities of the living and the crafted, creating a new on-body ecology for human-wearable symbiosis.

Frederik Heyman

CEREMONIAL FORMALITY
Frederik Heyman’s work is a balancing act incorporating multiple media – including video, installations and photogaphy – often in a digitally altered environment. In his work, Heyman explores memory and duration, using photogrammetry and 3D scanning to depict and represent the passage of time. The hallmarks of Heyman’s work are mechanical and technological: wires, wheels, scrolling LED marquees, metal frames, clamps, industrial lights, screens and cameras. Bodies–as opposed to humans–are subject to unusual dynamics with these technological trappings. In Ceremonial Formality (2020) a contortionist is encased in a metal cage while a spectator, hooked up to wires, looks on.

MARTIN HESSELMEIER & ANDREAS MUXEL

CAPACITIVE BODY
file festival

The installation “capacitive body” is a modular light system that reacts to the sound of its environment. Each custom-built module consists of an electro-luminescent light wire linked to a piezoelectric sensor and a microcontroller. Through its modular setup it can easily be adapted to various urban spaces. The sensors are used to measure vibrations of architectural solids in a range of low frequencies. These oscillations are triggered by surrounding ambient noise, for example traffic noise. The data sensor controls the light wires, which are tensed to a spatial net structure. According to the values of the measurement, light flashes are generated. With increasing vibrations the time between flashes becomes shorter and shorter. The stability of this nervous system gets to an end where it collapses and restarts again. A dynamic light space is thereby created, which creates a visual feedback of the aural activity around the installation.

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.

Doug Aitken

The Garden
The Garden is a living artwork that embraces the dichotomy between the natural environment and a synthetic man-made experience. Aitken’s The Garden installation brings the viewer into the center of the artwork and asks them to physically immerse, participate and become the subject of the installation. Set inside a dark warehouse space the viewer walks inside, their eyes adjusting to become aware of thick lush jungle growing under artificial grow lights. Walking closer, the viewer enters inside the jungle and discovers a huge rectangular glass cube. Inside the glass room is a man-made environment replete with generic elements of modern life: tables and chairs, a cabinet, a sterile tableau set under bright raking lights.

Kris Verdonck

IN
In IN (2003) an actress remains motionless for an hour in a display window filled with water. The distortion to her senses caused by the environment she is in makes her go into a trance. The sounds of her breathing and movement are amplified by microphones.

bohyun yoon

БОХЬЮН ЮН
윤보현
To Reverse Yourself

FILE FESTIVAL

My work poses the question: how does reality becomes exquisitely animated by certain social control systems such as politics, mass media, technology, science, and etc. It is my artistic goal to reveal how human beings are fragile and delicate in these social environments. By living in Korea, Japan and the U.S, I have first-hand experience in diverse social systems and have come to view my life experiences as raw material for my research. With my research in mind, my art utilizes the body as the tool for an intensive investigation of the public and private; examining the relationship between how people understand their body and how this understanding represents themselves in the greater context.
Currently, I am curious about human perception developing parallel with the ever-evolving progression of technological world. Thus, I question technology’s relationship to reality and illusion; asking what is reality? My work takes advantage of illusion to explore and answer this question, and often my artistic materials consist of the body and mirrors. I use mirrors for integrating reality and illusion.

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.

GK TECH

GK-0G – Floating Habitat

The GK-0G is the minimum size prototype of a scalable floating installation.
It is composed of five tetrahedral frameworks, its basic structural elements, arranged like sections of an orange. It is enveloped with a cover which acts as an interface between internal and external environments.Flotation is gained by tetra balloons inside the tetrahedral frameworks. As the only choice at this moment, helium is encapsulated inside the tetra balloons made of an impermeable film.This model is meant to verify that it can float and move in the air. It is considered that different degrees of flotation can be gained by combining tetra balloons in different ways.

 

Patrik Hübner

Chimes
Chimes is an interactive, audio-reactive experience that translates the sound of a room into digital wind, setting in motion an exploration of space, music and time. The installation invites the viewer to surrender to the interplay of spatial sound, touch, air, movement and noise and to discover ever new facets in a constantly changing environment.

Gerard O’Neill

O’Neill cylinder

O’Neill was inspired by the papers written by his students. He began to work out the details of a program to build self-supporting space habitats in free space.Among the details was how to provide the inhabitants of a space colony with an Earth-like environment. His students had designed giant pressurized structures, spun up to approximate Earth gravity by centrifugal force . With the population of the colony living on the inner surface of a sphere or cylinder, these structures resembled “inside-out planets”. He found that pairing counter-rotating cylinders would eliminate the need to spin them using rockets.This configuration has since been known as the O’Neill cylinder.

