A Walk on the Frontier of Art, Where the Sky Is the Limit

Richard Humann’s “Ascension” consists of 12 imaginary constellations suspended in the sky and is viewed through an iPad using the augmented reality platform Aery.Credit...Richard Humann
Richard Humann’s “Ascension” consists of 12 imaginary constellations suspended in the sky and is viewed through an iPad using the augmented reality platform Aery.Credit...Richard Humann
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A Walk on the Frontier of Art, Where the Sky Is the Limit

Richard Humann’s “Ascension” consists of 12 imaginary constellations suspended in the sky and is viewed through an iPad using the augmented reality platform Aery.Credit...Richard Humann
Richard Humann’s “Ascension” consists of 12 imaginary constellations suspended in the sky and is viewed through an iPad using the augmented reality platform Aery.Credit...Richard Humann

Augmented reality and virtual reality are opening doors to new experiences for artists and the public.

When walking on the High Line, it’s tough to look more lost than some of the tourists, but I did a pretty good job of it last month when I tripped on a curb while looking at art. (I caught myself before falling, but still.)

I was taking in an exhibition from Aery, a new augmented reality platform tailored to digital art exhibitions. Looking up to the heavens through an iPad, and not at my feet, I was using a loaner tablet to get an artwork by Richard Humann to magically appear.

But it worked: On the iPad, a constellation of a rose appeared, at an angle in the sky and topped by a crown, as Mr. Humann intended. A couple of out-of-towners who were watching me seemed mightily impressed when they looked over my shoulder at the screen.

The technologies known as augmented reality and virtual reality (AR and VR, for short) may seem futuristic, but they are being employed by artists more often.

For me — someone who looks at art for a living, but also avoids downloading new apps — experiencing three exhibitions of augmented reality art over a couple of weeks was a crossing of a threshold, one that more and more people will experience in the years ahead.

“It’s going to have a huge impact on the art world,” said Jay Van Buren, who, as chief executive and co-founder of the tech company Membit, helped create Aery, a joint venture between Membit and the real estate firm Related Companies. “Artists can do anything with it,” Mr. Van Buren said.

Membit’s technology is based on what it calls a Human Positioning System, its version of GPS. Essentially, the user adjusts the placement of the device based on a set of instructions. Aery is currently in beta mode, but is coming to Apple’s App Store soon for iPad and iPhone, and eventually will have an Android version.

As part of Aery’s inaugural exhibition, the artist Shuli Sade created a piece called “Wild, Heterotopias,” based on her photographs of the landscaping along the High Line. I viewed it in the High Line Nine Galleries: What appeared before me on the iPad, in an otherwise empty white gallery, were globes of spinning, floating greenery and flowers.

Ms. Sade, who is based in New York, has worked with augmented reality a few times during the past five years, building on her background in photography.

She likened the technology to a kiln or a paint brush: In the big picture, it is simply another way for an artist to create. “It’s a fabrication tool,” Ms. Sade said. “It’s a medium.”

“Whether it will develop further, I’m not sure,” she said. “But it’s a fun ride.”

In the same way that most sculptors do not cast a piece in bronze themselves — that work is done by experts at a foundry, to the artist’s specifications — Ms. Sade sent her photographs to Mr. Van Buren to be turned into augmented reality.

That is how it worked for [AR]T Walk, a joint venture from Apple and the New Museum in New York City. The experience is free in six cities — San Francisco, New York, London, Paris, Hong Kong and Tokyo — and is slightly customized in each. Seven artists contributed, including the poet-artist John Giorno, who died last month, and the Chicago-based Nick Cave.

Massimiliano Gioni, the New Museum’s artistic director who helped curate the artist contributions, said that when Apple approached the museum about collaborating on the project, the curators saw the same potential the company did.

“The benchmarks were previously more from the world of entertainment and gaming,” Mr. Gioni said of augmented reality and virtual reality. “And they wanted to go well beyond that.” (Mr. Van Buren said that whenever he was called upon to explain augmented reality, he mentioned Pokémon GO, the interactive game craze.)

I did [AR]T Walk on a glorious fall day in Central Park, starting at the Apple store on 59th Street and Fifth Avenue. I used one of its iPhones (you do not use your own) to experience the artworks, and to get each piece to appear, I pointed the phone at an object, usually a sign, part of process that the company calls “anchoring.”

