2014 Business and Technology Contest Winners

Ewen Wang and Sky Li win Business and Tech Contest

Ewen Wang, a 9th grader from Belmont, and Sky Li, an 8th grader from
Acton, won first ($1000 cash) and second ($500 cash) prizes respectively
from KTBYTE’s Business and Technology Contest on June 15, 2014. KTBYTE,
a computer academy based in Lexington, runs competitions for aspiring
computer scientists in addition to their camps and classes. All
participants were challenged to produce computer applications with
societal benefits. Students submitted rigorous and creative projects
across a variety of subjects. These included educational games, media
applications, robotics, productivity apps, and more. Four finalists were
selected from 20 participants. The finalist projects are at
downloadable the end of this newsletter.

In the first row from the left: Ewen Wang (1st), Sky Li (2nd), Lenny
Zhou and Alex Banks. In the back row: Ben (Instructor), Luke Eriksson,
Kenneth Rubenstein, Chi Bong (Instructor)

Ewen, who is a 2nd year KTBYTE student, impressed the audience with
his project, Actions, which captures and replays computer and keyboard
actions (see it in action here on youtube)
. Ewen’s presentation included a demo of his program being used to
automate tasks on the computer such as sending e-mails, opening
programs, and changing settings, etc. For example, if you have more than
a few computers at home or at work, and a specific setting needed to be
changed to be the same on all of them, Ewen’s program could save more
than a few hours of manual labor.

Sky, also a 2nd year KTBYTE student, had a project in robotics and
computer vision. He built a robot that could detect objects of various
colors with a webcam and move towards them. A program of his concept has
the potential to be used in a wide variety of situations. It could, for
example, be used in security. The program is set on a specific object
of a certain color and if that object were to be moved, the program can
produce an output that triggers consequential action.

Other finalists’ projects were equally impressive. Lenny Zhou, who
created a website to play and recommend music, and Rubicon, a
conglomerate of students Luke Eriksson, Kenneth Rubenstein and Alex
Banks, who made several Android and web games.

Contest

Kapparate 2014 Business and Technology Contest

The Kapparate Business and Technology Competition promotes the use of
computer science and technology towards producing a positive impact on
society. Through the competition, students either present innovations in
scientific research, or they demonstrate novel applications of existing
technologies.

First place winners will receive a $1000 cash prize. Second prize is
$500. Additional prizes are to be determined. Prizes may increase with
additional sponsorship.

Students may work independently or in teams of up to three students

Competition Schedule

  • January 26 – Early Registration Deadline
  • April 27 – Final Registration Deadline and Project Abstract Deadline
  • June 8 – Implementation or Research Report Deadline
  • June 15 – Competition

Registration and Submission

  • An early registration fee of $50 must be sent along with the
    students’ Full Name, School Attending Address, Parent Contact
    Information (Name Address Phone) and Tentative Project Subject should be
    sent to Kapparate Operating, LLC. 594 Marrett Rd. Suite 22, Lexington,
    MA 02421
  • Late registration is $75, and may be sent by April 27th
  • Project Abstract, due April 27, must include a 1 paragraph
    introduction of the student. In addition, a 1-2 paragraph summary of the
    project should be included. Email to biz2014 at ktbyte dot com
  • Implementation is due June 8th:
    • All projects: A research report, powerpoint presentation, or video (e.g. youtube)
    • In addition, for web-based projects: The public URL and optionally an archived zip copy
    • For scientific research projects, the research report is required

Student Eligibility

The Kapparate Business and Technology Contest is open to middle and
high school students across the United States. Students must be citizens
or permanent residents, and they must be in good standing for the
2013-2014 school year.

Project Eligibility

Computer science or software must be a core component of the
student’s project. Both theoretical computer science (such as
statistical machine learning, graph theory, etc) as well as applied
software engineering (web services, analytical algorithms, web-based
marketing) are permitted. Projects whose subject matter involves a
traditional science, but whose experimental or analytical methodology
relies on computer science, are encouraged.

Recommended topics for business include but are not limited to:

  • Communications Technology
  • Computer Graphics and Design
  • Educational Software
  • Personal Finance and Financial Tools
  • Games and Social Gaming
  • Marketing
  • Media and Distribution
  • Medical Devices and Consumer Applications
  • Medical Informatics
  • Networked Devices
  • Productivity Applications
  • Real Estate
  • Restaurants and Hospitality
  • Online Retail
  • Robotics and consumer devices
  • Applied Security
  • Social and Media Analytics
  • Social Network Platforms

Recommended topics for computer science include but are not limited to:

  • Agriculture Informatics
  • Algorithms and Datastructures
  • Theoretical Astrophysics
  • Computational Biology
  • Bioinformatics
  • Systems Biology
  • Computational Chemistry
  • Cryptography
  • Databases
  • Ecology and Environmental Science
  • Electrical Engineering
  • Genetics
  • Computational Geophysics
  • Languages and Compilers
  • Computational Linguistics
  • Machine Learning and Artificial Intelligence
  • Nanotechnology
  • Computational Physics
  • Computational Sociology
  • Computer Vision

Judging Criteria

  • Novelty and Motivation: Is the project original? What motivated the
    student to choose the project? Does the project address some significant
    societal need?
  • Research: Does the project reference existing research or prior art?
    For scientific projects, are sources and references well documented?
    For business process projects, are competitors and complements well
    documented?
  • Expertise: What technologies did the student consider applying? For
    the chosen technologies, does the student demonstrate skill? For
    technologies not applied, what was the reasoning behind excluding them?
  • Project Management: How did the student plan on implementing the
    project? How did the student tackle unexpected challenges in the
    project? If the project was done as a team, how was work distributed
    among the team?
  • Scalability: Is the scientific or business process well documented?
    If the primary innovation is in business process, does the student
    understand the bottlenecks? If the primary innovation is experimental,
    are the variables, controls, and methodology well documented?
  • Implementation: Has the student documented potential future work?
    For business projects, was the student able to gain any users of their
    product/service? For scientific projects, have they discussed or created
    applications of their work?
  • Presentation: Was the project presentation clear and attractive? Is the technical aspect of the project understandable?

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