highlike

Jaspreet Singh – Aethrimus – India

AETHRIMUS

Jaspreet Singh

 

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

 

Aethrimus – India

A mysterious object known as 3I Atlas, expected to pass harmlessly through space, suddenly changes course and impacts the Moon, destroying a U.S. satellite in the process. The unexplained event triggers global alarm. A rapid-response mission is launched to investigate the anomaly before it threatens Earth. When the team reaches the Moon, they uncover a shocking truth: the object is not a comet, but an alien spacecraft hidden beneath the lunar surface.

BIO

Jaspreet Singh is an independent filmmaker from India with a strong passion for science fiction, mystery, and experimental storytelling. His work explores themes of the unknown, technology, and human perception, blending cinematic visuals with emerging digital and AI-assisted filmmaking tools. Jaspreet creates atmosphere-driven narratives that challenge traditional storytelling and invite audiences to question reality, intelligence, and existence.

John Butler – The Magic Robot – England

THE MAGIC ROBOT

John Butler

 

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

 

The Magic Robot – England

A tale of technological unemployment, only this time it’s the robots who are losing their jobs.

Loosely based on Upton Sinclair’s ‘The Jungle’, the Magic Robot traverses the worlds of bonded labour, industrial espionage, fine art and spirituality in his search for ‘Self‘. The Magic Robot is a work of Bureaucratic Science Fiction, confirming that we are living in a spreadsheet, not a simulation.

BIO

Studied Drawing & Painting and Electronic Imaging at Duncan of Jordanstone College of art, Dundee.

Lives and works in Glasgow as 3D animator. His personal work makes extensive use of CGI, motion capture, and, lately, ‘Interrogative Fashion’.

Has exhibited and screened media art work extensively in the UK and abroad, and has produced work for broadcast in UK for BBC2 and Channel 4.

Sandrine Deumier – DEEP-SKIN – à fleur de peau – France

DEEP-SKIN – À FLEUR DE PEAU

Sandrine Deumier

 

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

 

DEEP-SKIN – à fleur de peau – France

DEEP-SKIN – à fleur de peau is a speculative fiction in which two characters engaged in an online dialogue have the opportunity to explore a new form of intimacy where touch would no longer have a reason to exist, but where other modes of relationship would be put in place through another skin, more capable of emotionally and psychologically touching the human spirit: a kind of even more tactile skin, connected to new emotional depths.

With the support of Absolute Art AIR (Taiwan)

BIO

Sandrine Deumier is a multidisciplinary artist working in the fields of performance, poetry and video art whose work investigates post-futurist themes through the development of aesthetic forms related to digital imaginaries.

Raoni Assis – Alguma Coisa com Plutônio – Brazil

ALGUMA COISA COM PLUTÔNIO

Raoni Assis

 

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

 

Alguma Coisa com Plutônio – Brazil

Recife in dystopia. A social critique, a clash of realities, about apathy disguised as fiction and dystopia. Characters lurking in the face of the end that will come with the overheating. A familiar story, perhaps too familiar.

BIO

Raoni Assis is a visual artist from Olinda/PE, an illustrator and comic book artist who works with films, murals, sculptures, tattoos, and various artistic techniques. He publishes in Brazil and abroad, directed two award-winning animated short films, and created visual identities for major cultural events. He is the creator of Casa Balea and the production company A Casa do Cachorro Preto.

Herinarivo Rakotomanana – More Tears Than Harm – Madagascar/France

MORE TEARS THAN HARM

Herinarivo Rakotomanana

 

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

 

More Tears Than Harm – Madagascar/France

A sensory collage of childhood memories from Madagascar with present-day impressions. Fleeting moments quietly echo within.

BIO

Herinarivo Rakotomanana’s practice unfolds between introspective fiction films and music videos rooted in the urban and Afro scenes, mostly with independent artists from Paris and Congo. Since the early days of GANs, the artist has been exploring the latent space of AI-generated imagery, weaving sensorial cinema and visual experimentation, from photorealistic film to animation.

