Golan Levin: Everest Pipkin is a draw­ing and soft­ware artist from Central Texas who pro­duces inti­mate work with large data sets. Through the use of online archives, big data repos­i­to­ries, and oth­er resources for dig­i­tal infor­ma­tion, they aim to reclaim the cor­po­rate Internet as a space that can be gen­tle, eco­log­i­cal, and per­son­al. They hold a BFA from the University of Texas at Austin, an MFA from Carnegie Mellon University, and have shown inter­na­tion­al­ly at the Design Museum of London, the Texas Biennial, the 21st Triennial of Milan, the Photographer’s Gallery of London, the Center for Land Use Interpretation, and oth­er places. They for their OSSTA res­i­den­cy this semes­ter have been devel­op­ing a large list of tiny tools. It’s my plea­sure to wel­come you to Everest Pipkin.

Everest Pipkin: Hello. Thank you so much for hav­ing me. I am real­ly real­ly pleased to be here. Let me go ahead and share my screen, and give me that brief moment to switch over as always. Share; play; great. Let me pop out the chat so I can see if there are questions.

Yeah. I’m Everest. Thanks for hav­ing me. It’s a joy to be speak­ing to this com­mu­ni­ty in par­tic­u­lar, because again, Carnegie Mellon is a place I’ve spent a lot of time. Pittsburgh, very close to my heart. It’s nice to be here, even vir­tu­al­ly. In gen­er­al I work with data sets, big data,” but with the full knowl­edge that this is only ever the lives and expe­ri­ences of peo­ple bun­dled up and repack­aged through process­es angled for use­ful­ness or at the very least pos­ter­i­ty. My work both in off- and on-line spaces kind of looks at all that as sim­ply all that human life, the ways in which this immen­si­ty of access to so much human cre­ativ­i­ty through time is a gift. And, like so many gifts of abun­dance, one that has been com­mer­cial­ized in cor­po­rate cap­i­tal­is­tic struc­tures, or in research includ­ing towards sur­veil­lance and weapons research, and how this acts on all of us. But we’ll get to that in time. 

I like to start lec­tures with an old YouTube video. I switch them around, but it’s often this video from 2008 called tom wil­ley, bicy­cle man,” which is about 144p, fif­teen sec­onds long. I’ll just play it. 

There’s noth­ing par­tic­u­lar­ly spe­cial about this video, although I do like it. I like the com­pres­sion arti­facts from an old cell­phone cam­era and the low-bandwidth kind of era of YouTube. I like its brevi­ty. I like the qual­i­ty of kids just goof­ing off in a park. I like that it only has about a thou­sand views. Pretty sure half of them are me. 

To me it feels like this kind of ephemer­al and beau­ti­ful, crys­talline moment, of which there are sort of moments still cap­tured on YouTube of this era. And it’s still online, thir­teen years lat­er. But the world has real­ly shift­ed around it. The Internet does­n’t feel this way anymore. 

This video is part of a YouTube screen­ing series that my col­lab­o­ra­tor Zoë Sparks and I start­ed in 2011. This cura­to­r­i­al YouTube series called Snowfall DESTROYS Three Cars, which is named after a video that’s since been tak­en down was real­ly inter­est­ed in these kind of del­i­cate and inti­mate cor­ners of YouTube. We’d inde­pen­dent­ly devel­oped a habit of sav­ing com­pelling videos off while brows­ing. And after shar­ing some of our favorites with each oth­er, we thought that it might be inter­est­ing to arrange them with par­tic­u­lar care and screen them pub­licly in a room like a movie, to focus the atten­tion of a crowd. 

Although we screened this in sev­er­al iter­a­tions between 2011 and 2015, the series even­tu­al­ly end­ed, as the YouTube sort­ing algo­rithm made it hard­er and hard­er to find that kind of video that we were real­ly look­ing for. Those moments that were kind of cap­tured out of some­one’s life, shared will­ing­ly, impor­tant enough to end up in a public-facing repos­i­to­ry. But not you know, intend­ed to go viral, not intend­ed to be some­thing to laugh at but rather be some­thing to sort of sit along with. We called this project an attempt to find and assem­ble aggres­sive moments of peak human detri­tus scat­tered most lov­ing­ly. Which might be an apt descrip­tion for much of my work. 

