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FILE 2026 – Registration Open for Art and Technology Festival

FILE 2026

Registration is now open 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 are 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 18 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 are 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 are 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 are open until February 19, 2026. Access  the application form.

FILE 2026 | GENERAL REGULATIONS

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

FILE 2026

Robotics and AI Art Festival: Mechanical, autonomous, and intelligent systems as aesthetic agents. The works explore movement, behavior, and interaction between humans and machines.  Sensors, actuators, and artificial intelligence structure the experience. These creations raise questions about autonomy, artificial life, and technological ethics. The machine becomes a palpable presence in the artistic space.

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

FILE 2026 | GENERAL REGULATIONS

FILE 2026 – Registration Open for the IA Film Festival – Art and Technology

FILE 2026

Digital Film Festival and AI Cinema: includes productions that explore new aesthetics, narratives, and processes enabled by digital and artificial intelligence technologies.  This language questions traditional notions of authorship, editing, scriptwriting, and directing, proposing new forms of expanded and computational cinema. Cinema ceases to be merely representational and becomes processual and adaptive. It is an emerging field that articulates aesthetics, technology, and critical reflection on the future of moving images and multiple narratives. The works may also explore machine learning algorithms, generative models, and automation as active agents in the construction of image, sound, and dramaturgy.

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

FILE 2026 | GENERAL REGULATIONS

FILE 2026 – Registration Open for Electronic Music and AI Festival – Art and Technology

FILE 2026

Electronic Music and AI Festival: brings together interconnected fields of contemporary sound art, in which sound and technology operate as structuring elements of the aesthetic experience.  These approaches explore sound as spatial, sensory, and conceptual matter, articulating active listening, bodily presence, and synesthetic relationships between audio and video, through digital systems, generative intelligence processes, algorithms, field recordings, and audiovisual performances.

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

FILE 2026 | GENERAL REGULATIONS

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

FILE 2026

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

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

FILE 2026 | GENERAL REGULATIONS

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

FILE 2026

Game Festival  |  Digital Games and AI Games: explore interactivity, rules, and narratives as aesthetic elements.  These works go beyond entertainment, proposing critical, poetic, or experimental experiences. Game mechanics become conceptual devices. Graphic technologies, artificial intelligence, and interactive systems structure the experience. The player is a co-author of the work, actively participating in its construction and interaction.

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

FILE 2026 | GENERAL REGULATIONS

FILE 2026 – Registration Open for LED SHOW Festival – Art and Technology

FILE 2026

LED SHOW Festival: a program dedicated to exhibiting digital works specifically designed for the Digital Art Gallery, an LED panel located on the facade of the FIESP building, Avenida Paulista, 1313.  The festival investigates the relationship between moving image, light, architecture, and the city, exploring the expressive potential of luminous devices as an artistic medium. The works dialogue with the three-dimensionality of the facades, the urban scale, and the flows of public space, transforming the building into a narrative and sensory support. By integrating technology, art, and urban context, the LED SHOW proposes immersive visual experiences that reconfigure the perception of collective space and expand the field of contemporary audiovisual art. Download the technical specifications of the LED Show file.

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

FILE 2026 | GENERAL REGULATIONS

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

 

DAAN BRINKMANN

Skinstrument
File Festival

Skinstrument is a musical instrument which can be played by two players. By means of a tiny imperceptible current the players become part of a circuit. When the players touch each other on the skin this circuit starts to generate sound. The intensity of the touch determines the frequency of the sound.

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.

JOHANN VAN AERDEN, NICOLAS BOONE

METABUP
FILE FESTIVAL – MACHINIMA

 

“Meta Bup” de Nicolas Boone & Johann Van Aerden constitue un épisode de la série “Bup” qui explore le  “système totalitaire” de la publicité. Cet épisode aux allures de jeu vidéo, a été réalisé dans l’espace “Bup” , construit dans “Second Life”, avec une foule d’avatars convoqués par les artistes pour participer au tournage. Envahi par des messages publicitaires et de propagande pour “Bup” , l’univers de “Second Life” se transforme en un espace où non seulement les avatars mais également ceux qui les commandent sont manipulés par le projet Bup. Le projet “Meta Bup” développe sur un mode ludique et festif une mise en abyme des mécanismes publicitaires.

