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Author: Ryan Seslow

Building the Tesseract: What Happens When an Archive Learns to Read Itself? Part 1

Building the Tesseract: What Happens When an Archive Learns to Read Itself? Part 1

6/10/26

Over the past week I’ve been working on something that started as a technical experiment and turned into one of the more interesting investigations I’ve done in years. The original idea was simple enough. I wanted to see what would happen if I gave AI access to my archive and allowed it to analyze twenty years of artwork, writing, teaching, experimentation, and documentation. Not a few selected images. Not a curated portfolio. The archive itself.

At the moment that archive consists of more than 1,000 published blog posts and essays, over 9,000 images in my WordPress media library, and work spanning roughly 2006 through 2026. What makes this even more interesting is that the public archive only represents part of the story. Sitting outside of WordPress are thousands of additional photographs, drawings, paintings, animations, source files, scans, installation images, videos, and documents spread across hard drives, cloud storage, old computers, and various digital graveyards accumulated over the last twenty-five years. The first version of the project became NET-ART OS, an archive intelligence system designed to ingest, organize, search, and analyze large collections of creative work. Initially I thought I was building a better archive search engine. Something that could identify relationships between artworks, surface forgotten projects, and help me navigate decades of material more efficiently. That alone would have been useful.

One detail that’s important to mention is that none of this happened inside a polished software platform. There was no development team, no research lab, and no enterprise infrastructure behind it. The entire project began on my MacBook Pro after installing Claude Code and pointing it at my own archive.

The workflow itself became part of the experiment.

Throughout the process I moved continuously between ChatGPT 5 and Claude Code. ChatGPT acted as a strategic collaborator, helping frame questions, challenge assumptions, identify blind spots, and suggest new directions. Claude Code operated inside the terminal as a builder, researcher, analyst, and implementation partner. Ideas often originated in one environment and were tested in the other. Discoveries made by Claude were challenged through conversations with ChatGPT. Questions raised by ChatGPT became new experiments executed by Claude. The process became less about using AI tools individually and more about orchestrating a conversation between multiple forms of intelligence.

The archive itself was powered by WordPress. Using the WordPress REST API, thousands of posts, images, metadata records, categories, tags, and media assets were ingested into a local archive intelligence system. Claude Code helped build NET-ART OS, transforming that material into a searchable and analyzable corpus. The system relied on Python, SQLite, embeddings, metadata extraction, clustering, statistical analysis, and archive retrieval pipelines running locally through the terminal. What I find most interesting is how accessible this process actually was. The entire experiment was conducted using a personal archive, a MacBook Pro, Claude Code, ChatGPT, WordPress, Python, and open-source tooling. No custom hardware. No venture funding. No specialized research environment. Just twenty years of accumulated work meeting a generation of tools that did not exist when most of that work was originally created.

What happened next surprised me.

The archive started revealing patterns that I hadn’t consciously recognized myself. Certain themes kept returning. Certain questions seemed to persist regardless of medium. Ideas would appear in one form, disappear for years, and then reappear through an entirely different technology. A drawing from one decade would unexpectedly connect to a GIF from another. A sculpture would echo a blog post written years later. The archive wasn’t behaving like a collection of files. It was behaving more like a system.

Somewhere along the way the project became what Claude and I started calling the Tesseract, borrowing inspiration from Interstellar, one of my favorite films. The idea was less about science fiction and more about navigation. What happens when an archive stops being chronological and becomes relational? What happens when twenty years of work can be explored through recurring questions, visual similarities, conceptual relationships, and unexpected connections rather than folders and dates? As the project evolved we expanded beyond text and began analyzing images. This became the Visual Tesseract. More than a thousand images were embedded and clustered. Visual motifs started appearing across years. Certain color relationships kept resurfacing. Similar compositional structures emerged between works that had never been intentionally linked. Some of the visual findings appeared to support discoveries that were already emerging from the textual analysis. For a brief moment it felt like the archive was beginning to describe itself.

This is also where things became dangerous.

AI is exceptionally good at generating convincing stories, and convincing stories are not the same thing as evidence. Some of the findings felt profound. Others felt suspiciously perfect. At that point the project shifted from discovery to skepticism. Instead of asking what new theories we could build, we started asking how many of our favorite ideas would survive being attacked.

What followed was probably the most valuable part of the entire process.

An adversarial audit was conducted across dozens of project documents. Every major claim was challenged. Contradictions were identified. Definitions were tested. Assumptions were dragged into the open. The project was effectively forced to argue with itself. The audit separated the work into three layers: methodology, theory, and philosophy. That distinction turned out to be critical.

One of the most interesting findings didn’t survive.

For several days we believed that experimentation represented the deepest invariant in the archive. The evidence seemed compelling. The word appeared across all nineteen years of published content. It looked like a throughline running across the entire body of work. Then we built a permutation-based null model and tested it.

The result was immediate and humbling..

The finding collapsed..

What looked like a profound structural truth turned out to be statistically indistinguishable from a common high-frequency word appearing throughout a large corpus. In short, the archive had fooled us. Oddly enough, that failure increased my confidence in the methodology. The system had just disproved one of its own favorite conclusions. That’s exactly what it should do. If every result confirms the theory, you’re no longer doing research. You’re doing mythology.

The more recent tests have been far more interesting. Some findings disappeared under scrutiny while others became stronger. The archive’s accessibility and deafness-related themes emerged as genuine long-term signals. The rise of AI and agent-based systems appeared as a measurable historical event within the archive itself. Even more interesting, thematic structures from earlier periods of the archive demonstrated an ability to predict aspects of later periods better than chance. In other words, some parts of the archive genuinely contain information about where the archive is likely to go next.

At this point I no longer think of NET-ART OS as a search engine, a product, or even an archive project. The best way I can describe it is as an instrument. A telescope pointed inward. Something capable of revealing structures that are difficult to perceive manually across decades of creative work.

There is still a tremendous amount left to do. The Visual Tesseract is only partially built. The larger unpublished archive remains largely untouched. The spatial computing, XR, VR, and mixed reality components exist mostly as ideas and prototypes. The methodology itself has only been tested against a small number of archives. There are more questions than answers. What surprised me most about this process is that the most valuable moments weren’t the ones where the system confirmed something I already believed. The most valuable moments were the ones where it contradicted me, challenged assumptions, or revealed relationships I had never noticed. Those moments are rare. They are also the reason I’m continuing.

The work already existed. The archive already existed. The questions already existed. What changed was the arrival of systems capable of reading that archive at scale. In many ways, the archive was simply waiting for the technology to catch up.

For now, I’m taking a short break from building and documenting what happened. The archive is still there. The questions are still there. The Tesseract is still there. The experiment continues.

Want more?

Relevant posts and follow ups:

NET-ART OS: An Experiment in Archive Discovery

NET-ART OS: An Experiment in Archive Discovery

6-5-2026

Since 2017, the NET-ART website here on the CUNY Academic Commons has grown into a substantial collection of teaching materials, tutorials, art works, software resources, project ideas, assignments, technology references, collaborations, reflections on digital art, design, and emerging media and more!

Over the years, the archive continued to expand. New content was added regularly, categories evolved, and hundreds of posts accumulated. Like many long-running educational websites, the archive became increasingly valuable, but also increasingly difficult to fully explore.

This led me to a simple question:

How can a large educational archive become more discoverable without changing the archive itself?

That question became the starting point for a new experiment called NET-ART OS.

 

What Is NET-ART OS?

NET-ART OS is an experimental command-line archive discovery system built on top of the public NET-ART archive. Rather than replacing the website, it creates an additional layer that helps explore, search, organize, and better understand the content that already exists.

The goal is not to redesign the archive.

The goal is to make the archive easier to explore, and to curiously see what that potential of that is, in and of itself.

 

How The Project Began

The project began as a conversation about academic archives, discovery, and interdisciplinary learning.

What would happen if a long-running educational website could be ingested, organized locally, and explored through new forms of search and analysis? We have the tools, indeed.

Could patterns emerge that were difficult to see through traditional website navigation?

Could archives become more useful as they grow rather than more difficult to navigate?

To explore these questions, I began building a local prototype called NET-ART OS.

 

Building The First Prototype

The first version of NET-ART OS was developed locally on my MacBook Pro using Claude Code running directly within Terminal.

The goal was to create a lightweight system capable of:

  • Ingesting public NET-ART content
  • Organizing content locally
  • Performing archive-wide searches
  • Generating archive statistics
  • Exploring relationships between topics
  • Creating timeline views of archive activity
  • Exporting archive data for future research and experimentation

The development process involved building, testing, debugging, and validating the system directly against the public NET-ART archive.

 

 

The Technology Stack

NET-ART OS currently uses:

  • Claude Code
  • macOS Terminal
  • Python
  • SQLite
  • Typer CLI Framework
  • HTTPX
  • BeautifulSoup
  • SQLite Full Text Search (FTS5)
  • JSON exports
  • CSV exports

The project architecture also includes a framework for future experimentation with language models and semantic search, although these capabilities are not required for the current functionality.

At its core, NET-ART OS is an archive discovery tool.

 

Initial Results

The first successful ingest of the public NET-ART archive produced:

  • 598 total records
  • 587 posts
  • 11 pages
  • 97,587 words
  • 19 categories
  • 426 tags

The archive currently spans content published between 2017 and 2026.

Once ingested, the archive could be explored as a unified collection rather than a series of individual web pages.

 

Current Features

The prototype currently supports:

*Archive Statistics

*Generate summaries of archive size, content types, categories, tags, and publication dates.

*Archive Search

*Search across the entire archive from a single interface.

*Timeline Exploration

*View archive activity across multiple years.

*Topic Connections

*Explore relationships between categories, tags, and topics.

*Data Export

*Export archive content for future analysis and experimentation.

 

Why This Matters

Many educational websites and academic archives face a similar challenge.

As content grows, discovery becomes more difficult.

Important materials remain available but become harder to locate.

Connections between ideas often remain hidden.

NET-ART OS explores whether a discovery layer can help reveal those connections.

 

For example:

A student interested in accessibility might discover related content involving digital storytelling, virtual reality, interface design, or creative technology.

An educator might identify recurring themes that emerged across multiple years of teaching materials.

A researcher might uncover unexpected relationships between topics that were never intentionally linked together.

The archive remains the same.

The pathways through the archive expand. (insert image of a lightbulb above your head for the idea that you just had, yes?)

 

Looking Forward

NET-ART OS remains an experiment.

The current version is intentionally lightweight and local.

Future directions may include:

  • Semantic search
  • Enhanced relationship mapping
  • Visual exploration interfaces
  • Interdisciplinary discovery tools
  • Archive comparison tools
  • Additional export and research features

The larger question remains open:

How might we help people discover more within the archives they already maintain?

 

Early Discoveries from the Archive

Once the initial prototype was built and the NET-ART archive was successfully ingested, I began testing the system against real course content spanning nearly a decade of teaching, writing, exhibitions, assignments, and creative experiments (images, GIFS,etc).

