What is worth measuring?

In my latest post, I introduced you to the work of NOOR, who is creating a new sport. I suggested that her work could open up a much broader inquiry: How do we create a new way of becoming?

With that background, I would like to dive a little deeper into other aspects of her research and explore how a new way of becoming raises the question of what is worth measuring.

NOOR’s research

Her work is based on five theoretical pillars:

  • Pillar I: Achievement Motivation and the Competition State
  • Pillar II: Gendered Body Comportment and Relational Embodiment
  • Pillar III: Kinetic Awareness versus Functional Alienation
  • Pillar IV: The Language of the Body as Resistance
  • Pillar V: Institutional Power and Tacit Knowing

If we zoom in on Pillar II, we see that high-performance sports such as Women’s Artistic Gymnastics demand a highly disciplined environment. This “limited intentionality” is not merely psychological; it is materially and institutionally produced through regulations that physicalize discipline. By restricting a neckline to “half of the sternum” or a leg cut to the “hip bone,” these regulations physically delimit the female athlete’s bodily presence, prescribing not only how her body may appear but also the spatiality of its movement and reach.

Contrastingly, the “new embodiment” argues for relationality. Instead of an isolated, disciplined body performing for an external score, NOOR envisions a body that exists in relation to its community and its own internal state.

The measurable body is reduced to a numerical sequence, a “data point” in a governed script, and a series of technical skills to be deducted by a jury. By contrast, NOOR’s thesis suggests a “Lived Body”, a “Lived Experience”: the body uses its own language, prioritizes the “desire to understand,” and embraces the vulnerability of a “broken rule” as a moment of liberation.

Under Pillar III, she challenges the reduction of bodies in elite sport to quantifiable units—fragments of movement extracted, coded, and rendered legible for judicial consumption. Here, the focus is on the static state: the Coded Body. The official Code of Points (COP) is by the WAG (Women’s Artistic Gymnastics). The COP transforms the routine into an “extinction of the moment”: what is experienced as continuous, kinetic movement is captured as a series of discrete, measurable outcomes. Skills are stripped of their temporal and embodied flow, translated instead into numerical sequences that can be evaluated, compared, and scored.

NOOR’s Running Score” is an ontology of becoming . It is an “evolving total” that refuses the finality of the judge’s verdict. This shift is punctuated by the project’s use of generative logic to replace judicial logic with a methodological script that documents the continuity of experience rather than the error of the result.

All this made me reflect on what is worth measuring. Spoiler: Instead of measuring the being, I suggest we find a way to measure the becoming. Let me build up the context for this proposition. And to manage your expectations: there is no answer. It is an invitation for debate and conversation.

Homo Ludens

In Johan Huizinga’s Homo Ludens, a game (or play) is defined as “a voluntary, absorbing activity carried out within certain fixed limits of time and place, according to freely accepted rules, and attended by a feeling of tension, joy, and a consciousness that it is ‘different’ from ordinary life.”

Huizinga argues that civilization does not come from play; rather, culture arises in and as play. He demonstrates that foundational elements of society—such as law, warfare, poetry, philosophy, and art—developed out of ancient ritual contests and rule-bound social play long before they became institutionalized

Huizinga’s “magic circle” describes the physical or psychological space where a game takes place and where the rules of the real world are temporarily suspended. Within this circle, a new set of rules, meanings, and logic applies that holds no weight in ordinary life. 

In modern game design, the magic circle represents the psychological barrier where a player enters a state of immersion. Inside this boundary, the virtual world feels real, and the stakes matter to the player.

Game or play is a way of becoming

Finite/Infinite Games

In Finite/Infinite Games, philosopher James P. Carse explores the idea that all human interactions and behaviors can be viewed through the lens of two distinct types of “games.” 

Carse introduces his thesis in the very first line of the book: “A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.”

FeatureFinite GamesInfinite Games
Primary GoalTo win (which ends the game)To keep playing and prevent the game from ending
BoundariesFixed temporal, spatial, and numerical limitsBoundless; open and expanding
RulesFixed and agreed-upon; changing them breaks the gameDynamic and evolving; changed precisely to keep the play alive
PlayersKnown, select participants with clear opponentsEver-changing roster; open to anyone
ExamplesSports, politics, war, getting a degree, corporate promotionsCulture, love, a career, learning, nature, life itself

NOOR’s new sports are infinite games.

Process Philosophy

Philosopher Whitehead is considered the godfather of Process Philosophy. Instead of a philosophy of being, he proposed a philosophy of becoming.

“Developed in his seminal 1929 book Process and Reality, this ontology argues that “becoming” is more fundamental than “being”—meaning the universe is a web of energetic, experiential events rather than a collection of passive, physical matter.”

In his presentations on the four elements of the experiential design framework for immersive storytelling, Kent Bye draws an explicit connection to process philosophy. The slide below maps the foundational metaphysical scaffolding of a paradigm shift inspired by the philosophy of Alfred North Whitehead, contrasting traditional Substance Philosophy—centered on permanent, static “being”—with Process Philosophy—centered on dynamic, interconnected “becoming.”

It is precisely this shift, from being to becoming, that provides the philosophical foundation for NOOR’s work.

The slide is based on the work of process philosopher and theologian Dr. Andrew M. Davis, specifically serving as a visual graphic for his book Whitehead’s Universe: A Prismatic Introduction (published by Orbis Books). 

Protocol Art

In NOOR’s work, the artist becomes a protocol designer, creating the conditions for others to instantiate endless variations of the work. 

The Protocol is like the recipe, the stage, the score, the spec, the scripts, the primitives. The Instantiation is like the dish, the mixed outcome, the expression, the combinations of primitives. In that sense, Protocol Art is about delegating the instantiation. The artist becomes the composer. See also my 2019 post on “who is the composer?”