I did­n’t study pro­gram­ming or com­put­er sci­ence. I did­n’t real­ly even know that artists were mak­ing art with code until I was almost done with my under­grad­u­ate degree in paint­ing. At the time, I was mak­ing these one-page painting-like web sites, which inci­den­tal­ly was right around the end of the net art nexus, which I did­n’t know was hap­pen­ing. I’m not gonna dwell on any of these. I made them a long time ago. They feel sim­ple and a lit­tle naïve now. But I want­ed to bring them up because of their method­ol­o­gy of con­struc­tion. Handmade most­ly in HTML and CSS, code writ­ten direct­ly in the text edi­tor. A mate­r­i­al under­stand­ing of the con­struc­tion of a web site” that felt much clos­er to my paint­ing prac­tice than the cura­to­r­i­al work with YouTube, despite their sur­face lev­el of shar­ing dig­i­tal space. 

This method­ol­o­gy of mak­ing of course is not a rare way to engage with the Internet. The Internet is very much based on that idea of View Source, read­ing through how some­thing was made, copy­ing bits over, edit­ing things, fig­ur­ing it out. It’s how I learned to make web sites in my teens, haunt­ing forums and home pages, and it was how the major­i­ty of the Internet was made then. Front-facing web sites that con­tained all of their infor­ma­tion at the fore, human-readable, hand­writ­ten. But it’s an increas­ing­ly rare par­a­digm of construction. 

Already in 2012 or 2013 when I was mak­ing these lit­tle domains this idea was nos­tal­gic. I host­ed sev­er­al of these on Neocities, a Geocities-like web site builder that was think­ing about this old Internet, that hand-built Internet, an Internet made most­ly by indi­vid­u­als already ten years ago. There’s lots of prob­lems with that, too. Particularly it’s dif­fi­cult to access, its cost, its vision of what a default user was. I’m not advo­cat­ing a return, or even real­ly a nostalgia. 

But as a touch­stone, over and over I think about mak­ing those web sites as a painter. Learning to make them like I learned to paint, which was going to look paint­ings. Seeing how some­body else had done it, and how then access­ing this type of sub­lay­er was as sim­ple as hit­ting Cmd‑U.

It’s some­thing that I’ve nev­er real­ly been able to shake. The feel­ing that one of the best parts of the Internet is how vis­i­ble that sub­strate is, how appar­ent the hand, how it’s only ever just skin deep. 

Around this time, I was also mak­ing Twitter bots. This is moth gen­er­a­tor, to the left, @tiny_star_field to the right. Both of these live on Twitter still. Although…they run on my lap­top so it does kind of depend on me remem­ber­ing to restart the cron jobs every once in a while. I’m pro­duc­ing inter­mit­tent works for the timeline. 

Again, I’m not going gonna dwell on these. They feel [sighs] very old to me, and naïve. But when I would talk about this work at the time, I would talk about it like this: devoid of space; images and code with­out context. 

But how it actu­al­ly looks is this. Entirely with­in the con­text of Twitter, pre­sent­ed with news, side­bars, sug­ges­tions that are all tai­lored to me. Alone. Alone of my pow­er and con­vic­tion to that space. One that hides all of the inter­nal log­ic of those pro­grams behind the server-side inter­face of a tweet towards cor­po­rate gain. 

When you begin to see your work as sit­u­at­ed with­in this spe­cif­ic cor­po­rate con­text, you of course start to look at what could be made or used out­side of it. Which is what led me into mak­ing work both with and for the pub­lic domain. This is a screen­shot of the Biodiversity Heritage Library, which is one of many many many resources online full of pub­lic domain images and texts. 

I used botan­i­cal illus­tra­tions from this col­lec­tion as the basis for my 2016 game The Worm Room, which is a first-person explo­ration game and dig­i­tal inter­ac­tive art­work kind of set in this series of end­less glass green­hous­es, each gen­er­at­ed as it’s walked into. You can sort of see all the lit­tle cutouts of the botan­i­cal illus­tra­tions, which form the basis of sort of the land­scape of the space. 