Non-Linear – Transmissions into the Void – India

TRANSMISSIONS INTO THE VOID

Non-Linear

 

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

 

Transmissions into the Void – India

Transmissions into the Void explores the temporal nature of improvisation and the inevitable decay of information, transforming the space into an immersive sound and light machine. Influenced by science fiction and the modular design principles of modern engineering, the room becomes a dynamic interface between viewer and technology. Ultimately, the piece serves as a meditation on the temporal fragility of all information and data—whether biological, digital, or analog—and how time irreversibly erodes it.

BIO
Non-Linear is the creative project of Dennis Peter, an interaction designer and artist redefining the intersection of technology, nature, and creative expression. With a background in architecture and an ever-evolving curiosity, his work spans kinetic installations, generative art, and algorithmic music. From hacking old calculators as a child to crafting immersive, interactive experiences, Dennis continuously expands the boundaries of digital creativity.

LENOX-LENOX

impossible objects

TMRRW

 

TMRRW(dot)net combines predictable and unpredictable change in order to form a cubic time capsule of tomorrow’s relics. Predictions arise by mapping the course of natural disasters and desiccated resources, and non-predictions are postulated from science fiction and myth. The resulting guided tour of The Last Gallery presents attributes of artifactual design and nostalgia: we will remember impact events and Y2K12 hysteria; thirst, wetness, and all things glossy; sitting, leisurely commodities, and decoration. This piece intends to simulate future documentation of the past, while simultaneously proposing precursory relics.

INGRESS (GLOBAL AUGMENTED REALITY GAME)

Ingress uses the mobile device GPS to locate and interact with “portals” that are in proximity to the player’s real-world location. The portals are physical points of interest where “human creativity and ingenuity is expressed,” often manifesting as public art such as statues and monuments, unique architecture, outdoor murals, historic buildings, local community hubs and other displays of human achievement. The game uses the portals as elements of a science fiction backstory along with a continuous open narrative provided through various forms of media.

STROOK

Metropolis

 

Metropolis is a 1927 German expressionist science-fiction film directed by Fritz Lang. Set in the year 2026, Metropolis takes place in a dystopian society where wealthy industrialists rule from vast tower complexes, oppressing the workers who live in the depths below them.

The drawing is placed on the largest window of the ‘Concertgebouw’ (Concert building) in Bruges with the perfect backdrop of the city. There are many different perspectives to the work wich has the effect of a changing picture throughout the day.

SIDI LARBI CHERKAOUI

سيدي العربي الشرقاوي
西迪·拉比·切考维
Сиди Ларби Шеркауи
TeZukA

 

Het is een eer, een genoegen en een zegen om zijn wereld met die van mij te laten samenvloeien.” Dat zegt choreograaf Sidi Larbi Cherkaoui over Osamu Tezuka. Het universum van deze visionaire Japanse striptekenaar – een fascinerende mix van traditie, sciencefiction en hedendaagse werkelijkheid – vormt het materiaal voor Cherkaoui’s nieuwe dansvoorstelling. Met ‘TeZukA’ keert de choreograaf terug naar zijn eerste liefde, de tekenkunst. Maar de meester van de manga (Japanse striptekening) beïnvloedde de choreograaf op meer dan louter vormelijk vlak. Opgegroeid in het naoorlogse Japan behandelde Osamu Tezuka universele thema’s zonder enig taboe. Hij droeg mensenrechten, ethiek en tolerantie hoog in het vaandel. In ‘TeZukA’ maakt Sidi Larbi Cherkaoui het artistieke proces fysiek zichtbaar: hij zet zowel zijn dansers als kalligrafen in om het tekenproces op de scène te beschrijven. Van een leeg blad over één enkele Japanse kanji (letter) tot een volledig uitgewerkt mangapersonage. ‘TeZukA’ brengt hulde aan de tekeningen en de humaniteit in het werk van de ‘god van de manga’.

CHRISTOPHE LUXEREAU

Ombre

 

Après des études d’art classique en peinture (école des Beaux-Arts) et en architecture (génie civil), Christophe Luxereau se consacre à la photographie à partir de 1986. Il travaille l’image numérique dès 1995 pour développer le thème de la relation à la machine électronique.

Cette relation établit de nouveaux codes, d’autres comportements et de nouvelles icônes. Le photographe est un cinéphile, famillier de la cyberculture et des maîtres de science-fiction, base de son univers visuel. Le monde, la mode, qu’il côtoie de façon professionnelle lui inspire des hybridations entre design et haute-couture.