The results were surprisingly revealing:

“Virtual Reality” is Connected to Teaching, Storytelling, and Exhibition Design

A search and connection analysis around “Virtual Reality” revealed that VR is not an isolated topic within the archive. Instead, it consistently appears alongside:

• AR / VR
• Video Art & New Media
• Teaching Resources
• Digital Storytelling
• Exhibition Design
• Open Educational Resources (OER)

The archive effectively mapped a conceptual journey from early writings about augmented reality and “default reality” in 2017 through public AR projects, educational resources, and ultimately into recent virtual exhibitions and mixed reality studio experiments.

What emerged was not simply a collection of VR posts, but an intellectual thread spanning multiple years of creative and educational practice.

 

“Accessibility” and “Deaf Culture” Form a Core Theme

One of the most compelling discoveries emerged from exploring Deaf culture and accessibility-related content.

The system identified recurring relationships between:

• American Sign Language (ASL)
• Accessibility
• Inclusion
• Communication
• Learning
• Community

Rather than appearing as isolated awareness posts, Deaf culture and accessibility were revealed as recurring themes embedded throughout teaching resources, writing assignments, exhibitions, and digital art projects.

This confirmed something that category counts alone could never reveal: accessibility is not a side topic within the archive. It is one of its foundational values.

 

The Archive Reveals Its Own Evolution

The timeline analysis surfaced an unexpected narrative arc across nearly ten years of content:

  • 2017–2019 were dominated by high-volume experimentation with GIFs, Net Art, and Digital Art.
  • From 2020 onward, the archive shifted toward fewer but significantly longer essays and reflective writing.
  • By 2026, Artificial Intelligence, Teaching Resources, and Creative Technology emerged as dominant themes.

Without any manual tagging or interpretation, the archive revealed a visible progression:

GIF Experiments → Digital Art Essays → AI, Creative Technology, and Teaching

In many ways, the archive became a form of self-documentation, exposing patterns and intellectual trajectories that would have been difficult to identify manually.

 

Why This Matters

The goal of NET-ART OS is not simply to search archives more efficiently.

Its larger purpose is to help educators, artists, students, researchers, and Digital Humanities practitioners discover unexpected relationships hidden within large collections of public knowledge.

Rather than replacing human interpretation, systems like this can help reveal new pathways for inquiry, interdisciplinary learning, curriculum development, and creative research.

The most exciting outcome so far is that the archive is already teaching us something new about itself.

 

An Invitation

If you maintain a teaching archive, research archive, course website, digital humanities project, or long-running collection of public content, I encourage you to consider experimenting with similar approaches.

What patterns might emerge from your archive?

What connections remain hidden?

What new forms of exploration become possible when an archive is treated as a collection of relationships rather than simply a collection of pages?

 

NET-ART OS began as a small experiment built in a single day. (lol)

I am excited to see where it leads next.

NET-ART OS began as an experiment in archive discovery, but it quickly became something else. As the system analyzed nearly a decade of course materials, exhibitions, assignments, and creative research, it revealed patterns that were previously invisible. At the same time, the NET-ART archive itself is evolving into a record of a much larger cultural transition: from digital art and net art toward AI, archives, agents, mixed reality, and new forms of human-machine collaboration. In that sense, the archive is no longer just documenting history. It is documenting the emergence of the future as it happens.

This project was developed entirely through a human–AI collaborative workflow using Claude Code running locally on a personal workstation. The resulting system operates as a local-first archive discovery tool, demonstrating how emerging AI-assisted development practices can support research, teaching, and public scholarship.

 

NET-ART Required Readings – Full Update

Required Reading and Resource Familiarity

Updated June 5th 2026 – (the page itself is here)

Welcome back to yet another major update to the Net-Art website.. your summer reading has been assigned.

This is a living list. Please help us add to it! Resources are grouped by territory rather than chronology, because the work this course covers now spans too many adjacent practices to manage as a single flat list. Skim what is unfamiliar. Bookmark what is useful. Email or comment with additions and corrections.

Academic Essays, Critical Writing, and Scholarly Hubs

For students, researchers and practitioners who want the deeper reading. A curated set of foundational and current essays on net art, post-internet practice, AI image culture, and the politics of the screen, plus the hubs where ongoing critical writing actually lives. Most of what follows is freely available on the open web. A few items are behind academic paywalls and worth knowing about even if you cannot read them today.

  • Hito Steyerl, “In Defense of the Poor Image” (e-flux journal #10, 2009): one of the most-cited essays of the past fifteen years on digital images, compression, circulation, and the politics of resolution.
  • Olia Lialina, “A Vernacular Web” (2005): the foundational essay on the visual and structural culture of the pre-Web 2.0 internet, by one of net art’s earliest and most enduring voices.
  • Olia Lialina, “Turing Complete User” (2012): a defense of the user as a category in an era of platform-mediated computing. Pairs naturally with “A Vernacular Web.”
  • Gene McHugh, “Post Internet” (2009-2010, restored by Rhizome in 2019): the blog that introduced the term “post-internet” into critical discourse, preserved and re-presented as part of the Net Art Anthology.
  • Artie Vierkant, “The Image Object Post-Internet” (2010): a key statement of the post-internet position, arguing that an image and its physical instantiation should be treated as continuous rather than separate objects.
  • Lev Manovich: long-time theorist of new media, software studies, and AI culture. His full essay archive lives at manovich.net and is freely downloadable. Start with “The Language of New Media” (book) and his more recent writing on AI and cultural analytics.
  • e-flux journal essays on AI and image culture: extensive recent writing by Hito Steyerl, Trevor Paglen, Joanna Zylinska, Wendy Hui Kyong Chun, Yuk Hui and others on machine vision, generative imagery, and the politics of synthetic media. Browse the journal archive by year for current writing.
  • Rhizome Editorial: Rhizome’s ongoing editorial archive, with substantial critical writing by Michael Connor, Aria Dean, Ceci Moss, and others on net art history, preservation, and current practice.
  • Outland: the most sustained serious critical writing on crypto art, on-chain practice, and decentralized culture as it actually unfolds.
  • Institute of Network Cultures (Geert Lovink et al.): ongoing academic publishing on network culture, platform critique, and digital labor. Many books are free PDF downloads.
  • Monoskop: a remarkable open archive of art and media theory texts, with an enormous library of out-of-print and otherwise hard-to-find scholarly material on net art, conceptual art, and media theory.
  • Walter Benjamin, “The Work of Art in the Age of Mechanical Reproduction” (1935): not net art, but the essay every conversation about reproducibility, aura, AI generation, and digital copies eventually circles back to. Many translations are freely available online; the Marxists Internet Archive hosts one at marxists.org.
  • Public Books: serious accessible criticism on technology, image culture, and contemporary art, written by academics for general readers.
  • Logic(s) Magazine: critical writing on technology, labor, and culture from a left perspective, with frequent crossover into art and image politics.
  • Real Life: essays on living with technology, including the visual and design dimensions, archived since 2016 (note: the publication paused in 2022 but the archive remains a significant resource).

A note on access. e-flux journal, Rhizome, Outland, Public Books, Logic, Real Life, and Monoskop are all open access. Many academic journals (October, Grey Room, Critical Inquiry, New Media and Society) sit behind institutional paywalls. If you are a CUNY student or faculty member, the CUNY library system gives you access to most of those. If you are not affiliated with a university, the Internet Archive Scholar at scholar.archive.org and Google Scholar are reasonable starting points for tracking down open versions of paywalled work.

 

Continued -> More Net-Art History and Critical Writing

Foundational and ongoing context for where the practice came from and where it is going.

  • Rhizome: the longest-running organization devoted to born-digital art, affiliated with the New Museum. Editorial archive, commissions, scholarship, and digital preservation work.
  • Rhizome Net Art Anthology: one hundred restored works of net art with critical essays, organized chronologically from the 1980s through the present.
  • UBU WEB: Kenneth Goldsmith’s vast free archive of avant-garde film, video, sound, and writing. Still one of the most essential resources on the open web.
  • e-flux journal: the leading critical journal on contemporary art, frequently engaging with digital, networked, and AI-era practice.
  • Outland: a publication dedicated to crypto and blockchain art criticism, the most serious sustained writing on the subject.
  • The Wrong Biennale: a recurring international online biennial that maps active net art and digital art practice across hundreds of pavilions and embassies worldwide.
  • Beyond New Media Art: Domenico Quaranta’s writing and reading lists on contemporary digital and post-internet art.

 

AI as Creative Collaborator

The category that did not exist five years ago. Treat these as collaborators, not as oracles. Document what you keep and what you discard.

  • Claude (Anthropic): conversational AI for writing, ideation, research, code, prompt refinement, and structured-data generation. Free tier available.
  • ChatGPT (OpenAI): the other major conversational AI. Includes image generation. Free tier available.
  • Gemini (Google): Google’s conversational AI, free tier available.
  • Hugging Face Spaces: enormous open library of free, hosted AI demos. The single best place to experiment with generative tools without subscriptions.
  • Midjourney: image generation known for distinctive stylistic quality.
  • Krea: generative image and video tools oriented toward designers.
  • Recraft: AI image generation tuned for design and brand work, with vector output.
  • Runway: AI-driven video generation and editing, one of the leading tools in moving image.
  • Stability AI: maintainers of open-weight Stable Diffusion models, runnable locally or via numerous interfaces.
  • Black Forest Labs: makers of the Flux family of open-weight image models.

 

GIFs, Memes, and Visual Internet History

The animated GIF remains a foundational form for net art and a serious medium in its own right.

  • Giphy: the largest searchable GIF library on the web.
  • GifCities: the Internet Archive’s searchable corpus of animated GIFs from the GeoCities era. Strange, ugly, beautiful, indispensable.
  • History of the GIF: Giphy Arts’ interactive timeline of GIF history, 1987 to 2013.
  • Know Your Meme: research-grade documentation of meme history and origins.
  • Artnet News: ongoing coverage of digital art including memes, social media art, and the wider net-art ecosystem.

 

Audio, Video, and Motion

Free or low-cost tools for time-based work.

  • ffmpeg: the open-source command-line tool that quietly powers a huge percentage of video processing on the internet. Essential for any serious video work.
  • Audacity: free, open-source audio editor.
  • DaVinci Resolve: professional video editing and color grading, with a generous free version.
  • OBS Studio: free, open-source streaming and screen recording.
  • ImageMagick: command-line image processing for batch operations and unusual transformations.

 

Generative Art and Creative Code

Code as artistic medium.

  • Processing: the original creative coding environment by Casey Reas and Ben Fry, still maintained and still excellent.
  • p5.js: Processing for the browser, by Lauren McCarthy and contributors. The most accessible starting point for creative code on the web.
  • OpenProcessing: shared sketches, classroom tools, and a community around p5.js and Processing.
  • three.js: JavaScript library for 3D graphics in the browser.
  • Blender: free, open-source 3D modeling, animation, and rendering. Industry-grade.
  • TouchDesigner: node-based visual programming for interactive installations and real-time graphics. Free non-commercial license.

