
FILE ANIMA+GAMES RIO 2015
Mac Cauley
The Night Cafe
oculus rift installation
file anima+games rio 2015
Mac Cauley
The Night Cafe
oculus rift installation
file anima+games rio 2015
swing
Christin Marczinzik & Thi Binh Minh Nguyen
oculus rift installation
file anima+games rio 2015
Nothing of This is Ours
“With his strong signature, and his recognizable visual and digital language, Alex creates infinite, surrealistic worlds with colorful creatures, alchemistic symbols, buddhas and other worldly cultural discoveryheritages. In the multiplayer game installation ‘Nothing of This is Ours’, visitors can immerse themselves in the mystic landscapes, graphic patterns and polygon characters. A journey without a destination, exploring with pure instinct. Alex offers the visitors a closer look at the artistic, innovative possibilities of the art game. The game as a contemporary medium, where the newest technique and art come together and enrich the one who takes the time to play the game. Alex invites the visitor to play in M0Bi, individually or collectively, experienced and inexperienced!”
The Witness
FILE 2024 | Installations
International Electronic Language Festival
Image activated by augmented reality, where 3D animated subjects and scenarios are integrated into a physical photograph. Inspired by the work of Carl Jung, the image is part of a larger series that explores themes such as identity, introspection and transformation. Through AR, game elements were introduced into the piece, offering virtual content unlockable through interactions.
Bio
Camila Magrane is a Venezuelan-American visual artist known for her augmented reality images, integrating 3D animated scenes and subjects into physical photographs. With experience in video game development and a passion for analog photography, she explores the dialogue between the virtual and physical worlds. Magrane’s images are inspired by surrealist compositions and reference the graphic hyperrealism of contemporary video game design.
The Call for Entries to participate in FILE – Electronic Language International Festival’s projects in 2024 is now open. The festival seeks original artworks in Art and Technology, by Brazilian and international artists. Registration remains open until February 10th. Access the registration form.
FILE is a non-profit cultural organization that has propagated creation and experimentation in Art and Technology through exhibitions, events and publications over 23 years. This call opens up the opportunity to participate in the 23rd. Edition of the Electronic Language International Festival, which is scheduled to take place at the FIESP Cultural Center, in São Paulo. The selected projects will also be able to collaborate in parallel events in different states in Brazil.
Using the registration form, it is possible to send interactive installations, sound art, video art, robotics, animations, CGI videos, virtual realities, augmented realities, mobile art, games, gifs, internet art, lectures and workshops, among others. To participate in the LED SHOW programm, exhibited annually at the FIESP Digital Art Gallery, register using the form. Sign up!
Ricardo Barreto
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FILE Sao Paulo 2022 | Installations
Electronic Language International Festival
File Festival
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ÁTOPOS GLOBAL is a multidimensional, disruptive and strategic game.
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ÁTOPOS GLOBAL ist ein multidimensionales, disruptives und strategisches Spiel.
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ÁTOPOS GLOBAL 、多次元の破壊的で戦略的なゲームです。
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ÁTOPOS GLOBAL est un jeu multidimensionnel, disruptif et stratégique.
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ÁTOPOS GLOBAL é um jogo multidimensional, disruptivo e estratégico.
ÁTOPOS GLOBAL
FILE SAO PAULO 2022 | INSTALLATIONS
ELECTRONIC LANGUAGE INTERNATIONAL FESTIVAL
FILE FESTIVAL
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ÁTOPOS GLOBAL IS A MULTIDIMENSIONAL, DISRUPTIVE AND STRATEGIC GAME.
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ÁTOPOS GLOBAL IST EIN MULTIDIMENSIONALES, DISRUPTIVES UND STRATEGISCHES SPIEL.
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ÁTOPOS GLOBAL 、多次元の破壊的で戦略的なゲームです。
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ÁTOPOS GLOBAL EST UN JEU MULTIDIMENSIONNEL, DISRUPTIF ET STRATÉGIQUE.
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ÁTOPOS GLOBAL É UM JOGO MULTIDIMENSIONAL, DISRUPTIVO E ESTRATÉGICO.
Test Studies
In the 20th century, the film industry largely monopolized the representation of human feelings, whereas in the 21st century, the video game industry engages our emotions through participation. At least that is what Ed Fornieles is trying to demonstrate with his video installation Test Studies in which three-dimensional simulations of a role-playing game are juxtaposed with the emotional comments of those who experience it.
video
FILE SAO PAULO 2017
LES DISCIPLINES DU RECTANGLE
Inspired by Michel Foucault’s work, Les disciplines du rectangle is a videogame proposition about the nature of rules and norms at the digital age. If society provides models of accomplishment we are supposed to fit inside, then the rectangle is the pure abstraction of this idea. The geometrical shape works as a symbol of the very nature of normativity, blind to individual differences. The rectangle, existing only on the screen, reveals how digital technologies can in some ways become the new location for this normativity and the ambivalent results of their intangible and invisible nature. Besides, the installation offers an occasion to think about the way games can become manipulation tools. The fact that in the end, players act as if they were piloted by the rectangle (an inversion of the traditional relationship between player and avatar) gives an aesthetical highlight to this.
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Inspirado en el trabajo de Michel Foucault, Les disciplines du rectangle es una propuesta de videojuego sobre la naturaleza de las reglas y normas en la era digital. Si la sociedad proporciona modelos de realización en los que se supone que encajamos, entonces el rectángulo es la pura abstracción de esta idea. La forma geométrica funciona como símbolo de la naturaleza misma de la normatividad, ciega a las diferencias individuales. El rectángulo, que existe solo en la pantalla, revela cómo las tecnologías digitales pueden convertirse de alguna manera en la nueva ubicación de esta normatividad y los resultados ambivalentes de su naturaleza intangible e invisible. Además, la instalación ofrece la oportunidad de pensar en cómo los juegos pueden convertirse en herramientas de manipulación. El hecho de que, al final, los jugadores actúen como si fueran piloteados por el rectángulo (una inversión de la relación tradicional entre jugador y avatar) le da un toque estético a esto.