Son travail porte ainsi une réflexion sur l’idée de la beauté artificielle véhiculée par la publicité cosmétique et de luxe. La pratique du graphisme 2D et 3D accentue la réalité virtuelle de ses créations. Toujours en prospection, chaque série est une étape, une expérience technique et esthétique.

Chacune de ses expositions donne lieu à une mise en espace des oeuvres pour immerger le spectateur au coeur de ses visions. Ainsi il créé mobilier, ambiances sonores et lumineuses sous forme de sho-room pour société robotique ou chapelle dédiée au culte de ses madones.

FILE SÃO PAULO 2025: SYNTHETIKA – CNDSD & Iván Abreu

AUTOCONSTRUCCION

CNDSD & Iván Abreu

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

 

AUTOCONSTRUCCION – Mexico

AUTOCONSTRUCCIÓN is a live-coded audiovisual concert and a video game animation performed by real-time algorithms. Through speculative architectural fictions, it narrates the phenomenon of informal housing in places like Mexico, Latin America, Asia, India, and the outskirts of Europe and the U.S. The artists are interested in live coding as a fluid, granular way to craft audiovisual storytelling.

BIO

Iván Abreu is a Mexican-Cuban interdisciplinary artist who blends science, design, and technology to question human interaction and social systems. A Lumen Prize winner, his work has been shown at ZKM, Ars Electronica, and MAB. Malitzin Cortés (CNDSD) is a Mexican artist exploring sound, technology, and speculative architecture through live coding, audiovisuals, and critical narrative.

FILE SÃO PAULO 2025: SYNTHETIKA – Hsujing

XENO: UNDERTOW

Hsujing

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

 

XENO: UNDERTOW – China / England

XENO: UNDERTOW is an experimental short film that employs stream-of-consciousness narration and AI-generated surreal visual art to explore the identity struggles and inner turmoil of cross-cultural migrants in mainstream society. Through metaphor, the film depicts a whale forcibly displaced from the boundless azure sea, cast into a desert of shifting sands. This imagery symbolizes the challenges cultural migrants face in adapting to dominant cultures and the profound sense of identity loss.

BIO

Hsujing is a contemporary artist and digital artist & director. His primary research focuses on the integration of technology and art, as well as speculative creative outputs. He is skilled in combining diverse techniques for artistic creation. His works blend elements of classicism with science fiction, not only envisioning future landscapes but also revealing persistent realities.

FILE SÃO PAULO 2025: SYNTHETIKA – Cornelis Clement

AI Created a Sci-Fi World You Won’t Believe!

Cornelis Clement

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

AI Created a Sci-Fi World You Won’t Believe! – Germany

AI Created a Sci-Fi World You Won’t Believe! is a science fiction universe generated by artificial intelligence. Custom-created images for this world were brought to life with motion and an original soundtrack, resulting in an immersive experience. The work invites the audi ence to explore breathtaking alien landscapes, futuristic cities, and cosmic phenomena reminiscent of Dune and No Man’s Sky. This AI-generated video transports viewers into a realm of visual marvels and hypnotic atmospheres.

BIO

Cornelis is a Berlin-based artist specializing in AI-generated art. He views technology as the dawn of a new era in artistic creation and seeks to be an active part of this movement. His work aims to push creative boundaries, offering audiences new ways to experience imagined worlds.

FILE SÃO PAULO 2025: SYNTHETIKA – PintoCreation

Epic Alien Landscapes

PintoCreation

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

 

Epic Alien Landscapes – Italy

Embark on a cinematic voyage across otherworldly landscapes. Created with Mi djourney V6.1, animated through Hailuo AI, and set to an original Suno AI v4 soundtrack, this video brings to life vast alien worlds, futuristic civi lizations, and breathtaking digital vistas.

BIO

Since childhood, Luigi Novellino (aka PintoCreation) dreamed of distant galaxies and cities floating in the sky. Now, thanks to artificial intelligence, these dreams come to life. PintoCreation creates images that tell stories of hidden worlds, born from his passion for science fiction and his desire to share them with everyone.