Which leads to another question: who is the instantiator? It can be craftsmen, it can be the audience, it can be machines, it can be Agents. In a sense, this is not new; already in the 17th century, Rubens was running his studio: the master has pupils working in his style, working with his protocols of mixing paint, making brushstrokes in certain ways, etc

Protocol Art expands this practice and gives attention to aspects like “Pattern Integrity”, “Style” of instantiation, etc. Christopher Alexander, anybody?

Agentworld and Superdark Factory

What if we also start delegating the work of the protocol composer, the architect of the experience? You would get something that resembles The Superdark Factory or the Agentworld of Antikythera.

In Superdark Factory (dark or superdark as in illegable, not-understandable), the Antikythera authors argue that the historical evolution of software engineering has reached a critical inflection point where conventional, human-governed software pipelines—characterised by manual oversight, explicit logic specification, and step-by-step human verification—impose severe structural bottlenecks on throughput, operational speed, and systemic capability. 

Achieving a true step-change in productivity demands surrendering the requirement for direct human supervision within operational feedback loops, delegating both execution and architectural decision-making directly to computational machinery.

The Superdark Factory represents the limit case of this transition: an extreme, self-directed, recursively self-optimising software ecosystem. Operating as an autonomous abstract machine, the Superdark Factory independently formulates its own ambitions, designs and constructs the machinery required to pursue them, and continuously restructures and refines its own operations—without human intervention within its feedback loops.

Rather than merely executing static instructions, the Superdark Factory automates production at the level of determining what is worth producing, continuously generating new internal versions of itself to satisfy ambient imperatives. It is a “versioning regime that measures what the factory does rather than what it is”

In the Superdark Factory, we let the machine decide what is worth building.

What is worth measuring?

The world is in flux. Always has been. Maybe faster now than in the past, maybe at a different clock speed, incomprehensible and illegible for humans.

How can we measure flux? How can we measure becoming? How can we measure flow? How can we measure computation-in-action? Do we measure pattern integrity? Style? Direction (in many senses: backward/forward, progressive/regressive, moral/amoral, etc.)? Who sets the norms? Tech companies? A new kind of institution? 

What do we consider as “valuable”? Should value be based on Western individuality? Or on communities/commons principles like Ubuntu or Hunhu? This AEON article was an eye-opener for me. Instead of focusing on trustworthy infrastructures, wouldn’t it be wiser to strive for value-worthy experiences, based on the social/cultural “needs” of humans? Values such as identity, reputation, community, and now maybe also values such as becoming, pattern integrity, and everything on the right side of the Whitehead/Davis slide?

There is no definitive answer. This post is an invitation to debate and conversation. But I find myself excited by the possibility of moving beyond the measurement of the static—the “being”—towards something that captures the dynamic, emergent quality of “becoming.”

The Forbidden Question at UnitedXR Europe – Homo Experiens Explorers

On 9 Dec 2025, Andreea and I gave a “talk” about our journey and lessons learned in creating The Forbidden Question. Rather than a talk, it was a performance about the performance. The talk also includes a speaking lamb from Van Eyck’s famous 1432 Ghent Altarpiece. See the lamb in the video of our talk below. At the end, you will also see a strange character running away with the stolen 12th panel of the Altarpiece.

With this piece, we are proposing a choreographed yet spontaneous play between multiple dreams and dreamers. All the actors on stage come from the audience except one: Paul. An Eastern European architect who moved to Brussels in hopes of one day building the city of the future, he has fallen asleep with his shoes on after a long day of waiting tables. This is the moment our universe is born. As participants are encouraged to chase connection and fulfillment, our cosmology cycles their souls and dreams through several layers of reality. The more assiduous the search, the more wondrous and intense the connections they make, the more oblivious and unrelenting the fleeting and cyclical nature of the game becomes. The “forbidden question” in the title is the question no one will ever find an answer to: Whose dream is this? Are my desires really mine? Am I even able to stop wanting?

The room is set up with nine physical beds (8 for the audience encircling the one bed for Paul). The performance is designed for a full 360° experience (visuals, audio, tracking), and we work with award-winning 3D artist Ozark Henry, award-winning cinematographer and DoP Arthur Moelants, and award-winning maker Thomas Mc Leish.

I would like to give some background on this project, a sort of making-of. The project started as the New New Babylon performance, at that time designed for a speaker on stage wearing a VR headset, and the audience seeing the VR rendering on a big screen behind the speaker. Here is a very, very early version of the tower of the New New Babylon:

Then, we pivoted to a version called “Dream my Dream”

This time, the audience would witness a sleeping performer with a VR headset, and follow the dream through some sort of transparent screen:

Mock-up of the viewing room – created in Space Elevator

After submitting our project to both the Venice Biennale College Cinema and the Cannes Immersive 2025 competition, without being selected, we took the opportunity to critically reevaluate the core premises of the performance.

Then, as part of my end-project for the Howest course XR in Industry, we created a very early version of The Forbidden Question, which began with the story of an Eastern European waiter and the concept of central and surrounding beds. The video below is an early MVP of what we had in mind.

During this period of reassessment, Andreea came across an open call for immersive projects at the Salzburg Mozarteum X-Reality Lab. Salzburg is currently developing a state-of-the-art 360° immersive venue featuring stereoscopic projection, a 60+ channel spatial audio system, and integrated LiDAR and high-definition camera infrastructure. The lab was seeking artistic performances for the venue’s inaugural program, scheduled for March 2026.

High-level sketch of the X-Reality-Lab in Salzburg

For this project, we completely re-wrote the performance into an XR “game of life” unfolding across multiple realities, with both an actor and the audience as performers. From its earliest concept through multiple iterations, the project transformed from a one-person headset performance into an immersive XR experience designed for stereoscopic projection, 3D tracking, and 360° spatial sound. Here is an extract from our submission document. The biggest change was to move the whole New New Babylon narrative from the foreground to the background, and to let the audience experience crossing realities (from dream reality to awake-reality). We made it to the shortlist (out of 150 international candidates), but did not get selected in the end.