The art is calibrated based on the position of you and the anchor, and when you have lined up the phone and the sign correctly you feel a slight vibration in the phone that the company calls “haptic feedback.”

Mr. Cave’s contribution, “Accumul-Istic Quest,” had his usual ebullience: At the beginning I was asked to pick one of several personality types, and on the screen I was suddenly being shadowed by a very bouncy, multicolored fright wig. He calls the different characters “istics.” (Mr. Cave also created an in-store augmented reality piece called “Amass,” which can be experienced in any Apple outlet around the world on your own iPhone.)

Normally the walk is a group affair of about 10 people, and every participant gets an istic. About five minutes into the walk, a large, friendly monster of sorts appears above the tree line — it has a head like a gramophone horn, a version of Mr. Cave’s “Soundsuits” characters, which he has been working with for years — and consumes everyone’s istics.

Though done with humor, Mr. Cave told me there was a larger theme at work.

“I wanted it to absorb and swallow everybody, becoming multicultural in the process,” he said.

The process of making the work involved many phone calls, with Mr. Cave sketching his ideas and making multiple trips to Apple headquarters in Silicon Valley. “We were practically in a relationship,” Mr. Cave joked.

For now, augmented reality seems to be getting more play among fine artists than virtual reality. As Mr. Van Buren put it, “AR loops you in more firmly to the place where you are, rather than taking you away into another world.”

But that could change. Bjarne Melgaard’s “My Trip” (2019) is a virtual reality work that can be experienced through Dec. 15 in Berlin at the Julia Stoschek Collection. It is a production of Acute Art, a virtual reality studio that collaborates with international artists.

Daniel Birnbaum, Acute Art’s director, said “My Trip” was a “trippy fantasy about darkness” that worked as an autobiography of the Norwegian artist.

To create the characters in the piece, Acute’s team scanned sculptures by Mr. Melgaard, and for some of the environments that people can experience in the piece, the artist provided developers with photographs of paintings.

“AR is easier, but it has limitations,” Mr. Birnbaum said. “You only see things on the phone. It can be a little gimmicky.”

But augmented reality’s ability to show two realities at once can be a powerful storytelling approach, as demonstrated by the New York-based artist Alan Michelson’s show “Wolf Nation,” at the Whitney Museum of American Art through Jan. 12.

Two of the four works in the show are made with augmented reality, and Mr. Michelson — a Mohawk member of Six Nations of the Grand River — collaborated on both with Steven Fragale, a painter who has become an augmented reality specialist, creating his own apps for his work.

One of the pieces, “Town Destroyer,” looks like a two-dimensional wall work depicting George Washington’s home at Mount Vernon. But when activated by the show’s augmented reality app on an iPhone, the bust of Washington in the center goes through a rapid transformation, overlaid with a series of colors, patterns and texts. “Town Destroyer” was the name given to Washington by the people of the Iroquois Confederacy, whose villages were burned and pillaged during the Revolutionary War.

To present an indigenous perspective on a familiar icon, “AR provided a solution — more than a solution, actually, a tool with all sorts of metaphorical aspects,” Mr. Michelson said.

Mr. Michelson said that the idea of multiple people holding up their phones to see his works at the same time also made him think of the technology’s “social possibilities.”

Although augmented reality and virtual reality explicitly take us out of the real world — our noses in another screen or two, and possibly tripping along the way — they also can be an invitation to interact with others about what they are seeing.

Mr. Gioni of the New Museum agreed. “The effects are in some ways just a pretext to come together,” he said. “This gets real only when you share it.”

The New York Times



An Iconic Puzzle Comes Home as Production of the Rubik’s Cube Returns to Hungary

Hungarian architect and inventor Ernő Rubik attends the opening event of Rubik's Cube production line of the Jasz-Plasztik plastic processing company in Jaszbereny, Hungary, 10 November 2026. (EPA)
Hungarian architect and inventor Ernő Rubik attends the opening event of Rubik's Cube production line of the Jasz-Plasztik plastic processing company in Jaszbereny, Hungary, 10 November 2026. (EPA)
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An Iconic Puzzle Comes Home as Production of the Rubik’s Cube Returns to Hungary

Hungarian architect and inventor Ernő Rubik attends the opening event of Rubik's Cube production line of the Jasz-Plasztik plastic processing company in Jaszbereny, Hungary, 10 November 2026. (EPA)
Hungarian architect and inventor Ernő Rubik attends the opening event of Rubik's Cube production line of the Jasz-Plasztik plastic processing company in Jaszbereny, Hungary, 10 November 2026. (EPA)

More than half a century ago, a Hungarian architect, sculptor and professor invented what would become one of the world's most popular and beloved puzzles whose appeal has spanned generations: the colorful, mind-bending, six-sided Rubik's Cube.