FEEDTANK

Full Body Games
file festival

Full Body Games is an interactive installation that allows users to engage in an unencumbered, full body gaming experience. The Full Body Games system projects the user’s silhouette in front of them in relation to simple graphic game objects with which they can interact. The user can select from four different games: Color Shooter, Two Touch, Duck and Jump, and Sorter. All games were designed to be quick, simple, intuitive and encourage dramatic movement.

JURG LEHNI

moving picture show

 

The current migration from analogue to digital film projection in cinemas across the globe is slowly rendering the medium of 35mm motion picture film obsolete, along with the technical equipment used to produce and screen such films.

In Moving Picture Show, a scenario of animated drawing and text production is created by reappropriating a process normally used by the film industry to etch subtitles into the emulsion layer of 35mm film using a high-powered precision laser. By etching away the emulsion, only the clear base of the film remains. Projected onto the screen, the lines appear bright and clear.

Changing the working range of the laser and replacing the software interface for such a machine leads to new possibilities: animations and full-frame drawings can be realised on top of film. The film can either consist of existing material, film created purely for this purpose, or black, non-developed film.

During the 23rd International Poster and Graphic Design Festival in Chaumont, the Jesuit chapel was transformed into a workshop, a scenario of conception, production and projection of a series of short films produced in this way.

Several contributing designers have been invited to engage with the production facility and collaborate on the contents of the show, producing films that were projected repeatedly during the festival. Meanwhile the laser machine, also present in the chapel, is slowly producing new films for future screenings.

CHEVAUCHÉE NOCTURNE

Les Riches Douaniers
File Festival – Machinima

Dirigido em 2006 a partir de “Shadow of Colossus”, “Chevauchée Nocturne” (Passeio Noturno) mantém apenas as linhas de formas, usando duas cores, preto e amarelo, que permitem a customização extrema do trabalho. Este maquinema também refere-se à realidade, pelo aparecimento de duas reviravoltas silenciosas. A música e o som são muito importantes. Ambos participam do ritmo, criando expectativa, pois todo diálogo é deletado.

GAYBIRD

梁基爵
Digital Hug
File Festival – Hipersonica
The project is in collaboration with Henry Chu, Adrian Yeung, Thomas Ip, Joseph Chan, XEX GRP, and Hamlet Lin. It started from the fabrication of digital hubs but it turned out to make you feel like having an intimate hug, such is the chemistry coming from the new media performance “Digital Hug”. GayBird and his group of “musical frankensteins” developed a series of unconventional custom-made musical instruments and a responsive sound installation, which are played in complement to interactive video-mapping images and animation. Digital Hug emphasizes “new instruments for new music”, with the aim of bringing a unique and performative live electronic music performance to viewers.

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.

JULIAN OLIVER

朱利安·奥利弗
줄리안 올리버
ג’וליאן אוליבר
ジュリアン・オリバー
Джулиан Оливер
Levelhead
FILE FESTIVAL
LevelHead is a spatial memory game. The game takes its inspiration from the “Philosphical Toys” of 18th/19th century Europe and the memory systems (“memory loci”) of the ancient Greeks. levelHead uses a hand-held solid-plastic cube as its only interface. On-screen it appears that each face of the cube contains a little room, each of which are logically connected by doors. In one of these rooms is a character. By tilting the cube, the player directs this character from room to room in an effort to find the exit. Some doors lead nowhere and will send the character back to the room they started in, a trick designed to challenge the player’s spatial memory. Which doors belong to which rooms? There are three cubes (levels) in all, each of them connected by a single door. Players have as a goal to move the character from room to room, cube to cube, in an attempt to find the final exit door of all three cubes. If this door is found, the character will appear to leave the cube, walk across the table surface and vanish. Then the game starts over.

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

TRANSFORMIRROR

Daito Manabe and Kyle McDonald

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

Transformirror – Japan |  United States

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

BIO

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

 

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

Boundaries

Memo Akten & Katie Peyton Hofstadter

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

 

Boundaries – United States

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

BIO

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

FILE SÃO PAULO 2025: SYNTHETIKA – Andy Thomas

Visual Bird Sounds

Andy Thomas

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

Electronic Language International Festival

Visual Bird Sounds – Australia

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

 

BIO

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

FILE SÃO PAULO 2025: SYNTHETIKA – Darren Slater (DSM)

Darren Slater (DSM)

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

BIO

Darren Slater is a musician and amateur visual artist based in the UK. He composes cinematic soundtracks in ambient and techno-house styles with sci-fi inspiration, using attribute-free loops and sound effects. He uses Krea AI Animator to bring AI-generated images to life, creating immersive experiences. He also works as a traditional artist, painting fantasy worlds with brushes and pigments.

