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MOCK

where is the tomb of the Mughal Emperor Humayun found in the Indian city of Agra

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0% found this document useful (0 votes)
17 views6 pages

MOCK

where is the tomb of the Mughal Emperor Humayun found in the Indian city of Agra

Uploaded by

yuvinaadhya74
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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VELAMMAL TECHSAVVY

DESIGN HACKATHON
MOCK PROJECTS AND GUIDELINES

Beginner Projects – Grade 8 [choose any one]

1. Image Classifier with Teachable Machine


o Objective: Create a simple AI that can classify images into different
categories, like animals or fruits.
o Tools: Teachable Machine
o Steps: Train the model with different images, test it by uploading
new images, and see if it classifies them correctly.
2. Rock, Paper, Scissors Game
o Objective: Build a game where the AI plays Rock, Paper, Scissors
against the user.
o Tools: Scratch or Python
o Steps: Program the game logic and use random selection for the AI's
moves.
3. Chatbot
o Objective: Create a simple chatbot that can answer basic questions.
o Tools: Scratch, Python with ChatterBot
o Steps: Design a conversation flow and train the bot with common
questions and answers.
4. Voice Command Recognition
o Objective: Develop a system that recognizes simple voice
commands.
o Tools: Teachable Machine, Scratch with Speech Recognition
extensions
o Steps: Train the model with different voice commands and
implement actions based on these commands.
Intermediate Projects Grade 9-10 [choose any one]

5. Smart Home Simulator


o Objective: Simulate a smart home that responds to voice commands.
o Tools: Scratch, Python with speech recognition libraries
o Steps: Create a virtual home environment and program responses to
different voice commands.
6. Handwriting Recognition
o Objective: Develop a simple AI that recognizes handwritten digits.
o Tools: Python with TensorFlow and the MNIST dataset
o Steps: Train a model using the MNIST dataset and test it by drawing
digits on a canvas.
7. Emotion Detection in Text
o Objective: Build an AI that detects emotions in text (e.g., happy,
sad, angry).
o Tools: Python with NLTK or TextBlob
o Steps: Train the model with text samples labeled with emotions and
test it with new text inputs.
Advanced Projects –Grade 11 – 12 [choose any one]

8. Personalized Quiz Game


o Objective: Create a quiz game where the AI generates questions
based on a given topic.
o Tools: Scratch, Python with OpenAI's GPT-3 or similar
o Steps: Choose a topic, generate questions using AI, and integrate
them into a quiz game.
9. AI-Powered Drawing Assistant
o Objective: Develop an AI that helps kids draw by predicting the
next part of their drawing.
o Tools: Python with machine learning libraries
o Steps: Train the model with a dataset of drawings and implement it
to suggest drawing continuations.
10.Autonomous Driving Simulation
o Objective: Create a simulation of an autonomous car navigating
through a maze.
o Tools: Scratch, Python with reinforcement learning libraries
o Steps: Program the car's movement logic and use reinforcement
learning to navigate the maze.
Robotics Projects Grade 9 to 12 [choose any one]

11.Line Following Robot


o Objective: Build a robot that follows a line on the ground.
o Tools: LEGO Mindstorms, Arduino
o Steps: Program the robot to detect and follow a line using sensors.
12.Obstacle Avoidance Robot
o Objective: Create a robot that can avoid obstacles in its path.
o Tools: LEGO Mindstorms, Arduino
o Steps: Use sensors to detect obstacles and program the robot to change
direction accordingly.
13.Dancing Robot
o Objective: Program a robot to dance to music.
o Tools: LEGO Mindstorms, Ozobot
o Steps: Program the robot with dance moves and synchronize it with
music.

 Submission date July 6th


 Link will be shared to upload your work [document and 1 min video]
 Score will be declared by 15th July
 Each team must choose anyone topic from the given project list
 Each project must be unique no repetitions are allowed
GUIDELINES FOR SCORING IN HACKATHON
JUDGING SHEET

1. Solution Approach to the Problem Marks

The solution does not address the requirements for the given problem. 1 to 1.5
The solution only solves a generic technical / IT problem

The solution partly addresses the given problem. 2 to 3


The chosen approach is basic with many known available solutions.

The solution provides a unique approach to the problem, but it may not be 3.5 to 4
extendable into a platform for larger impact. The team has focused entirely on
solving the specified problem in hand.

The solution completely drives new solution to the problem 4.5 to 5


The team has thought through the problem to the end and considered all aspects
pertaining to the solution.

2. Ambitiousness/Complexity/Impact Factor Marks

Simple problem statement requiring very little technical input 1 to 1.5

Medium Ambitious problem 2 to 3

Fairly Complex problem 3.5 to 4

Fairly Complex problem and team has implemented a significant subset of the 4.5 to 5
problem.

3. Technology and Innovations Attributes Marks

Not an innovative solution 1 to 1.5

Solution is innovative and uses concepts 2 to 3

Solution has been innovatively designed using latest technologies 3.5 to 4

Solution is well thought out and is something extremely unique. 4.5 to 5

4. Execution Attributes Marks


No working demo 1 to 1.5

Partial working demo to be able to showcase solution to the problem. 2 to 3

Usable and working demo however it was small and felt some development missing. 3.5 to 4

Completely working prototype of demo which can be repetitively executed 4.5 to 5

5. User Experience Attributes Marks

Not Useful, Not Usable 1 to 1.5

Partly Useful, Partly Usable 2 to 3

Useful and Usable 3.5 to 4

Extremely Useful and usable 4.5 to 5

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