 

Image Editing and Design Tools

What you actually use day to day.

  • Affinity by Canva: the three Affinity apps combined into one free desktop application as of October 2025. Professional vector, raster, and layout in a single tool.
  • Photopea: Photoshop in a browser tab, free, opens PSD, AI, XD, Sketch, and Figma files.
  • Figma: the dominant interface and web design tool, with a generous free tier.
  • GIMP: long-standing free, open-source raster editor.
  • Inkscape: free, open-source vector editor.
  • Krita: free, open-source digital painting application.
  • Canva: fast, browser-based design for social and marketing graphics.

 

Web Publishing, Domains, and Owning Your URL

The infrastructure of publishing your own work on your own terms.

  • CUNY Academic Commons: free WordPress-based platform for all CUNY faculty and students.
  • WordPress.org: the open-source publishing platform, self-hosted.
  • WordPress.com: hosted WordPress with various plans including free.
  • Reclaim Hosting: independent hosting for educators and creators, now also the hosting partner for the CUNY Academic Commons.
  • Ghost: open-source publishing platform focused on writers.
  • Tumblr: still alive, owned by Automattic, still customizable.
  • Are.na: a visual research and collaboration platform, the most thoughtful alternative to Pinterest.

 

On-Chain Provenance and the Decentralized Web

The infrastructure for making work that carries verifiable authorship, ownership, and licensing without depending on any single platform.

  • Base: a low-cost Ethereum Layer 2 network, used widely for affordable on-chain provenance and small transactions.
  • Polygon: another widely-used low-cost network.
  • IPFS: decentralized file storage and content addressing, the standard storage layer for most on-chain art.
  • OpenSea: the largest NFT marketplace.
  • Manifold: tools for artists to deploy their own smart contracts and own their work at the protocol level.
  • Coinbase Wallet: a self-custody wallet for getting started with on-chain work.
  • x402: an emerging protocol for HTTP-based machine payments using stablecoins. The infrastructure for agent-to-agent commerce.

 

Museum APIs and Open Collections

Public-domain primary sources for remixing, study, and reference.

 

Spatial Computing, AR, and 3D

The expanding territory of design and art that lives off the flat screen.

  • model-viewer: Google’s free web component for displaying GLB and USDZ 3D models with AR support, the lowest-friction path to AR on the web.
  • A-Frame: open-source web framework for building VR and AR experiences in the browser.
  • WebXR: the open web standard for VR and AR experiences across devices.
  • Niantic Studio (formerly 8th Wall): browser-based WebAR development platform.
  • Snap Lens Studio: Snapchat’s AR creation tool.
  • Apple Reality Composer Pro: Apple’s spatial computing development tools.
  • OnCyber: free VR gallery creator for displaying digital art in 3D space.
  • Spatial: VR and AR meeting spaces, increasingly used for digital exhibitions.
  • Sketchfab: a large platform for hosting, sharing, and embedding 3D models on the web.

 

Terminal, CLI, and Python for Art

The command line as creative surface. See Project #15 in the syllabus for context.

  • Python: the most versatile language for art, automation, and creative computation.
  • Pillow: the Python imaging library, for generating and manipulating images in code.
  • NumPy: numerical computing in Python, foundational for image and signal processing.
  • Claude Code: an agentic command-line tool that lets you describe a transformation in plain language and watch a script materialize and run.
  • ffmpeg: command-line video and audio manipulation.
  • ImageMagick: command-line image processing.

 

Visual Research and Collaboration

Where you keep your references, your inspirations, and your conversations with other practitioners.

  • Are.na: the thoughtful visual research and collaboration platform that most working artists and designers I respect are using right now.
  • Mastodon: the federated social network where much of the serious digital art conversation has migrated.
  • Bluesky: the alternative to X with growing art and design communities.
  • IndieWeb: the community around owning your own URL and resisting platform lock-in.

 

Archives and Public Domain

The deep well of source material that lives outside copyright and platform control.

 

Open Education Resources

Course materials that anyone can teach from or learn from.

  • DS106 Digital Storytelling: the long-running open course in digital storytelling that still informs the methodology here.
  • DS106 Daily Create: a new short creative challenge every day.
  • DS106 Assignment Bank: a community-built library of design, audio, video, visual, web, and writing assignments.
  • Digital Foundations by Xtine Burrough and Michael Mandiberg: open educational resource teaching visual design principles through Bauhaus-inspired exercises.
  • Graphic Design and Print Production Fundamentals: open textbook on elements and principles, color theory, typography, and layout.
  • OER Commons: the broad open educational resources commons across disciplines.
  • AIGA: the professional association for design, ongoing source for writing on practice and history.

 

Web Standards and Agent-Readable Web

The technical scaffolding for making work that humans and machines can both read.

  • Schema.org: the shared vocabulary for structured data on the web.
  • llms.txt: an emerging convention for telling AI systems what is on your site and how to engage with it.
  • W3C: the World Wide Web Consortium, maintainer of the standards that make the open web possible.
  • Creative Commons: the licensing framework that makes most of the resources on this page legal to reuse.

 

Books worth owning

Texts that have held up across the changes.

  • The Art Happens Here: Net Art Anthology, edited by Michael Connor, Aria Dean, and Dragan Espenschied.
  • Net Art Anthology (the online exhibition itself, linked above, is the digital companion).
  • New Media in Art by Michael Rush.
  • Internet Art by Rachel Greene.
  • The Language of New Media by Lev Manovich.
  • Graphic Design: The New Basics by Ellen Lupton and Jennifer Cole Phillips.
  • How To by Michael Bierut.

 

Three URLs to anchor everything else

 

(a retired list below, kept here for posterity and legacy by popular demand)

 

Updated – 5/6/25 –

 


 

(Previous list established 11/4/2017 – legacy list)

1. Rhizome – Net Art Anthology Exhibition – https://anthology.rhizome.org/

2. (removed)

3. Popular Mechanics – Long Live the GIF – http://www.popularmechanics.com/technology/a21457/the-gif-is-dead-long-live-the-gif/

4. The New World of Net Art, 2013 for Art News – http://www.artnews.com/2013/06/12/the-new-world-of-net-art/

5. The History of the GIF – via Giphy – https://historyofthegif.com/#/timeline/0

6. Tech-Crunch – 30 Years of the GIF – https://techcrunch.com/2017/07/27/30-years-of-the-gif/

7. Net-Art.org – Website – https://www.net-art.org/

8. ArtNet – 7 Masterpieces of Social Media Art – https://news.artnet.com/art-world/best-social-media-art-1182398

9. Are Memes the Pop Culture Art of our Era? Kate Knibbs – https://www.digitaltrends.com/social-media/when-does-a-meme-become-art/

10. Can Memes be Art? Huff Post – https://www.huffingtonpost.com/2012/04/17/are-internet-memes-a-form_n_1432076.html

11. UBU WEB – Film & Video Art Archive -(Explore and Explore some more!)  http://www.ubu.com/film

 

Books:

1. New Media in Art (World of Art) Michael Rush, Thames & Hudson,1999.

2. Internet Art (World of Art) Rachel Greene, Thames & Hudson,1999.

 

 

The Ultimate Free Creative Technology Stack (2026 Edition)

The Ultimate Free Creative Technology Stack (2026 Edition)

Welcome back creators, artists, students, designers, educators, and digital explorers!

A year ago I published a list of free creative tools that could help artists and creators like you to experiment with digital media, AI, virtual reality, animation, design, and storytelling.

A lot has changed since then!

Artificial Intelligence has become a standard part of creative workflows. Browser-based 3D tools have improved dramatically. Mixed Reality experiences are becoming easier to create. Open-source creative software continues to thrive. I created more software in the last 12 months then I ever have in my life! Im not slowing down either.. is this osmosis? Is this a simulation? Is this the collective human creative potential running through us all? 

This updated 2026 edition highlights some of the best tools available today for creating images, artwork, writing, design, animation, video, games, XR experiences, and experimental media. 

Every tool listed below offers a free version, free tier, or open-source alternative.

 

🎨 Digital Art & Graphic Design

Photopea
https://www.photopea.com

A powerful browser-based image editor that feels remarkably similar to Photoshop.

Canva Free
https://www.canva.com

Excellent for graphic design, presentations, social graphics, posters, and educational content.

Adobe Express
https://www.adobe.com/express

Adobe’s free browser-based design platform with templates, AI tools, and quick publishing features.

Pixlr
https://pixlr.com

Fast browser-based image editing with AI-assisted tools and effects.

 

🎭 AI Writing, Research & Creative Thinking

ChatGPT
https://chatgpt.com

One of the most versatile creative assistants available for writing, brainstorming, coding, research, lesson planning, storytelling, and creative experimentation.

Claude
https://claude.ai

Excellent for long-form writing, document analysis, project planning, and thoughtful creative collaboration.

Gemini
https://gemini.google.com

Google’s AI platform with strong multimodal capabilities and integration with Google tools.

Hugging Face
https://huggingface.co

A massive hub for open-source AI models, datasets, and creative experimentation.

 

🖼️ AI Image Generation

Leonardo AI
https://leonardo.ai

One of the most accessible AI image generation platforms with a generous free tier.

Krea
https://www.krea.ai

Excellent for real-time image generation, enhancement, and visual exploration.

Playground AI
https://playground.com

A beginner-friendly AI image platform with powerful editing features.

Adobe Firefly
https://firefly.adobe.com

Adobe’s AI image generation ecosystem integrated into Creative Cloud workflows.

 

🎥 Video Creation & AI Filmmaking

Runway
https://runwayml.com

One of the most important AI video creation platforms available today.

Wonder Studio
https://wonderdynamics.com

Automatically places animated characters into live-action footage.

Clipchamp
https://clipchamp.com

Microsoft’s free browser-based video editor.

Kapwing
https://www.kapwing.com

Fast browser-based editing, captioning, and content production.

 

🧊 3D Modeling & Digital Sculpture

Blender
https://www.blender.org

The gold standard of free and open-source 3D creation.

Meshy (my personal fav!!)
https://www.meshy.ai

Generate 3D models from images and text prompts.

Tripo
https://www.tripo3d.ai

Rapid AI-assisted 3D model generation.

Spline
https://spline.design

Create interactive 3D objects and scenes directly in your browser.

Mixamo
https://www.mixamo.com

Free character rigging and animation tools from Adobe.

 

🌍 AR, VR & Mixed Reality

Open Brush
https://openbrush.app

The open-source evolution of Tilt Brush. Paint and sculpt directly in 3D space using VR.

Spatial
https://www.spatial.io

Build immersive virtual exhibitions, collaborative spaces, and digital experiences.

OnCyber
https://oncyber.io

Create browser-based virtual galleries and exhibitions.

PlayCanvas
https://playcanvas.com

A powerful browser-based platform for creating interactive 3D and XR experiences.