Extract from our treatment of the performance for Salzburg

In preparation for our talk at UnitedXR, Andreea and I had many online sessions on the mood and conceptual flow of our presentation (Mural extract below). We wanted to present a coherent journey from New New Babylon to The Forbidden Question to The Third Council.

Mural brainstorm for UnitedXR presentation

An aha moment emerged during these sessions: neither Homo sapiens, ludens, nor faber is capable of evaluating the validity of these new structures of reality. Their meaning cannot be assessed intellectually—they must be experienced.

Hence Homo Experiens. With an “s” to differentiate from the words “Narrative” and “Experience” that have become catch-all words.

So we like to call ourselves “Experiens Explorers” and “Designed Conspiracy” would better describe what we have in mind. See also https://petervanstudios.com/2025/12/21/the-orphic-experience-we-are-all-argonauts-again/

The Forbidden Question team
Picture from the crime scene at UnitedXR on 9 Dec 2025

Kent Bye, who runs the Voices of VR Podcast, was in the room, and he invited us for an interview right after (quite an honor, if you ask me). As soon as the interview is published, the link will be added to this post.

Post interview picture. From left to right: Kent Bye, Andreea, Petervan. Picture by Joost.

Use the barcode above to follow the discoveries of Douglas Spar (aka The Holy Lamb). Doug is the one investigating The Third Council. And “The Forbidden Question” is now positioned as a training protocol for crossing realities and the main priority of our team right now.

We are now complementing the team with technology partners to build a pop-up 360 infrastructure for artistic performances. We are contacting immersive spaces to be on their program. We also consider a subsidy for a technology prototype for this immersive performance.

May the lamb be with you in 2026!

With deep gratitude to Andreea, TJ, Arthur, Joost, and Ozark for staying motivated during this whole process. And thanks to UnitedXR for having us.

The Orphic Experience: We are all Argonauts again

In my post about Dub-Techno artist Adrian Sherwood, I referred to the book “Dub Techno – The Orphic Experience of Sound” by Bahadırhan Koçer to describe my sound experiments with dub.

As promised in that post, the most compelling part of the book appears in its opening chapters, where he introduces “The Orphic Experience.”

The short summary is in the video below, from 0:59 to 2:23. The latter part of the video is about the three key elements of dub-techno: spontaneous repetition, atmosphere, and embracing noise.

TL;DR: The orphic experience uses music to alter perception, evoke deep emotions, and influence the listener’s state of mind. It creates a unique space and time for introspection and reflection.

Let me unpack this in stages: first the “orphic” aspect, then the “experience” element, and finally a synthesis.

Orphic

The “orphic” part originates from Orpheus, a character in the ancient Greek poem Argonautica, dating back to the 3rd century BC. The Argonauts are travellers on the boat Argo and are on a quest for the golden fleece. Somewhere along the route, sirens are trying to seduce the boatsmen. Still, Orpheus – a talented singer/musician on the boat – can shield the boatsmen from the Sirens’ temptations through his celestial, beautiful songs and voice. In other words, he was a noise canceller avant la lettre.

Some salient quotes from Bahadırhan Koçer:

The orphic experience, therefore, refers to the transformative way sound and media technologies can be used to control one’s sonic environment, creating a personalized auditory space that shields individuals from the overwhelming stimuli of modern life.

It is conceivable to argue that the nature of this transformation lies fundamentally in a shift from communal to individual listening.

The protected space needed for “sensory and emotional self-care”

In this sense, orphic experience can be seen as a way of escaping from the demands of the real world and constructing a self-contained, artificial reality.

By carefully curating their auditory environment and creating a personalized soundtrack to their lives, the individual can signal their taste and distinction to others, and distinguish themselves from those who do not possess the same level of cultural capital.

The “orphic” concerns the creation of a protected, isolated space in which the rules constraining clear thought can be suspended.

Experience

The second part is about “experience”. The words “Narrative” and “Experience” have become catch-all words. Washed-out. Weak. And they all suggest a passive audience.

Also here, a David Claerbout quote is appropriate:

“I think the recent proliferation of black boxes for film and video-art is not just a practical solution to a problem of sound and light interference, but also reflects an incapability to coexist. This can become apparent in large group exhibitions, where media installations appear strong when they are shown by themselves in a small or large dark space, but they easily collapse when shown in a social space where people move about and interact. The black box is a social phenomenon, for me it is a problem.” Ulrichs, David, ‘David Claerbout. Q/A, in: Modern Painters, May 2011, pp. 64-66

“Designed Conspiracy” would be better to describe what I have in mind. With an active audience. Or even better, where there is no stage hosting the expert speaker and no passive audience just leaning back in chairs, incapable of truly internalising knowledge.

I imagine us inside a 360° immersive room: a six-metre-high LED screen, full 360 Dolby Atmos sound, LiDAR tracking, and high-definition cameras—paired with exceptional content and facilitation. A complete experience in a box, ready to tour and deploy anywhere in the world. Am I exaggerating? Maybe not. I’ve just met someone who is building exactly this.

Synthesis

Obviously, I am using all of the above as a metaphor to try to explain what I do with my artistic interventions, provocations, and interruptions. These qualities inform my work/play. Whether that is soundscapes, installations, performances, or group expeditions.

Now that we have our protected, isolated space and a designed conspiracy, it is time to play the music. Music is the content. Content is the music.

Experiencing our music – individually or as part of a group – can feel like a trip, a trance, like digital psychedelics.

The music/content is presented in the right space, with the appropriate emotional and psychological atmosphere—the backdrop, if you will—inviting and sustaining safety, interest, curiosity, awe, and growth.

The rhythm is softer, slower, quieter vs. harder, faster, louder.

We embrace – and even design – flaws and imperfections, spontaneous repetition, and noise, inviting the participants to connect with being human, and to internalise the content at an embodied level of sensory experience.

We design with fifty shades of sophistication: avant-garde activism shaped by counterculture, driven by intention and direction. We build a relational infrastructure capable of holding shared ambitions, carrying a map as a symbol of movement, of becoming. These are maps that make meaning—shifting the question from the adolescent “Where are we going?” to the more deliberate “What direction do we want?”