FILE SÃO PAULO 2025: SYNTHETIKA – Darren Slater (DSM)

Darren Slater (DSM)

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

Trip Portal – United Kingdom

Portal Trip is a captivating fusion of original music and Darren Slater’s AI-generated animations, transporting viewers on a surreal journey through ever-shifting dimensions. As abstract portals open and dissolve into fluid landscapes, the hypnotic visuals synchronize with Darren’s immersive soundscapes, creating an audiovisual experience that feels like entering another reality. A mesmerizing blend of movement and sound, this video invites viewers to lose themselves in its dreamlike, otherworldly depths.

BIO

Darren Slater is a musician and amateur visual artist based in the UK. He composes cinematic soundtracks in ambient and techno-house styles with sci-fi inspiration, using attribute-free loops and sound effects. He uses Krea AI Animator to bring AI-generated images to life, creating immersive experiences. He also works as a traditional artist, painting fantasy worlds with brushes and pigments.

FILE SÃO PAULO 2025: SYNTHETIKA – Darren Slater (DSM)

Pods

Darren Slater (DSM)

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

Pods – United Kingdom

Pods is an atmospheric fusion of original music and Darren Slater’s mesmerizing AI-generated visuals. This 4K video takes viewers on a surreal journey through an abstract world filled with floating organic forms and fluid transformations. The sci-fi-inspired imagery and immersive soundscape complement each other perfectly, creating an otherworldly audiovisual experience that lingers in the imagination.

BIO

Darren Slater is a musician and amateur visual artist based in the UK. He composes cinematic soundtracks in ambient and techno-house styles with sci-fi inspiration, using attribute-free loops and sound effects. He uses Krea AI Animator to bring AI-generated images to life, creating immersive experiences. He also works as a traditional artist, painting fantasy worlds with brushes and pigments.

FILE SÃO PAULO 2025: SYNTHETIKA – Darren Slater (DSM)

Lakes of Skylands

Darren Slater (DSM)

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

 

Lakes of Skylands – Reino Unido

Lakes of Skylands é uma experiência imersiva de animação e música com inteligência artificial. O vídeo apresenta uma paisagem sonora original no estilo downtempo, cuidadosamente elaborada por Darren para complementar os visuais hipnotizantes gerados por IA. Por meio de movimentos fluidos e paisagens etéreas, a combinação de música e animação convida o público a um refúgio tranquilo e, ao mesmo tempo, de outro mundo.

BIO

Darren Slater é um músico e criador visual amador radicado no Reino Unido. Compõe trilhas cinematográficas nos estilos ambient e techno house com inspiração sci-fi, usando loops e efeitos sonoros livres de atributos. Utiliza o Krea AI Animator para dar vida a imagens geradas por IA, criando experiências imersivas. Também atua como artista tradicional, pintando mundos de fantasia com pincéis e pigmentos.

FILE SÃO PAULO 2025: SYNTHETIKA – Mario Klingemann

The Noise of Art

Mario Klingemann

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

The Noise of Art – Alemanha

 

Dançando pelo Espaço Latente

Mario Klingemann ama dançar — não profissionalmente — mas, sempre que o faz, tenta traduzir sua interpretação do movimento e dos gestos da música para o espaço multidimensional de seu corpo. Trabalhando com os espaços latentes de redes neurais, particularmente com GANs, encontrou um processo paralelo: traduzir som em imagens. A dança torna a música visível por meio do movimento; sua arte tenta fazer o mesmo com inteligência artificial, permitindo que a música molde imagens. As três obras em vídeo apresentadas — Freeda Beast — Bringing Things to an End (GAN generated beta) (2017), The Noise of Art (2020) e Liberation (2020) — são experimentos nessa tradução, cada uma criada de uma só vez por um código escrito por ele, que responde ao ritmo e ao clima das músicas. Bringing Things to an End, provavelmente um dos primeiros videoclipes totalmente gerados por IA no mundo, utiliza um modelo de geração de rostos treinado pelo artista.
Mario Klingemann é um artista e cético com uma mente curiosa. Seu trabalho explora a interseção entre arte e tecnologia, com foco em inteligência artificial, aprendizado profundo e estruturas algorítmicas, investigando continuamente os mecanismos internos tanto das máquinas quanto do processo criativo.