FILE SÃO PAULO 2025: SYNTHETIKA – Erika Kassnel-Henneberg

Deep Paula

Erika Kassnel-Henneberg

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

 

Deep Paula – Germany

An old photograph is “brought to life” by artificial intelligence. What happens when flawed memory gives way to artificial vividness? Today, a perfect, seemingly alive digital self can be created. Will we become eternal puppets wandering the web? Who pulls the strings? And if a lost loved one is replaced by a digital twin, what becomes of grief?

BIO

Erika Kassnel-Henneberg (1973) is a conceptual artist. Her work explores a new humanism in the face of digital complexity. She investigates memory through AI-driven data analysis and questions perception as a construct between reality and fiction.

Music: AI-generated.

QUBIT AI: Paul Gründorfer & Leonhard Peschta

The Sea

FILE 2024 | Installations
International Electronic Language Festival

The Sea is an extraction of a complex natural phenomenon, resulting in an artificial emulation that develops a life form of its own. Just like the sea with its endless waves, this artificial system follows the impact of an immersive state, leading to a unique vision of an artificial generator. Despite appearing chaotic, it is capable of generating associations ranging from the movement of waves to science fiction scenarios.

Bio

Paul Gründorfer develops process-related systems and explores variable or unstable conditions in the occurrence of sound when exposed to amplification, feedback, and multiple signal streams. His works focus on processes that evolve in a social space. Leo Peschta is an artist and researcher. During his studies, he worked in various fields of media arts, including sound, installations and software, developing over the years a special interest in robotics and machinery.

Credits

Austrian Embassy

Sara Sadik

Ultimate Vatos
Les vidéos, performances, installations et photographies de Sara Sadik prennent la forme de mangas, de jeux vidéo, de docu-fictions ainsi que de films d’animation CGI. Ce faisant, l’artiste aux racines maroco-algériennes explore les manifestations de ce qu’elle appelle « Beurcore« – la culture des jeunes qui a émergé parmi les membres de la classe ouvrière de la diaspora nord-africaine. Beurcore définit à la fois une identité hybride et un mouvement collectif constitué à travers la musique comme le rap et le hip-hop, la langue, la mode, des symboles spécifiques et les médias sociaux.

Brodbeck & de Barbuat

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

Nix Liu Xin

Three Supermarkets
Three Supermarkets is an infinite loop film with a shopping cart riding across multiple coexisting fictional supermarkets. As the first episode of the Phygital Supermarket Trilogy, this film explores the hybrid compositing of the emerging physical and digital media and techniques. The production process of this film uses industrial-grade six-axis Staubli robot arm as shooting equipment, green screen shooting, volumetric video capture, photogrammetry, Cinema 4D Mograph, Redshift shading & rendering, 2D/3D compositing, and other custom build techniques and workflows. Familiar but neglected objects, such as apples and snack bags, were scanned as either static models or animated model sequences from the physical world to the digital space.

INES ALPHA

Ines Alpha likes blurring the frontiers between reality and fiction. And by being a 3D makeup artist she makes reality more fantastic and surreal.
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Ines Alpha 喜欢模糊现实与虚构之间的界限。作为一名 3D 化妆师,她让现实变得更加梦幻和超现实。
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Ines Alpha는 현실과 허구의 경계를 모호하게 만드는 것을 좋아합니다. 그리고 그녀는 3D 메이크업 아티스트가 됨으로써 현실을 더욱 환상적이고 초현실적으로 만듭니다.

zach blas

sanctum
Zach Blas(United States、1981)の作品は、テクノクラート社会の限界と基盤を描くことを目的として、視覚言語の慣習、価値体系、デジタル技術に内在する力のダイナミクスをさまざまな文脈で分析、調査、配置しています。 。 彼の分析とデジタル文化への反映のために、彼は映画、彫刻、執筆、パフォーマンスなど、さまざまな表現形式を使用しています。 ブラスはブラックユーモアと理論的研究に取り組んでおり、彼の最も顕著な影響の中には、神秘主義の伝統、サイエンスフィクションのジャンル、ップカルチャー、クィアの美学があります。

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sanctum

The work of Zach Blas (United States, 1981) analyzes and explores the dynamics of visual language practices, value systems, and the forces inherent in digital technology in a variety of contexts, with the aim of depicting the limits and foundations of technocratic societies. I have placed it. .. For his analysis and reflection in digital culture, he uses a variety of forms of expression, including film, sculpture, writing and performance. Brass works on black humor and theoretical research, and among his most prominent influences are the mystical tradition, the genre of science fiction, pop culture, and the aesthetics of queer.

