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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

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.

 

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!

How to Create Paper Cut-Out Art: Tips & Techniques for Beginners

Back again with another lil’ series of 2D wall relief paper cut-out forms. Both of the pieces below follow the same process and technique. Im really happy with the process and outcomes. Im working on animating them as we speak. I’ll add them to this post later, so be sure to check back! My paintings inspire my drawings, and my drawings are inspired by those same forms found in my paintings. It makes sense that every so often I want to make those forms “pop out” and off the surface of a flat plane. Alas, it all starts with a quick sketch. See below, just a series of light loose free flowing lines take the lead, forward ->

Here we have a dude posing for a profile style portrait. Most likely, this is inspired by the NYC B-Boys from the years 1983 – 87ish. Either way, it’s nostalgia for me. Once the sketch feels good, I’ll break out the paper and x-acto knife. I keep telling myself that one day Ill work with another material other than paper for these works, perhaps wood or metal.. It will happen, I can foresee it for sure, hang in there. Im using a white bristol paper for the cut outs, I believe is the vellum type and not the glossy, but either or will work just fine. I love to cut paper and the whole medium of paper art in general.

Paper cut-outs, also known as paper cutting or Kirigami, is a traditional art form that involves cutting shapes and designs out of paper. The history of paper cutting can be traced back to ancient China and Japan, where it was practiced as a folk art. The Chinese and Japanese would create intricate designs, often featuring animals, plants, and mythical creatures, and use them as decorations for festivals and special occasions.

Using the sketch above, I apply the “map” of the shapes and forms that I see. Sometimes I redraw those forms on the paper that I will cut out, and sometimes I just “draw” with the x-acto knife to recreate the forms. Sometimes, it’s a combination of both of those techniques. There is also a series of “out-take / byproduct” cut outs that do not make the final piece, those can be saved and used for the next piece, obviously!

More history, for context – the art of paper cutting spread to other parts of Asia, including Korea, where it evolved into unique styles and techniques. In Japan, for example, paper cutting was used to create delicate and intricate designs for paper lanterns and screens. In Europe, paper cutting was popularized during the Renaissance and was often used to create elaborate decorative patterns for books and other printed materials. Check the bottom of this post for a list of other artists that work with the medium.

I layer the forms on top of each other to compose the arrangement as a whole, its fun to watch it all come together, in the next phase, you will need some kind of durable tape or you can make little paper forms that can be pasted to both sides of the forms as they stack, this will create the gauge and depth of the piece once it is placed onto the wall.

This is the final composition above, I love it! I used a roll of duct tape to make small cylinder forms that connect the pieces together, the piece as a whole comes “off of the surface of the wall” by about 1.5 – 2″ inches – you can play with this a bit but keep in mind, the tape makes the piece heavier and it will want to comply with gravity 🙂

I hung the piece (also temporarily adhered via the same duct tape) for the photoshoot and to also get a good look at how it will function on the wall. I have an old painted fire place in my studio that is a great surface for hanging things, I love the contrast of textures between the bricks and the paper, as you know, the shadows will be super cool to see too.

Once I had the whole piece constructed I took a few pictures of it. I immediately wanted a clean vector line drawing of the whole character. I brought the photo into adobe Fresco and used a vector brush to draw this lovely variation. This is how my brain works, I switch paths because I know they are really pipelines to the “next thing” that I will push this to, so forward we go. I can see this potentially becoming a new logo for an aspect of my design biz, or at least a new t-shirt in the classic newyawk series

Then, it was light source and photo shoot time. Im not really happy with these picture as traditional “photographs” as I know I can do a much better job, but, as a series of “sketches” for a planned photo shoot, these will really help to make those plans a reality. I love neon colored lights. I have a bunch of them from various places and spaces that I found on the internet. Amazon has a great selection of flashlights with various colored light options. Get a few and play around with how the light can effect your work and the shadows that it creates. This is where the depth and gauge of your pieces play a role. The photos below are also a part of the same session, which all took place over a few days. What do you think? Shall I make more?

