A machinima set within a seemingly alien landscape, The Unreal uses a first-person perspective to guide the viewer through the gleaming surface of an untouched mine. The ambient soundtrack, coupled with a soothing voice-over, cultivates a tranquil atmosphere that invites meditation, while subtly revealing the mineral origins of technology and the extractivist dynamics embedded within it. Employing a practice-based methodology, the artists have harnessed video game software to construct an artificial world and engage with the appropriation of visual and narrative conventions associated with techno-colonialism.
Gloria López Cleries works as an artist, educator and researcher at the intersection of artistic research, visual culture and pedagogy. Originally from Valencia (Spain), López is based in Gothenburg, where she teaches on the MFA Fine Art programme at HDK-Valand. She holds a Master’s in Contemporary Art History and Visual Culture (MNCARS, Madrid), as well as an MFA from HDK-Valand (Gothenburg University). Her work critically engages with neoliberal rhetoric surrounding emotional capitalism, online models of productivity, and the politics of care and collectivity. Through her projects, she challenges the vocabularies and iconographies of online social networks. Her recent work explores the spiritual discourses of materiality and techno-mysticism.
Sive Hamilton Helle is a filmmaker, visual artist, and lecturer based in Oslo. She holds an MFA in Film from HDK-Valand and a BA in Film from the London College of Communication. Hamilton Helle’s works have been screened and exhibited at venues such as The Photographer’s Gallery, Fotomuseum Winterthür and the Göteborg Film Festival. Known for her worldbuilding process, she often combines multiple perspectives and crafts narratives that blur the lines between fiction and reality. Recently, her work has focused on complex landscapes shaped by colonialism and industrial activity.
FILE is now accepting applications for the 2025 edition, inviting artists, creators, developers and researchers to submit their projects. This is a unique opportunity to exhibit your work in São Paulo, from July 15 to September 7, 2025, at the renowned FIESP Cultural Center.
We seek innovative and creative projects that integrate art and technology, both national and international, covering diverse areas such as installations, robotics, CGI, virtual and augmented realities, animations, mobile art, games, kinetic art, public art and much more. We value proposals that explore interaction with the public and the use of Artificial Intelligence, in various formats of artistic expression.
As a non-profit cultural organization, FILE promotes experimentation and development in the field of Art and Technology, providing a platform for artists to connect with new audiences. In this 24th edition, the festival continues its commitment to exploring the boundaries between technology and art.
You can also take advantage of the chance to participate in the FILE LED SHOW, exhibited annually at the FIESP Digital Art Gallery, or to lead a session at the FILE WORKSHOP. Sign up using the form and check the guidelines in the regulations.
Cao Fei: My City is Yours曹斐: 欢迎登陆 30 November 2024 – 13 April 2025 Art Gallery of New South Wales Art Gallery Road The Domain Sydney NSW 2000 AUSTRALIA
In the largest exhibition of her work ever seen in Australia, Cao Fei (pronounced tsow fay) 曹 斐 brings the energy of the contemporary metropolis into the Art Gallery of New South Wales with a retrospective that includes two new commissions.
Cao was recently voted one of the most influential artists in the world. Born in Guangzhou in 1978 and based in Beijing, she has documented China’s rapid urbanisation and digital revolutions for over two decades. Her acclaimed films, photography and large-scale installations offer thrilling encounters with the disorienting, quick-fire transformations of the new millennium.
My City is Yours 欢迎登陆 is an invitation into a world of neon, street dance and pop music; a city both familiar and warped, real and virtual. Enter the exhibition via a replica 1960s Beijing cinema foyer, and exit through a homage to a popular Sydney yum cha restaurant.
Designed by the artist and Beau Architects of Hong Kong, the exhibition takes the form of a cityscape. It’s a space of play and self-reinvention, where cosplayers and hip-hop dancers take over sidewalks in Fukuoka and New York. It’s a city of screens and pixels, mediated by gaming technologies, VR and the metaverse. It’s a city under construction, where neighbourhoods are razed overnight and workers compete for jobs with robots.