 

Liam Young

Planet City

Planet City, by Los Angeles-based film director and architect Liam Young, explores the productive potential of extreme densification, where 10 billion people surrender the rest of the planet to a global wilderness. Although wildly provocative, Planet City eschews the techno-utopian fantasy of designing a new world order. This is not a neo-colonial masterplan to be imposed from a singular seat of power. It is a work of critical architecture – a speculative fiction grounded in statistical analysis, research and traditional knowledge.
It is a collaborative work of multiple voices and cultures supported by an international team of acclaimed environmental scientists, theorists and advisors. In Planet City we see that climate change is no longer a technological problem, but rather an ideological one, rooted in culture and politics.

Denis Villeneuve

Arrival

“Arrival’s narrative plays out in four languages: English, Mandarin, Russian and Heptapod. Though they are not spoken in the film, we learn that Louise is also fluent in Farsi, Sanskrit and Portuguese (and possibly others). The language learning process and the growing translingual bond between Louise and the heptapods forms the film’s narrative arc and the majority of its plot. Thus language, and specifically the mechanics of ←215 | 216→multilingualism, is Arrival’s central theme. Within this context, the ability to communicate across language barriers is an asset, and the flexibility to navigate new linguistic challenges is invaluable. The heptapods are pure science fiction, but serve a powerful metaphorical function. As Emily Alder (2016) writes in The Conversation, “ultimately, Arrival is less about communicating with the aliens than with each other – internationally but also individually […] The film’s message is that difference is not about body shape or colour but language, culture and ways of thinking. It’s not about erasing that difference but communicating through it”. Gemma King

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语言学习过程以及路易丝与七足动物之间越来越多的跨语言联系形成了电影的叙事弧线和大部分情节。 因此,语言,尤其是←215的机制| 216→使用多种语言是到达中心的主题

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Процесс изучения языка и растущая межъязыковая связь между Луизой и гептаподами составляют повествовательную дугу фильма и большую часть его сюжета. Таким образом, язык и, в частности, механика ← 215 | 216 → многоязычие – центральная тема Арривала.

Daft Punk

Interstella 5555

Daft Punk’s Interstella 5555: The 5tory of the 5ecret 5tar 5ystem is a 2003 Japanese-French animated science fiction film and the visual realization of Discovery, the second studio album by Daft Punk. Interstella 5555 tells the story of the abduction of an interstellar pop band. The film was produced by Daft Punk, Cédric Hervet and Emmanuel de Buretel with Toei Animation under the supervision of Leiji Matsumoto. The film has no dialogue and uses minimal sound effects.

cinema full

Walid Raad

The Atlas Group

In the late 1990s Raad created a fictional foundation called The Atlas Group in order to accommodate and contextualise his growing output of works documenting the Lebanese Civil Wars, generally dated 1975–1990. Within Atlas Group Raad produces artworks, addressing the infrastructural, societal, and psychic devastation wrought by the wars, which he then re-dates and attributes to an array of invented figures who in turn are said to have donated these works directly or by proxy to The Atlas Group archive. Regardless of original medium of the documents, Raad processes and outputs all of his work digitally consciously adding another layer of documentary intervention to his overarching fictional conceit.

NAXS CORP

Geist Rendern
RENDER GHOST ist eine kombinierte immersive Theaterarbeit aus virtueller Realität, die vom New Media Art Team NAXS CORP erstellt wurde. Die sechs teilnehmenden Zuschauer werden weiße, staubfreie Kleidung anziehen, und das Servicepersonal wird dabei helfen, Virtual-Reality-Ausrüstung zu tragen und langsam das weiße aufblasbare Zelt zu betreten. Angeführt von der virtuellen Szene werden sie um den Spiralturm herumgehen, um eine physische zu starten Science-Fiction-Zeremonie. Wenn der Betrachter auf die Spitze des Turms tritt, entfernt er seine Virtual-Reality-Ausrüstung und taucht in eine surreale Landschaft ein, die aus Lichtern, Lasern, Rauch, Geräuschen, schwebenden Partikeln und Wind besteht. Allmählich geriet er in Trance und Blitz Nebel.