 

BIO

Mario Klingemann é um artista e cético com uma mente curiosa. Seu trabalho explora a interseção entre arte e tecnologia, com foco em inteligência artificial, aprendizado profundo e estruturas algorítmicas, investigando continuamente os mecanismos internos tanto das máquinas quanto do processo criativo.

FILE SÃO PAULO 2025: SYNTHETIKA – Mario Klingemann

Liberation

Mario Klingemann

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

Liberation – Alemanha

Dançando pelo Espaço Latente

Mario Klingemann ama dançar — não profissionalmente — mas, sempre que o faz, tenta traduzir sua interpretação do movimento e dos gestos da música para o espaço multidimensional de seu corpo. Trabalhando com os espaços latentes de redes neurais, particularmente com GANs, encontrou um processo paralelo: traduzir som em imagens. A dança torna a música visível por meio do movimento; sua arte tenta fazer o mesmo com inteligência artificial, permitindo que a música molde imagens. As três obras em vídeo apresentadas — Freeda Beast — Bringing Things to an End (GAN generated beta) (2017), The Noise of Art (2020) e Liberation (2020) — são experimentos nessa tradução, cada uma criada de uma só vez por um código escrito por ele, que responde ao ritmo e ao clima das músicas. Bringing Things to an End, provavelmente um dos primeiros videoclipes totalmente gerados por IA no mundo, utiliza um modelo de geração de rostos treinado pelo artista.
Mario Klingemann é um artista e cético com uma mente curiosa. Seu trabalho explora a interseção entre arte e tecnologia, com foco em inteligência artificial, aprendizado profundo e estruturas algorítmicas, investigando continuamente os mecanismos internos tanto das máquinas quanto do processo criativo.

BIO

Mario Klingemann é um artista e cético com uma mente curiosa. Seu trabalho explora a interseção entre arte e tecnologia, com foco em inteligência artificial, aprendizado profundo e estruturas algorítmicas, investigando continuamente os mecanismos internos tanto das máquinas quanto do processo criativo.

FILE SÃO PAULO 2025: SYNTHETIKA – Mario Klingemann

Freeda Beast

Mario Klingemann

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

Freeda Beast – Alemanha

Dançando pelo Espaço Latente

Mario Klingemann ama dançar — não profissionalmente — mas, sempre que o faz, tenta traduzir sua interpretação do movimento e dos gestos da música para o espaço multidimensional de seu corpo. Trabalhando com os espaços latentes de redes neurais, particularmente com GANs, encontrou um processo paralelo: traduzir som em imagens. A dança torna a música visível por meio do movimento; sua arte tenta fazer o mesmo com inteligência artificial, permitindo que a música molde imagens. As três obras em vídeo apresentadas — Freeda Beast — Bringing Things to an End (GAN generated beta) (2017), The Noise of Art (2020) e Liberation (2020) — são experimentos nessa tradução, cada uma criada de uma só vez por um código escrito por ele, que responde ao ritmo e ao clima das músicas. Bringing Things to an End, provavelmente um dos primeiros videoclipes totalmente gerados por IA no mundo, utiliza um modelo de geração de rostos treinado pelo artista.
Mario Klingemann é um artista e cético com uma mente curiosa. Seu trabalho explora a interseção entre arte e tecnologia, com foco em inteligência artificial, aprendizado profundo e estruturas algorítmicas, investigando continuamente os mecanismos internos tanto das máquinas quanto do processo criativo.

BIO

Mario Klingemann é um artista e cético com uma mente curiosa. Seu trabalho explora a interseção entre arte e tecnologia, com foco em inteligência artificial, aprendizado profundo e estruturas algorítmicas, investigando continuamente os mecanismos internos tanto das máquinas quanto do processo criativo.

