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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.

 

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

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!