In the 20th century, paper cutting experienced a resurgence in popularity as an art form in its own right. Notable artists who have contributed to the art of paper cutting include:

  1. Béatrice Coron: A French artist who has created intricate and expansive paper cut-out installations for public spaces and galleries around the world.
  2. Yoo Hyun-mi: A South Korean artist who creates paper cut-outs that explore themes of identity and cultural heritage.
  3. Hina Aoyama: A Japanese artist known for her intricate paper cut-outs of animals and natural landscapes.
  4. Elsa Mora: A Cuban-American artist who creates whimsical paper cut-outs that often feature fantastical creatures and characters.
  5. Hunt Slonem: An American artist known for his large-scale paper cut-outs of birds and butterflies.
  6. Xiyadie: A Chinese artist who creates intricate paper cut-outs of traditional Chinese motifs and landscapes.
  7. Hari and Deepti: An Indian artist duo who create mesmerizing paper cut-out scenes using layers of intricately cut paper.
  8. Karen Bit Vejle: A Danish artist known for her intricate paper cut-outs that often feature patterns inspired by nature.
  9. Nikki McClure: An American artist who creates minimalist paper cut-outs that often explore themes of motherhood and nature.
  10. Wu Jian’an: A Chinese artist who creates paper cut-outs inspired by traditional Chinese art and mythology.

 

Welp, if you got this far, many thanks! Much more to come!

Exploring Human Creativity: Insights from a 20-Year College Professor

a composite of various images in and around teaching college level art & design

Two Decades of Teaching, A Reflection Begins..

It is time to tell the stories, the insights, ups, downs and all around experiences, 20 years of college teaching art & design.. Let us begin this series of posts with the most profound and ongoing metaphor, shall we?

Recently, I began reflecting on my 20 years of college-level teaching and was amazed by how much I’ve been able to accomplish. 20 years is a lot of contrast in terms of lineage, right? I have taught and continue to teach both graduate and undergraduate courses in various fields like studio art, graphic design, digital art, illustration, design thinking, new media, web design, digital storytelling, communication technology and various related foundation courses. Over the years, I’ve created new courses, developed curriculum, published content, and installed and generated archival course websites. I’ve had the opportunity to experiment with many new technologies, work with amazing people, and create / curate exhibitions. The list just continues to grow.

Teaching has been one of my greatest educations. (Just a reminder, I am a deaf person who teaches in all mainstream institutions.) Through out life, not just work-life, life situations can seem like they have no immediate solutions, and our ego kicks in to remind us of all the other times of uncertainty. It can be difficult to control these emotions at first, but we can become aware of our behavioral patterns and discover other metaphors around us that appear in the form of otherness. For me, those metaphors have appeared through teaching, follow me below..

 

During my reflection, I realized that I teach an average of 16 – 18 courses per academic year, which amounts to about 270 students per year. This means that I’ve had about 5,400 college students in my classes over my teaching career so far. (Whoa) Each student generates something tangible in each of my courses, which has led to thousands upon thousands of variations of creativity that I witness every day. Even a basic “positive and negative space” assignment can result in countless variations of execution. I have witnessed over 27,000 student examples. Not one of them, not a single one has ever been the same.

As a metaphor, this vastness of creativity becomes “Meta” because it goes beyond my comprehension of something that I thought I had an awareness of. It’s a spiritual metaphor because it’s humbling to realize that the creative potential of humans is so vast and infinite. I see amazing variations and solutions to the same series of project expectations, year after year, student after student. There is one constant thread, the abundance of endless variety, and that things can always be another way. Always.

So, when life circumstances rear their ugly head, I recall that things can always be another way. Always. It may not be in the way that our egos demand it be, be another door will open, and solution will present itself in time.

I cant un-know this. 

Through this reflection, I’ve learned that our everyday occurrences can have much deeper meaning, and the world is showing us things every day whether we are aware of them or not. I continue to share my stories and awareness’s at the beginning of each and every class that I teach. I encourage my students to reflect on their own experiences and find deeper meaning in them as well.

More to come!

Exploring Analog, Digital & Ai Mediums in Art: Layered Image Hacks from Old Slide Libraries

glowing slide hack image

Exploring Analog, Digital & Ai Mediums in Art: Layered Image Hacks from Old Slide Libraries

As an artist, I’m always seeking new ways to create and communicate through visual imagery. In today’s technology-driven world, there are endless ways to be experimental, combining analog, digital and now Ai mediums to generate fresh perspectives. I find to be as exciting as can be!

slides - slide hack project

A looooong time ago as an undergraduate art and design student, I never imagined that I would ever view the slide projector as a medium for future art making. However, in recent years, I have discovered the hidden potential of old slide libraries to help generate and create new artworks. I see this exercise as a great collaborative project for students of all ages! More on that later.