Working with mod­els like this and in game engines in gen­er­al, I became very focused on the labor and many lives of those pieces. Who made them. Where else they’d been used. How many alter­ations they’ve seen. How many con­cur­rent screens they’re on. How many times they’ve sort of been down­loaded and shift­ed just a lit­tle bit and reu­ploaded. How many human hands have been attached to these mate­r­i­al objects which have been dis­sem­i­nat­ed so wide­ly through Internet space. I began to col­lect and sit­u­ate these Creative Commons 3D mod­els in a series of screen­savers and gen­er­a­tive video works, think­ing about what they would be like giv­en agency. 

This isn’t of course dif­fer­ent than how these mod­els get used in gen­er­al. This is why I love assets for col­lage, and flat games, and games made in pre-existing tools, games made quick­ly out of the cura­tion of so much already-existent care and labor. The assem­bly of all that human life into a new thing. It is tru­ly one of the best things about being on the Internet. 

But I want­ed to make things that let them spend time with them­selves, if this makes sense. I’m inter­est­ed in screen­savers as per­for­mances for…an emp­ty room? Like, they’re very ambi­ent. They’re kind of works for the back of your head? But they’re live, they’re run­ning in real time. They are under­stand­ing time in a way video work does not. And when they’re made of these objects that have mate­r­i­al lives both inside and out­side of that space, it sud­den­ly takes on this oth­er lay­er for me.

It was from the screen­savers that I began to work on Ellinger, TX. This is a project that takes as a point of depar­ture the real-world Ellinger, which is a rur­al com­mu­ni­ty sit­u­at­ed on the inter­sec­tion of two major high­ways near where I grew up, very near where I’m liv­ing at the moment. Although once a farm­ing town, Ellinger now makes the major­i­ty of its income in the town’s two gas sta­tions. And like so many rur­al towns, it’s both depen­dent on and hol­lowed out by con­tem­po­rary sys­tems of eco­nom­ic traf­fic and opportunity. 

In my work, Ellinger has been cut off from these high­way routes as well as the rest of the world. The char­ac­ters that live inside of this town are in this micro land­scape sort of bor­dered in the same way that game spaces are sur­round­ed by invis­i­ble walls. But they’re giv­en time. The peo­ple” in this place are giv­en time to like live in this lit­tle micro uni­verse that plays itself…kind of…characters unable to leave but also unable to be car­ried away. 

I guess I made this work for a cou­ple of rea­sons. Partly because I was inter­est­ed in how the lived expe­ri­ence of mass-produced objects might give them weight. All the tex­tures in this game are all hand-drawn and applied to these cre­ative Commons mod­els. What might hap­pen when a place that sur­vived because of net­work cap­i­tal is cut off from that net­work, both the dig­i­tal net­work of cap­i­tal and the phys­i­cal net­work of high­ways. And what hap­pens when the tran­sit net­work that so often works to car­ry indi­vid­u­als from a place is also removed and how that inter­sects with kind of game-like visions of walled or bor­dered spaces. 

Right after this project, I did this long res­i­den­cy in Montello, Nevada, think­ing a lot about the pat­terns of peo­ple, of move­ment as its own kind of net­work. I men­tioned I think a lot or dream a lot about inti­mate Internets, Internets that push back against sort of like the bad land­lord prob­lem of cor­po­rate Internet spaces. 

This was my expe­ri­ence of send­ing email while on a res­i­den­cy here, where the clos­est cell recep­tion was a two-and-a-half hour walk up a moun­tain. Once a week I’d pack up my lap­top and cell­phone, do the hike, turn on my wifi hotspot, stick my phone up in a scrub juniper tree, and sit and return all the draft emails I’d down­loaded and writ­ten a response to last time. All on about one bar of 4G, depend­ing on the weath­er. And if I was real­ly lucky I might get a pod­cast, too. 

