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DIGITAL DAY CAMP 2022: ACCESSIBLE SMART CITIES AND THE DIGITAL TWIN

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DDC2022

A flyer for DDC 2022

2022 Program: Accessible Smart Cities and the Digital Twin

In 2022, our program focused on the theme of "Accessible Smart Cities and the Digital Twin." The theme explored the intersection of technology and accessibility in urban environments, focusing on creating inclusive digital experiences. We were excited to hold this program in person at the Andrew Heiskell Braille and Talking Book Library, where we provided a hands-on and accessible learning experience for our students.

About DDC

Established in 1998, Digital Day Camp (DDC) is New York-based Eyebeam’s longest-running program. Digital Day Camp is a six-week summer program introducing young people ages 14-18 to creative coding and digital art practices. Through workshops, participants learn to use various software and hardware tools to create interactive projects. The program culminates in a showcase event where participants present their projects to an audience of peers, family, and community members. Through local partnerships, we recruit applicants from schools underrepresented in STEAM programs to ensure a diverse range of ideas and backgrounds in each cohort. Each year, our students and educators are challenged to apply creative thinking strategies across various tools and topics to develop critical, empowering, and long-lasting relationships with technology and their role in it as agents of change.

Pedagogical Approach

Every educational initiative is core to the furtherance of Eyebeam's mission. We believe in the following:

Eyebeam’s work is guided by our core values:

Openness: Eyebeam is committed to making complex technologies understandable to the public and to make both programs and artists’ work accessible to diverse audiences.

Invention: Eyebeam encourages participating artists to engage in experimentation and to imagine and realize their aspirations.

Justice: Eyebeam acknowledges that both the art world and technology realm are inequitable environments for marginalized communities and our organization believes all people are deserving of full recognition for their inherent worth and dignity, at all times.

Access: To teach fundamental technology concepts by pairing minimal materials with maximum impact.

About Eyebeam

Established in the Chelsea district of Manhattan in 1998, Eyebeam was founded as a resource for artists to engage creatively with technology in a setting that encouraged experimentation. Today, we continue to be a resource for artists and technologists alike as technology’s effect on society grows increasingly complex and problematic. In all of our work, we strive to amplify artists’ ideas that carve a path toward a more just future. Since 2001, the core of our programming has been our Residency, which evolved into a digital-first Fellowship in the last year. Every year we provide professional guidance, studio space, expert advice, and a significant cash award for up to 30 artists whose practices engage with the most pressing issues of our time. Unlike other fellowships, Eyebeam encourages inquiry-based practices through which artists can experiment and initiate critical dialogues with one another that are centered around technology’s effect on society. By supporting a multiplicity of artists responsive to systems of oppression, Eyebeam includes narratives that better reflect the existing plurality of genders, races, ethnicities, abilities, ages, sexual orientations, citizenships, and socioeconomic statuses to support an expansively inclusive vision of a better future.

Student website

Week 1: Accessibility, Character Design, Smart Cities

History of Accessibility - Nihal Erkan

We learned about the history of accessibility from Nihal and put braille labels on our group boxes.

Design As A Motor For Social Change - Anna Abengowe, Deputy Director of the School of Architecture

In this workshop, students learn about the historical context and the transformation role of the new GSA (Graduate School of Architecture) at the University of Johannesburg, gaining an understanding of design as a motor for social change.

Introduction to Smart Cities - Casta Zhu

A brief introduction to smart cities and the applications of digital twins.

Introduction to Character Design - Diganta Ghorai

We designed characters based on 3 design constraints -

  1. A present hobby

  2. A favorite animal (real/fictional)

  3. A future goal/plan

Bridging The Gap - Casta Zhu

We built unique bridges and tested to see if it could withstand the weight of several books.

The Tall Grass - Love, Death + Robots - Season 2, Episode 5

A short film for demonstration of applied character design, scene design and lighting in film and animation. Creative visualization of the art of story telling.

Week 2: Tactile Graphics, Game Design

Designing Tactile Graphics - Chancey Fleet, Lauren Race

Chancey Fleet is the Assistive Technology Coordinator at the New York Public Library. Lauren Race is an accessibility researcher and fellow at the NYU Ability Project where her research focuses on designing and evaluating accessible and inclusive educational tools for learners with disabilities

Introduction to Game Design - Diganta Ghorai

Using the character designs from the previous week, we created a player vs player card battle game where each character had specific character moves with attack/defense/health/special attack point constraints.

Tactile and Accessible Wayfinding Apps in Cities - Nihal Erkan

Demonstration of using accessible apps to provide assistance to the user for navigation in the city.

Field Trip - The High Line

Students went on a field trip to the High Line and tested several accessibile navigation apps.

Week 3: Story Maps, Indie Game Design, Arduino

Story Maps - DeLesslin 'Roo' Warren

Demonstration and hands on action with creating story maps.

Intro to Indie Game Design - Yanxi Wang

  • Indie Games vs. AAA Games

  • Game Designer vs. Game Players

  • How to make your own game!

  • Serious Game / Games for Change Q & A

  • Playing some games!

Talking Books Recording Session - James Langton

Learning how to record a book, poem, rap, music or anything the students were interested in!

City & Urban Planning - Andy Choi

Learning how to plan a city in urban areas.

Design Computation: Arduino IoT - Casta Zhu

Getting started with Arduino.

Field Trip - Nanotronics

Nanotronics is combining AI, robotics, super resolution, and 3D imaging for tomorrow’s manufacturing and quality control processes. We create automated optical inspection systems for the world’s most advanced technologies: semiconductors, microchips, hard drives, LEDs, aerospace hardware, nano-fillers, nanotubes, nano-medicine, and more.

Week 4: Design Thinking, 3D Modeling

Design Thinking With Sensory Data - Thomas Tajo

Thomas Tajo is a blind researcher and disability activist, and president of a newly founded international non-profit organization, Vision Inclusive, which seeks to bring people with and without disabilities together to build and promote a culture of openness.

Intro to 3D Modeling - Diganta Ghorai

The students were introduced how to use Blender - an open source 3D modeling software for modeling a car, texturing it, lighting it and finally rendering it.

Tinkercad Workshop - Adele Loye

Adele led a workshop on Tinkercad, which is a free web app for 3D design, electronics, and coding. We're the ideal introduction to Autodesk, a global leader in design and make technology.

Field Trip - Ford Foundation

The Ford Foundation is located in New York City at the Center for Social Justice.

Clay Modeling - Casta Zhu & Diganta Ghorai

Making 3D clay models of the character designs students made in the first week.

Week 5: 3D Printing

Developing Socially Responsible Computing Practices and Speculative Ethical Fiction - Dr. Joslenne Peña

Students brainstormed and came up with a story pitch for a concept episode for Black Mirror.

Printing & Prototyping - Casta Zhu

Learning how to export 3D models for 3D printing, hands on demo on how to print.

Intro to Braille Printing - Nihal Erkan

Students were introduced to the Perkins Brailler which is a "braille typewriter" with a key corresponding to each of the six dots of the braille code, a space key, a backspace key, and a line space key.

Field Trip - Zerospace

ZeroSpace is a next-gen production studio and entertainment venue of the future. Featuring a fixed-install LED XR Stage, a Vicon Motion Capture Stage, and 40,000 sq. feet of rentable warehouse space for film/photo shoots and live event production.

Preparing For The Exhibition - Adele Loye

Adele led the students to start preparing for the big day - The Exhibition!

Week 6: Exhibition

Students shared their work from all six weeks with family, friends, and staff.

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