The coffee cup spring
The monotone repetition of the movement created by the conveyor belt recalls the pace and the landscape of animation or video games. As an extension of the conveyor, several geometric and orthogonal motifs evoking a Tetris composition are slotted together and suggest the shapes of a table, a chair or stairs. The objects are exposed on thin metal structures with fringed ends, and seem to peel off from their construction, as if they were undressing and exchanging skins, depriving themselves of sculptural depth and allowing only the surface to emerge. The technique developed by the artist to produce the sculptures inverts the usual steps of printing: first the pattern is created, then the background to which the fiberglass support is apposed. The pieces are therefore ripped off their mold, revealing their final texture, and the motif on every sculpture seems to remain the same, yet is altered by the shape of the object itself. A series of wall works using this procedure extends from the installation into the gallery space.
Ghost City
The installation Ghost City is built around a reinterpretation of the set of the famous game GTA V. The spectator is plunged into an environment without any population that disappears as we move closer. It is a meditative and captivating experience. The focus is put on architectural and graphic elements. This virtual universe solicits both the present (the experience of the artwork) and the memory. The disappearance, before our eyes, of this virtual universe feeds the terror that one day all our digital life – ephemeral cloud.
Solar Pink Pong
file festival
Solar Pink Pong” is a hybrid of street and video game. Players of this game can interact with an animated pink sunlight reflection on the street using their bodies and shadows. The device that makes this game possible can be mounted on utility poles or building sides.
Viridarium / Bioréacteur de spiruline
Gaspard and Sandra Bebie-Valérian will present Viridis. Viridis is a global project that relies on different modules, the main being an online video game, immersive, plus an installation made of spirulina bioreactors and a set of videos and sounds. While Viridis is mainly available on the internet, the two artists, at this occasion, will present it out of the screen, they will deploy and spread it in several modules.
Viridis is a unique game experience combining adventure, survival, and an actual operating spirulina community management. Through the video game, the community can directly affect and interact with a real operating spirulina farm, managed by the artists.
IN THE WORLD OF HANAFUDA
IN THE WORLD OF HANAFUDA CARDS is a photographic, video and set design installation exhibition created by Eliška Sky Kyselková. The exhibition project intends to be a gate and homage to Japanese aesthetics and the beauty of nature. The visuals are inspired by Japanese card game Hanafuda, where each set of cards graphically portrays one month of the year with fauna & flora of that season.
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.
Interactive Chalk Cars
“Interactive chalk cars” is an installation based on a traditional children ́s game, that was originally played on the streets. It uses new digital technologies to review a non-technological game. By using computer vision algorithms and projection mapping, it brings together the real and the virtual. In doing this, we try to combine two playing modes that are usually confronted: the individual video game and the outdoor social game.
FILE FESTIVAL
The Swing
In The Swing, a 3D game avatar becomes Rococo fleshy decadence. In this multi-screen animation, the avatar swings on a seat suspended from the sky, in super Mannerist slow time. Her wooded surroundings ebb and flow at different rate, imitating stop-motion. Years pass in a matter of moments. The avatar is the driver of all of these cycles, but a driver scarcely in control – she is instead, a Mother Nature heading straight for what she suspects might be oblivion. The Swing is a multi channel installation, in nine, five and three screen versions.
sound: Kurt Hentschlager
Au Bout Du Souffle
Stéphane Thidet is a French artist who takes regular, everyday objects and transforms them into absurd, fantastical, slightly disorienting installation pieces. Although his work may be slightly off-putting at first, Thidet’s consistently humorous touch lends his installations a sense of accessibility and charm. Thidet is a multimedia contemporary artist, who apart from installations, also works in photography, video and sculpture. Many of his pieces were inspired by toys or games from childhood and play with ideas in popular culture and entertainment.
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.
Reface [Portrait Sequencer]
Reface [Portrait Sequencer] by Golan Levin and Zachary Lieberman (2007) is a surreal video mash-up that composes endless combinations of its visitors’ faces. Based on the Victorian “Exquisite Corpse” parlor game, the Reface installation records and dynamically remixes brief video slices of its viewers’ mouths, eyes and brows. Reface uses face-tracking techniques to allow automatic alignment and segmentation of its participants’ faces. As a result, visitors to the project can move around freely in front of the display without worrying about lining up their face for the system’s camera. The video clips recorded by the project are “edited” by the participants’ own eye blinks. Blinking also triggers the display to advance to the next set of face combinations. Through interactions with an image wholly constructed from its own history of being viewed, Reface makes possible a new form of inventive play with one’s own appearance and identity. The resulting kinetic portraiture blends the personalities and genetic traits of its visitors to create a “generative group portrait” of the people in the project’s locale.
Digits
File Festival
“Digits” is a single player wall projection installation game using a multi-touch tablet (iPad) as a controller. The game consists of moving a puppet using a set of dials.
The player can manipulate the dials on the tablet by performing a rotational gesture with the finger, which will rotate the joints of the puppet on the wall projection. Multiple dials can be rotated at the same time.
If the player lifts his fingers from the touch screen, the joints and limbs of the puppet will gradually fade and loosen his articulations. Because the puppet is subject to gravity, the player has to time the joint rotations in order to coordinate the movements of the puppet.