There was also, though, this hyper­local net­work in the house, in form of a flash dri­ve. So peo­ple left flow­ers and notes, which is by all accounts a sneak­er­net, right, an Internet that’s based on a phys­i­cal loca­tion you car­ry around with your feet. And these two Internets in rela­tion­ship to each oth­er, like this broad Internet that I had access to but only kind of like…a mail­box that I had to take a long hike to get to, that was very phys­i­cal­ly depen­dent on the way the clouds rolled in on that par­tic­u­lar day in the cou­ple of hours that it had tak­en for me to walk from the house to the hill. As well as Internet that sat in the house all the time but that did­n’t have access to the out­side world, that’s pop­u­la­tion was entire­ly depen­dent on peo­ple that had phys­i­cal­ly been in that space before me and had dragged diary entries and recipes and whole series of ani­me onto this flash dri­ve and left it in the house for next per­son. Sort of like a guest­book but you know, plus-plus-plus. And those two…like, alter­nat­ing Internets both were like my life­line while I was here. And have gone on to remind me of all the ways in which the Internet can be oth­er than often the Internet that I expe­ri­ence as it is now. 

There are lots of peo­ple who com­pute this way already, right. Who don’t have access to high-speed fiber optic cables, who have to go to an access point to get online, whose Internet most­ly is hard dri­ves pass­ing around. This is absolute­ly the lived real­i­ty of many. It’s not like I had a unique expe­ri­ence in the woods. But it was use­ful for me, I think, as I was think­ing about ways in which I could think about tech­nol­o­gy and tools and Internet spaces that were pro­duc­tive and under my con­trol and for a small community. 

This expe­ri­ence led into gift game which is an iframe poem about kind of files cir­cu­lat­ing in an Internet of hands, an Internet of gifts. It uses the tech­nol­o­gy of iframes to pop­u­late these lit­tle por­tals into oth­er spaces, into oth­er works, into moments inside of archives or onto blogs that sort of exist inside of this meta-poem, a look at maybe an alter­na­tive vision of the way hyper­links could’ve once worked for us. 

It also led into this project called default file­name tv, which…as I was work­ing on this I was think­ing a lot about the casu­al nature of files dragged onto a dri­ve. You know, so many of those files that were on that hard dri­ve at that res­i­den­cy were just named you know, DSC_179, right, because like why would you name a file that was­n’t going to be indexed by a search engine. 

So I made this YouTube aggre­ga­tor which serves only videos that were uploaded direct­ly from a cam­era with­out edits to the file name, so they all have titles like 1453​.mov. And those small moments kind of point back to an era of YouTube that was inti­mate and per­son­al and mun­dane. Like that video we watched at the very top of the lecture. 

I start­ed work­ing on this part­ly as a per­son­al tool to help find that ear­ly YouTube kind of video, those ones that no longer show up so read­i­ly in the search and rec­om­men­da­tion sys­tem and have buried my capac­i­ty to con­tin­ue that cura­to­r­i­al project with Zoë. I was orig­i­nal­ly plan­ning to use it to curate videos from rather than pro­duce a watch­ing stream, but even­tu­al­ly I found the expe­ri­ence of load­ing a video one after anoth­er to be pret­ty com­pelling in and of itself. And this is because all of these videos share this par­tic­u­lar qual­i­ty, which they are…special enough that they desire to be saved, right, off of the device, off of the thing that was in your pock­et. But are not nec­es­sar­i­ly made for…virality. They’re not made to be sur­faced at the top of an algorithmically-sorted rec­om­men­da­tion sys­tem that uses key­words and titles to index these things. 

Instead they’re these moments that are…yeah, very per­son­al and mun­dane and pow­er­ful, and remind me of an Internet that feels like one that we haven’t lost, but has been inten­tion­al­ly squashed because it’s hard to mar­ket on top of an Internet like this. 

There’s some­thing about…echoes, and mem­o­ry in all of that work, real­ly. Information made of data, which is always always just the actions and mak­ing of peo­ple, for bet­ter and for worse. Which does I think even­tu­al­ly lead you to think­ing about neur­al nets. Most peo­ple know what a neur­al net­work is at this point. But in case you don’t, it’s a type of machine learn­ing that mod­els itself kind of after the human brain, learns pat­terns and then repro­duces them. 