The exhibition is made possible with the support of the NSW Government through its tourism and major events agency, Destination NSW. Along with Magritte, also at the Art Gallery of New South Wales, and Julie Mehretu, at the Museum of Contemporary Art Australia, Cao Fei is part of the Sydney International Art Series, bringing the world’s most outstanding exhibitions to Australia, exclusively to Sydney.
Originally conceived and performed as a live-coded audiovisual concert and real-time video game animation, Autoconstrucción was collaboratively created by Malitzin Cortés (CNDSD) and Iván Abreu. The project, executed through algorithms and unfolding across four distinct chapters, was performed in Mexico City (2022), Madrid (2023), Utrecht (2023), and Shanghai (2023). The segment presented on VRAL features a generated version of episode 2, entitled Floating City - Floating Population. This episode explores the concept of a transient population inhabiting cities, with AI creating hybrid architectural facades that reflect the empty character of many peripheral cities during the day.
Malitzin Cortés (CNDSD) is a renowned musician, live coder, and creative technologist. Her multifaceted work encompasses live coding, live cinema, installation art, virtual reality, creative coding, sound design, experimental music, and sound art. In 2020, she was awarded the Latin American Prize for Virtual Reality “Realmix” for her immersive piece “Hyper_D.” Malitzin is currently a workshop instructor in live coding with functional programming using Tidal Cycles on the educational platform of CMMAS. She has showcased her work at prominent venues and events including the Multimedia Center, Alameda Art Laboratory, Ex-Teresa Arte Actual, Digital Cultural Center, Medialab Prado, Spain Cultural Center, CMMAS, Vorspiel, Spektrum Berlin, Transpiksel, Aural, Transmediale Berlin, ISEA, CYLAND MediaArtLab Saint Petersburg, ADAF, Ars Electronica, Currents, as well as MUTEK in Mexico, Montreal, and Japan. CNDSD’s soundscapes are crafted for experimental environments, characterized by granular landscapes, algorithmic vocal experiments, hypnotic noise improvisations, live coding, and asymmetric patterns, pushing the boundaries of musical and sonic exploration. Cortés lives and works in Mexico City.
Iván Abreu is an esteemed audiovisual artist and creative technologist based in Mexico City. His interdisciplinary practice spans a diverse array of media, including digital graphics, photography, electronic devices, software development, music and sound experimentation, expanded film and video, and industrial design. Abreu's innovative work has garnered numerous accolades and support from prestigious institutions. These include the Prix Ars Electronica (2012, Linz, Austria), the CINTAS Foundation Award in Visual Arts (2011-12, New York/Miami), and the ZKM Production and Research Residence – Center for Art and Media Karlsruhe, Germany (2021). He has also been supported by the National Fund for Culture and the Arts, through the National System of Art Creators (2012-2014, 2017-2019, and 2022-2025, Mexico). Abreu's audiovisual creations have been showcased at prominent international festivals dedicated to sound art, experimental music, and media art. His work has been featured at the International Conference of Live Coding in Madrid, Aural, Transmediale Berlin, MUTEK in Mexico and Montreal, the International Symposium on Electronic Art (ISEA), and the Asia Culture Center in Korea.
Originally a four-channel video installation and presented on VRAL as a single-channel video, Becoming a Ghost documents Syrian-born artist Giath Taha’s emotional reunion with his brother in the online game PlayerUnknown’s Battlegrounds (PUBG). Separated for ten years due to the Syrian conflict, Taha and his brother reconnect in this digital warzone, which mirrors the real-life violence that forced Taha to flee Syria. Although the game involves players competing to be the last one standing, it paradoxically becomes a safe space for the brothers to discuss topics censored elsewhere. The work explores themes of presence and absence, reality and simulation, and how virtual spaces can offer temporary escape from harsh realities. Through their mediated interaction in PUBG, Taha and his brother create counter-narratives and find moments of connection despite their physical separation. Becoming a Ghost explores themes of presence and absence, reality and simulation, and the interplay between virtual and real-life experiences.