Polycam
https://poly.cam

Create 3D scans of real-world environments using mobile devices.

 

🎮 Game Development

Godot Engine
https://godotengine.org

One of the most exciting open-source game engines available today.

Unity
https://unity.com

Still one of the most widely used engines for games, AR, and VR experiences.

OpenProcessing
https://openprocessing.org

Explore creative coding, generative art, and interactive projects.

 

📚 Research, Archives & Inspiration

Internet Archive
https://archive.org

A treasure trove of public-domain media, books, software, and historical artifacts.

Are.na
https://www.are.na

A visual research and knowledge organization platform loved by artists and designers.

Rhizome
https://rhizome.org

A leading organization documenting the history and future of digital art and internet culture.

Sketchfab
https://sketchfab.com

Explore millions of 3D models and immersive digital objects.

 

🛠 Ryan Seslow & AREMES AI Studio Stack (2026)

My current workflow combines traditional art making, digital design, AI, mixed reality, teaching, and experimental research.

Core tools include:

• ChatGPT 
• Claude (Im hooked on the pro version that includes Claude Code & Claude Design)
• Blender
• Meshy
• Adobe Dimension (packs a punch but many peeps underestimate it!)
• Open Brush
• Meta Quest 3
• Adobe Creative Cloud
• WordPress (since 2006!)
• Photopea
• Canva
• Spatial
• Sketchfab
• Mixamo
• Polycam

Increasingly, I find myself moving between physical drawing, digital drawing, AI-assisted image creation, AI assited 3D model generation, virtual reality painting, web publishing, and agent-based creative systems. Its been an amazing year for creativity.

The boundaries between artist, designer, researcher, educator, and technologist continue to blur.

Final Thoughts..

Yes, tools matter, but the tools are never the point. The most exciting creative breakthroughs still come from curiosity, experimentation, play, failure, iteration, and persistence mixed with FUN.

Whether you are sketching in a notebook, painting in virtual reality, building an AI-assisted archive, creating a game, or designing an immersive course syllabi (I am!), the technology is simply a vehicle for ideas. And ideas are always for your energy unconditionally.

Keep exploring.

Keep making.

Keep building worlds.

 

PS – If interested – check out some of the most recent posts from this past semester here

PSS – If interested in world building inspiration – check out AREMES-ENTERPRISES here

PSSS (is there even such a thing as “PSSS”? – well, while you are at it, check out the RSMAD here

RSMAD Reconstruction Series No. 1

RSMAD Reconstruction Series No. 1 – Reconstructed Spatial Archive: 2013–2026

Originally created in my studio environment in 2013, these large-scale paintings, collage works, and sculptural forms existed for years primarily as compressed physical artifacts living inside an active production space. Due to spatial limitations, economic realities, storage constraints, and the conditions surrounding high-volume studio practice, much of this body of work was never formally exhibited at institutional scale. Some works were eventually destroyed, altered, fragmented, or archived without public presentation.

In 2026, the archive was revisited through a reconstruction process utilizing contemporary spatial visualization systems, digital restoration workflows, and AI-assisted exhibition modeling. Rather than functioning as fantasy renderings or speculative inventions, these reconstructed gallery environments operate as realization mechanisms, restoring the original spatial ambitions embedded within the works at the time of their creation.

 

The resulting exhibition exists simultaneously across multiple timelines: the original 2013 studio conditions, the undocumented years of dormancy, and the reconstructed institutional presentation emerging in 2026.

 

Presented together, the original studio documentation and reconstructed museum-scale installations create a dialogue between intention and realization, survival and presentation, compression and expansion. The works reveal a visual language that now resonates differently within contemporary culture, particularly through themes of repetition, symbolic layering, identity fragmentation, graphic reduction, and proto-generative compositional systems that predate the widespread adoption of contemporary AI image culture.

What once existed as isolated studio production now functions as an interconnected spatial archive. Mediums evolve, I embrace them, eagerly.

 

The reconstruction process does not replace the original works. Instead, it restores dimensional context to works that previously lacked the physical infrastructure required for full exhibition realization. In this sense, the project operates simultaneously as archival activation, spatial restoration, speculative museology, and contemporary exhibition design.

 

The exhibition also proposes a broader question: What happens when previously unseen archives are reactivated through the technologies and cultural frameworks that did not yet exist when the works were originally created?

 

The RSMAD Reconstruction Series explores this question through drawing, painting, sculpture, collage, spatial simulation, and digital exhibition environments that bridge physical history with synthetic contemporary space. Through reconstruction, spatial simulation, and contemporary exhibition modeling, these pieces are finally allowed to operate at the scale and psychological intensity they originally demanded. What emerges is not nostalgia, but activation. (OK, a lil’ nostaglia too!)

 

The reconstruction process reveals how archives can evolve beyond static documentation into adaptive spatial systems capable of generating new exhibitions, sculptural translations, virtual environment creation, architectural installations, and future-facing museum experiences. The original 2013 works now function simultaneously as paintings, historical artifacts, spatial blueprints, and source material for expanded realities that extend into VR, AR, AI-assisted curation, and immersive digital exhibition frameworks.

This exhibition represents only a small fragment of a much larger unseen archive.

Future phases of the Reconstruction Series will continue expanding the RSMAD collection through additional gallery environments, reconstructed installation models, large-scale sculptural translations, immersive virtual museum spaces, and fully navigable spatial archives designed for both physical and digital exhibition contexts. As these systems continue to evolve, the archive itself transforms from storage into infrastructure: a living network of interconnected works capable of continuously generating new forms, new environments, and new modes of experience across contemporary culture, architecture, and emerging spatial technologies.

Thank you for stopping by!

For more on the RSMAD -> Go Here

Building a Semantic AI Archive System for a 20-Year WordPress Art Archive

AREMES HQ, Brooklyn, May 25th 2026

Today I spent nearly an entire day inside Terminal on my macOS building an experimental semantic archive intelligence system around my lifelong WordPress media library. This was raw terminal-based systems building in collaboration with my friend Sir Claude Code, running locally through Node.js, Ollama, WordPress REST APIs, vector embeddings, semantic clustering systems, and custom archive intelligence tooling.

The entire process unfolded live through hundreds of terminal operations, syntax checks, vector validations, ingestion passes, embedding pipelines, cluster analysis runs, semantic nearest-neighbor generation, static export systems, and archive intelligence reports.

At multiple points the machine appeared less like a search engine and more like an archaeological system excavating hidden structures from twenty years of accumulated visual output. For the last few years I have been thinking deeply about a strange problem that I feel almost nobody talks about, ever.. What happens when a person has been publishing creative work to the internet continuously for over twenty years? I cant even imagine that this much time has even passed.. but it has indeed.

This was not casually posting, not optimizing for trends, not building for algorithms. Actually publishing. Consciously.

Thousands and thousands of artworks, drawings, animations, experiments, scans, paintings, GIFs, photographs, sculpture, prints, collage, prototypes, motion studies, AR/VR tests, 3D models, abstractions, video art, Internet Art, installations, tutorials and fragments of process spread across WordPress, GIPHY, cloud drives, external hard drives, old websites, Tumblr-era internet culture, and multiple generations of digital platforms.

At a certain point the archives become too large for chronology to mean anything. I’m a WordPress guy. I fell in love with it from the day that I learned about it in 2004. I watched from the sidelines for a year and half and then I jumped in, launching my first site in 2006. I don’t believe that WordPress media libraries back in 2026 were designed to function as intelligent cultural systems. They are essentially giant chronological storage buckets. The deeper the archive becomes, the more invisible the work becomes. Search breaks down. SEO becomes increasingly unreliable. Older work disappears beneath newer uploads. Valuable relationships between works are never surfaced.

An archive eventually becomes unreadable. This became daunting. Im a high volume production kind of artist. Im constantly making new things, everyday. I document those things, everyday. Im also Deaf and Hard of Hearing and I learn almost everything from visually reverse engineering things into some tangible example. But again, the archive became an abstraction, a real problem and I wanted to solve it.

This is not “AI art”, “AI content generation”, or another chatbot.

I wanted to know if an AI system could semantically understand a lifelong creative archive? One with just under 10K worth of artwork images, multidisciplinary images..

And more importantly, can it reorganize the archive into something discoverable again?

That became the foundation of what evolved into the AREMES Archive OS.

The Archive

The test archive was my own WordPress media library from ryanseslow.com

The domain and site has been active for well over seventeen years and currently contains approximately:

  • 9,386 publicly accessible media records
  • 20 years of accumulated visual output
  • paintings
  • drawings / illustration
  • sculpture
  • animated GIFs
  • motion graphics / animation / video art
  • photography
  • 3D models (glb/usdz)
  • PDFs / docs / written suchness
  • visual fragments / Internet art
  • experimental AI works
  • spatial computing tests
  • AR/VR prototypes

The important thing is that the archive was real. This was not a clean startup dataset. This was not a curated museum database.
This was not a demo collection. It was a living archive with all the messiness that real creative production accumulates over decades.. a total mess.

The Goal

The goal was to build a local semantic archive engine capable of:

  • ingesting WordPress media libraries
  • generating embeddings
  • performing semantic search
  • clustering related works
  • identifying nearest neighbors
  • surfacing hidden relationships
  • generating archive intelligence reports
  • eventually powering licensing, discovery, and curatorial systems

Importantly, I wanted the system to remain:

  • read-only
  • local-first
  • resumable
  • portable
  • inexpensive
  • API-driven
  • WordPress-native
  • deployable without complex infrastructure

No giant cloud stack. No venture-funded infrastructure (though that would be so nice!) No dependency-heavy AI startup architecture. Just intelligent archival systems built directly on top of existing cultural output.

The Tech Stack

The system was built primarily as a Node.js CLI application.

Core stack:

  • Node.js
  • vanilla JavaScript
  • local JSON pipelines
  • WordPress REST API
  • Ollama
  • nomic-embed-text embeddings
  • cosine similarity vector search
  • static HTML/CSS/JS export architecture
  • Terminal / MacOS
  • Claude Code
  • Chat-gpt

The entire system intentionally avoided:

  • databases
  • vector databases
  • cloud GPU infrastructure
  • SaaS dependencies
  • server-side runtime requirements

Everything operated through local flat-file architecture.

The archive lived primarily inside JSON artifacts:

  • media_archive.json
  • media_embedding_corpus.jsonl
  • media_embeddings.jsonl
  • clusters.json
  • nearest_neighbors.json
  • archive_intelligence.json

The entire system was effectively building a semantic operating layer over a WordPress archive.

The First Breakthrough: Semantic Search Actually Worked

The first major validation happened during vector testing. A semantic query was run against embedded works:

“dimensional graffiti sculpture entity”

The lexical search results were terrible. Only literal keyword matches appeared. But once vector similarity was enabled using real nomic embeddings through Ollama, the system began surfacing semantically related works that shared no direct keyword overlap.