Now, after selling more than half a billion units and becoming a worldwide cultural touchstone, production of the cube is returning to Hungary, where its inventor, Ernő Rubik, first conceived of the iconic object that bears his name.

Hungary “is the home of the cube. The cube was born here,” Rubik, 82, said on Tuesday at the opening of a new, fully automated Rubik's Cube production line in the Hungarian city of Jászberény.

The journey of the Rubik's Cube began in 1974, when Rubik was teaching design at the Academy of Applied Arts and Design in Budapest. Seeking to create a three-dimensional object that was “infinite,” he said, he completed a prototype — then made of wood — of a cube that could rotate on multiple axes and was made up of 27 blocks.

Recognizing its consumer value, Rubik soon began producing more of the puzzles. Beginning in 1977, an initial 5,000 units of what was then called the “Magic Cube” were sold at specialty shops in the Hungarian capital.

The invention — or what Rubik prefers to describe as a “discovery” — gained popularity, and after having difficulties procuring materials for the cubes in then-socialist Hungary, he realized: “We were not prepared for that size of production ... We can’t fulfill the needs of the market worldwide.”

The cube was licensed to a British and then a US toy company, and its production was moved abroad. By the early 1980s, its popularity had exploded in what Rubik called “the first big wave,” in which he said 200 million units were sold between 1980 and 1983.

While sales of the cube dipped after its initial success, it still attracts plenty of users eager to try their hand at solving the puzzle. Millions are sold every year.

At the new production line in Hungary, a series of robotic arms assembles the cubes and tests them for functionality and durability — a level of automation Rubik said was “very different” than in the early days when the cubes were assembled by hand.

The new line in Jászberény plans to produce 1 million cubes annually.

Steve Radewych, a senior vice president with Canadian toy company Spin Master, which owns the Rubik's Cube trademark, said at Tuesday's opening that the theme of the day was: “Back to its roots: The cube comes home.”

“Ernő, your discovery is more than a toy,” Radewych told Rubik. “It's a global social phenomenon.”

Radewych noted the “incredible staying power” of the Rubik's Cube, and the fact that the puzzle continues to hold the fascination of young people even today.

“The cube represents an intellectual journey, a symbol of intelligence, problem-solving and cognitive discipline,” he added, which “has brought joy — and frustration — to many generations.”

The cube has enjoyed another surge in popularity in recent years as global competitions have proliferated, measuring who can solve the puzzle the fastest.

The current record, set only last month in China by nine-year-old Xuanyi Geng, is 2.51 seconds, according to the World Cube Association, which organizes and certifies competitions across the world.

Rubik, who does not consider himself a speed competitor, said that for him, the cube represents a “transformable sculpture,” the place where art and engineering meet and users can manipulate and change the cube in nearly endless variations.

“If you are doing something, creating something, you have the chance to do something that is meaningful — that’s one part — and beautiful,” he said.


SpaceX Starship Test to Attempt First-Ever Spaceship ‘Catch'

SpaceX's mega rocket Starship is stacked and prepared for a test flight from Starbase, Texas, Thursday, Nov. 12, 2026. (AP)
SpaceX's mega rocket Starship is stacked and prepared for a test flight from Starbase, Texas, Thursday, Nov. 12, 2026. (AP)
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SpaceX Starship Test to Attempt First-Ever Spaceship ‘Catch'

SpaceX's mega rocket Starship is stacked and prepared for a test flight from Starbase, Texas, Thursday, Nov. 12, 2026. (AP)
SpaceX's mega rocket Starship is stacked and prepared for a test flight from Starbase, Texas, Thursday, Nov. 12, 2026. (AP)

Elon Musk's SpaceX was poised Friday to carry out its latest test of the world's biggest and most powerful rocket, the Starship, with plans for a groundbreaking "catch" of the spaceship following a day in orbit.

A successful capture of the Starship upper stage would mark a significant milestone in the space industry's decades-long pursuit of fully reusable spacecraft that can drastically reduce mission costs and make frequent travel possible.

"If successful, this will mark the first full recovery of an orbital launch system and a breakthrough moment in making Starship a reliable, rapidly reusable rocket," SpaceX said.