Studio Above&Below

‘Semi-Diurnal Spaces’ is a site specific immersive installation in form of a full dome which makes use of local tidal and atmospheric data of South Wales. Locals were invited to experience their close-by waterbody through a meditative environment, connecting to it in a poetic, technological and tele present way. Tidal patterns and atmospheric data such as wind and humidity influence a digital NVIDIA FleX particle system in real-time. The site-specific data influences the gravitational forces, fluid viscosity and flow rate within the dome as a body, resulting in a living digital sculpture and AV experience connecting to aspects of the channel itself.

Alex Ekman

COW

Ekman talents extend to the lighting and stage design and his eye for structuring an environment is unerring. There is no set as such, excepting the plaster cow which dangles overhead, but the stage surface has its share of movement as little island-blocks rise up and pits sink down. The extreme tilting of the stage at one point causes unfortunate Bauch to roll, cow-like, almost into the pit. COW has its iconic Ekman moment in the scene that opens on a stage full of swirling dancers in white skirts set in a magical silvery mist. Mikael Karlsson, whose music partners the piece provides a subtle and evocative soundscape. He offers a hint of percussive rhythm picked up by the dancers who launch into an ecstatic dance: a stage full of whirling dervishes, until they collapse exhausted.

.

Ekmans Talente erstrecken sich auf die Beleuchtung und das Bühnenbild, und sein Auge für die Strukturierung einer Umgebung ist unfehlbar. Es gibt kein Set als solches, außer der Gipskuh, die über ihnen baumelt, aber die Bühnenoberfläche hat ihren Anteil an Bewegung, wenn kleine Inselblöcke aufsteigen und Gruben sinken. Das extreme Kippen der Bühne an einer Stelle führt dazu, dass der unglückliche Bauch kuhartig fast in die Grube rollt. COW hat seinen legendären Ekman-Moment in der Szene, die auf einer Bühne voller wirbelnder Tänzer in weißen Röcken in einem magischen silbernen Nebel beginnt. Mikael Karlsson, dessen Musikpartner das Stück ist, bietet eine subtile und eindrucksvolle Klanglandschaft. Er bietet einen Hauch von perkussivem Rhythmus, der von den Tänzern aufgenommen wurde, die einen ekstatischen Tanz beginnen: eine Bühne voller wirbelnder Derwische, bis sie erschöpft zusammenbrechen.

 

Leo Scarin

Variations on a Remote Room
Variations on a remote room is a series of digitized living spaces belonging to remote friends and loved ones who could not meet physically for a year. The work is composed by a number of photogrammetries made in remote collaboration and⁠ placed into a Virtual Reality environment where they can re-inhabit, intimately, their domestic spaces.⁠

GUTO NÓBREGA

Breathing
File Festival
Breathing is a work of art based on a hybrid creature made of a living organism and an artificial system. The creature responds to its environment through movement, light and the noise of its mechanical parts. Breathing is the best way to interact with the creature.
This work is the result of an investigation of plants as sensitive agents for the creation of art. The intention was to explore new forms of artistic experience through the dialogue of natural and artificial processes. Breathing is a pre-requisite for life, and is the path that links the observer to the creature.Breathing is a small step towards new art forms in which subtle processes of organic and non-organic life may reveal invisible patterns that interconnect us.Breathing is a work of art driven by biological impulse. Its beauty is neither found isolated on the plant nor in the robotic system itself. It emerges at the very moment in which the observer approaches the creature and their energies are exchanged through the whole system. It is in that moment of joy and fascination, in which we find ourselves in a very strange dialogue, that a life metaphor is created.Breathing is the celebration of that moment.

SAŠA SPAČAL MIRJAN ŠVAGELJ ANIL PODGORNIK

50Myconnect

Myconnect “offers the experience of a symbiosis of connection between humans, nature and technology. The spectator becomes an actor by lying in a capsule, equipped with a helmet and body sensors measuring the variations in his rhythm This data is modulated and transmitted to a closed universe of mycelium culture (white mushroom) to produce alterations using electrical resistance. These variations in turn generate signals, sent back to the person in the form of vibration, sound and light. Each cycle can be different depending on whether the experience is stimulating or calming. This type of perceptual exchange enabled by technology reveals how much the human being is an integral part of the complex network that links him to his environment.