We are all Argonauts again. We are experiens-explorers. We want to create the right spaces and conditions for debating the new rules and the associated structures of reality, then acting them out as if those rules were in place. As explorers, we want to play with new rules to dream, new rules to hope, but also – not to sound too cheesy or utopian – new rules to suffer and cope with what is evil and sin. In that sense, we become all part of a shared conspiracy.

We are not in the business of homo sapiens, ludens, or faber, but in the business of homo experiens.

With thanks to my co-conspirators Josie and Andreea, for challenging me over and over again

The Weak Image Speaks

The camera—
that profoundly liberal invention—
whispers:

I’m ready for anything.
Give me chemicals, give me a little light,
give me time and no shaking,
and I will be done.

A pocket-sized Enlightenment,
believing every world is reachable,
every surface printable,
every body open to possibility.

And now generative machines produce punctum—
yes, Barthes’ punctum—
the involuntary meaning that slips through
the cracks of intention.
Not planned by the author,
nor by the algorithm,
but arriving later,
after you’ve slept on it,
after the dopamine subsides.
Fast food for intellectual minds,
rewarding at first bite,
quickly stale.
You return in the morning and mutter:
It was not that great after all.

Style appears.
Style overload.
Those who lack craft run toward it—
high, abstract, fast—
while you work the old way,
learning the hand,
the long path,
refusing to choose sides.

Spend time with it—
real duration—
and you’ll see how expensive time has become.
Only unproductive duration is free.
Yet we abandoned that when we entered the cinema,
trading mobility for the promise of instant return.
No one waits for tomorrow in a theater.
In a museum, though—
time’s ticking clock can’t be heard.
There we look forward to looking back.

And somewhere in this,
the black box—
practical, yes,
but also a symptom
of our incapacity to coexist.
The dark room becomes a social problem,
a refusal of interference,
a denial of shared space.

Everything becomes a question of time,
of how little we have left,
of how duration is mined
like ore.

Growing old treated as disease,
dementia as enemy,
while software dreams
of pure disembodiment—
young, innocent, clean.

And yet—
beneath all this—
you remind us:
we are bifocal,
split,
never individuals.
We are believers,
especially visually.

The camera says:
I’m ready for anything.

But the eye says:
I am not a camera.

And the brain says:
I choose no side.

And the forest says:
Take your time.

And the weak image
whispers from the periphery:
Here is the non-event—
stay long enough, and you may hear it breathe.

+++

The text above is an artistic experiment inspired by the insights David Claerbout shared in his presentation Reclaiming Our Agency and in BIRDSONG, the publication accompanying the premiere of The Woodcarver and the Forest at the Castle of Gaasbeek in August 2025.

I first edited the full transcript from the presentation, and then OCR scanned text ‘The Time Spent” from the BIRDSONG book. Then I made a personal selection of the sentences that resonated with me. Then I gave that to ChatGPT and asked it to condense all this into a 1000-word poem, then 500 words, then 100 words. Then again, I made a personal selection of the best GPT snippets. And further edited them to my personal (un)taste.

Inspiration: Adrian Sherwood

Adrian Sherwood behind the mixing console

As already mentioned in my September 2025 Delicacies, I got a crush on the latest album by “Mister Dub” Adrian Sherwood, and went down the Dub Techno rabbit hole.

From the review in De Standaard newspaper (Google Translate and highlights by myself):

“With his label On-U Sound, Adrian Sherwood has created a unique musical universe over the past half century, rooted in Jamaican dub but with tentacles reaching out to punk, funk, and psychedelia, peppered with samples, echoes, and sound effects. His new album features only one track with a recognizable reggae rhythm; the others are driven by slow bass lines and stimulating drum patterns. Many of these tracks are played by real musicians, just like the cinematic fragments of flute, saxophone, organ, cello, trumpet, percussion, piano, Roland 60, and harmonica (“Spaghetti Best Western” exudes Ennio Morricone). Sherwood can call upon a host of loyal musicians (including Brian Eno and hip-hop legends Doug Wimbish and Keith LeBlanc) who add color and human warmth to his boundless imagination as a studio wizard. In an interview, Sherwood did admit that this was the first time he’d used AI to create a record. It seems like a logical evolution for a man who has spent his life innovating and experimenting with new equipment.“ (km in The Standaard)

Here is some older material from Adrian Sherwood. Watch his body language while performing 😉

And the song “Trapped Here” from his previous album, Survival & Resistance

The album comes with a beautiful cover (designed by Peter Harris). The cover and the album’s atmosphere remind me of Rustin Man’s 2020 album ClockDust (I wrote a post about that one in 2020). It’s no surprise: after playing bass in a local reggae band in Southend, Rustin Man (Paul Webb) and his schoolmate, drummer Lee Harris, went on to form the rhythm section and become founding members of Talk Talk, alongside the exceptionally talented Mark Hollis and Simon Brenner.

The covers of Adrian Sherwood and Rustin Man respectively

So the starting point is dub reggae, which these days has evolved into a genre called “Dub Techno”. There is something melancholic about both albums, in sound, lyrics, artwork, and, at times, kinky living.

I don’t have real musicians available in my studio, and I’m hesitant to rely on AI. I’ve experimented with AI-generated music before, but it doesn’t bring me the same joy or sense of satisfaction as creating it myself. So I started studying and exploring the Dub Techno style, and found this book, “Dub Techno – The Orphic Experience of Sound” by Bahadırhan Koçer.

I will write another blog on the topic of “Orphic Experience”, but today, we focus on the music analysis part.

On page 56, Koçer begins discussing the concept of the riddim—Jamaican patois for “rhythm”—first examining drum patterns, and later turning to bass lines and melodic structures.

From the Bahadırhan Koçer book

I started implementing them into Ableton Live. Here is an example of the “stepper” variant on a 64 Pads Dub Techno Kit.