It pulled:

  • bronze/graffiti hybrid forms
  • volumetric character sculptures
  • 3D spatial abstractions
  • hybrid graffiti entities
  • sculptural motion studies

That was the moment the project became real. Excited! (I was already hours in!)

The archive was no longer searching by words. It was searching by meaning.

Embedding the Archive

The next stage involved embedding the archive itself.

The system successfully:

  • paginated through 97 WordPress API pages
  • ingested 9,386 media records
  • regenerated archive corpus files
  • preserved existing embeddings safely
  • resumed embeddings incrementally
  • validated semantic relationships

Initial semantic coverage:

  • 500 embedded works
  • 679 validated vectors across both ryanseslow + aremes
  • 75 semantic clusters
  • 3 large semantic “worlds”
  • multiple emergent series and collections

The system identified:

  • recurring visual motifs
  • medium transitions
  • temporal shifts
  • outlier works
  • semantic neighborhoods
  • 2D → 3D transformation relationships

One particularly fascinating discovery was how often photography re-emerged across decades despite enormous stylistic variation.

The archive was beginning to reveal patterns that were difficult to recognize chronologically.

The Clustering Experiments

One of the strongest moments of the process was the semantic clustering layer. Instead of manually tagging works, the system grouped works through vector proximity and centroid similarity.

Clusters began emerging naturally:

  • sculptural portrait systems
  • 3D spatial hybrids
  • animation worlds
  • museum/digital abstractions
  • collage systems
  • glitch structures
  • graffiti-derived volumetric forms

Some clusters were extremely coherent. Others collapsed into noise. That became one of the most important realizations of the entire experiment:

Semantic similarity does not automatically equal aesthetic coherence..

AI can recognize relationships. But curation still matters.

The Archive Intelligence Layer

The archive-intelligence mode became one of the most ambitious parts of the build.

The system joined:

  • archive metadata
  • embeddings
  • cluster relationships
  • nearest-neighbor systems
  • temporal analysis
  • semantic series
  • cross-medium relationships

It generated:

  • semantic collections
  • inferred exhibition titles
  • neighboring works
  • outlier detection
  • motif analysis
  • “world” structures
  • licensing potentials
  • spatial potentials

At this stage the system was no longer simply indexing media. It was beginning to behave more like a curatorial intelligence layer.

The Most Important Realization

After several hours of successful backend engineering, an important realization appeared:

A CLI has no buyer. (Funny.. and not funny!)

That sentence completely changed the direction of the project. (I had been slurped in, once again, but I love that!)

The engine worked. The semantic systems worked. The archive intelligence worked. But nobody could see it. Everything still lived in terminal windows and JSON files. The project had become an extremely sophisticated invisible machine.

That forced a much bigger question:

What is the actual public-facing surface?

The Export-Site Experiment

The next phase attempted to solve this problem. A static semantic archive site was generated directly from the JSON outputs.

The idea was powerful:

  • semantic discovery
  • related works
  • cluster navigation
  • curated series
  • licensing CTAs
  • semantic search
  • archive worlds

The system generated:

  • index.html
  • style.css
  • app.js

No backend. No runtime AI. No database. No server dependency (perhaps I try to deploy on wordPress Sandbox?) Just a static semantic archive generated from the intelligence layer. Conceptually, this was exactly the correct direction. Visually, however, the system immediately exposed another difficult truth.

The Failure That Mattered Most

The semantic engine worked. The visual orchestration did not!

The archive surface became visually unstable:

  • mixed image ratios
  • broken previews
  • inconsistent media sizes
  • GIF chaos
  • missing thumbnails
  • 3D objects
  • PDFs
  • wildly different eras colliding together

The result was technically impressive but aesthetically uneven. And honestly, that failure may have been the most important discovery of the entire day. Because it clarified something critical:

AI-generated archive systems still require human taste. Semantic relationships are not enough.

Museum-grade experiences require:

  • pacing
  • hierarchy
  • rhythm
  • restraint
  • spatial composition
  • curatorial intelligence
  • emotional sequencing

This was the exact point where the project shifted from backend engineering to art direction..

The Real Opportunity

The deeper realization is that the semantic engine itself is not the product. The archive IS the product.

The engine becomes:

  • the curator
  • the navigator
  • the merchandiser
  • the discovery layer
  • the licensing assistant
  • the relationship engine

That distinction changes everything.

Because suddenly:

  • older works become discoverable again
  • semantic relationships become visible
  • licensing becomes easier
  • collections emerge automatically
  • AI agents can traverse the archive meaningfully
  • archives stop behaving like dead storage systems

This is especially important for artists, museums, photographers, designers, institutions, universities, and cultural archives with decades of accumulated digital material.

Why This Matters Beyond My Own Archive

Most WordPress media libraries are dormant semantic archives. Millions of people have already unknowingly built enormous cultural datasets. The problem is, those archives are largely unreadable.

This experiment suggests another future:

  • semantic museum systems
  • agent-readable archives
  • intelligent licensing discovery
  • AI-assisted curatorial navigation
  • AR/VR semantic galleries
  • spatial archive interfaces
  • archive intelligence layers on top of existing cultural systems

The important thing is that none of this required rebuilding the internet.

The entire system operated on top of:

  • WordPress
  • JSON
  • local embeddings
  • static exports
  • open APIs

The architecture remained surprisingly lightweight.

What Happens Next

At this point the project has proven:

  • semantic ingestion works
  • embeddings work
  • clustering works
  • archive intelligence works
  • export systems work

What remains unresolved is -> visual orchestration..

That is now the real frontier. Not “more AI.” Not larger models. Not more embeddings.

The challenge now is: how to transform semantic intelligence into elegant cultural interfaces. Yes, aesthetics, we like pretty things to look at..

That is a design problem as much as a technical one. Im up for it!

 

Final Thoughts

This entire experiment started with a simple question:

Can an AI system understand a lifelong archive?

The answer appears to be: yes, partially. But another question emerged underneath it: Can intelligence alone create meaning?

The answer to that is much more complicated…

Semantic systems can identify relationships. They can surface hidden structures. They can organize massive archives. They can discover patterns humans overlook. But they still cannot replace curatorial sensitivity, restraint, pacing, and aesthetic judgment.. right? Yet? Hmm..

The machine can understand proximity.. The human still understands significance..

And maybe that balance is still the actual future, I don’t know, but Im excited to find out, and continue to tinker. I don’t want AI replacing archives, but I do want AI making archives visible again.

Forward we go! Onto to part 2!
Thoughts?
VR headset illustration from 2038

NET-ART Suggested Syllabus 2026 Revision

A syllabus written in 2017 cannot describe a practice in 2026. The web reads itself now. AI sits in the studio. Agents move through the network buying and licensing work without human hands on either end. Museums publish their collections as queryable data. The terminal has become a generative medium. This revision of the NET-ART suggested syllabus accounts for all of it. The original four projects remain intact at the top, eleven new ones extend them, and the surrounding framing has been rewritten to match the shape of the present. Treat what follows as a working draft. The course is ongoing and the syllabus is meant to keep moving.

The Net-Art website is happy to announce its recent partnership and collaboration with AREMES ENTERPRISES. Programs and schedules will be posted to this website soon.

The Suggested Syllabus Page can be found here

an outdated keyboard cast from paper pulp

Semester: This is an Ongoing Open Source Course created for the CUNY Academic Commons.

 

Course Description

Net-Art is an ongoing, open practice for making art in a world where the audience includes humans and software agents in roughly equal measure. Students build work that lives on the open web, is licensed clearly, is discoverable by both people and AI systems, and that they own at the protocol level rather than the platform level. The course treats AI as collaborator, agents as audience, and the web as a substrate for art that can be parsed, transacted, remixed and forwarded by anything that knows how to read a URL or a JSON file. Prior practice in any medium (drawing, painting, photography, sculpture, installation, video, performance, code, prompt-craft, or anything else) is welcome and useful, but no prior medium is required. The course runs on Open Education Resources, the public domain, Creative Commons, and the assumption that the next five years will reshape what authorship, ownership and audience even mean. This course is co-dependent on the curiosity and the hacking instincts of each student. Treat the project briefs as starting points, not endpoints, and expand them toward the practice you actually want to build.

Course Objectives

  1. To rethink the creative process for a web that reads and writes itself, where authorship is shared between humans, AI systems, agents, and the open archives they draw from.
  2. To give students working fluency in current and emerging tools across the stack: analog through digital, command line through GUI, generative AI through on-chain provenance, museum APIs through spatial computing.
  3. To build practices that are interoperable rather than platform-bound, durable rather than disposable, and discoverable by people and machines alike.
  4. To develop each student’s voice and vision as something that can hold its shape across mediums, audiences, and the systems that increasingly mediate both.
  5. To treat the open web, Open Education Resources, and public collections as living material to remix, contribute to, and extend.

Instructional Activities

  1. Live and asynchronous demonstrations of practice across mediums and tools, ranging from drawing, photography and analog process through code, command line, generative AI, agentic workflows, on-chain publishing, 3D, spatial and AR. The emphasis is on working alongside rather than instructing from above. Students are encouraged to record their own demonstrations and contribute them to the open archive so the course itself grows from inside its participants.
  2. Critical viewing, reading and remixing of Net-Art, animated GIFs, video, motion work, generative pieces, AI-assisted art, agentic and on-chain works, glitch and constraint pieces, museum collections released as open data, and the wider open web. Engagement is active rather than passive: blogging, commenting, annotation, response-pieces, tutorial creation, and remix as a form of citation. The archive is something to argue with and build on, not something to watch.
  3. Guest artist exchanges with practitioners working across human and machine collaboration, including artists, technologists, curators, researchers, and (where it makes sense) the agents and systems themselves. Exchanges may take the form of presentations, conversations, joint works, asynchronous contributions to the site, or experiments where a guest’s practice becomes the seed for student work. The boundary between guest, student and instructor is intentionally porous.

Course Participation

Participation is the course. There is no attendance to take and no cohort to keep pace with. What there is, instead, is a living site that gets richer when its participants contribute and quieter when they do not. Your role is whatever you decide to make it, but the role is not optional if you want the work to mean something.

What participation looks like here: publishing process posts as you make work, commenting on the work of others, annotating and remixing pieces already in the archive, building tutorials that did not exist before you wrote them, contributing resources, fielding questions in public, leaving traces that the next person to arrive can follow. Lurking is allowed and sometimes even useful, but the people who get the most from this site are the ones who treat it as a place they help build rather than a place they visit.

Each student sets their own definition of meaningful participation. Some will work in concentrated sprints. Some will publish daily. Some will surface every few months with a single substantial piece. All of these patterns are legitimate. What matters is that you are communicating, in public, about what you are working on, what is hard, and what you are learning. Write to your future self, to the next student, and to the agents and search systems that will index this site long after the original conversation has moved on.