FILE SÃO PAULO 2025: SYNTHETIKA – Dimitri Lomonaco

Vídeo ao vivo: imagem, espaço e interatividade

Dimitri Lomonaco

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

 

Vídeo ao vivo: imagem, espaço e interatividade – Brasil

A oficina combina artes visuais e novas mídias, na medida em que se utiliza da tecnologia de video mapping, ou projeção mapeada, como ferramenta para composições visuais no espaço físico. Para além das telas, a imagem projetada pode interferir nas mais diversas superfícies (arquitetura, objetos, corpo etc.), tornando-as telas de vídeo dinâmicas. Assim, o vídeo deixa de ser um retângulo plano e cria a ilusão de ser um elemento interativo, incorporando-se ao espaço.

BIO

Dimitri Lomonaco é um artista-pesquisador da imagem e de tecnologias digitais no campo do audiovisual expandido. Integrando design, cenografia e iluminação, desenvolve projetos de arte e tecnologia, criando experiências visuais imersivas e sensíveis. Atualmente é mestrando no programa de Artes Visuais da ECA-USP e integrante dos grupos de pesquisa em arte e tecnologia Realidades (USP) e GIIP (UNESP).

FILE SÃO PAULO 2025: SYNTHETIKA – Clarissa Ribeiro; Rewa Wright; Jill Scott; Leona Machado

P5.js na Visualização de Dados em Performance: A Tecnoética da Inclusão e do Pertencimento

Clarissa Ribeiro; Rewa Wright; Jill Scott; Leona Machado

FILE São Paulo 2025 | Workshop
Festival Internacional de Linguagem Eletrônica

 

P5.js na Visualização de Dados em Performance: A Tecnoética da Inclusão e do Pertencimento – Brasil

O FEMnomenal Art Collective oferece uma oficina performativa que explora o ecofeminismo e a desconstrução da divisão entre humano e não-humano — dicotomia central da modernidade colonial. Por meio de atividades colaborativas, visualização performativa de dados e performances interativas, a oficina aborda empoderamento feminino, ideologias alternativas de crescimento e estéticas tecnoéticas. As participantes criam visuais generativos e realizam atos simbólicos que promovem diálogos sobre cuidado, equidade e transformação.

BIO

O coletivo é formado pelas artistas e pesquisadoras Dra. Jill Scott, Dra. Clarissa Ribeiro e Dra. Rewa Wright. Juntas, exploram interseções entre arte, ciência e justiça social por meio de práticas criativas que desafiam fronteiras convencionais.

FILE SÃO PAULO 2025: SYNTHETIKA – Viviane da Silva Tavares

(Dis)connection

Viviane da Silva Tavares

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

 (Dis)connection – Brazil

The (Dis)connection workshop is an immersive in-person experience that invites participants to explore the impact of technology on their bodies and perceptions. Using high-quality projections and somatic practices, the workshop encourages conscious digital disconnection, offering tools for a healthier and more balanced relationship with technology.

BIO

Viviane Tavares is a researcher and digital wellness expert, focusing on the intersection of the body, technology, and design. With over 10 years of experience in the technology industry developing digital products, she uses contemporary dance and somatic practices to advocate for conscious disconnection in our hyperconnected world.

FILE SÃO PAULO 2025: SYNTHETIKA – Clarissa Ribeiro

Afterlives-Chimeras: Wetland Carbonized Memories

Clarissa Ribeiro

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

 

Afterlives-Chimeras: Wetland Carbonized Memories – Brazil

Afterlives-Chimeras: Wetland Carbonized Memories reimagines ancient Egyptian animal mummification through the lens of ecological tragedy. Inspired by Brazilian swamps and the destruction of wildlife caused by agribusiness, mining, and the steel industry, the project uses AI (Krea.AI and Meshy.AI) to create hybrid creatures from images of charred animals. The chimeras, 3D printed with PLA, reminiscent of mummified linen, symbolize loss, transformation, and the urgency of ecological balance.

BIO

Clarissa Ribeiro is an Assistant Professor of Visual Arts at USP and former Director of Roy Ascott’s Technoetic Arts Studio in Shanghai. A PhD holder with a Fulbright postdoctoral degree, she intersects art, science, and technology in morphogenetic practices, adopting animism as a way to navigate ecologies as cosmologies.

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 – João Otero

Digital Origami: Exploring Procedural Animation

John Otero

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

 

Digital Origami: Exploring Procedural Animation – Brazil

This workshop introduces procedural animation, a technique that uses mathematical parameters to create automated movements. Using the free version of Houdini software, participants will learn how to digitally assemble and animate origami, exploring the software’s features to simulate movements and behaviors. The creative possibilities of this approach will also be discussed, highlighting applications in animation, generative design, and visual effects.