Ableton Live 12.1 implementation “Stepper” by the author

That was easy. Then I tried to build a song using other out-of-the-box and/or free devices, clips, and samples in Ableton Live 12.1 and Logic Pro 11.2.2 (btw, the new bass and keyboard session-players, and the new studio piano and studio bass in Logic are amazing).

The new Studio Bass in Logic Pro 11.2

Creating a song was more of a challenge. What Adrian Sherwood and his real musicians were doing was not so simple after all. Although all the individual clips sounded simple, the art is in being subtle and sophisticated in launching clips and echo/delay effects.

As with writing, the real effort lay in removing the superfluous rather than adding more to the mix. Still, to make it a bit more my own, I included a few AI voice clips from the New New Babylon performance.

Short experiment by the author

But I am an amateur/bricoleur after all. No way I will ever get close to Adrian Sherwood and his musicians, at least not as a musician. But maybe in real life? Adrian and the band are touring North America and Europe in 1Q 2026. They will perform in Wintercircus Ghent on 6 Feb 2026. See/hear you there?

In Limbo or Not? – A Timeless Day at the Castle of Gaasbeek

Picture @petervan

I went to the premiere exhibition of David Claerbout’s The Woodcarver and the Forest at the Castle of Gaasbeek. I went by bike, for me, a two-hour ride each way, on a warm sunny day through the Pajottenland, the region southwest of Brussels where I spent the first 25 years of my life. Cycling up and down its rolling hills stirred deep emotions and memories of my youth. This is the land of Bruegel, of Geuze and Lambic beer, of Remco Evenepoel. It is also, unmistakably, my land.

Before arriving at the castle, visitors walk about 15 minutes from the entrance through a carefully tended, forest-like domain. The path itself already feels like part of the experience, drawing you gradually into a slower, quieter, almost meditative state.

There is also a 2-hectare Museum Garden.

Picture © Fabrice Debatty

A top-level garden modelled on castle gardens from the 18th and 19th centuries. A strong example of living cultural heritage. Take a stroll through this magnificent Garden of Eden, with the old-model fruit repository, the beehives, and a wonderful view of Gaasbeek Castle and the Pajottenland.

I lingered in the garden for some time, sitting on a bench and gazing at another bench across the way, the two connected by a loofgang—a leafy tunnel formed by pear trees. I simply sat in silence, doing nothing. Eventually, I walked through the shaded passage to the other side, before making my way to the castle. In hindsight, the video I captured carries an unintended sense of suspense.

Once inside the castle, visitors are guided along a signposted route. Along the way, I captured this video of sunlight filtering through stained glass, casting vibrant patterns onto the wooden, carpeted floor.

The Claerbout installation awaits at the very end, rising three stories high beneath the roof.

From the brochure:

This work is Claerbout’s latest creation and presents itself as an intimate portrait of a reclusive young man. Do you feel the meditative effect of the slow, repetitive movements and their sound?

Specific audiovisual stimuli – such as soft sounds or rhythmic movements – can evoke feelings of relaxation and inner calm. This phenomenon is known as ASMR (Autonomous Sensory Meridian Response) and forms the foundation of this work

The Woodcarver and the Forest is an open film, which is completed using generative artificial intelligence. As a spectator, our experience also remains open and unfinished, partly due to the long duration of the work.

This reveals the dual nature of the film: an interplay between pleasure and sorrow, beauty and destruction.

Still from Claerbout’s video installation – picture by @petervan

I sat in there for more than one hour. It put me in some state of limbo about my own work and where I want to go next. Following Google’s Gemini AI, it means “to be in an uncertain, undecided, or forgotten state where nothing can progress or be resolved, similar to being caught between two stages or places.”

I am a big fan of David Claerbout. See previous entries on this blog here. The Woodcarver gave me the chance to revisit some of Claerbout’s earlier works and conversations, while also helping me reconnect with the artistic drive within myself.

Here is a more recent talk by David Claerbout

Some interesting quotes

Change your mind-set ànd your eye-set, from inquisitive to open-ended

The Brain does not choose sides; it does not know how to

And around minute 18, he gets into a very interesting schema of “former” AI technologies. He really got me when he says “the camera is a profoundly liberal invention” and later “around the 2000s, we start to think of visual culture as a assemblage, the coordinate system is back, and a coordinate system knows exactly where you are it has exact points in space it can find you back and instead of a liberal body in a world that could be anything anywhere it changes into a pinpointing in a space that so we we get a gathering of coordinates and we’re no longer free” 

In closing, he shares reflections on recent readings that explore AI, vision, and the language of thought.

After watching the video, I visited the University of Ghent library—you can get a visitor’s pass as a non-student for €15 per year, granting access to all of the university’s libraries! There, I picked up the book The Time That Remains, a title that resonated with me on two levels: first, the concept of time, so ever-present in Claerbout’s work; and second, the realization that I am approaching my seventieth birthday, prompting me to reflect increasingly on the time I have left and how I want to spend it—especially in my artistic practice, if I can even call my tinkering that.

From the intro:

This publication marks the welcome collaboration between internationally acclaimed Belgian artist David Claerbout and two European institutions: Wiels, Brussels and Parasol unit, in London. The publication accompanies Claerbout’s exhibition opening at Parasol unit, on 30 May 2012; but it also provides a highly appreciated documentation for Wiels, which held a solo exhibition of Claerbout’s work, The Time that Remains, in 2011.

It’s from 2012, but the content is, well, timeless.

Some quotes/insights from that book.

“I think the recent proliferation of black boxes for film and video-art is not just a practical solution to a problem of sound and light interference, but also reflects an incapability to coexist. This can become apparent in large group exhibitions, where media installations appear strong when they are shown by themselves in a small or large dark space, but they easily collapse when shown in a social space where people move about and interact. The black box is a social phenomenon, for me it is a problem.” Ulrichs, David, ‘David Claerbout. Q/A, in: Modern Painters, May 2011, pp. 64-66

+++

“Time is invested into something that will prove to be valuable and productive. By consequence duration’ becomes increasingly expensive. But duration can only be free if it is unproductive.”

