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.”

My cousin Joost about Art and AI: less with more

This is a repost of a LinkedIn article by Josie Gibson, summarizing a call about Art and AI with my cousin Joost, former senior curator at the Royal Museum of Fine Arts in Brussels. Joost is an expert in the paintings of the Old Masters, and he also serves as a Vice President of the UNESCO International Committee on the History of Art. He continues to lead groundbreaking collaborative projects like the Jordaens Van Dyck Panel Paintings art historical initiative.

Joost in front of a Jordaens and Carrara marble bas-reliefs from Jan Fabre’s My Queens, an expo he curated for the Royal Museum of Fine Arts in Brussels in 2018

How do new tools and technologies shape how we see ourselves and create meaning? Art has long been at the jagged edge of adaptation, but with its velocity and reach, artificial intelligence (AI) is challenging art and art-making in new and unique ways, according to Joost Vander Auwera, leading art historian and cultural researcher. 
 
In a riveting session of The Catalyst Network, we were treated to insights from live debates across the art world on issues such as provenance, ownership, authenticity, identity and ethics in the AI era.
 
Joost’s opening comment sums up where we find ourselves: ‘Art is at the centre of (these debates) because it focuses on the difference between AI and the human mind. It’s created, art… by a human being who knows mortality, life, memory, embodied experience and existential responsibility. This is something AI does not have.’
 
I was invited to share some of my experiments with creative tools, including AI, exploring how they have supported art-making and performance, as well as reflecting on the current limitations of these technologies.

Example of endlessly repeating audio/video installation by Petervan

Historical context matters. ‘Originality’ in the 17th century was very different to how we think about it today, Joost points out. Then it wasn’t uncommon for artists to create several versions of the same painting, and when they had a major painting in the studio, it might be reworked to adapt to a new style and market. ‘We have to not take what we see now,’ he cautions, ‘as being absolute in art.’

Art is at the forefront of society and social memory and evolves with the times, public tastes, and tools. There are, however, universal elements in how we experience art. 

Joost recalled one early experiment where all Rembrandt’s paintings were loaded into an AI application to produce a ‘new’ Rembrandt. ‘The painting they created had all the stylistic aspects of Rembrandt, for sure, but it is a boring painting.’ He pointed out the AI Rembrandt was the common denominator of the previous paintings of Rembrandt, the opposite of what Rembrandt does: more with less. So, a real Rembrandt is ‘more with less’, and AI is ‘less with more’.

The Next Rembrandt – created by AI in 2011

These artists mastered the techniques then went beyond, capturing an essence of human experience that’s currently beyond the reach of AI. 
 
That said, AI is making quantum leaps, and Joost highlighted the need for (human) critical thinking to combat the shadow sides of technology. A brilliant conversation on how we create collective memories and why it matters.

Original text by Josie Gibson, slightly adapted and complemented by some images by Petervan

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.

Inspiration – Even more David Claerbout

Studio David Claerbout just published the video of a lecture at The Cloud Collection, Nanjing on the occasion of the opening “Flow of Time. David Claerbout and Zhou Tao” exhibition.

At 17:50, he explains how he made the Woodcarver and the Forest. Prompting ChatGPT to create a script and images, then filming what ChatGPT suggested, and then giving it back to ChatGPT and asking whether it recognises itself.

I took the rough auto-generated YouTube transcript of this talk, and prompted ChatGPT as follows: “take this transcript, delete the time markers, delete the uhm’s, and put it together in readable sentences”, and this is what it came up with (highlights by Petervan)

+++ by ChatGPT

Thank you for coming. When the invitation arrived to make a double exhibition with the work of Zhou Tao, we were of course very curious. It was clear that there was a real reason we were invited to exhibit together, but there was also a lot of mystery because I didn’t know his work very well, and I had not yet realized the intrinsic relationship to time in his work. It was only by coming here a few days ago that it started to sink in—what the subtle relationships between the two of us might be.

First of all, I would like to thank the Cloud Collection for bringing us together. We obviously have very different ways of working, which you can see in the works. For Joe, being in a location, being physically in a place with his camera as his partner, is crucial. In my practice, we spend a long time and work with many people, sometimes for at least a year. If I look around at the pieces in this exhibition, I think the shortest production time is one full year. Other works took two or three years. Our record, if I remember well, is sixteen years—sixteen years of thinking back and forth about how to do something until we finally finished a production.

What we do have in common is that we like to use the duration of the film as the acting force—not so much the actors, not so much the motives, but the simple fact of being in front of a situation. This approach to film is relatively recent and has to do with the availability of digital time. I call it digital time because it is no longer expensive time; it’s virtual time of which we can gather a lot. For our generation, duration is no longer exclusive, expensive, or spectacular, but something broad and long.

When I came here two days ago and saw the combination with the work of Tao, it made me question myself: is it really necessary that I work so long on a single image? The airplane is a single motive. The birdcage is a single motive. These works revolve around very simple motives. I have to admit that whenever I work on one film, I am actually thinking about two films. This is one of the reasons I keep my motives simple: because I try to work with two identities.

For example, the film behind you, The Wood Carver, has the identity of a meditative work that calms you down, but also another identity that is almost the complete opposite. I’ve always been fascinated by what happens when you let go of narrative film—when you let go of talkies, psychological realism, and story, and instead go with time, with duration, with the flicker of the images. Could I make a very minimalist film where I use the least possible narrative and still generate narrative inside the heads of the visitors?

As you walk around, you’ll notice there are few sounds—no soundtracks, only what I call “witness sounds”: bird songs, nature, wind, footsteps. It wasn’t always like this. I made films with soundtracks, musical scores, conversations between actors. But my focus was always on the background, and more and more the birds became a symbol for that background—giving the film back to the witnesses rather than the actors. In cinema we often speak about foreground and background, like in painting. I realized I have a preference for what is behind—for what is far away, not in the foreground.