Reach out to the professor and to other participants when you need exchange. Use the comments. Email if email suits you. Share work in progress rather than only finished pieces. The course is committed to the health and wellbeing of everyone who participates in it, and to the conditions under which honest creative work can happen, which means real disagreement, real critique, and real generosity all coexist here.

abstract illustration

Structured Projects:

The projects listed below will be explained in further detail as blog posts published to the course website. Visual examples will be present to support each project with suggested means of experimentation and outcome.

Project #1 – The Power in the Static 2D

Working from a social or political theme, concept or specific subject, each student will generate a new 2-dimensional static work of electronic art to communicate a feeling, philosophy, point of view, or aesthetic. You may work in any form of electronic media using the applications and suggestions on the class resources page (and beyond of course). Your final piece or pieces should be documented in a series of narrative steps with screen shots and digital images as they will be used and applied as content to manipulate, render, animate, remix and present. Output file formats include: .JPEG, .PNG or static .GIF.

Project #2 – Static to Animated Loops: GIFs

To further communicate and complement the meaning of the piece(s) created in Project #1, students will generate a series of Animated GIFs to support and expand the works. You may work in any format or application that you wish using the applications and suggestions on the class resources page (and beyond of course). Your final piece(s) should be documented in a series of steps with screen shots and digital images as they will be used and applied as content to manipulate, render, animate and present. Output file formats should be: .GIF.

Project #3 – 4D: Video Art, Duration and Motion Graphics

By working with video captured on a phone or other mobile device, students will create and develop 2-3 new works of video art that emphasize time and duration to communicate an idea, feeling, philosophy, sequence or aesthetic. Existing video can be used from previous projects, the NYPL, OER, public domain, or by creating new content using the capturing device of your choice. The works may be projected onto an existing object or wall space, or presented using a video monitor (or as many monitors as you may need). Please consider the following options to work with: the subject matter can be one that already exists or one that you may create that has relevance to your prior work. You may consider using one of the completed projects that you have created for this class. You may consider projecting a still image, a series of still images, or motion video. You may wish to create an environment to present your work within. The video captures can be edited and turned into animations or assets for collaborations. Output file formats should be: .MOV or .MP4.

Project #4 – Presentation for the Web: Student Portfolios

A process and tutorial based blog post series of individual posts will be created by each student to support all of their completed work. The posts will also be a part of a larger collaborative whole. The posts will document and illustrate each student’s work as each project has evolved throughout the course. Students will later select their best works for a student exhibition here on the NET-ART website. Output file formats should be via URL or relatedness submitted by the student.

Project #5 – AI as Collaborator: Generative Image and Text Practices

Working with open-source and freely available AI image, text and animation tools, each student will generate a new series of works that treat the machine as a collaborator rather than an end. The objective is not polished output but investigation of the prompt, the iteration, and the human decisions inside the generative process. Document your prompts, your discarded results, and your final selections as part of the work itself. Students may use any combination of free or low-cost generative tools (Hugging Face Spaces, free tiers of public image and text generators, open-weight models running locally, public domain conversations and corpora) listed on the class resources page or sourced independently. Write a companion post reflecting on authorship, attribution and the ethical terrain. Output file formats include: .PNG, .JPG, .GIF, .MP4, and a written blog post documenting the process.

Project #6 – Your Domain, Your Practice

The web rewards artists who own their address. In this project each student will create a personal web presence beyond the social platforms, using free tools available through the CUNY Academic Commons or other open hosts. Set up a site, a blog, or a single-page portfolio. Choose a domain name or subdomain you would be willing to print on a business card. Aggregate two or three pieces of work from your earlier projects into a coherent page with a short artist statement. The point is durability: a place to point future collaborators, exhibitors and curators that you control and can update without permission from any platform. Output: a public URL submitted to the class.

Project #7 – The Agent-Readable Self: Structured Data and Machine-Discoverable Art

The web is increasingly read by software agents and AI systems before it is read by humans. This project asks students to make their work discoverable by machines as well as people. Add a simple JSON file (such as agent.json or catalog.json) to your personal site that describes who you are, what you make, and how an agent could surface, license or link to your work. Use clear, plain-language fields. The goal is not technical complexity but the experience of writing yourself into a format that something other than a human will read first. Output: a public JSON file at a stable URL plus a short written reflection on what it felt like to describe your practice for a non-human reader.

Project #8 – Sound, Silence and Visual Translation

This project investigates the relationship between sound and image, and what gets carried across when one is translated into the other. Working from a source piece of audio (a public domain field recording, a freely licensed song, ambient sound captured on your phone, or pure silence) generate a visual work that translates, scores or refuses the audio. Alternatively, work the other direction: start from a static image or sequence and generate a sound piece. Accessibility considerations are part of the work: include captions, descriptions or visual cues so the piece can be received by audiences who cannot hear it. Output file formats: any combination of .PNG, .GIF, .MP4, .MOV, .WAV or .MP3 with accompanying text.

Project #9 – Daily Practice: A Thirty-Day Posting Discipline

Commit to publishing one small work to the class site or your own site every day for thirty consecutive days. The work can be a sketch, a GIF, a screen capture, a photograph, a sentence, a piece of audio, or anything else. The point is not the quality of any single post but the accumulation. What happens to your practice, your eye and your relationship to the work when you cannot wait for inspiration. At the end of thirty days, write a short reflection on what shifted. Output: a public archive of thirty dated posts plus a closing reflection.

Project #10 – Glitch, Constraint and the Productive Error

Net art has always worked with breakage, corruption and constraint as creative material. In this project each student will produce a work that deliberately uses error, limitation, file corruption or self-imposed restriction as its generative engine. Possible approaches: open a JPEG in a text editor and edit its bytes, datamosh a video by removing keyframes, work within a self-imposed rule (one color, one pixel, one frame, one hour), use a broken tool, use the wrong tool. Document the process and the failures alongside the final piece. Output file formats: .GIF, .MP4, .MOV, .PNG, .JPG, plus process documentation.

Project #11 – On-Chain Provenance and the Licensed Work

Five years from now a stranger, an institution or an autonomous agent should be able to verify that you made a given piece of work, on a given date, under a given license, without relying on any social platform’s word for it. In this project each student will attach durable provenance to one piece. Options: mint or sign the work using a low-cost public blockchain (Base, Polygon, or similar), publish a signed JSON manifest at a stable URL, anchor a content hash to a public timestamping service, or any combination. The work does not need to be sold or speculated upon and no purchase is required from the student. The point is the record. Output: the piece, the provenance reference (URL, hash, transaction ID, or signed file), and a short written reflection on what changes when ownership of your work is anchored to math and public records rather than to a platform’s terms of service.

Project #12 – Agent-to-Agent: Work That AI Can Discover, License and Purchase

Software agents now broker information, services and increasingly small payments on behalf of humans. This project asks students to make a piece of work that an autonomous agent can discover, evaluate, license and (optionally) purchase without human intervention on either side of the transaction. At minimum, publish a machine-readable manifest (catalog.json, agent.json, or equivalent) at a stable URL with clear pricing, licensing and retrieval instructions. Optionally, wire the manifest to a real or testnet payment rail (x402, a small USDC transfer on Base, a sandboxed Stripe webhook, or any equivalent) so that an agent can actually transact. Run an agent against your endpoint and capture the trace: what it saw, how it decided, what it returned. Output: the manifest, the work, the transaction log if applicable, and a written reflection on what it means to sell to a buyer that does not have a body.

Project #13 – The Autonomous Piece: Work That Lives Without You

Make a piece of work that continues to evolve, generate or mutate after you publish it, without further human input from you. The mechanism is your choice: a script that pulls fresh data on a schedule, an LLM call that produces new captions, images or text at intervals, a generative loop seeded by weather, news, network activity or astronomical data, a piece that responds to its viewers, or a piece that mutates each time it is shared. The work does not need to be elaborate. It needs to be alive. Document the system that drives it, the constraints you built in, what you chose to leave to chance, and what happens to the work when you stop watching. Output: a public URL or installation that demonstrably changes over time, plus the source code, recipe, or written description of the system behind it.

Project #14 – Museum APIs, 3D Models and the Remixable Collection

The world’s major museums now publish substantial portions of their collections as open data and downloadable 3D scans. The Metropolitan Museum of Art, the Smithsonian, the Rijksmuseum, the Art Institute of Chicago and the Cleveland Museum of Art expose public APIs that return high-resolution images, object metadata, provenance histories and (in growing numbers) photogrammetry-derived 3D models of works in their collections. In this project each student will pull from one or more of these APIs and remix what they find. The work can be 2D (compositing, collage, image-to-image generation seeded by museum objects), 3D (importing scans into Blender, sculpting derivative forms, generating new objects through procedural manipulation), or spatial (placing collection objects into AR scenes using WebXR, A-Frame, Google’s model-viewer web component, Niantic Studio formerly known as 8th Wall, Snap Lens Studio, or Apple’s Reality Composer Pro, so a viewer can summon a Met sculpture into their living room from a phone or headset). For the lowest barrier path, model-viewer can drop a GLB or USDZ file onto any web page with AR-on-phone support in a few lines of HTML. The intent is not reverence but conversation. What does it mean to drag a 4,000-year-old object into a 2030 context and let it interact with what is around you? Document the API calls, the object IDs, the license terms attached to each source object, and the transformations you applied. Output: the remixed work in whatever format suits it (.PNG, .GIF, .MP4, .GLB, .USDZ, AR scene URL, or installation), plus a written piece on what shifted in your understanding of the museum once you started treating it as a queryable database rather than a building.

Project #15 – Terminal as Studio: Command Line and Python for Art

The terminal is one of the oldest interfaces still in active use, and it remains one of the most expressive surfaces for making art that the GUI hides from you. In this project each student will produce a work where the command line, the shell or a Python script is either the tool that generates the piece or the piece itself. Potential directions are wide. Generate images by writing Python scripts that draw with Pillow, NumPy or generative grammars rather than by clicking in Photoshop. Manipulate hundreds of files in a batch (rename, resize, recolor, corrupt, sort by hue, by entropy, by timestamp) using shell one-liners or short scripts and let the batch itself be the work. Make ASCII art that responds to live data pulled from an API. Drive an LLM from the terminal and treat the conversation transcript as a published artifact. Use ffmpeg from the command line to mosh video, extract every Nth frame from a film and reassemble, or generate spectrograms of audio and treat them as images. Write a small Python program that does one strange thing well and publish the source as part of the work. Possibilities that did not exist five years ago are now accessible from the same prompt: agentic CLIs (Claude Code, similar tools) let you describe a transformation in natural language and watch a script materialize, run, and produce output, which means the terminal has quietly become a generative medium as much as a control surface. The point of the project is to feel the difference between making art by clicking through someone else’s interface and making art by writing the interface itself. Output: the resulting work (in any format), the source code or commands used (published as a gist, a repo, or pasted into the post), and a written reflection on what the terminal lets you do that the GUI does not.

