>> Great! Thank you. And now for the last talk in this pre-lunch session. Emily Reese, and her talk is called "The Artist and the Programmer", except it's in French. I'm not going to say it in French. The artist and the programmer. (applause) >> I can just hold it too. That's fine. >> The microphone is tricky. I told you it's tricky. >> Is there a shortcut to get the presenter notes up? In Keynote? Oh, nope. Just trying to figure out how to get my cursor up... Sorry, y'all. Yes! Cool, thank you. Okay! Hi. Um... Am I okay with the mic? Should I go any closer? You're good? Okay, cool. It's really hard to gauge that in here. So I'm Emily Reese. I'm here to talk about the arts and programming and how we can build things as programmers for artists. I am eclairereese everywhere on the internet, and I made these first few slides to really live by my words. I made my art in an iOS app. So how can we use our programmatical knowledge and technical ways of thinking to help all the cool creative stuff that's happening on seemingly the other side of the cultural fence? I work at Kickstarter, as a Ruby on Rails engineer, and I really live out these principles every day. They're very important to me. And I started at Kickstarter two years ago. Not as an engineer. I didn't know how to code. I have an undergrad in arts, masters in arts, and working with creators every day and seeing how they used the tools in Kickstarter made me want to understand how these tools worked. And I asked if I could get the code on my computer, our operations engineer had to problem with that, and I taught myself how to program and eventually moved over to the engineering team last year. So that's me. And if we take a step back, and think about the arts world in general, the world that I came from originally, before starting at a tech company, you imagine something like this. It's a white cube sort of space, kind of uncomfortable in it. Feel like you're not welcome, and scarcity is everything in the art world, which is kind of terrifying, whereas when we build tools on the web, we think anybody can use this, if you have an internet connection or a computer. You can have your friend help you learn how to program. It's all very accessible. Luxury art has its place in culture, but it wasn't my scene. That's not to say it's a bad thing, but I don't know if anybody in this room necessarily agrees with the principles of scarcity. And inaccessibility. So at the same time that this art world exists, I feel now we live in a time where we can take back that creative energy a little bit, and this is fueled by artists and makers and hackers, probably a lot of whom are present in this room. I definitely identify with this. That want to break down the barriers between art and the people that consume art and audiences and the ability to make art. So... Not only are there similarities in terms of mentality between art production and writing code -- I think -- but also there are all these psychological darknesses as well. That artists feel -- that I definitely felt when I was studying art that I also feel when writing code. You can say... Yeah, I carry a sketch pad around with me all the time and I like to draw in my free time but I can't draw. I know how to write a Rails app, HTML, CSS, I can get a web page up, but no, I can't code. You say this super excited thing about this world you participate in and this thing you love and then you bring yourself down a notch because everybody feels imposter syndrome. I always feel that the code I write is not up to par. And in this sense -- I know I keep harping on that these worlds are so similar, but that's because they are. I want to spend the rest of my talk talking about ideas -- if you're not sure how to enter the world of art or the world of code, people have done a good job of fusing the two. So the first idea -- real life things that people have already made. A database of prints to keep things central and to help researchers identify artwork. As you know, prints -- there can be any number of prints that an artist makes. The thing about prints is that they're reproducible. So how can you keep track of all these prints that exist at all these institutions all over the world, what year they were printed and so forth -- super complicated. But it need not be. The technology between the example I want to give is the ukiyo-e.org website. In short, the site he built... John Resig, creator of JQuery, huge woodblock fan. He made a site with an enormous database of prints and uses these crazy analysis tools I don't understand. I saw a talk about it once, but I would love to know more about it. If you want to talk about that, I would love to hear it during a break. He collects samples from institutions all over the world, museums, galleries, places that have prints, puts it together in one database and runs image analysis -- you can upload, run it on the site, and see what other things exist. It's a way of negating art world scarcity, here's the web doing its thing, for an art world that wouldn't otherwise be able to do it. And it's translated in English and Japanese for researchers