Above, we see a series of scanned remnants from various times, spaces and places. Working with the abandoned slide libraries from a few of the universities I teach for across New York City, I have found my inspiration. The first series of experiments involved layering four intentionally selected slides with strong light source from underneath to create an analog transparency. The resulting images were then edited and juxtaposed for context and composition, resulting in new works of art.

slide hack project

Through my work with these precious “fossils,” I’ve discovered a new way of seeing the world and objects around us. The situational narrative of the abandoned slide libraries have become the inspiration for my art making experiments breathing new life into outdated technology. (I also really love the word “re-contextualize”.) As I continue to develop the series, I am exploring different ways to present these layered images. I picked up an old data projector via Craigs list a while back, and it has been propelled back into action! 

slides - slide hack project

Several of these images are being turned into animations for video and GIFs, adding a dynamic element to the already compelling compositions. Stay tuned for part two, as I delve deeper into the process of creating these layered image hacks. But photo documenting these was obviously not the last stop, I had to see what our new friend “Ai” may do.. keep reading and scrolling for that!

slides - slide hack project

In creating the layered image hacks, I have found that the process is intuitive and immediate, allowing me to tap into inspired energy and create something new and unique. The juxtaposition of historical images with modern technology has led to a new awareness, both for myself as an artist and for those who may view my work. One of the most exciting aspects of this project is the endless possibilities for presentation.

slides - slide hack project

The images can be printed on a variety of materials, from traditional paper to fabric or even metal, to create a tactile and dimensional effect. They can also be projected onto walls, creating a larger-than-life presence that immerses the viewer in the layers of the image. The slide below was projected onto the corner of a wall, as an example.

slides - slide hack project

As I continue to work on this project, I am excited to see where it will take me. As I mentioned, Ai has entered the chat.. By exploring both analog, digital and Ai mediums, I am able to push the boundaries of traditional art-making and generate new ways of looking at the world. I hope to inspire others to see the beauty in the unexpected and to find creativity in even the most mundane of objects. Let’s be honest, we all wrote off slides many years ago!

The new variations generated above and below are by DALL-E 2 added a new dimension to the project, highlighting the possibilities of combining different technologies in the creative process. The outcomes are so good! I further manipulated the variations in adobe photoshop to make them more compelling and spellbinding!

slide hack project

Overall, this project demonstrates the importance of embracing innovation and experimentation in the art making practice. By utilizing both old and new technologies, and exploring different mediums and techniques, we can create works that are truly unique. And by applying these layered image hacks to DALL-E 2, we can open up new possibilities for creative expression and push the boundaries of what is possible in the art world.

Have fun!

7 Tips for Cultivating Empathy and Community in Your College Classroom

a digital illustration of two old computers meeting in prospect park like old friends

7 Tips for Cultivating Empathy and Community in Your College Classroom

Hey fellow educators (& Beyond)!

We are now flowing into week #5 of the Spring 2023 semester -> a belated welcome back!

While there’s aways a lot to catch up on, let’s keep reminding ourselves of the power of patience.

Let’s keep in mind that our students, colleagues, and campus communities need us now more than ever. Whether you’re teaching one course or seven, there are a few keywords to keep in mind:

“patience, empathy, compassion, creativity, accessibility, inclusion, and community”

a gif about patience

Here are a few suggestions to help you create a positive and productive learning environment:

  1. Remember that there’s no room for ego in teaching. Make patience, compassion, empathy, and understanding your mantra. Your energy is contagious, so set a positive tone from the start. Regularly express your gratitude, excitement, appreciation, and enthusiasm for teaching and learning with your students – that positive energy will spread like wildfire!
  2. Acknowledge that your course(s) have the potential to be a unique and powerful learning experience, far beyond the specific content you’ll be covering. We’re all human beings coming together in this shared space and time, and there’s always something we can learn from one another. Keep an open mind and heart, and embrace the diversity of perspectives in your classroom.
  3. Your class is a community, and it’s up to you to help foster that sense of unity. Use the first few classes to get to know your students and encourage them to get to know each other. What are their passions, concerns, and ambitions? Regularly revisit how they work together to achieve their goals!
  4. Collaboration is key – make your course a platform for community building. Encourage your students to share their ideas and work together to create something new. You’ll be amazed by the creativity and innovation that emerges from a truly collaborative learning environment.
  5. Remember, our students have so much to teach us. Each of them brings unique experiences, insights, and perspectives to the table. Make sure to listen and learn from them – you’ll be amazed by what you discover.
  6. Don’t waste your first class reading the entire syllabus – always start by connecting with your students on a human level. Learn their names, share stories, and make that vital connection that sets the tone for a positive and productive semester.
  7. Finally, make sure your course materials are accessible and inclusive. In 2023, there’s no excuse for a one-size-fits-all approach to teaching. Make sure your audio and video content includes transcripts and closed captions. Use high-contrast visuals and add alt-text to images for screen reader access. And most importantly, ask your students what they need to best receive the teaching materials. Your campus has resources to help you with this, so don’t hesitate to reach out.

Remember, teaching is a journey and a constant work in progress. We’re all in this together.

