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[dunk] sent his home made Radio Control system. It is constructed from a Playstation 2 controller, an Atmega 2561, microcontroller, some RF modules and various servos and motors. It seems to work pretty well. You can get all the schematics and source code on his site. Several people have submitted a similar project which involves an iPhone and a helicopter, but that one is a bit dubious, mainly due to it’s lack of detail.


Douglas Rushkoff, the author of Life Inc., is a guest blogger.

Here's Patrick Dixon, of Siemens, advertising as features all the things about RFID tags that I always thought should bother people the most. The first time I watched this, I figured it was The Yes Men having one over on the Ascent Business Leadership Forum.

I mean - it's all there: implanted RFIDs with human brain tissue growing naturally over them, total surveillance, predictive marketing... I suppose it's possible I'm still seeing this out of context - and that the speaker is actually pointing out how scary and strange this stuff gets. But I don't think so.

My favorite bit may be the reaction shot of one of the businessmen, who seems to be actually considering whether he is now fully and irrevocably engaged with the dark side of the force.

(Thanks, Joe, for sending it my way.)














The Star Trek Bridge playset was, hands down, the best toy I owned as a child. I played with it for approximately 10,000 hours. Especially the whirly-twirly transporter cubicle. I loved the psychedelic cardboard viewscreens, the tippy chairs and furniture, the stick-on UI for same that was as inscrutable and ridiculous as the authentic show computers. This toy had the magic, a vinyl-covered, detailed, configurable kind of magic that made you want to play with it for hours and hours on end.


I kept my Bridge playset for all these years. It sat in my Toronto storage locker for a decade, and then got shipped to London, where it now resides, along with my action-figures, in my office. And it still has the magic.

And now: the toy has been reissued, along with all the original action figures, including the two-tone aliens and the lizard dudes. The crew have the tiny blue phasers and the same dead eyes and the miniatures plastic Blundstones from the future. And I just saw the set, in person, in a comics shop, and it still has the magic.

Star Trek: Retro Bridge Playset

Star Trek Retro Action Figures






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Digital Day Camp 2000 was an all-girl program designed to encourage media literacy to help provide access to art and technology tools to a statistically under-served group. The participants were paired with professionals from Oxygen Media, in addition to volunteers from Pixar Animation Studios, MTV, MTV Networks, and Cyber grrls, to discuss media literacy and the female image in the media today. Teams created an original, digital public service announcement (PSA) about a relevant social topic using digital video cameras and desktop digital editing equipment (imovie).

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Digital Day Camp 2001

DDC 2001 explored sound mixing, digital music and sound composition, along with the fundamentals of radio documentary interviewing styles. Students created interactive interfaces for sound files of mixed interviews and music generated during the three week program. Tools were taught in conjunction with a curriculum about censorship and intellectual property rights, two highly relevant topics in the digital music world today. Sound artists and DJs from New York City as well as technicians from sound organizations provided lectures and professional critiques.

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Digital Day Camp 2002 (DDC02) investigated architecture, public art, and memorials in contemporary society, via the theme "Building for the Void." The program addressed both the area destroyed by the September 11th attacks and its impact on the city's collective consciousness. Participants learned 3ds max, a 3D developing software donated to Eyebeam by Discreet Logic, along with the fundamentals of architectural design for unusual and highly sensitive areas. The tools were taught by local architects and new media artists and technologists, in conjunction with a curriculum focusing on the ethics of designing and building for sensitive topics and public spaces. Students' final projects took the form of a memorial for September 11th, to be placed in outer space, (applying parameters set by NASA). Students were able to use Eyebeam's 3-D printer throughout the program, creating actual 3-D models of their memorials for the final exhibition.

 

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DDC 2003 worked to empower participating high school students with the knowledge and means to affect change responsibly and creatively. During the course, from July 7-24, participants were divided into teams of four and partnered with local activist artists and artist collectives. They used a variety of software and hardware applications in order to heighten public awareness about specific issues relevant to their lives and developed these concepts in three-tier communication campaigns. These small-group sessions helped the students develop highly innovative forms of expression such as blogging (personal web logs), contagious media (use of emails or web sites designed to be evocative, forwarded from friend to friend, spreading virally) and guerilla broadcasting (use of phones with audio/video capabilities and community access television networks).

Check out this video about DDC09.

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During a period in New York inundated with proposals for new construction and redevelopment throughout the city, DDC 2004 focused on the relevance of and issues surrounding urban renewal projects. Students studied the fundamentals of urban planning and design, including the politics and groups involved in executing such projects. DDC participants learned about game design and theory in order to develop interactive projects related to the Highline project on Manhattan's West Side.

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Digital Day Camp 2005 (DDC05) focused on the significance and history of the uniform in US culture. Students studied the fundamentals of fashion and design, including the politics surrounding the implementation of various uniforms. In addition, student participants learned basic circuitry and physical computing via workshops with different artists investigating the use of wearable technologies. Participants learned to create and incorporate such components as light and sound sensors, LED tags and switches into the uniforms that, as teams, they were challenged to prototype. DDC 2005 concluded with a fashion show and exhibition of the uniforms developed during the 3 weeks of the program.

Digital Day Camp (DDC) 2005 Schedule
WEEK ONE: Introduction to the fusion of fashion & technology (July 5-8)
WEEK TWO:  Project Development/Production
WEEK THREE: Project Development and Critiques
WEEK FOUR: The Exhibition (Open July 26 – July 30)

Launch DDC05 site.

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Digital Day Camp 06 (DDC06) focused on the relevance of and issues surrounding biotechnology projects by artists and activists. Students studied the fundamentals and ethics behind biological research (ie animal testing, germ warfare, bacteria and vaccines, dna, food growth and nano-technology) and green design, including the politics and groups involved in executing such projects. Participants learned about biotechnology practice and theory and were challenged to develop individual and team projects which were discussed in terms of the relevance to the students' communities and lives. At the conclusion of each week of DDC, the projects from the classes were displayed in a 'growing' 3-week long exhibition alongside work from the artists teaching the DDC workshops.

Camp Schedule: July 10-August 1st
- Week One: Monday, July 10-Friday July 13th (1:00-5:00pm)
- Week Two: Monday, July 17-Thursday, July 20 (1:00-5:00pm)
- Week Three: Monday, July 24-Thursday, July 27 (1:00-5:00pm)
- Week Four: Monday, July 31st (3-5pm)-Dress rehearsal for public presentations. Tuesday, August 1st (6-8pm) Exhibition reception & public presentations.

Launch DDC06 site.