For the 15th Starship test flight Friday, SpaceX aims to recover both stages of the massive 124-meter (407-foot) launch vehicle.

The company has caught the booster, dubbed Super Heavy, on three previous occasions, with the first stage descending vertically back to the launch site shortly after blastoff and nestling into mechanical "chopstick" arms.

It will now attempt to do the same with the spaceship. Some versions of the vessel are designed to launch internet satellites and data centers into orbit, while others will be made to ferry people to the Moon and Mars.

A spacecraft that can be fully reused is the "Holy Grail" of the space industry, said Clayton Swope, an aerospace expert at the Center for Strategic and International Studies.

"No one's really been able to do that so far," he said. "People have been trying to do that since the (NASA) space shuttle. But the space shuttle ended up being kind of a compromise because a lot of the vehicle wasn't reusable."

Reusing the Starship spacecraft would require the vessel to withstand the extreme heat of reentering Earth's atmosphere and then return to service without extensive refurbishment.

- Refueling challenge -

Musk, the world's richest person, has already revolutionized the space sector with the partially reusable Falcon rockets, which are regularly employed to launch satellites and carry astronauts to the International Space Station.

The Starship project, however, has been plagued by years-long delays as SpaceX grapples with novel engineering challenges -- even as NASA is counting on the spaceship to serve as a lunar lander for its Artemis program.

Other technical challenges include transferring fuel to Starship in orbit -- a requirement for any journey to the Moon or Mars.

Following SpaceX's high-profile stock market debut in June, the company carried out the first orbital flight of Starship in September, though the mission was cut short due to an engine issue.

It is also investing heavily in additional launch sites for its mega-rocket in Louisiana and Florida.

- Complex capture -

Friday's launch is scheduled to take place at SpaceX's "Starbase" in southern Texas at 4:45 pm (2245 GMT).

Following liftoff and the mid-air separation of the two stages, SpaceX plans to bring Super Heavy back to Earth six and a half minutes later, catching it at the launch site on the Gulf of Mexico coastline.

The spaceship will continue to reach Earth's orbit, where it will deploy 26 satellites into Musk's Starlink satellite internet constellation that has become a major revenue stream for SpaceX.

It will then circle the planet 14 times, before returning 22 hours later and -- SpaceX hopes -- descending safely into the chopstick arms.

This capture attempt is more complex than that of the booster, as the spaceship will be descending much faster and from a much greater altitude.

SpaceX has said it would proceed with these maneuvers only if conditions are optimal, and in the past has made last-minute changes to test flights under Musk's "fail fast" strategy of learning through crashes, explosions and other mishaps.

As of late Thursday, the US Federal Aviation Administration had not yet given its final approval for the test flight.


Delhi Overtakes Lahore as World’s Most Polluted City as Air Quality Drops

Traffic moves on a smoggy morning as air pollution spikes in New Delhi, India, November 13, 2026. (Reuters)
Traffic moves on a smoggy morning as air pollution spikes in New Delhi, India, November 13, 2026. (Reuters)
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Delhi Overtakes Lahore as World’s Most Polluted City as Air Quality Drops

Traffic moves on a smoggy morning as air pollution spikes in New Delhi, India, November 13, 2026. (Reuters)
Traffic moves on a smoggy morning as air pollution spikes in New Delhi, India, November 13, 2026. (Reuters)

India's capital Delhi overtook Lahore in Pakistan to become the world's most polluted city on Friday, with air quality reaching hazardous levels and visibility dropping as smog blanketed the city of 20 million people.

Air quality index (AQI) in Delhi was "hazardous" at 334, making ‌it the ‌most polluted global major ‌city, ⁠according to Swiss group ⁠IQAir, which measures air quality levels based on the concentration of toxins.

An AQI reading up to 50 is considered good with little or no ⁠health risk.

India's official ‌Central Pollution ‌Control Board pegged the AQI higher at ‌403 and rated it "severe".

The ‌Swiss and Indian readings vary due to the different AQI scales and methodologies used to calculate and ‌classify air pollution levels.

Cars and motorcycles emerged from dense ⁠smog, ⁠which also appeared to obscure streetlights on the city's main roads, videos from news agency ANI showed.

Pollution is a seasonal problem in many parts of northern India and neighboring Pakistan, as the cold, heavy air of winter traps vehicle emissions, construction dust and smoke from agricultural burning.