National Final Winners 2019
Year 3 – 4
1st Place
MemoryBuddy – a Voice App to help Dementia Patients
Lucas Buchanan
Bondi Public School
I am exploring voice technologies and trying to help dementia patients, with all stages of Alzheimer’s and dementia. My product, called Memory Buddy will contain a voice app usable on Google home and an app usable on a tablet or iPhone.
2nd Place
Project Team Safe Biking
Molly Ireland, Jayde Milhinch, Lalana Lawrance, Ryan O’Donovan
Ashfield Primary School
We have been running a program in our school called Your Move which is encouraging students to walk or ride to school. To integrate this into our YICT project, we have been developing an idea that wirelessly connects bike helmets to a bike through sensors. This will encourage children to wear a helmet as their bike will not physically move if the wireless connection is not made.
3rd Place
Bullying? Be Smart, Don’t Start
Jessica Schutz, Eloise Crocker
Ryan Catholic College
It is a game is to stop cyberbullying. So, this game will teach kids how to be nice. This game will teach kids to tell the difference between nice words and bad words
Year 5 – 6
1st Place
Aquerator
Lawson Gallup, Gabrielle Simcox
Auburn South Primary School
Disturbed at seeing fish in the Murray Darling commit belly up, we were inspired to create our invention ‘Aquerator’. This is a mobile self-sustaining water aerator, designed to aerate stagnant river systems by providing oxygen to dying fish, and is also a solution to algae detection. Our environmentally friendly robot will use the Suns energy to propel itself.
2nd Place
Super Smart Sprinkler
Lucy Clark, Sonia Agarwal, Evie Schroder, Ruby Rowe, Diego Caladiao, Nicholas Kennedy
East Brisbane State School
Recently we have noticed that our oval has started to dry out and to address the problem we have decided to design a super smart sprinkler to our school oval to keep it healthy and green. The goal of this project is to prevent the oval from drying out and help our groundskeeper with his daily chores while learning about the many pieces of tech used. Our super smart sprinkler uses an Arduino and several sensors (Water flow, motion, water depth, weather and moisture sensors) to determine when and when not to turn on the sprinkler. It saves water by keeping it in storage until needed.
3rd Place
COT Detector
Sophia Way, Chloe O’ Donoghue, Scarlett Ford
Perth College
Our project is about stopping Crown of Thorns Starfish destroying the Great Barrier Reef using Artificial Intelligence. There will be cameras in different locations along the Great Barrier Reef. We have trained IBM Watson Artificial Intelligence program to help to detect the whereabouts of the Crown of Thorns. When the Artificial Intelligence sees a Crown of Thorns Starfish scar (a bright white coloring on the coral that fades after a day) it will then alert the scientists. In addition, it is powered by mud. Mud is a renewable energy source. The microbes eat up the mud and then they emit electrodes. This works by there being Microbes in the mud that travel through the anode and cathode, to where they wait in the capacitator until they are needed as energy.
Year 7 – 8
1st Place
Smart Plant Pot
Michael Kwai, Michael Liang, Christian Lam, William Shen
Haileybury College
2nd Place
Real-time Learning
Ellia Baywood, Josh Bennett, Abigail Hammond, Rhy Hoschke, Alara Rajasingham,
Joaquin Lecciones
Kempsey Adventist School
Real-time Learning is a project aimed at improving classroom learning outcomes by considering the well being of students. Kempsey has one of the highest suicide rates in Australia and where poor student well being is a on-going challenge that impacts learning. We are developing an iOS app that simply and quickly captures a student’s readiness to learn and provides this data to the teacher in real-time, enabling the teacher to modify the teaching approach to fit. The app also captures the effectiveness of the lesson at the end and provides this feedback to the teacher.
3rd Place
BettaBee
Jade Lawrance
St Hilda’s Anglican School for Girls
This project utilises sensors to select flowers to technologically pollinate. The BettaBee is a flying drone combined with a 3D printed model that has colour sensors and a pollen retaining exterior; this allows it to pollinate flowers quickly and efficiently. It will be able to sense the colour of a flower, enter the flower and collect the pollen before moving to the next flower and repeating these steps, thus spreading the pollen throughout a plantation. The hope of this project is to minimise the impact caused by the extinction of bees from our planet.