I made this asset pack in 2019. 824 neur­al network-generated iso­met­ric tiles. These are all gen­er­at­ed on tiles that were from the Creative Commons. They have gone back to live in the Creative Commons. If you’d like to use these for a game, you’re wel­come to. They’re on itch​.io. But they lean real­ly direct­ly into sort of the fuzzy aes­thet­ics of gen­er­a­tive neur­al net­works, although they have moved in leaps and bounds in only the two years since I fin­ished the project. But you know, they’re sort of intend­ed to let you build these like, cities and spires in these fad­ed land­scapes of kind of half-remembered conventions. 

But of course, nev­er emp­ty, always peo­pled. These are the con­trib­u­tors who made the tile­sets this was orig­i­nal­ly trained on. 

Sort of off this neur­al net­work work as well as default file­name tv, I pro­posed what would become Lacework in the sum­mer of 2019. In my pro­pos­al I described a cycle of videos cre­at­ed from MIT’s Moments in Time Dataset, each of them slowed down, inter­po­lat­ed, and upscaled immense­ly into imag­ined detail, one flow­ing into anoth­er like a river. 

This project… MIT, the Moments in Time Dataset is ded­i­cat­ed to build­ing a very large-scale dataset to help AI sys­tems rec­og­nize and under­stand actions and events in videos. In many ways Moments in Time is unre­mark­able. Like so many datasets with sim­i­lar goals, Moments in Time is intend­ed to train AI sys­tems to rec­og­nize actions. It con­tains one mil­lion three-second videos scraped from web sites like YouTube and Flikr, each tagged with a sin­gle verb like ask­ing,” rest­ing,” snow­ing,” or pray­ing.”

There’s a cou­ple things that are par­tic­u­lar about Moments in Time. It tries to break down those pos­si­ble actions into just 339 doing verbs.” It also does­n’t clar­i­fy about the sub­jects in its videos, for instance. It’s more inter­est­ed that some­thing’s fly­ing than whether that thing is a bee, a flower, a per­son, a satel­lite, a bird. It decen­ters human actions in favor of words that might apply to broad­er swaths of doing. But for the most part, it’s just a big dataset. 

So, at first I decid­ed I would obfus­cate some of these videos. You know, I would take them down to this tiny, you know, like 20 by 20 pix­el size and then upscale them over and over with a neur­al net­work, mak­ing these unfold­ing kind of slow videos full of all of these details. 

But as I began to dig into this dataset, as I began to sort of try to write a process that would run on the whole thing algo­rith­mi­cal­ly and cre­ate a sub­s­e­lec­tion of videos, I began to real­ize that there was no pos­si­ble way for me use this as it was. This whole project real­ly messed me up, because I watched the whole dataset. I just did­n’t know how else to do it. I want—I need­ed to under­stand it. 

Working with mate­r­i­al like this, one of the biggest things is cred­it. How do you accu­mu­late the infor­ma­tion of oth­ers at scale and still make it mate­ri­al­ly theirs? Not being made fun of, not being ele­vat­ed” but instead cared for. With my work with YouTube or with the Creative Commons tiles, I’m so care­ful always to go by the license that things were orig­i­nal­ly licensed by, the include the names of the cre­ators of the work. default file­name tv always includes a link back to that per­son­’s chan­nel. If they take that video down…you know, it all runs live, it nev­er is indexed. Nothing’s ever down­loaded. So, con­trol rests with­in the hands of the orig­i­nal creator. 

A dataset like Moments in time, which has got a mil­lion scraped videos from all sorts of sources, many of which gath­ered with­out consent…I don’t have that abil­i­ty. I can’t actu­al­ly find even where these things came from. They might not even be online any­more. And so I tried a lot of approach­es to kind of get around this in oth­er mate­r­i­al ways, but I end­ed up just watch­ing the whole thing. 

