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Parse/error – FEATHERS – France

FEATHERS

Parse/error

 

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

 

FEATHERS – France

FEATHERS is a delicate encounter between human and digital, entering into dialogue with the viewer by reacting to their hand movements, modulating shape, rhythm, and colors. A gentle and immersive sensory pause, inspired by organic movements of nature, like schools of fish, bringing to life thousands of simple shapes evolving in symbiosis. It questions the place of the individual within a collective whole, how trajectories intersect, leave a trace, and influence one another.

BIO
Parse/Error (Fabien Bouchard) explores the boundary between art, design, and technology, recreating emotions from omnipresent data flows. With a background in biology and information technology, he works at the interface between technology and human sensitivity, questioning our relationship with the digital world through immersive installations, generative art, light sculptures, and real-time data.

Refik Anadol

Machine Hallucinations — Sphere

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

Hiroshi Matoba

Sun and Moon Room
Sun and Moon Room in the Art Museum of Nature and Human Non-Homogeneity, located in Bungotakada City, Oita, houses one of the interactive art installations designed to extend one’s physicality in contact with the nature. The concept of this work is a room where visitors can play with sunlight. As visitors walk through the room, small apertures on the ceiling automatically open and close, following their movements. The aperture system is designed to envelop the visitors’ bodies in light and to change the shape of the light cast at their feet, mimicking the waxing and waning of the moon. Visitors’ movements are detected by sensors, which trigger to open only the apertures located in the direction of the sun. The room is controlled to create an interior condition that represents the weather of the moment using a program for analyzing live data released by the Japan Meteorological Agency.

Iris van Herpen & Dutch National Ballet

Biomimicry
For the ‘Biomimicry’ film, Iris van Herpen and Dutch National Ballet explore the symbiotic relationship between the metamorphic force in which fashion and dance interlace. The film, directed by Ryan McDaniels, sees the mesmeric dancer JingJing Mao undulating into liquescent shapes and transcending into graceful figures that reflect her myriad of movements. The concept of the creation stems from the notion of biomimicry — the design and production of materials and systems that are modelled on biological processes. In line with Iris van Herpen’s continuous pursuit to materialise the invisible forces that structure the world, the film focusses on the bond between humanity and nature.

Rino Stefano Tagliafierro

The Last Supper Alive
File Festival
A six minute video installation that brings to life the famous late 16th century work by Leonardo Da Vinci. The slight movements of the figures enhance the choral nature of the Last Supper, with a very measured and meticulous direction that overcomes the fixity of the painting adorning the wall of the refectory of the Convent of Santa Maria delle Grazie in Milan, bringing it back to life and providing it with a new spatial context.

Timeblur Studio

Nadi Generative Art
Nadi is a Digital display of Kinetics and Energetics of Body Movements involved in Yoga. The visuals are created by investigating the flow of data, using the human body as a vehicle. With the support of computer vision technologies, a visual trail is formed by tracking the body movements during yogic postures. Inspired from Indian Yogic Science, we have visually depicted aspects of light, matter and energy in our forms. The generative nature of the visual comes from the digital juxtaposition of the poses that the body generates with each pose.

Nao Tamura

Lexus Interconnection
There are forces in nature that are beyond the control of mankind. We have learned how fragile we are in the face of such forces. However, we have also learned the importance of accepting nature and learning to live in harmony with it. Interconnected and interdependent, there is a constant give-and-take in nature. Life does not rest. Our collective motion, nature’s response to our movements is essential to our planet’s delicate balance. When we are one with nature, we are at our most powerful. Our movement together gives us life. Our movement forward creates the next generation of ideas. Life is always more amazing in motion.

Jason Middlebrook

Джейсон Миддлбрук
Falling Water

[…] Middlebrook’s work consistently references art-historical traditions, styles, and movements. For instance, his sculptures crafted from hardwood planks, which he began in 2008 after relocating from New York City to Hudson, New York, feature painted abstractions. They are collisions of nature, art-making, and history that exemplify the artist’s approach.

KAROLINA SOBECKA

カロリナ・ソアベッカ
Каролина Собечка
sniff
File festival

Karolina Sobecka is a Polish artist that works with animation, design, interactivity, computer games and other media. Her work often engages public space and explores ways in which we interact with the world we create. Sniff is an interactive projection in a storefront window. When motion is detected along the sidewalk in front of the display, a virtual dog appears and responds the person’s behavior and gestures. The passerby’s movements are tracked by a computer vision system, and the dog behaves differently depending on how he is engaged. Like a real canine, big swift actions are interpreted as threatening, while slow and friendly actions directed to him are interpreted as friendly. He tracks and remembers the attitude of the viewer and forms a relationship with them over time based on the history of interaction. Depending on the nature of the relationship, he may bark, growl, roll over or even play fetch.