By prioritizing patience, empathy, compassion, creativity, accessibility, inclusion, and community, you’ll set yourself and your students up for successful and fulfilling semesters!

Exploring Digital Art and Design on the Commons – A Workshop

“Exploring Digital Art and Design on the Commons: Techniques and Applications for the Classroom and Beyond”

Wednesday, May 11th 2022 – 11am – 12:30pm

Welcome!

This presentation is for the CUNY GC / Teaching & Learning Center’s Open & Digital Pedagogy Wednesday Workshops Series.

Hosted by Anthony Wheeler & Ryan Seslow

Welcome All!

This workshop will be conducted and archived from this blog post here on this website.

This website is chock full of resources so please dig in!

PS – This post will also receive a few updates from time to time as contrast creates more inspiration! I hope to share the recorded zoom workshop info as well (if possible)

This post is also a creative snippet and reflection of what is possible here on the commons. (Im a big fan!)

 

an abstract digital illustration consisting of many graphic assets

 

So, What is Digital Art? – via wikipedia

“Digital art is an artistic work or practice that uses digital technology as part of the creative or presentation process. Since the 1960s, various names have been used to describe the process, including computer art and multimedia art. Digital art is itself placed under the larger umbrella term new media art.”

 

Some Digital Art History -> a timeline

A bit more here <–

and a bit more here as well <–

 

Questions to Ponder?

What is the creative potential of an image?

What is YOUR creative potential in relationship to an image or images that you feel connected to? 

How can intuitions, feelings, philosophies and or inspiration play a role in image-making?

You do NOT need permission to experiment with digital image making / digital art, so let’s get to it!

The academic commons is a perfect example of a platform (WordPress) that both supports and compliments image based content. File formats like .JPG or .PNG work well here! Let’s begin our reign of creative image-making and take over!! 

 

LETS MAKE SOME DIGITAL ART!

 

We will experiment with some great “Free to Use” Digital Tools:

Lets create a page using mmm.page  – https://mmm.page

mmm.page is a web browser based digital collage making platform / space. It works perfectly in your web browser. It also works on mobile devices!

 

Here is an example I made with mmm.page:

https://mmm.page/ryanseslow.main

 

*I pre-prepared a series of transparent graphic assets that you can download and use for this, but feel free to make and discover your own, especially if there is specific context to your ideas. Here is the shared folder link:

https://drive.google.com/drive/folders/1ZWB0jL_z_iU9mH2rf3Imthk4AUpYYRGi

 

a surreal arrangement of objects and things placed into a situation..

 

Places to find Images online – Creative Commons based:

Pixabay.com – great resource for images and transparent assets! (we will use this for the workshop)

National Gallery of Art  With the launch of NGA Images, the National Gallery of Art implements an open access policy for digital images of works of art that the Gallery believes to be in the public domain.

Digital Public Library of America The Digital Public Library of America brings together the riches of America’s libraries, archives, and museums, and makes them freely available to the world.

NYPL – The New York Public Library Digital Collections Archive

Flickr CC – Creative Commons on Flickr.

Gif Cities – Internet Archive

The Noun Project –  “Graphic Icons for anything”

Open-Access – Digital Collection – The Metropolitan Museum of Art

Giphy – the web’s largest search engine for animated GIFs!

 

Web Browser and FREE Digital Tools to Work with:

mmm.page – https://mmm.page

photopea – is a free web browser based digital image making and manipulating application, we can alter and manipulate and prepare images in this space! – https://photopea.com

Remove Image Background – https://www.remove.bg/

PIXLR – https://pixlr.com

Image Conversion Tool – https://convertio.co/

Vectorize an Image – https://vectorizer.com/

vectr – https://vectr.com

Glitcher – http://akx.github.io/glitch2/

Image Glitch Tool – https://snorpey.github.io/jpg-glitch/

Glitchatron – http://www.errozero.co.uk/glitchatron/#

Gimp – digital art making / photoshop-esque alternative – https://www.gimp.org

Trianglify Generator

Trianglify Generator 2 

 

Special Ops agents find themselves displaced into an art gallery

Useful Essays & How-To’s from this Website:

The Byproducts Poster of Twenty Twenty One

A Drama in Monotones, the tutorial..

Cut-N-Paste-Analog-N-Electronic-Ness

mmm.page Creative Awesomeness

Ink Jet Printer Print Remixing in the Studio

The Graphic Design for Websites, A 2019 Workshop

 

Please feel free to share your sentiments, questions and feedback in the comments section below! Let’s think of that space as a way to contribute to this post.

PS – Check out more on my website – ryanseslow.com or follow me on twitter or IG

Many thanks!