One of my very first films, made in 2003, is a 14-hour film where three actors perform a short 12-minute scene repeatedly for a full day, until they start making errors or falling apart. Only then do you slowly begin to see that the film is really about the light, the changes of light, and not about the narrative in the foreground. I am very much an advocate of the cinema of the witness, not the cinema of the actor.

A word also on ecology: I avoid entering specific subject matter, but I cannot help noticing that we spend a lot of time in front of screens and very little in nature. This makes me think about the relationship we have with technology. On one hand, I love technology—I’m a technological buff, and whenever something new appears, I try to catch up with it. But at the same time, my works are not about technology. They are about light and shadow, about composition, about the slow pace of time. Again, there are two tracks.

Any cinematographer knows that the moving image is a technological construction—25 frames per second. It is a prison of time; you cannot escape it. So why would artists choose to work in this prison in order to liberate time? To find alternatives for thinking about the flow of time, as Suzu beautifully mentioned in his text.

Let me elaborate on the black-and-white film behind the wall, titled Aircraft Final Assembly Line. Like many of my films, it is based on an image or an idea I found somewhere—an archive image, something with no particular message. I found a black-and-white photograph of this aircraft. It was originally painted in black matte aluminum. I was fascinated by the enormous wooden hall in Chicago where it was constructed—a space that no longer exists. This polished aluminum aircraft stood there, brand new in the past, yet I look at it now from the future, as a witness. I know the aircraft is probably destroyed by now. The work became about the dialectic between materials: polished aluminum, rough wood, concrete floor, improvised-looking scaffolding—yet airplanes themselves are not improvised. They must be perfect. Airplanes are like perfect arrows of time: they promise the future.

This is typical of how I work: I don’t invent; I let myself be inspired by archive images, almost orphaned images from the past.

When we move mentally to Bird Cage, the film with the explosion, this was a follow-up to a pandemic-era film, Wildfire. I continued with the motive of the explosion because it is the perfect index of a moment—after an explosion, nothing is ever the same. I was fascinated by the idea of remaining inside that moment of change for a long time, looking at all the pieces of the world flying apart, but in a peaceful way. Again, a paradox between destructive and meditative energies.

In the middle of this are two birds that appear twice—once inside the explosion, at the last fraction of their lives, and again later, alive and peaceful in a garden. I hesitated for a long time to use this imagery because it is almost ridiculous—two birds in an explosion, like a crucifix of birds. But I kept it because I was fascinated by the elliptical camera movement. If you look closely, there is no cut: the camera moves from the explosion back to a normal, sunlit garden, with the same two birds sitting together, almost as if they are trying to tell you something. Ten minutes later, the same ellipse brings you back to the explosion, frozen in time—an “immobile explosion,” a contradiction in itself.

I like to work within a single mental space, not jumping between spaces but taking the viewer on a minimalist journey through one situation.

The confetti piece around the corner, the double screen, was made from 2016 to 2018. It corresponds to a series I’ve done for about 15 years: dozens or hundreds of digitally constructed photographs combined into a slideshow. A conventional parade of images, except that it’s about the absence of sound. In the film, a little boy is screaming, but you hear nothing. His scream becomes internalized. The scene is exaggerated—a Black boy surrounded by white adults. I was warned against using it because it might appear divisive. But I said yes, that tension is exactly what we need in order to reach something more universal. The real fascination for me was the internalized scream, and the way spending time with the work might let the viewer internalize it too. It is as close as I can get to a painting with an action attached to it.

Finally, behind us is the latest work we made, just finished for this exhibition: The Wood Carver in the Forest. The subtitle is “A ruthless deforestation machine disguised as a meditative film.” Again, it has two identities. Most spectators will identify with the relaxation—the small sounds, the details of oil, wood, knives, carving, micro-movements outside any big narrative.

We designed this work using ChatGPT. ChatGPT is one big confabulation machine; it always gives you an answer, even when it has no clue. We wrote the storyboard with it, then requested illustrations, and used those as the basis for a cinematographic team. We worked for a year to reproduce what AI had suggested.

It came up with scenes like the one by the window: a person staring at nature but actually staring at something artificial—as if looking at a screen. In the images, if you look carefully, the “trees” outside are actually vertically stacked television screens. We prompted an image of the garden and it produced about ninety trees. Using its own calculation, it estimated it would take thirteen years for the protagonist to turn those trees into wooden objects. From those “thirteen years,” we selected three days—one early, one mid-process, one at the end—and produced only those.

In the end, it becomes a loop: AI proposes something, we produce it, then return it to AI like an alien creature and ask, “Do you recognize yourself?” About 5–7% of the imagery is completely fake—AI reprocessing its own outputs.

The idea of the work is that someone else—not me—could complete those thirteen years of destruction. My job was to create images with two simultaneous identities, properly schizophrenic: destructive and generative at the same time.

I think I will stop here. Thank you.

+++ end ChatGPT

Mario Klingemann’s neural network art

Artist Mario Klingemann’s groundbreaking piece of Artificial Intelligence (AI) generates a never-ending real-time stream of original art.

I found this mesmerizing video, where the artist explains how it works:

 

“If you hear somebody play the piano, would you ever say “the piano is the artist”? No. Same thing here: just because it is a complicated mechanism, it does not change the roles.”

The neural network is the brushes that I use, but in the end, it is always the feedback between me the artist and the medium and the material.

“It’s like a child that I can say “ok, now you go out in the world alone, and I can trust that you will keep on doing what I hope you would do, even if I am not sitting next to and still able to change something.”

That’s a hard moment for me when I can say “Ok, now I take my hands off the keyboard, and let it out in the world.