I had kind of expect­ed the act of watch­ing Moments in Time to be…calming or explorato­ry, like see­ing the world through a win­dow. But this archive isn’t enter­tain­ing or poet­ic or beau­ti­ful or joy­ful, even though it con­tains many videos that evoke those feel­ings. It’s an archive with a pur­pose, an archive of actions for an inhu­man eye. It says Here’s the world, here are the things that are done here, ter­ri­ble and great.” It feels very raw. 

I end­ed up com­ing to see all these pat­terns in cam­era qual­i­ty and shad­ows and the col­or of paint, the types of trees and move­ment and tex­ture. What would unfold into more and more detail. As well as like, the way in which videos were gath­ered from their key­words, the way in which they were chopped and sliced, the way in which like, these three-second moments were cut out of a much longer video that would’ve been nat­u­ral­ly uploaded by some­one who you know, may have end­ed an action at a minute. I began to won­der if this was how a sort­ing algo­rithm feels. 

I end­ed up hav­ing to make this hand-made selec­tion inter­face, because just going through the things in my file sys­tem was too slow. Mine is on the right. And on the left is the image in the Moments in Time whitepa­per which is the orig­i­nal selec­tion inter­face for these videos on Amazon Mechanical Turk. 

I am prob­a­bly the first per­son to watch all of Moments in Time, would be my guess. But even though I’m the first per­son to prob­a­bly watch all of it whole cloth, every part of the dataset has had human eyes on it before. And this is because after being gath­ered, and down­loaded, and cut, the videos of Moments in Time were auto­mat­i­cal­ly uploaded to Amazon Mechanical Turk for annotation. 

Mechanical Turk is a crowd­sourc­ing service—you’ve prob­a­bly heard of it—that con­nects requesters to work­ers who gen­er­al­ly per­form small computer-like tasks for pen­nies. It’s owned by Amazon. It takes its name from this fake chess-playing automa­ton that hid a real chess mas­ter inside of it, which is…pretty dire. And with­out look­ing at the whitepa­per, I had recre­at­ed the kind of exact inter­face that was orig­i­nal­ly used to select these videos.

This of course brought back to me that my dur­ing and after my under­grad I was pri­mar­i­ly employed through Mechanical Turk. This is me in 2013, a much younger ver­sion of myself, train­ing a facial recog­ni­tion data­base for rough­ly four dol­lars an hour. I did not real­ly under­stand what I was doing. I don’t think I real­ly under­stood the ways in which those types of struc­tures were imme­di­ate­ly bun­dled into harm­ful sur­veil­lance sys­tems. I was also doing lots of like, med­ical research and was like oh yeah, it’s like a psy­cho­log­i­cal study. But over time of course it’s become clear that what I was doing was train­ing the same facial recog­ni­tion sys­tems that have come back to police bod­ies like mine and more vul­ner­a­ble than mine. That even beyond my work, my body has been weaponized and recy­cled into a dataset that has come back to peo­ple I care about. 

Could I talk a lit­tle more about the watch­ing process of Moments in Time. It took about three months. About three months, twelve hours a day. And I… It was a tru­ly dehu­man­iz­ing expe­ri­ence. I like ful­ly back to nor­mal at this point, but I… I hope I nev­er do any­thing like that again. 

So both of those expe­ri­ences, that feel­ing of mak­ing Lacework and then of rec­og­niz­ing my own his­to­ry in sort of sim­i­lar datasets to the ones I was work­ing with went into Shell Song, a project at Open Data Institute, which is an inter­ac­tive audio nar­ra­tive game about cor­po­rate deep­fake tech­nolo­gies and the datasets that go into their con­struc­tion. It weaves togeth­er vocal train­ing mate­ri­als, and open source audio sam­ples, and spec­u­la­tive fic­tion into a branch­ing nar­ra­tive struc­ture that talks about like what voic­es are worth, who can own a human sound, how it feels to come face to face with the ghost of your body that may yet come to out­live you. And this is because you know, my own voice is also in those datasets, too, a voice that at the time it was record­ed I used a dif­fer­ent name, I used dif­fer­ent pro­nouns, and now returns back to like, mis­gen­der my trans body in dig­i­tal space. 