Nicolas Sassoon and Rick Silva

Signals
SIGNALS is a collaborative project by artists Nicolas Sassoon and Rick Silva that focuses on immersive audio-visual renderings of altered seascapes. Sassoon and Silva share an ongoing theme in their individual practices; the depiction of wilderness and natural forms through computer imaging. Created by merging their respective fields of visual research, SIGNALS features oceanic panoramas inhabited by unnatural substances and enigmatic structures. The project draws from sources such as oceanographic surveys, climate studies and science-fiction to create 3D generated video works and installations that reflect on contamination, mutation and future ecologies.

Louis-Philippe Demers

Repeat
In the midst of the promises and fears surrounding robots and Artificial Intelligence, especially in the manual labour sector, Repeat attempts to imagine the illusory dance moves of the so-called augmented body tainted with the gender stereotypes of human ballet duets. Repeat shifts the performing body of the assembly line into the performing body onstage, unceasingly carrying out its tasks. The body meshed with the industrial exoskeleton tolerates and sustains strenuous tasks but ironically, it enables those actions to be repeated even more. Repeat uses passive industrial exoskeletons that are currently deployed in the workplace. This ain’t no fiction, this is the future promised to the human worker.

Keiken + George Jasper Stone

Feel My Metaverse
Feel My Metaverse is Keiken’s first venture in creating a cinematic film, using game engines to build a fictional future, wanting to create stories that viewers can collectively believe in. “I normally make CGI animation from Cinema 4D, often taking days and weeks just to produce short sequences or footage. Whereas working with game engines, we could generate landscapes or worlds that we can continually build onto collectively to produce larger scale works”. The film, set in a future when climate crisis has rendered Earth inhabitable, explores the daily lives of three characters and their experiences in the multiple realities – Pome Sector (a corporate wellness world), 068 (a roleplaying VR world), and Base Reality, or what we currently know as earth. The characters navigate the challenging landscape in the world’s unforgiving points system. Keiken’s goals of unlearning norms of the current world is included in one of these realities.

Liam Young

Where the City Can’t See
Directed by speculative architect Liam Young and written by fiction author Tim Maughan, ‘Where the City Can’t See’ is the world’s first narrative fiction film shot entirely with laser scanners, designed in collaboration with Alexey Marfin. The computer vision systems of driverless cars google maps, urban management systems and CCTV surveillance are now fundamentally reshaping urban experience and the cultures of our city. Set in the Chinese owned and controlled Detroit Economic Zone (DEZ) and shot using the same scanning technologies used in autonomous vehicles, we see this near future city through the eyes of the robots that manage it. Exploring the subcultures that emerge from these new technologies the film follows a group of young car factory workers across a single night, as they drift through the smart city point clouds in a driverless taxi, searching for a place they know exists but that the map doesn’t show.

Projet EVA

The Object of the Internet
L’Objet de l’Internet est une installation jouant le rôle d’un mausolée destiné à la Fin du web, Grâce à des procédés optiques et cinétiques placés dans une boîte fermée où le visiteur insère sa tête, le visage humain est décomposé en une multitudes de fragments. Les visiteurs deviennent les sujets d’une fiction dystopique post-humaine où, sur les réseaux sociaux, ne demeureraient sous la forme d’une résonance que les traces de quelques égo-portraits encore artificiellement animés. Ces derniers, condamnés au statut de solipsismes stériles, s’agiteraient dans le vide sidéral de la fin d’Internet.

ROBOTICS

ROBOTICS
Robotics is the art and commerce of robots, their design, manufacture, application, and practical use. Robots will soon be everywhere, in our home and at work. They will change the way we live. This will raise many philosophical, social, and political questions that will have to be answered. In science fiction, robots become so intelligent that they decide to take over the world because humans are deemed inferior. In real life, however, they might not choose to do that. Robots might follow rules such as Asimov’s Three Laws of Robotics, that will prevent them from doing so. When the Singularity happens, robots will be indistinguishable from human beings and some people may become Cyborgs: half man and half machine.

