Kapparate 2015 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
A total of $1500 in cash prizes will be awarded. (Prizes may increase with additional sponsorship.)
Students may work independently or in teams of up to three students
- 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,
- 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 biz2015 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
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
2013-2015 school year.
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
- 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
- Systems Biology
- Computational Chemistry
- Ecology and Environmental Science
- Electrical Engineering
- Computational Geophysics
- Languages and Compilers
- Computational Linguistics
- Machine Learning and Artificial Intelligence
- Computational Physics
- Computational Sociology
- Computer Vision
- Novelty and Motivation: Is the project original? What motivated the
student to choose the project? Does the project address some significant
- 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
- 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?