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.
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
- 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
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.
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 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?