all over the world. I have a habit of naming my screenshot pictures -- I preface them with very cool... Like backer tool or something like that. To here's a screenshot from that, the image, the original thing we're looking at... This says it's from the Met, and all the other prints that exist similar to this are down below. And the institutions at which they appear. So that's great and awesome. So next up... An art game. I don't know how many game developers are in this room. I would assume at a programming conference about enthusiasm and making cool stuff and programming there would be some. Huh? >> Sorry, nothing. >> It's okay. So this game is called "Art Game", which is pretty actually described for this talk -- by a guy named Pippin Barr. He makes a lot of great stuff. All 8 bit, and pretty great. I won't read this whole paragraph to you, but most important to me are... Follow your dreams, be a star of the art world, be a horrible failure, be an artist. Which is generally how it works out for artists. You're either crazy successful and rake in millions of dollars or you're less than successful and you're waiting for your big break. So the technology -- here's all the stuff he used, Art Game was written in ActionScript 3, using Flash Builder, and a shout out for the person who made it. You can play this game in the browser. You don't have to be on Steam or anything like that. You choose your artist. I always choose the French person. As you saw, my title was in French too. I speak French. So I've never been anyone else and I've never played the two player version. That's a challenge for you. You head into MoMA and meet the curator, and the curator is like... I want to you to produce some work for MoMA. This is a great opportunity, right? And you play snake to make the painting. It's really great. As soon as you lose snake, your head hits your tail accidentally, the painting is over. So I obviously didn't make it very far in this painting, because it's not a complicated snake. But it's done. You can throw a title in there. "Untitled" feels very artsy to me. So then your painting is propped up against the wall and you can press enter to call the curator and be like... My work is done here. The curator comes and rejects this particular painting. I've never had a painting be accepted. Yeah, it's really fun. It's just in the browser, so simple, and I love this, because it gives 8 bit form and a super programmatic feel to something that is hard to put into words about art. It articulates this sort of horrible rejection, but also great potential for success. You've just got to make a thing. So next up, a robot that draws a picture from a computer. And this is similar to a 3D printing sort of thing, where you give a robot something you want the robot to make and it makes that thing for you. The technology... Oh my God. I'm a Rails developer, so Node freaks me out, but this is written in Node, and one of our other developers at Kickstarter it behind this, and he worked on it with two of our other developers. So the source is up on GitHub if you want to check it out. These are some images of the robot doing its thing. Surely there are other iterations of this. But these three people made this thing in twelve hours. And yeah. On the left, you can see... I don't know. These images are kind of small, because I took them on the fly, so the quality is not that high. But you can see the images on the computer and the robot is printing it out in the middle, and all their hacky supplies are on the right. This is a maker version of this intersection of art and technology. And everything maker-y has that at its core. Finally back to the woodblocks. These previous examples were things that were more technologically oriented, and they were portraying art. It's going in the other direction -- how can art portray technology? Japanese woodblocks are a super old art form, honed in terms of precision and technique. And you've seen stuff like the wave crashing that everybody knows, and illustrations of Mount Fuji. So I'm sorry for the Wikipedia quote. Here's somebody making a print. But so... To modernize the woodblock print, you add video game characters to it. So since Japanese culture has made amazing video games, and Japanese culture has also done great woodblock printing, combine the two. This was a Kickstarter project, probably my favorite one that has ever been on the site. Jed Henry and Dave Bull made these things. My video game parlance is not quite up to speed, but I know Pikachu when I see it, and a Pokemon scene on the right. I love it so much. So even if code isn't your thing, you can definitely take elements of code and programming and add them to your art or whatever creative thing that you do. Long story short, the Japanese games we love are a new chapter in an ancient and enduring culture. This is true of art and technology. Here's my last illustration and my intense code snippet for my talk. Science and technology can add this entirely new dimension to art and creativity and free technology from its more objective constraints, so let's make more stuff like this. (applause)