BIO

João Otero is a visual artist, illustrator, animator, teacher, and visual arts graduate student at ECA-USP. He is a member of the Realidades research and outreach group. He holds a scholarship from the CAPES Teaching Initiation Program in the arts field; he also received a PUB scientific initiation scholarship, researching digital techniques applied to comic book production.

FILE SÃO PAULO 2025: SYNTHETIKA – Grupo de Pesquisa e Extensão Realidades

Animated Sprites: Frame-by-Frame Animation for Games

Realities Research and Extension Group

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

Animated Sprites: Frame-by-Frame Animation for Games – Brazil

Want to learn how game animations are created? In this workshop, we’ll explore how animated sprites work, and you’ll have the opportunity to create your own! Using free and accessible tools, we’ll transform ideas into animated art and integrate them into the programming of a simple game.

BIO

The Realidades Group (https://realidades.eca.usp.br/), founded in 2010, is a research and extension group at USP that works with art, technology and the concept of reality.

FILE SÃO PAULO 2025: SYNTHETIKA – Grupo de Pesquisa e Extensão Realidades

Mundos de papel — Diorama com prototipagem

Grupo de Pesquisa e Extensão Realidades

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

 

Mundos de papel — Diorama com prototipagem – Brasil

Como seria um mundo dentro de uma caixa de papel? Nesta oficina, cada participante criará o próprio diorama de papel — cenário construído a partir de recortes de papel sobrepostos. Para isso, aprenderemos a usar o Inkscape, um programa gratuito e de código aberto de desenho vetorial, e uma plotter de recorte, uma ferramenta de fabricação digital. Ao final, cada participante terá criado seu próprio diorama, seu próprio universo dentro de uma caixa de papel.

BIO

O Grupo Realidades (https://realidades.eca.usp.br/), fundado em 2010, é um grupo de pesquisa e extensão da USP que trabalha com arte, tecnologia e o conceito de realidade.

FILE SÃO PAULO 2025: SYNTHETIKA – Priscila Nassar Galante Guedes

Desenvolvimento de Moda Digital com IA e 3D

Priscila Nassar Galante Guedes

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

 

Desenvolvimento de Moda Digital com IA e 3D – Brasil

Palestra e workshop sobre Moda Digital com 3D e inteligência artificial, abordando a trajetória de Priscila Nassar, seus conceitos e ferramentas. A proposta é explorar a Moda Digital como um meio de experimentação e criação de narrativas, personagens e arte digital dentro do mercado contemporâneo.

BIO

O trabalho de Priscila Nassar consiste em investigar novas tecnologias e desenvolver narrativas digitais de moda, utilizando recursos como 3D, CGI e experiências XR que envolvem realidade aumentada e virtual. A artista explora constantemente novos softwares e técnicas digitais, buscando expandir os limites da criação no universo da moda e da arte.

FILE SÃO PAULO 2025: SYNTHETIKA – Flavia Mazzanti

Beyond My Skin

Flavia Mazzanti

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

 

Beyond My Skin – Brasil

Beyond My Skin é um projeto interdisciplinar apresentado na forma de instalação interativa, performance híbrida e experiência em realidade mista (MR), que explora a relação híbrida entre corpos humanos e suas representações digitais por meio do uso experimental de diferentes tecnologias e mídias imersivas. O projeto já foi exibido em diversos espaços, como o Deep Space 8K do Ars Electronica Center (Linz, Áustria).

BIO

Flavia Mazzanti é uma artista multimídia que vive e trabalha entre Viena e São Paulo. Sua obra explora conceitos artístico-filosóficos relacionados a pós-antropocentrismo, entrelaçamento, corpo e identidade, com o interesse de oferecer perspectivas alternativas sobre nós mesmos e nosso entorno. Seus trabalhos têm sido exibidos internacionalmente, incluindo em países como Áustria, Suíça, Alemanha e Japão.

FILE SÃO PAULO 2025: SYNTHETIKA – Anabela Costa

IN BETWEEN

Anabela Costa

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

 

IN BETWEEN – França

O espaço entre, aquele que exploramos o tempo todo. O espaço entre é uma ponte.  O poder do espaço entre!