Bahar Yürükoğlu

Flow Through

“Flow Through takes as its departure point Bahar Yürükoğlu’s experiences during her travels to the Arctic Circle in 2015, both in the summertime, when the sun doesn’t set, and during the winter months, when darkness prevails. In the exhibition, the artist creates fictional spaces based on the dualities she observed in the Arctic region; blurring the boundaries between presence and absence, past and future, nature and civilisation, as well as cyclical movements and inevitable transformations, these installations, photographs and videos test the viewer’s perceptive capacities, and demand that the dichotomy between the subject and the object is set aside”. Duygu Demir

Jonas Pequeno

Foley
Huxley-Parlour gallery presents a solo exhibition of new audiovisual and installation works by the London-based artist Jonas Pequeno. Comprising of three works, a kinetic sound installation Foley, a CGI video Ocean Scene Composite and a photographing print, and the act of appearing, the exhibition considers incongruity in digital fictional constructs. The title of the exhibition, /ˈfəʊli/, is a phonetic transcription of the word foley, a film-making technique used to manually mimic everyday sound effects in post-production when props do not acoustically match their real life counterparts. Influenced by the concept of foley, Pequeno’s work features an audiovisual installation that incorporates microphones and balloons swayed by a fan, replicating the sound of crashing ocean waves.

lucy mcrae

ЛЮСИ МАКРЕЙ
ルーシー·マクレー
לוסי מקריי
露西·麦克雷
لوسي مكراي
institute of isolation
Lucy McRae’s short film The Institute of Isolation is a fictional examination of the ways travellers to outer space could use architecture and design to train their bodies for the challenge (+ movie).

Jennifer Steinkamp

EON
“I considered the first life forms on Earth and how we came to be as a way to refer to the Natural Sciences. I looked at fossil records of the first multi cellular organisms of the Ediacaran Period, 555 million years ago for inspiration. I was struck by the theory of symbiosis in evolution; our DNA ancestors are the resultant fusion of single cellular organisms and bacteria. The millions of bacteria in our bodies are our foremothers. EON is a speculative fiction, a depiction of early life forms underwater. The Universe was formed 13.7 billion years ago. The Earth is 4.543 billion years old. Cyanobacteria or blue-green algae were the first microbes to create oxygen on Earth via photosynthesis 3.5 billion years ago. First humans 200,000-300,000 years ago.” Jennifer Steinkamp

Diana Thater

“Science,Fiction”

Through a combination of the temporal qualities of video and the architectural dimension of its physical installation, Thater’s work explores the artifice of its own production and its capacity to construct perception and shape the way we think about the world through its image. Natural diversity, wildlife, and conservation have been persistent themes in the artist’s work, and she has dedicated herself to an examination of the varied kinds of relationships humans have constructed with animals. While her in-depth studies of ecosystems and animal behavior propose observation as a kind of understanding in itself, her ethical position is implicit in the work, which, while subtly political, provides views of the sublime in all its incarnations—stunning, beautiful, and simultaneously terrifying.

Adrien M / Claire B et Mourad Merzouk

Pixel
A Small tease of the hour long presentation Intertwining body movement with technology is no easy feat. The Dance show is 11 dancers in a virtual and living visual environment. It took the collaborative artistic efforts of artists Adrien Mondot, Claire Bardainne from Adrien M/Claire B Company and Mourad Merzouk from his dance company Käfig to bring to life Pixels. A work on illusion combining energy and poetry, fiction and technical achievement, hip hop and circus.

Tod Machover

Death and the Powers

Science fiction and poignant family drama combine in one of the most stunning, cutting-edge operas of the 21st century, with a libretto by former Poet Laureate Robert Pinsky, coming to the stage of the Winspear Opera House in a production directed by Diane Paulus, designed by Alex McDowell (Steven Spielberg’s Minority Report) and conducted by Nicole Paiement (TDO’s The Lighthouse).This visually spectacular robot pageant by MIT Media Lab’s Tod Machover tells the story of a terminally ill billionaire, sung by Robert Orth, who downloads his consciousness into “the System” and proceeds to use all his powers to persuade his loved ones to join him there. Without bodies, without the possibility of touch, sex, suffering, and death — are we still genuinely human?Explore these existential questions and much more in a piece Variety described as “playful, lyrical and…mesmerizing.” Also starring Joélle Harvey as Miranda, Patricia Risley as Evvy, and Hal Cazalet in his Dallas Opera debut as Nicholas.