Year 9 – 10
1st Place
Bin It Right – Waste Management App
Lucy Lonnqvist, Poppy Briggs
St Mary’s Anglican Girls School
Bin It Right aims to solve the problem of improper waste disposal with its unique photo recognition feature. This feature allows users to simply take a photo of the item they are unsure what bin it belongs in, and our app then scans the image, and indicates whether the item belongs in the green, waste or recycling bin. Bin It Right is designed for anybody having trouble determining where to put their rubbish and looking for a quick and convenient solution. Every time people use Bin It Right, they become increasingly sustainable towards the environment, and minimise the level of landfill and pollution in Australia.
2nd Place
Rover
Kai Sean Ng
Kenmore State High School
My project is an open-ended programming puzzle game. You play as a NASA engineer programming mars rover. Program JavaScript code and deploy it to rovers to complete research tasks (Collecting data, soil samples, etc.). I hoped to achieve a game that’s goal is to teach people about code, programming concepts and problem solving.
3rd Place
Drive-Safe Key Box
Ryan Xie, Jake Aronleigh
Aerobotics Global
The Drive-Safe Keybox is a project were we aim to achieve a compact alcohol detector that holds the keys to someone’s car, this is to help prevent and discourage users from drunk driving as they would be physically restricted from accessing their keys. We aim to reduce the amount of casualties and injuries on the road due to drink driving by stopping people from using their keys when they are intoxicated but without compromising the convenience and compactness of the car key.
Year 11 – 12
1st Place
Software controlled Pneumatic Robotic
Joshua Beaman
My project is a pneumatic animatronic entertainer, fitted with modern show control technology. My robot is a life-sized guitar player that mimics the movements of a real guitar player, programmed to an audio track. I had aimed to create and control a humanoid structure that would be controlled as effectively as possible by relatively in-expensive materials and techniques.
2nd Place
Prodigy Evolved
Patrick Morton, John Padua, Zachary Rodrigues
Lumen Christi College
We have returned with an evolution of the previous iteration of our project; Prodigy Evolved. The Project has advanced to attract a larger consumer base. This year, the Project has developed to increase the functionality and connectivity, along with a fully working prototype. The main focus of our Project is to have a digital product that collects data for the User on clean and renewable energy. The target audience is those who want to move into the future with technology and the future of renewable energy. The Project is using an Arduino Mega, with an ethernet shield with the ability to connect wirelessly in the client’s home. Our Application includes a web interface to facilitate information transfer between User and home to give complete control of the system, shaping energy consumption to match their personal preference. With the introduction of new technologies and the development of a functioning Application we can now present the future of home automation. We aim to solve the Sustainable Development Goal of clean and affordable energy by attempting to conserve the non-renewable energy that is used to power everything. Prodigy Evolved is the future that will help preserve our world until an efficient renewable source of energy is developed.
3rd Place
Bye Bye Bias
William Zhang, Ryan Kam, Saurabh Jhanjee, Ryan Kua
Haileybury College Newlands
To solve the problem of confirmation bias, we decided, for the backend, to use a neural network in python to determine the strength of articles using target dependent sentiment analysis and their topic using unsupervised clustering. They were then stored in a mysql database which we queried from a chrome extension we decided to develop. This chrome extension was to be used in conjunction with a set of data we chose, representing several issues with valid opinions on both the affirmative and negative. When viewing an article on an appropriate topic, the extension would become a pop-up on the bottom of the screen illustrating on a histogram the article’s position on the spectrum of opinions on the topic.