+++

“Cinema, YouTube and film-festivals demand the prolonged physical immobility of the viewer. Music, exhibitions or a walk in the park don’t.“

My sense of being in limbo stems from a hesitation: to move further into abstraction rather than figuration, toward longer forms rather than shorter ones, toward meditative sound and video landscapes rather than straightforward documentary. It also comes from my struggle to resist the banality of social media—where time is squandered on addictive, bite-sized fragments of content that ultimately feel useless.

I believe I know the answer, yet I dare not leap just yet.

Who will be the one to give me a gentle nudge?

Is this still needed?

Petervan Studios – April 2025 Update

Head measuring device – seen in GUM Science Museum – Wunderkammer of Truth

General Status

Green Green Grass of Hope – Bicycle ride 26 Oct 2024

The Art Studio

Example of Ableton Live with Envelop for Live 3D Source Panner

An example of a simple VCV Rack set-up

Static example from Wave Unstable rule in CAPOW software by Rudy Rucker

Petervan Studios © 2025 – Seaside – Acryl on Canvas – 80x100cm

Crop from Curves work Anni Albers – Gouache on paper – ca 1955

Petervan Studios © 2025 – Braid Amulets – Chinese Ink on A4 printer paper

Petervan Studios © 2025 – Gnarly Curves – Chinese Ink on Steinbach A1 paper

Petervan Studios © 2025 – Gnarly Curves – Digital in Procreate iPad

Back to School

Summer of Protocols 2024 (SoP24)

Toolmaking for Spatial Intelligence

Masterclass XR in Industry

1) Unity Essentials

2) Enhanced reality use cases

3) Enabling remote expertise (remote assistance)

4) Augmented inspection (BIM/3D concept visualization)

5) Visualizing the unseen (IOT data visualization/digital twin)

6) Virtual control (interaction with machines/robots via XR)

Performances

Performance: Claim Your Cybernetic Word – 17 June 2024

Resulting world cloud

Performance: What Makes Us Human? – 28 August 2024

Trailer: 

Performance: New New Babylon

Performance Dream My Dream

Trailer

17 Minute Video simulation of the performance

Artistic Research Project: New New Babylon

  • A beta version of an Urbanistic Artistic Rendering VR Environment, inspired by an existing or planned City or Real Estate project
  • Artistic Performance (minimum Online, ideally IRL), see above
  • Art Book

Stealth

A theory of space/time dimensions

Concept drawing by Petervan Studios © 2025

Image generated by Gemini 2.0

Delicacies

Books

  • Geometry, Relativity and the 4th Dimension – by Rudy Rucker (1977)
  • Love & Math – by Edward Frenkl (2013)
  • Behave – by Robert Sapolsky (2017)
  • Mind in Motion – by Barbara Tversky (2019)
  • Soft City – by David Sim (2019)
  • and re-reading The Lifebox, the Seashell, and the Soul – by Rudy Rucker (second edition 2016)

For other books I am reading, see my GoodReads.

Exhibitions

SMAK – Ghent – Tarek Atoui

Sarah De Vos – detail – Galerie Sofie Van de Velde

What’s next?

  • The “Dream My Dream” performance 
  • The New New Babylon project
  • The Stealth Project
  • XR in the Industry Masterclass

The Scaffold is a Wormhole

As we are turning the pages from old to new, I thought of writing one of those old-school blog posts, more for the fun of writing it – and hopefully you reading it – rather than trying to make a point or breakthrough. Although pages, pointed pencils, and breaking through are definitely topics in these reflections about The Scaffold being a wormhole. Hope you enjoy this rabbit hole.

A brain worm in my head is obsessing about wormholes being an excellent metaphor or not for bending cognitive spaces to our own particular navigational needs. 

An ear worm or brain worm is usually defined as a “catchy or memorable piece of music or saying that continuously occupies a person’s mind even after it is no longer being played or spoken about.”. 

Unfortunately, in slang, it means “a persistent delusion or obsession; a deeply-ingrained or unquestioned idea”. 

I leave it to my readers to assess whether my thoughts belong to the former or the latter.

The wormhole metaphor popped up during one of my catch-up calls with partners in crime about The Scaffold, our transdisciplinary learning studio for the never-normal. 

The Scaffold is a wormhole, an unorthodox way of going faster from A to B. 

Here is where Dr Romilly explains about the wormhole to Cooper in the film Interstellar:

I love the paper sheet and pencil metaphor to suggest this alternative route towards your imaginable futures. 

Easier said than done: if The Scaffold is indeed a wormhole, what do we need in place to create the wormhole? What is the nature of the plane being folded? 

The plane could be looked at as the social fabric for thinking together, thinking in synch. It is another tool or system to facilitate coordinated behaviour.  The plane becomes a graph-mind, as explained in Venkat Rao’s Graph-Mind-Notebook series. 

Punching the right line through the plane is difficult, and comes with great responsibility, and only few people can do this. These punchers are usually born like this, and often not welcome or seen as inappropriate in corporate environments. 

It takes a huge effort to instigate experiences that break away from the normal. Humans are hardwired to believe what they hear/already know. Their brains are wired to look for mirror neurons, and this not only at the cognitive cortex, but also at the motor cortex, visual cortex, other cortexes…

How do you break away into the territory of experimental imagination, as described by Ann Pendleton in Pragmatic Imagination? You could use LSD trips to create experiences that are  as strong as giving birth to a baby. Seriously, how to make the hole is a very serious proposition.

You have to first identify the consistency of assumptions of the plane, then have different strategies for drilling the hole, and a list of tools to drill the hole.

I always thought – and still do – that using artists is a natural human way to resonate beyond the cognitive, textual level. Artists – not as entertainment, but as prime contributors to the content and the narrative – can bring us in a state of different reality.