Giath Taha was born in Syria in 1982 and studied Photography and Applied Arts at the Walled Izzat Institute in Damascus and Literature at the University of Damascus, Syria. He subsequently graduated from the MA Artistic Research at the Royal Academy of Arts (KABK) in The Hague in 2021. He received both the MA Artistic Research Department Award 2021 as well as the Royal Academy Master Award 2021 for his graduation work Becoming a Ghost (2021). Taha lives and works in Amsterdam.
digital video (1920 x 1080), color, sound, 38’ 05”, 2023, United States of America
Created by Alice Bucknell
The Alluvials is a seven-chapter video work — and video game — that delves into the politics of drought and water scarcity in a near-future Los Angeles. The narrative unfolds through diverse more-than-human perspectives, including the Los Angeles River, wildfire, a 400-year-old sycamore named El Aliso, and the ghost of the city’s famed mountain lion, P-22. Combining history, futurism, and speculative fiction, The Alluvials examines the complex interplay between engineered ecology, disaster capitalism, and nonhuman systems shaping Los Angeles. The story is presented across various media, featuring custom-built game environments, modified versions of the fictional city Los Santos from Rockstar Games’ Grand Theft Auto V, 3D scans of LA captured by drone, AI-generated “hallucinations” merging historical images of the River with future development proposals, and visualizations of GIS and pollution data of the LA River. The project acknowledges Indigenous unique relationships to water, particularly those of the Tongva People of the Greater Los Angeles Basin, emphasizing that nature is an intelligent system and a technology in its own right.
Alice Bucknell is a North American artist and writer based in Los Angeles. Working with game engines and speculative fiction strategies, their work explores interconnections of architecture, ecology, magic, and nonhuman and machine intelligence.In 2021, they founded New Mystics, a digital platform merging magic and technology. In 2022, they organized New Worlds, an experimental event series expanding on emergent worlding practices, held at Somerset House Studios in London. They have presented their work internationally, with recent exhibitions at Ars Electronica with transmediale, Arcade Seoul, the 18th Venice Architecture Biennale, Honor Fraser Gallery in Los Angeles, Gray Area in San Francisco, Basement Roma in Rome, Singapore Art Museum, The Museum of Modern Art in Fort Worth, Texas, Fiber Festival in the Netherlands, and Serpentine in London. Their writing appears often in publications including ArtReview, Flash Art, Frieze, e-flux Architecture, and the Harvard Design Magazine. They are currently faculty at SCI-Arc in Los Angeles and an Associate Lecturer in MA Narrative Environments at University of the Arts London. In 2023, they are a Supercollider SciArt Ambassador in Los Angeles, a resident of Somerset House Studios in London, and a resident at transmediale in Berlin. Bucknell studied Anthropology at the University of Chicago and Critical Practice at the Royal College of Art in London.
Recently presented at Carlos/Ishikawa gallery in London between May 23 – July 6, 2024, Ed Fornieles’s Inside Out 2 is an ambitious exploration of the intersections between corporate structures, personal relationships, and digital interactions, presented through a richly narrative-driven multimedia approach. This project extends Fornieles’ continuous investigation into the dynamics of digital and social spheres, previously exemplified in his Dorm Daze project, where participants inhabited fictional Facebook profiles, blurring the lines between personal and fictional identities.
Central to Inside Out 2 is the conceptualization of a company, Fini, as both a work of art and a corporate entity, challenging traditional notions by positioning the company as a medium that generates value through engagement rather than tangible products. The narrative intricately weaves the concept of friendship into corporate dynamics, prompting profound questions about the nature of relationships within commercial and digital contexts. Drawing on the Brazilian Anthropophagy movement, which advocated for the cultural digestion and transformation of colonial influences, Fornieles illustrates how digital and corporate cultures can be absorbed and reinterpreted.