So where do you go from here? For me, I think there was only one path for­ward, and that was through tool­mak­ing and through orga­niz­ing. This is Image Scrubber a tool for anonymiz­ing pho­tographs tak­en at protests, both through remov­ing EXIF data and allow­ing var­i­ous ways to paint over iden­ti­fy­ing fea­tures of peo­ple at protests. 

This is The Big Artist Opportunities List, many many many excel­lent oppor­tu­ni­ties in spread­sheet for­mat, very easy to sort through; a kind of rude lit­tle about” sec­tion from me for each one. 

This is this Quickstart Unity 3D, only the essen­tial parts. 

This is the Anti-Capitalist Software License, a col­lab­o­ra­tive project with Ramsey Nasser, which it does exact­ly what it says. It’s not an open source license because it does restrict usage, but it says that it can only be used by indi­vid­u­als, a non­prof­it orga­ni­za­tion, an edu­ca­tion­al insti­tu­tion, or essen­tial­ly a cooperative. 

This is the city game tile­set with with­er­ing sys­tems. It’s a hand-drawn kind of paper iso­met­ric asset pack, free to use in your projects. Please use it. 

screen­shot gar­den, a per­son­al diary kind of repli­cat­ing the inter­nal fold­er struc­ture as well as a how-to. And a lit­tle piece of code you can kind of copy and build your own in. 

And what I worked on for this res­i­den­cy, which was the Open source, exper­i­men­tal, and tiny tools roundup, some­thing that I’ve been work­ing on for a long time now but that I went through over the last cou­ple of months, tagged all now eight hun­dred-plus tools out for a vari­ety of fea­tures. You know, whether they’re free, exper­i­men­tal, tiny, a game engine, a fan­ta­sy con­sole. And built this kind of inter­face for sort of sort­ing through them, for mov­ing them them to find­ing tools that allow you to engage in non-corporate, non-walled-garden, joy­ful dig­i­tal creation. 

And in a nice cir­cle, this is also host­ed on Neocities, the site that I look back on and on which I have made my kind of first painting-like for­ays into net art. And it’s all hand-written in HTML, based on a tool that’s also on the list which is named Leafy, all run­ning on the front, read­able and usable for the sake of View Source, copy­ing, edit­ing, learn­ing a lit­tle bit about it, chang­ing things, and mak­ing your own pages and places on the Internet to live and thrive in that embody those principles. 

So all of this is a touch­stone for me going for­ward. [Learning to live?] with main­te­nance, not of the things I’ve made but of the things that oth­ers use. 

That’s it for me. Thanks. 


Golan Levin: Everest, thank you so much for that won­der­ful pre­sen­ta­tion. We are basi­cal­ly at time but I’d like to maybe ask one brief ques­tion before we move to our next speak­er. The ques­tion came from the chat here in the Zoom. How you would describe the rela­tion between your tra­di­tion­al artis­tic prac­tice, because you do a lot of draw­ings, and your com­pu­ta­tion­al practice. 

Pipkin: Yeah. That’s a com­mon ques­tion. In some ways they are sep­a­rate prac­tices. And some things are just bet­ter as a draw­ing or like, work bet­ter on a piece of paper than they would be in dig­i­tal space and vice ver­sa. But I also am often think­ing about paper as a stor­age medi­um, paper as a real­ly excel­lent piece of tech­nol­o­gy that endures, that does­n’t require con­sis­tent main­te­nance. I mean, you have to upkeep the piece paper, kind of, but not in the way that you have to like, keep a com­put­er pow­ered to func­tion, right. You draw on it and it’s there, and it has such a depth of infor­ma­tion stor­age, of hand, of capac­i­ty. It says so much about the per­son that drew that thing or wrote that thing on it. The pen they used, where that paper was made, the tree that it came from. 

vlc-00_29_23-202105-2401h57m49s503

Like all of that is held in you know, this thing. And it’s often a touch­stone, right, when I’m think­ing about tech­nolo­gies and tools. If they can be more like paper, if they can be as sim­ple and as use­ful as a piece of tech­nol­o­gy like that. So…yeah. You know…it’s always in the back of my brain.

Levin: Thank you very much, Everest Pipkin.