ALICE HALDENWANG, LAURA COUTO ROSADO AND TINGTING ZHANG

Telepathy 2012-2112
“TELEPATHY” immerses the viewer in the heart of a fiction where telepathy would become the predominant means of communication at the expense of means of current communication. The ten glass helmets enable to visualize a telepathic communication, by definition invisible. “TELEPATHY” proposes to reverse the current trend which consists in basing its communication on technology, and in exchange it reveals the parapsychological and subjective communication of psychic phenomena.

MICHAEL BURTON

Astronomical Bodies

Astronomical Bodies is based on the research of Dr. Terence Kee of the University of Leeds. He proposes that that a reactive form of phosphorus arrived on the early Earth via meteorite impacts. His research found that phosphorus from space was more suitable for the chemical reactions to develop complex life. Astronomical Bodies reverses this process and tries to transform phosphorus harvested from the body — in the form of kidney stones and urine — into manmade meteorites. Rather than the traditional idea of transpermia addressed in a host of science fiction writings and films, Astronomical Bodies proposes that the galactic transferal of life-promoting chemicals is a natural process that we can facilitate.

SAÂDANE AFIF

Tête de mort
Tête de mort pourrait être une scène de concert, qui attend son performeur, la scénographie d’un spectacle, d’une comédie musicale, le scénario symbolique d’un rêve. Les grosses bulles métalliques, connotant l’éphémère (de la vie, de la fête) et l’étrangeté (du rêve ou de la fiction), attirent l’œil comme un appât, un miroir aux alouettes.
Le pavement géométrique du plafond contient lanamorphose à l’envers, dont le motif « tête de mort » ne se révèle au regardeur que dans le reflet des boules miroir, selon un certain point de vue.

echophon

Yancy Way

The Wonderfdul Hypnotic Gifs of echophon: Yancy Way is an artist making design-influenced generative art that explores motion & the interaction of shapes & line. Ephemeral themes of minimalism, science fiction & nature.

gif

LAURIE SIMMONS

劳丽西蒙斯
ローリー·シモンズ
로리 시몬스
ЛОРИ СИММОНС
DOLL
SIMMONS HAS LONG INVESTIGATED HUMAN PERFORMANCE AS IT RELATES TO SPECIFIC ENVIRONMENTS THROUGH A DEEP DOCUMENTATION AND PROFOUND CHOREOGRAPHY OF DOLLS AND OBJECTS IN AND ON A STAGE. THE BOUNDARIES BETWEEN FICTION AND REALITY ARE OFTEN BLURRED, AND THE ARTIST’S TABLEAUS ARE EVOCATIVE OF A SINCERE HUMANITY, EMOTION AND CHARACTER.

ANDREW HIERONYMI

move
File Festival
MOVE is an interactive installation divided into six distinct modules, JUMP, AVOID, CHASE, THROW, HIDE and COLLECT. Each module offers a single-user interaction, based on a verb corresponding to the action the participant is invited to perform. Each verb corresponds to a common procedure acted out by avatars during videogame play. Each module offers an interaction with abstracted shapes (circles, rectangles) behaving according to simplified rules of physics (collision, friction). Each module is color-coded with consistency, where the color red is used for the graphical element that poses the core challenge. Each module increases difficulty in a similar linear manner.What makes MOVE unusual is that unlike most computer vision or sensor based games like Eye-toy or Dance Dance Revolution, the participant IS the avatar, he is not seeing a representation of herself or an indirect result of her actions on a separate screen but instead interacts directly with the projected graphical constituents of the game. Because those graphical elements are non-representational they do not allow for a projection in a fictional space. The combination of abstracted shapes and direct interaction reinforces in the player the focus on the action itself (JUMP, AVOID, CHASE, THROW, HIDE or COLLECT) instead of an ulterior goal.

Marguerite Humeau

Echoes
Marguerite Humeau’s design is used to explore the means by which knowledge is generated in the absence of evidence, or in the impossibility of either reaching or analysing the object of investigation. Humeau weaves factual events into speculative narratives, therefore enabling the unknown to erupt in grandiose splendour. The work is presented as a series of live science fictions: semi-real, synthetic, supernatural events.