BIO

Anabela Costa é artista visual, com diversas exposições individuais no seu percurso. A partir dos anos 80, passou a se interessar e a se direcionar progressivamente para a imagem digital. Desde 2000, desenvolve pesquisas no campo do cinema experimental, com foco em dois eixos: a imagem em movimento — a estética da representação do movimento — e a formalização de conceitos temáticos e científicos.

FILE SÃO PAULO 2025: SYNTHETIKA – Arash Akbari

Gelîm

Arash Akbari

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

 

Gelîm – França

Gelîm é uma obra processual inspirada nos padrões repetitivos frequentemente encontrados em tapetes tradicionais, especialmente do Oriente Médio. A obra utiliza a função de ruído Simplex em 4D e fórmulas matemáticas para gerar padrões em constante evolução.

BIO

Arash Akbari é um artista transdisciplinar de Teerã, Irã. Sua pesquisa investiga a relação entre sistemas artísticos dinâmicos, percepção humana, narrativa não linear e a convergência entre os mundos físico e digital. Seu trabalho abrange os campos de sistemas generativos, design de interação, tecnologias imersivas e processamento em tempo real.

FILE SÃO PAULO 2025: SYNTHETIKA – Hernan Roperto

RUÍDO/SINAL (Ruído Visual e o Fluxo Infinito de Dados)

Hernan Roperto

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

 

RUÍDO/SINAL (Ruído Visual e o Fluxo Infinito de Dados) – Argentina

“Todo ambiente tem um ruído de fundo dominante. Tudo que se destaca visualmente será um sinal” — Jorrit Tornquist.

Convivemos com desinformações, bombardeio de informações e distrações constantes, criando um ambiente caótico e sobrecarregado. Este projeto interpreta metaforicamente o ruído visual como uma representação do fluxo infinito de dados em que estamos imersos, convidando à reflexão sobre como navegamos neste mar de dados e a sua influência em nossa percepção e compreensão do mundo.

BIO

Hernán Roperto é um VJ, artista audiovisual e engenheiro. Especializado em design visual para performances ao vivo, incluindo vídeo em tempo real, design de projeção, mapping e programação criativa. Seus projetos foram apresentados em vários festivais internacionais, como FILE (SP, Brasil), Live Performance Meeting (Roma, Itália), Mutek Argentina, Haptic Hybrid (NY), Biennale Esch.

FILE SÃO PAULO 2025: SYNTHETIKA – Ultravioletto

Mycelium — Natural Intelligence

Ultravioletto

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

 

Mycelium — Natural Intelligence – Itália

A inteligência é frequentemente vista como aquilo que distingue os seres humanos, com a tecnologia como seu produto. Essa visão antropocêntrica exclui grande parte do mundo natural da ideia de progresso. E se a inteligência for um processo distribuído, resolvendo problemas por meio de conexões? Fungos otimizam redes de alimentação e comunicação pelo micélio, oferecendo um modelo para repensarmos nossa relação com a natureza e as cidades. Ultravioletto explora esse conceito em um vídeo gerado por algoritmos.

BIO

Ultravioletto é um estúdio criativo especializado em fundir arte e design com tecnologias interativas. Com uma abordagem não convencional, o estúdio integra novas mídias em projetos de pesquisa inovadores, contando com designers, programadores, artistas 3D e produtores.

FILE SÃO PAULO 2025: SYNTHETIKA – Silvia Ruzanka

Plant Growth Dreams

Silvia Ruzanka

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

 

Plant Growth Dreams – Estados Unidos

Plant-being (ser-planta) é um estado de crescimento perpétuo de estender-se para baixo e para fora, atravessando fronteiras. A computação especulativa inspirada no pensamento vegetal envolve extensão e mistura, operando não por limites rígidos como os portões da lógica, mas por continuidades. A animação usa time-lapse e redes de difusão treinadas com plantas e eletrônicos, formando um sonho especulativo de híbridos vegetal-eletrônicos.

BIO

Silvia Ruzanka é artista e filósofa, atuando com animação, realidade virtual, instalações interativas e jogos experimentais. Seu trabalho foi exibido em festivais, galerias e museus internacionais. É professora assistente no Departamento de Artes e no programa de Artes de Jogos e Simulação do Rensselaer Polytechnic Institute, em Troy, Nova York.