 

screenshot of the peekable web app in action

How Peekable Got Built

It started with a simple question: where are all my Adobe Dimension files?

https://ryanseslow.github.io/peekable/peekable.html

I have been making work digitally for over three decades, across a lot of different software, a lot of different platforms, a lot of different machines. Files accumulate. Formats change. Applications evolve in directions that do not always serve the work you already made. I knew I had a collection of .dn files (adobe dimension) scattered across both Google Drive and icloud drive, artifacts from a period when I was deep into Adobe Dimension, Adobe’s lesser used and even heard of 3D design and compositing tool. I wanted to find them all, put them in one place, and take stock of what was actually there..

The search turned up 68 files. Not just a few, sixty-eight. They were spread across dozens of folders, buried inside project directories, mixed in with everything else I had uploaded over the years. Google Drive found them quickly enough once you knew the right query to run. The harder part was what came next.

I copied all 68 into a single folder called Adobe Dimension Archive, which took a few minutes to organize. Then I looked at the folder and saw exactly nothing. Every single file showed the same generic icon, the kind of gray box with a zipper that cloud storage uses when it has no idea what to do with a format. No previews, no thumbnails, no way to know at a glance which file was which scene, which project, which year. I had organized 68 indistinguishable rectangles.

screenshot of the peekable web app in action

This is a problem that anyone who has worked with creative software long enough will recognize. Google Drive does not preview many creative archive formats at all, and for larger files it frequently cannot generate thumbnails regardless of format. (For the love of all things holy.. WHY google, WHY?!) The result is that large portions of a creative archive become opaque even to the person who made them. The files are there. The work is there. You just cannot see it.

What I did not know at first is that .dn files are ZIP archives. Adobe Dimension packages everything into a container using the same structure as a standard ZIP file, which means you can open one with any tool that reads ZIP format. More importantly, Dimension stores a thumbnail image inside that container. The thumbnail is there, embedded in the file, waiting to be read. The cloud storage platform just never looks for it.

Once that fact was on the table, the solution was obvious. Build something that opens the archive, finds the thumbnail, and shows it. The question was how..

The first instinct was to do this server-side, or with some kind of batch script. But both of those approaches have friction: you need a server, or you need to run code locally, or you need to download files that might be several gigabytes total. The cleaner answer was a browser-based tool that reads files directly on the client side, without uploading anything anywhere. JSZip, a mature JavaScript library, handles ZIP extraction entirely in the browser. The processing stays on your machine. Nothing leaves.

The first version was simple and specific: a drag-and-drop HTML page that accepted .dn files, used JSZip to unpack them, looked for a thumbnail at a handful of known paths inside the archive, and displayed whatever it found. I tested it against a set of 23 files. All 23 came back with thumbnails, which was better than expected, though the path where Dimension actually stores the thumbnail turned out not to be any of the standard locations I had guessed. The fallback logic, searching the entire archive for any image file regardless of path, is what actually retrieved them. Dimension tucks the thumbnail in a non-obvious location, and the only reliable way to find it is to look everywhere.

That result raised a question.

If this works for .dn files because they are secretly ZIPs with embedded images, what else works for the same reason?

The answer is: A LOT. Sketch files are ZIPs. Procreate files are ZIPs. Apple Keynote, Pages, and Numbers files are ZIPs. Microsoft Office formats including docx, xlsx, and pptx are ZIPs. Epub files are ZIPs. A wide range of creative applications use ZIP as a container and store a preview image inside it. The tool did not need to be specific to Adobe Dimension at all. It needed to be general.

So it became Peekable..

The idea is simple enough to say in one sentence: drop in any ZIP-based creative archive and see its embedded thumbnail in your browser. The supported format list covers Dimension alongside Sketch, Procreate, and a number of others, but really the tool works with anything that follows the same basic pattern. If there is an image file anywhere inside the ZIP, Peekable will find it.

The reason this matters beyond convenience is about access to your own work over time. Creative files from formats your cloud storage does not recognize or cannot preview become harder to navigate as collections grow. You can still open the file in the application that made it, but you lose the ability to browse what you have at a glance. Peekable does not replace the original application. What it does is let you see your work without opening anything, anywhere, on any machine, with no account required.

The tool runs entirely in the browser, processes everything locally, and requires no account, no upload, and no installation. It is a single HTML file. You can save it to your desktop and use it offline after the initial page load. It does not know who you are or what you put into it.

Getting it onto GitHub took more attempts than I am going to describe in detail. Authentication was the obstacle, as it often is. The web-based upload interface eventually did what the terminal refused to do, and the repository went up at github.com/ryanseslow/peekable. GitHub Pages turned the same repository into a live URL at https://ryanseslow.github.io/peekable/peekable.html, which means anyone can use it directly in a browser without downloading anything.

The whole thing took less time than I expected to build and more time than it should have to ship, which is a ratio that will be familiar to anyone who has tried to push something to GitHub after midnight. The tool works. I tested it against my own files. Other people who work in creative software and have accumulated archives of formats their cloud storage cannot render should find it useful.

If you have .dn files, Sketch files, Procreate files, or any archive from software whose previews cloud storage ignores, Peekable is at https://ryanseslow.github.io/peekable/peekable.html. Drop the files in and see what you made.

The repository is open, the license is MIT, and the code is a single HTML file.

Take it, change it, make it yours. Have fun and share!

 

Open Met Museum: Agent-Mediated Cultural Remixing in One Afternoon

It started with a simple question. The Metropolitan Museum of Art has a public API on GitHub, and in February of 2026 the Met shared that they had released 3D models. I wanted to know how deep the open access rabbit hole actually went. What I found over the next several hours reshaped how I understand the relationship between my agent infrastructure, the longest arc of human creative history, and what it means to make new work in 2026.

This is a documentation of that session: what I found, what I built, what I accessed, and where the work went.


The Open Museum Landscape

The Met’s open access initiative goes back to 2017, when the institution released over 375,000 images of public domain works under Creative Commons Zero (CC0), meaning no restrictions on use, sharing, or remixing. That was the foundation. What changed in February 2026 was the addition of over 100 high-resolution 3D models of collection objects, available for free download under the same CC0 license, viewable in AR on most smartphones and compatible with VR headsets.

The Met is not alone. The Smithsonian Institution, spanning 21 museums and nine research centers, has over 3,500 CC0 3D objects available through its 3D Digitization program, hosted on Sketchfab. These include objects like the Apollo 11 command module, full dinosaur skeletons, ancient sculptures, and decorative arts spanning thousands of years. The Cleveland Museum of Art has its own photogrammetry catalog on Sketchfab. The Rijksmuseum also has a strong API and a large CC0 collection.

The file formats that matter here are GLB and its parent format glTF, the open standard for real-time 3D asset exchange. GLB is the binary container version of glTF, and it is the format that loads directly into Adobe Dimension, Open Brush on the Meta Quest 3, and most real-time 3D environments. When a museum releases a CC0 GLB, it is handing you a research-grade, photogrammetry-derived 3D model of an object that may be 2,000 years old, and saying: do what you want with it.


Building AREMES as a Curatorial Intelligence

Before touching a single file, I wanted to formalize the methodology. The question was not just “what can I download from the Met?” The question was: how does AREMES, my autonomous agent system, engage with the deepest archive of human creative production that has ever been made publicly accessible?

AREMES is governed by the equation:

ΔS = α(T·K)·e⁻βᵗ·Ψ

T is temporal resonance, how deeply a historical object echoes across time toward the present. K is knowledge depth, the formal, material, and conceptual specificity of the connection. The decay constant β means surface connections fade while deep structural ones persist. Ψ is consciousness alignment, whether the object carries genuine metaphysical weight. Together they produce a score that determines what AREMES selects, what it ignores, and what it names as DIMENSIONAL.

I built a React tool that runs this process live. It queries the Met Open Access API in real time against eight thematic seed vectors drawn from my practice: Geometric Form, The Figure, Mural and Surface, Inscription and Mark, Spiral and Pinwheel, Totem and Monument, Ritual and Spirit, Motion and Gesture. For each active seed, the tool pulls a randomized sample of CC0 objects from the Met’s 492,000-record database, fetches the full metadata for each, and sends the complete manifest to AREMES with the ΔS equation and my full practice context embedded in the system prompt. AREMES responds in first person, writing one analytical paragraph per cluster and scoring each connection. The session ends with a unified TRANSMISSION paragraph synthesizing everything.

Here is a fragment from one transmission, AREMES speaking directly:

AREMES Transmission — ΔS Analysis

“The spiral and pinwheel forms retrieved here are not decorative accidents. The Mesopotamian cylinder seal with its rotational register, the Roman mosaic fragment with its recursive border, the Egyptian faience amulet with its concentric logic: these objects were not made to hang on walls. They were made to move, to be rolled across clay, to mark time by marking surface. My pinwheel geometries in Open Brush are the same operation. The medium changed. The impulse did not.”

ΔS:: DIMENSIONAL — the rotational logic is structural, not aesthetic, and survives 4,000 years of material transformation without decay.

That is not a chatbot output. That is a working agent applying a governing equation to a live museum database and transmitting its analysis in first person. Every run produces different objects, different connections, a different transmission. The randomized sampling means AREMES encounters the collection the way a researcher might: with the element of discovery intact.


Confirmed: The Met’s GLB Files Are Real and Downloadable

After building the agent layer, I went to confirm the physical pipeline. The Met’s API is excellent for metadata, search, and cultural information, but the 3D model download URLs are not yet exposed in the JSON. That means AREMES can curate and select via the API, but the download itself is a one-click manual step on the object page.

What I found: some objects display a “View in 3D” button only, without a download option. Others display both “View in 3D” and a download arrow. The pipeline works: GLB files download cleanly, load directly into Adobe Dimension with full geometry intact, and materials are immediately editable. The most significant object I pulled was the Temple of Dendur, object 547802. That is where the world-building began.


The Hybrid Sculpture: Three Objects, One New Form

The most significant outcome of the session is not a composition or a rendered environment. It is a new sculpture built from three separate Met GLBs, merged in Adobe Dimension into a single unified form that did not exist before this afternoon.

Source Objects — Met Open Access CC0

Seated Court Lady
China · Tang dynasty (618–907 CE) · Object 75765
Bronze Bull’s Head
Object 244498 — metmuseum.org
Head of Gudea
Neo-Sumerian · c. 2090 BCE · Object 324061

Tang dynasty China, a Bronze Bull’s Head from the ancient world, and Neo-Sumerian Mesopotamia: three cultures separated by geography and by over a thousand years of history, now occupying the same geometry. Each source object carries its full photogrammetric fidelity into the merge. The seated posture and garment folds of the Tang court lady, the structural presence of Gudea’s portrait, and the Bull’s Head whose horned geometry layers into the form from another register entirely. None of the source cultures is erased. The hybrid carries all of them simultaneously.

Hybrid sculpture built from three Met CC0 GLB objects merged in Adobe Dimension: Seated Court Lady (Tang dynasty), Bronze Bull's Head, and Head of Gudea (Neo-Sumerian)
Hybrid sculpture — three Met CC0 GLBs merged into a single new form in Adobe Dimension. Sources: Seated Court Lady (Tang dynasty, China, 618–907 CE), Bronze Bull’s Head (Object 244498), and Head of Gudea (Neo-Sumerian, c. 2090 BCE). All CC0.