It is about human presence in multiple realities, in form ànd feeling, in space ànd time. It resembles to dance, or rather choreography.

“Dance/choreography is dancing of the second order, meta-dancing, or better, it is an investigation of dancing.” 

Alva Noe in his book The Entanglement

“We will soon live life across multiple realities. Each with its own physical laws, bodies & affordances. The only common denominators? Space, time and human presence.”

Andreea Ion Cojocaru

How to make holes is also a matter of nuance, of deciding how much dissonance you want, you can have, what’s beyond your comfort zone, although we know from Niels Pflaeging that there is no such thing as a comfort zone.  

Imagine a dial/slider of dissonance

Who turns the dial? Who is the orchestrator/composer/juggler of place, space, and time? Who is the mapper/weaver of ideas? Who curates the team of transdisciplinarians in a coherent impactful learning experience?

This is about going through walls. 

It remembers me of Geoff Manaugh’s blog about Nakatomi Space where he described Bruce Willis’ Die Hard experience to literally going through walls

What I find so interesting about Die Hard—in addition to unironically enjoying the film—is that it cinematically depicts what it means to bend space to your own particular navigational needs. 

This mutational exploration of architecture even supplies the building’s narrative premise: the terrorists are there for no other reason than to drill through and rob the Nakatomi Corporation’s electromagnetically sealed vault. 

Die Hard asks naive but powerful questions: If you have to get from A to B—that is, from the 31st floor to the lobby, or from the 26th floor to the roof—why not blast, carve, shoot, lockpick, and climb your way there, hitchhiking rides atop elevator cars and meandering through the labyrinthine, previously unexposed back-corridors of the built environment?

Geoff Manaugh

The Scaffold as a wormhole is about going through previously unexposed back-corridors where all is malleable. 

This will scare the hell out of many. The disclaimer deserves a warning to be prepared to be discomforted, even to expect existential angst. Such disclaimer also imposes a duty of extreme care to the designer of such experience. 

Interestingly, and to stay in the world of film and imagination, the quote “Innovate or die” is sometimes attributed to Robert Iger, the CEO of the Walt Disney Company. 

In that sense, the title of this blog post could as well have been

“Die Hard and Innovate”

With thanks to Andreea, Marti, JMS, Josie, and Venkat for planting these brainworms in my head.

Warmest,

Petervan Studios – Update Dec 2023

As we close the year, here is the latest update on Petervan Studios.

The previous update was in March 2023. In a sense, this update is an update on the whole year. A lot has happened since then. A lot did not happen. An overview.

Quick catch-up

I studied architecture (art school), never practiced (dropped out), and stumbled into a nice corporate career. In 2017 I took a sabbatical and never went back. I left the corporate world. I am now officially “retired”

Family

On 18 Dec 2023, Astrid became 18 years, officially “of age”, driving our car (good driver, final exam in Feb 2024), and started higher studies (a four years bachelor nursery), and horses, of course. And in May, we celebrated our 30th wedding anniversary. Time flies. Happy times.

Cosy Birthday Breakfast for Astrid

The Art Studio

The Art Studio is nicely rippling along. I did not have the feeling that I accomplished much, but with hindsight, it’s not too bad, and there are a lot of good foundations for the year to come.

Some of the new projects include:

Hexagrams

Claim your word

Something has dissipated

New paintings

New digital artworks

New soundscapes

Experimenting with interfaces for IRL and VR installations

You can find most of them via the “Artworks” tab on my website. 

© Petervan Artworks 2023 – Pears – Acryl on Canvas

The “Something has Dissipated” project got some traction. There are now about 20 spoken language versions by real humans, including Mongolian and Chinese. But also some synthetic non-human avatar versions like this one:

I registered for the Stability.AI residency by the HUG Innovation Laboratory, participating online between 8 Jan and 18 Feb 2024.

In the planning is a personal solo art exhibition in VR coming and maybe IRL. Some installation concepts will try-out first in VR, and maybe later IRL.

A new performance lecture “City of Play” is in the making, about the New New Babylon (and the power of imagination). No specific target date. I have time, and it has to be right.

New New Babylon – City of Play

I am kind of obsessed with the New Babylon project of artist Constant Nieuwenhuys, who co-founded the avant-garde COBRA art movement in the 1950s. 

For 25 years he worked on New Babylon, an imagined city for the playful and creative human being. The oeuvre consists of hundreds of drawings, sketches, and maquettes. His work was inspired by the book Homo Ludens by Johan Huizinga.

The NEW New Babylon is an artistic research project where we use 2023 technologies.

At the time of writing, we are trying to set up a team/consortium to overlay an existing city (district) with a VR environment for A/B Testing of the urbanistic, economic, and governance aspects of the city.

It probably will involve expertise from worlding experts, interactive fiction, procedural games, autonomous worlds, protocol language patterns, etc

More high-level info here: https://petervanstudios.com/new-new-babylon-city-of-play/ .

I have more details, so if you are really interested in putting skin in this game, DM me.

Performance

The script is more or less done now. Starting to make the first soundscapes for this. 

This trailer of Hilma af Klint’s “The Temple” experience keeps haunting me. 

As well as this painting by Léon Spilliaert from 1908 called “De Duizeling” aka “The Dizziness/Vertigo”

At this moment I am exploring a whole slew of tools: videosync, BEAM, BAM, Procreate Dreams, Capture for scene design, and spending lots of time on learning/trying to understand Blender, Unity, Unreal Engine, new Ableton packs, the new version of Apple Logic Pro X, and hopefully soon Apple Vision Pro.

Timing slips. No problem, I have time. And it has to be right. And not sloppy.

Delicacies

Delicacies are back! This time on Substack

Writings

Loads of notes, draft blogs, reflections, etc in the pipeline. When I look at some of the material, it feels like I am in a different reality.

The next one is probably about wormholes.

No idea when and if I will publish what when.

It’s probably going to come in bursts.