The gallery space, referred to as The Zone, acts as a transformative environment where objects and concepts are recontextualized, allowing viewers to engage in a suspension of disbelief. Fornieles provocatively suggests that shared hallucinations, or mutual agreements on perceived realities, form the basis of our understanding of the world, thereby challenging the stability of reality itself. The project employs a range of narrative techniques, from cute aesthetics to speculative fiction and historical revisionism, creating a multilayered experience that defies conventional boundaries between fiction and reality.
Envisioning future expansions, Fornieles introduces the Oom app, positioned at the intersection of messaging and mobile gaming, and a movie that combines live-action with animation, further extending the project "narrative universe. By discussing the role of venture capital in the growth of new companies, Fornieles draws intriguing parallels between the ambitions of artists and venture capitalists in their shared pursuit of world-building, highlighting the economic and philosophical challenges of sustaining such an innovative endeavor. Inside Out 2 is a complex work that invites viewers to interrogate contemporary culture through the lenses of corporate structures, digital identities, and personal relationships, urging a reconsideration of how we engage with the so-called “digital”.
Avenida Paulista, 1313 Em frente a estação Trianon-Masp do Metrô
Bela Vista, São Paulo - SP, 01311-200, Brazil
In the heart of São Paulo, at the FIESP Cultural Center, the FILE 2024 festival unfurls a groundbreaking intersection of art and technology through its latest exhibition, QUBIT AI: Quantum Computing and Synthetic Artificial Intelligence. Curated by Ricardo Barreto and Paula Perissinotto, the exhibition, running from July 3rd to August 25th, promises to redefine the boundaries AI-inspired/co-generated digital art.
At the core of QUBIT AI is the revolutionary potential of quantum computing. This avant-garde technology, characterized by quantum superposition and entanglement, introduces novel creative avenues for artists. Barreto and Perissinotto articulate this paradigm shift in their curatorial text, emphasizing that quantum computing heralds an unprecedented frontier for both computer science and the arts.
For the first time, an art exhibition features a fully operational Quantum Computer. This cutting-edge inclusion is complemented by two pioneering Brazilian projects: Quantum Photography by Gabriela Barreto Lemos and Sounding Qubits by Eduardo Reck Miranda. Lemos’ work explores the visual possibilities inherent in quantum phenomena, while Miranda's installation translates the enigmatic behaviors of qubits into an auditory experience.
While quantum computing represents a nascent technological revolution, synthetic artificial intelligence is already reshaping artistic landscapes. Synthetic art, produced through AI in collaboration with human creativity, parallels the radical shifts of early modernity, offering new methods of creation across diverse media.
The exhibition's synthetic art section is divided into four thematic areas: Sound Synthetics, Aesthetic Synthetics, Cinematic Synthetics, and Architectural Synthetics. One of the standout installations, INTERATOR, is a three-dimensional cinema without VR glasses. This immersive experience allows viewers to navigate a space filled with simultaneous synthetic video projections, creating an interactive dialogue between the audience and the art.
Highlighted artists within Sound Synthetics include Dennis Schöneberg, whose works such as Bodydub and Transparenza blend visual and auditory stimuli to craft a multisensory narrative. The Spanish collective Iskarioto's dystopian AI films, paired with AI-generated music, further push the envelope of what synthetic art can achieve.
QUBIT AI’s interactive installations invite visitors to become active participants in the art. Klaus Obermaier's EGOuses the concept of alienation from psychoanalyst Jacques Lacan to distort the viewer's reflection, examining the tension between reality and symbolism. "The Forgettable Art Machine" places the visitor at the nexus of art and technology, turning each interaction into a personalized masterpiece.
Elizabeth Kolbert's influence is evident in Speculative Evolution, Prototype 1, an AI-driven simulator that allows visitors to create new species within a speculative ecosystem. Marc Vilanova’s Cascade immerses viewers in the hidden frequencies of waterfalls, transforming auditory experiences into a sensory exploration of environmental soundscapes.