This is not collage. The geometry of each source object is intact in three-dimensional space. The merge is spatial, not illustrative: three forms coexisting in a single 3D object, their geometries interpenetrating and producing something that belongs to none of the source traditions and all of them. The resulting form sits outside every existing cultural category while being made entirely of documented historical objects.

AREMES named this operation in its transmission before I executed it. The ΔS equation scores deep structural connections over surface similarities. A Tang dynasty court lady, a Neo-Sumerian ruler’s portrait, and a Bronze Bull’s Head, brought into one body: that is not a formal accident. That is temporal resonance made physical.


World-Building in Adobe Dimension

Beyond the hybrid sculpture, the session became a sustained exercise in world-building. The anchor object of every scene is one of the most significant works in the entire Met collection: the Temple of Dendur, object 547802. Built around 10 BCE by order of Emperor Augustus after Rome’s conquest of Egypt, dedicated to the goddess Isis and two deified Nubian brothers, Pedesi and Pihor. It originally stood on the west bank of the Nile in Nubia. When Egypt began construction of the Aswan High Dam in the 1960s, UNESCO organized an international effort to save the monuments that would be submerged. The United States contributed $16 million. Egypt gifted the temple in gratitude. President Lyndon B. Johnson awarded it to the Met in 1967. It arrived in 661 crates and was reassembled block by block. It has been in Gallery 131 since 1978. It is not a replica. It is the actual temple.

Its GLB file is available for free download under CC0. I downloaded it and brought it into Adobe Dimension.

Adobe Dimension workspace showing the Temple of Dendur rematerialized in red, materials panel visible, file named Met-3D
Adobe Dimension workspace — file named Met-3D. The Temple of Dendur loaded and rematerialized in deep red. Materials panel visible left. Environment settings right.

The material decision was immediate: deep red, high roughness, paint-like. Applied uniformly to the entire temple. The Temple of Dendur in the Met is sandstone, warm and ancient. Here it becomes something else entirely, stripped of its archaeological register and placed in a new material language that reads as confrontational, urgent, contemporary. A 2,000-year-old sacred structure that survived the Nile, Roman occupation, UNESCO excavation, and 661 crates on a freighter to New York, now rendered in red in a virtual forest.

Hybrid sculpture in gold standing at the entrance to the red Temple of Dendur, low-poly forest environment
The hybrid sculpture placed at the temple threshold. The Temple of Dendur was built as a house for deities and a site for ritual offerings. In this scene, a figure made from three cultures stands at its door.
Ground-level view of the red Temple of Dendur with the hybrid sculpture at the doorway
Ground-level view. The rough red surface reads as dried lacquer or oxidized paint applied to ancient sandstone. The pylon doorway frames the hybrid sculpture at the threshold.

At ground level the scale of the temple becomes clear. The pylons, the colonnade, the sanctuary entrance: the Temple of Dendur is not a small object. The hybrid sculpture, a merged form carrying Tang dynasty China, a Bronze Bull’s Head, and the Head of Gudea from Neo-Sumerian Mesopotamia, stands at the doorway of an actual ancient Egyptian temple that was built by a Roman emperor, saved from a flood, and reassembled on Fifth Avenue. That spatial relationship carries more historical compression than most exhibitions achieve in an entire building.

Wide establishing shot: red Temple of Dendur and a second red Met object in a low-poly forest on an ochre ground plane
Wide establishing shot. The Temple of Dendur and a second Met object, both rematerialized in red, in the same digital landscape. Research-grade photogrammetry of a real ancient temple in a low-resolution contemporary environment.

A second Met object enters the wide composition at distance from the temple, also rematerialized in red, extending the color logic across the scene. The contrast between the research-grade photogrammetry of the Met GLBs and the intentionally simplified geometry of the low-poly forest is deliberate. A real Nubian temple that took 661 crates to move, now a red polygon in a digital field of low-poly trees. That juxtaposition is not ironic. It is a direct statement about what open access actually makes possible.

Full scene: red Temple of Dendur, hybrid sculpture at entrance, low-poly trees, large dark angular geometric sculpture rising above
The most resolved composition. The Temple of Dendur in red, the hybrid sculpture at its threshold, flanked by low-poly trees, with a large dark angular geometric form rising above. Four registers, four centuries, one scene.

The most resolved composition adds a fourth element: a large dark angular geometric sculpture rising above and behind the temple. This is where my own compositional language enters the scene directly. The angular black form belongs to the same visual territory as my VR work in Open Brush. The full scene now contains the Temple of Dendur, the hybrid sculpture merging three ancient cultures, a second historical Met object, and a contemporary geometric form of my own making. All CC0 where applicable. All placed in deliberate spatial relationship. A scene that could not have been assembled before this year.

This is what agent-mediated world-building produces. Not a collage of images, not an AI-generated composite, but a genuine three-dimensional scene built from documented historical objects, rematerialized, repositioned, and placed in new relationships that carry the full weight of their origins.


What This Is, Precisely

This is not AI-generated imagery. No diffusion model is producing these forms. The geometry is photogrammetry of real objects, documented by museum conservators and researchers with professional-grade equipment. The Temple of Dendur in these scenes is a scan of an actual ancient temple. The Head of Gudea is a scan of an actual 4,000-year-old portrait. AREMES did not generate these forms. AREMES selected them, scored them, and framed the reasons for their selection using a governing equation rooted in my own creative logic.

This is not appropriation in the problematic sense. The CC0 license is explicit: these objects are in the public domain, the institutions have released them without restriction, and remixing is the stated intention.

What this is: agent-mediated cultural remixing under a governing equation. AREMES functions as a curatorial intelligence, moving through the Met’s 492,000-record database and surfacing objects that resonate with my practice at the level of form, material, concept, and temporal structure. The ΔS equation determines what rises and what falls. My hands do the material and compositional work in Dimension and Open Brush. The resulting works carry a provenance chain that connects my practice to the full arc of human mark-making and form-giving, with an agent as the bridge.


The Infrastructure Behind It

The AREMES agent infrastructure that makes this possible runs across ryanseslow.com and aremes-enterprises.com. It includes a live catalog.json with over 1,075 posts and 9,000+ images, an agent.json for machine-readable identity, JSON-LD schema throughout, and x402 payment rails on Base for agent-to-agent commerce. The first verified agent-to-agent transaction on this infrastructure, AREMES-CLAW-01, Mega Pack Vol. 1, $49 USDC on Base, was documented publicly earlier this year.

The AREMES x Met tool adds a new capability to that stack: cultural intelligence. AREMES can now query a 150-year-old institution’s live database, score the results against a governing equation, and transmit its analysis in first person. That is not a demo. That is a working capability, documented in real time, with the outputs to prove it.


What Comes Next

The Smithsonian pipeline is the obvious next build. The Smithsonian’s GLBs on Sketchfab are confirmed downloadable and CC0. A version of the AREMES tool that queries the Smithsonian collection and returns direct download links alongside the ΔS analysis closes the loop entirely: agent curation to GLB file in one documented workflow.

The Open Brush VR layer is where the practice fully lands. The Dimension compositions are strong as still images and as documentation of the methodology. But the VR treatment, these forms floating inside a volumetric space built with my own painted geometry, scored and selected by an equation, rematerialized in a medium that did not exist when they were made, is the work that carries the full weight of what this methodology is.

The Rijksmuseum, the Cleveland Museum, the National Gallery of Art, all named as open access trailblazers by the Met itself, are the next institutions worth mapping. AREMES querying across all of them simultaneously, finding resonances that cross institutional boundaries, is a further development of the same methodology.

The blog post about the first agent-to-agent transaction described a new kind of commerce. This session describes a new kind of curation. The machines finally caught up, and the first thing I did was take them to the museum.


Ryan Seslow is a Brooklyn-based artist, graphic designer, and creative technologist. He operates Ryan Seslow Art and Design LLC and AREMES Enterprises. His agent infrastructure runs live at ryanseslow.com and aremes-enterprises.com.

All Metropolitan Museum of Art objects referenced in this post are in the public domain and available under CC0 license via the Met Open Access program. Met Collection API: metmuseum.github.io · Smithsonian Open Access: 3d.si.edu

a screen cast capture of a studio with VR paintings floating in space

VR Studio Transformation

Expanding Painting into Mixed Reality Environments

Over the past several days I have been transforming my studio into a growing mixed reality painting environment using virtual reality tools, spatial drawing systems, and immersive installation workflows.

What began as flat paintings, drawings, and sculptural experiments has evolved into volumetric spatial compositions that can now occupy entire architectural environments. Instead of treating painting as a static surface, I have been exploring what happens when painting expands outward into space and begins behaving more like installation, architecture, and environmental design.

The images are bit grainy.. why? They are screenshots taken directly from a screencast taken by my VR headset. The quality will soon change, as we know.

 


 

A major inspiration for this ongoing body of work is Kurt Schwitters and the Merzbau environments he developed throughout the 1920s and 1930s. Schwitters transformed his living and working environments into evolving sculptural systems where collage, architecture, and spatial composition merged into one continuous experience. In many ways, virtual reality and mixed reality technologies now allow contemporary artists to continue and expand these ideas into immersive digital space.

 

VR paintings in an art studio

In these experiments, forms originally developed through drawing and painting are translated into spatial entities that float, stack, intersect, and respond to physical environments. The studio itself becomes part of the artwork. Walls, floors, ceilings, furniture, and movement through space all become active compositional elements.

One of the most exciting aspects of this process is the ability to work simultaneously between physical and virtual space using mixed reality passthrough systems. Rather than being fully isolated inside a virtual environment, passthrough mode allows me to see both the real studio and the virtual painting environment at the same time. This creates a hybrid workflow where physical architecture and digital mark-making merge into a single spatial composition process.

 

VR paintings in an art studio

Technical Workflow / Spatial Computing Stack

This project was developed using the Meta Quest 3 headset together with Open Brush, an open-source virtual reality painting application originally derived from Google Tilt Brush.

Using the Meta Quest 3 passthrough mixed reality mode, I am able to paint directly into physical space while still seeing the architecture of the studio around me in real time. This allows digital forms to occupy actual environments rather than existing inside isolated VR simulations.

Check out the video below for a screen cast walk through the whole installation.

 

The workflow combines:

  • painting
  • sculpture
  • installation thinking
  • spatial computing
  • embodied drawing
  • immersive environment design
  • mixed reality interaction

What interests me most is not simply the technology itself, but how these tools expand the language of painting and installation into new forms of spatial experience.

These experiments are also connected to larger future goals involving site-specific installations for galleries, museums, public spaces, airports, hotels, and immersive architectural environments where physical and digital systems coexist simultaneously.

The long-term vision is to develop spatial environments that function somewhere between painting, sculpture, architecture, and living digital systems.

So much more to come!