Books

Highlights:

Making Meaning with Machines: Somatic Strategies, Choreographic Technologies, and Notational Abstractions through a Laban/Bartenieff Lens

The Entanglement: How Art and Philosophy Make Us What We Are

Other books I am reading: See my GoodReads:

https://www.goodreads.com/goodreadscompetervan

Exhibitions

Since March 2023, I visited many art exhibitions and galleries. If I had to pick one or two highlights, it would be Jan De Vlieger at Mudel and the Inspired By Love expo at Belfius Art Gallery. Picture below is work by Emilie Terlinden.

Detail Jan De Vlieger’s San Marco People – picture by Petervan

Detail of Emilie Verlinden’s The Farm 2023 – Picture by Petervan

Also, the works of David Claerbout and his practice are a continuous inspiration for my own work. Here is a great talk by David at Schaulager Basel as part of the Out of the Box exhibition.

David Claerbout discusses a range of artworks, among them Nightscape Lightboxes (2002-2003), Wildfire (meditation on fire) (2001), and Backwards Growing Tree and Birdcage (both from 2023), the latter two on show at the Gallerie Greta Meert in Brussels till 3 Feb 2024.

What’s next?

I don’t know. Focus areas are:

The New New Babylon project

The upcoming solo exhibition in VR

The Performance

But some promising smoldering sparks deep in the campfire may suddenly light up. Life is full of surprises. Only the fool don’t change their mind.

So, that’s it for this edition. 

Happy New Year to all of you!

If there is something worth reporting, the next update is for April 2024. 

Warmest, 

Making Content Work

It is rare that I read a book twice. “Making Art Work” by Patrick McCray is one of them. A book that sends you back to the future of the 50ies, a period in some sense similar to today, where we are again in a cold/warm war context, but where interesting collaborations between art, engineers, scientists, entrepreneurs, and technologists make their appearance as well. Fortunately, it was not all doom then, and neither is it today.

The book is also a huge inspiration for The Scaffold, the transdisciplinary learning studio for the never-normal that I am trying to give birth in different constellations.

In the book, the author Patrick McGray looks at artists-engineers collaborations with a very specific lens: where usually art books glorify the artists, Making Art Work looks at the engineers that made the transdisciplinary artworks work. Hence the title “Making Art Work”.

One of the key insights in these transdisciplinary collaborations is the evolution from “What do I want?” to “What do we have?” Usually, the artist comes in with what she/he wants and asks the engineers to make that happen. This approach leads to a lot of misunderstandings and frustrations. A better take is to start with the question to the engineers “What do you have?” and let the artists play and be creative with what is already there.

The book is a treasure of other gems, anecdotes, and more in-depth research of the life and work of folks like Frank Malina (rocket engineer turned artist), Billy Klüver (laser-beam engineer turned curator/impresario), Jean Tingeley (artwork/machined that destroyed itself). These were also crazy times with Andy Warhol, John Cage, Robert Rauschenberg, Marcel Duchamp, and many others.

Jean Tingeley – Hommage to New York, 1960 – The New York Times – Photographer unknown

One of the initiatives described is the E.A.T. Experiments in Art and Technology, driven by curator/experimentalist/impresario Billy Klüver.

There was so much going on at E.A.T. and the best way to get a sense of the depth and breadth of their work is by reading the book, or sitting down, relaxing, and enjoying this +1hour video about the initiative, narrated by Julie Martin, at that time “Director of Experiments” at E.A.T., and in this video really charming and full of humor.

Not only is her title cool, but the title reflects the core E.A.T. ethos which was all about experiments. The outcome was deemed less important than the journey of the experiment.

The becoming is more important that the state of the thing.

In my earlier post “Apple Just Upgraded the Illusion”, I already touched upon process philosophy as “a way out of what is today seen as overly deterministic thinking about technology and time, and clears the road for thinking about digital technologies and digital selves not as objects but as processes and becoming“

“Projects that did not get realized are as interesting as projects that are”

Julie Martin talks about reverberating beyond careers and personal lives, cultivating a sense of play, disciplinary hybrids, “artrapreneurship”, and taking purposeful risks in order to explore new boundaries in both art and science. How cool is that!

The precursor of E.A.T. was an amazing one-time event “9 Evenings: Theatre and Engineering” one of the first large-scale collaborations between artists and engineers and scientists, held in the 69th Regiment Armory in New York, a huge empty space that was transformed into a theatrical performance space in five days.

E.A.T. was also the main contractor/curator for the content at the PepsiCo Pavillion at the World Fair Japan in 1970.

Here is an excellent article in IEEE Spectrum Magazine of Feb 2020 by the author of Making Art Work, Patrick McCray.

I love the subtitle “50 years on, artists and engineers staged one of the most ambitious and expensive multimedia events – and infuriated their corporate backers”

Here are some pictures from that article:

Both “9 Weeks” and the “Pepsi Pavillion” highlight the importance of space in orchestrating new skills and behaviors. Space as a language. Space as in spatial computing. Space as in spatial thinking, spatial creation.

In re-reading the book “Making Art Work” and writing this post, I suddenly realized that most of my work is about “Making Space Work”, or even better “Making Content Work”. A practice where most of the work is an experiment. Where the becoming and the performance in space are more important than the resulting artifacts.

Performance by the performers on-stage, but also by the participants. Their journey becomes an experiment as well, a curious meandering through an endless labyrinth, letting them connect the dots and do the meaning-making, rather than considering the audience as passive consumers of content that need to be hand-held, directed, and manipulated by and in a scripted non-malleable “show”.

As I mentioned several times before, my practice is not in the entertainment business, my practice is in the learning “bildung” process. These methods are underpinning my work in the area of interventions, provocations, and interruptions. In other words, all my work is about similar forms of artistic and aesthetic expression and experience in the co-creation of content. These methods also led to a new vocabulary and a new set of aesthetics to describe and share what I do and why I do it.  

I feel like I am painting with content. Making content work. I am hungry to unleash this creative energy in some big space, together with technologists, scientists, artists, and entrepreneurs.

Warmest