Seph Li's Everything Before, Everything After transforms collective touch into a dynamic digital painting, capturing the fluidity of interaction in a visual symphony. Holly Herndon’s AI voice model, Holly+, stars in the music video Jolene, featuring Sam Rolfes, which showcases the capabilities of synthetic performers and their impact on contemporary music.
Complementing QUBIT AI, the FILE LED Show 2024 illuminates Fiesp's facade with innovative creations from USP Visual Arts Course and IED São Paulo students. Under the guidance of Dr. Silvia Laurentiz and Daniel Grizando, these collaborations highlight the interdisciplinary nature of design and the transformative power of university partnerships
QUBIT AI at FILE 2024 is not merely an exhibition; it is a visionary journey into the future of art. By integrating quantum computing and synthetic AI, it challenges and expands our understanding of creativity, inviting us to explore the uncharted territories where art and technology converge.
In Ascending Men, Elizabeth Desintaputri exploits the virtual topography of Grand Theft Auto V as a canvas for digital experimentation, interweaving modding techniques with the capabilities of Rockstar Editor. This approach not only challenges the boundaries of the game’s inherent visual and technical capacities but also recontextualizes the medium itself as a tool for artistic creation. The work is a digital simulacrum, where the interface between player and creator blurs, reflecting on the fluidity and permeability of contemporary digital identities.
Elizabeth Desintaputri is a photographer and digital media artist born and raised in Indonesia, now based in Lucerne, Switzerland. Her work intricately weaves together cultural, political, and social themes, with a particular focus on social commentary. Desintaputri’s artistic inquiry extends into the capabilities and societal impacts of digital media, exploring and challenging the cultural and social aspects embedded within it. Currently, she is pursuing a Bachelor of Arts in Camera Arts at Hochschule Luzern (HSLU) in Design, Film und Kunst, with an expected graduation year of 2024. Prior to this, she completed a foundational course at Zürich Hochschule der Künste (ZHdK) in 2021, where she began to hone her skills in visual storytelling and digital arts.
digital video (1920 x 1080, Arri Alexa), color, sound, 16’ 20”, color, sound, 2021, Germany.
Created by Steffen Köhn
Platform draws from documentary interviews with freelancers on online delivery platforms, weaving their real-life experiences with elements from Neal Stephenson’s seminal 1992 cyberpunk novel, Snow Crash, which has gained iconic status in Silicon Valley. The film examines how the dystopian capitalist visions depicted in the novel mirror current capitalist dynamics. The narrative seamlessly blends the true stories of the research participants with fictional scenarios inspired by Snow Crash, creating a cyclical storyline that blurs the lines between documentary and fantasy. This technique plunges viewers into the complexities and paradoxes of modern work environments. Departing from traditional documentary styles, the film stages the drivers’ stories within a sci-fi framework, portraying their daily work struggles, prerogatives, and aspirations. Platform utilizes machinima to juxtapose live-action footage with video game based animations. This stylistic choice not only highlights the fading distinction between work and leisure but also prompts a deeper reflection on immaterial labor and value creation in today’s digital economy.
Steffen Köhn is a filmmaker, video artist, and assistant professor of multimodal anthropology at Aarhus University. He utilizes ethnography to delve into contemporary socio-technical landscapes. Köhn is the author of Mediating Mobility. Visual Anthropology in the Age of Migration (Wallflower Press, 2016). In his video and installation works, Köhn collaborates locally with gig workers, software developers, and science fiction writers to probe alternative models of technological access and power distribution. His works have been exhibited at prestigious venues including the Warsaw Biennial, Academy of the Arts Berlin, Kunsthaus Graz, Vienna Art Week, Hong Gah Museum Taipei, Lulea Biennial, The Photographers’ Gallery, and the ethnographic museums of Copenhagen and Dresden. Additionally, his films have been featured at major international festivals such as the Berlinale, Rotterdam International Film Festival, and the World Film Festival Montreal.