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Roadshow Winners 2019
Year 3 – 4
1st Place
Intelligent Bin
By Charles Tang
East Marden Primary School
My project will be able to sort out rubbish with a camera and a servo motor. It will be able to move a shovel to dump the rubbish into the right bin. I got inspired to do this at school this year when my class went to a recycling dump to learn about waste and how it affects the environment. We learnt about what could be recycled and what couldn’t be recycled or composted. I decided to solve that problem by making it easier to sort them. It does exactly what I want it to because it can successfully separate everything that it sees. It can separate all 3 types of rubbish- general waste, recyclables and organics. However, I am definitely hoping to achieve more with my project.
2nd
Robo-i-Patch
By Jethro Newitt, Laurie Wright, Emily Bell
Waimea Heights Primary School
Did you know that there is a problem that half of the world population will be affected by short sightedness by 2050/ We have made a Robo eye patch for people with short-sightedness in one eye. We are making a cool eye patch with Microbit.
3rd
Mindful Music
By Kaylee Brown, Haylee Rothall
Paralowie R-12 School
Mindful Music is a project that helps kids calm down and practice mindfulness.
Year 5 – 6
1st
Dry Time
By Isabelle Hung
Canberra Girls Grammar School (Junior School)
My project is a machine that dries your snow jacket and pants. You will hang snow jackets or pants inside the machine for a preset time while you have lunch and when you come back, you will have your snow jacket and or pants warmed and dried ready for another session of skiing.
2nd
Smart Airport Quick Stop Zone
By Akshat Shah
East Adelaide School
I made this project ‘Smart Airport Quick Stop Zone’ to decrease traffic congestion in the airport drop off / pick up zone and let the other cars easily find a free drop off / pick up space. This project is powered by Arduino
3rd
The Urchin Games
By Tom Coward, Cameron Phillips
Waimea Heights Primary School
Our project is about sea urchins and how their diet can destroy the ecosystem. Their diet wrecks the ecosystem because the urchins eat so much kelp, and many species of fish depend on kelp for food sources, homes and camouflage. Our project will educate young scientists about the effects of urchins. We have made an urchin tapping game which is interactive and fun.
Year 7 – 8
1st Place
Smart Recycling
By Caleb Tang
Prince Alfred College
My project is a multifunctional way of sorting and recycling seemingly useless rubbish. First, a Bluetooth controlled Arduino garbage truck will collect your everyday rubbish. This unique vehicle will charge wirelessly as it is getting your rubbish, and the driver won’t even need to be there! Things like metal, plastic and wood will go through before being separated by factors such as size and material. This is important because after it is correctly separated, recycling the materials for different purposes will be much easier. This invention utilizes wireless capabilities and A.I. to successfully save money, resources and time.
Year 9 -10
1st Place
iLearn
By Jasmine Jared
Rangitoto College
Artificial intelligence (AI) app to help learn foreign languages.
Imagine during your walk you see people playing basketball and you want to know how to describe what you see in Chinese as it is a step towards learning the language.
The answer is simple: start ILearn, take a picture of the scene with your device’s camera and the application will describe what is on the picture in your chosen language/s (Chinese, English, Japanese, Spanish and Portuguese).
In our case with the basketball game, the app could say something like: “people playing basketball” in English and Chinese.
It could also help some people in their understanding of their native language.
2nd Place
Claritas – Progress made simple
By Lana Zhang, Tyler Young
Rangitoto College
Claritas is an online platform that allows students to view their own academic history and create goals from their successes and mistakes, while also being notified of any upcoming events or assignments of the student. The platform will feature the student’s own unique academic radar chart, reflecting progress in academic studies, tools to help students create their own goals, view and encourage class peers’ academic progress and various other features to make Claritas an essential for a student.
This product will be targeted at secondary school students and would be available to those with an email account. Students will be able to enter manually enter in their assignments’ results per subject into Claritas termly and will be able to have a clear visual of their learning journey. With Claritas, we hope to encourage self growth, punctuality, preparation and goal setting in our young people.
3rd Place
Type it
By Jessica Wang
Rangitoto College
My project is a fun and engaging way for people to learn to type faster. It has the form of a game so that learning while using it will be less boring.
Year 11 -12
1st Place
Planetarium: Survival of the Fittest
By James Owen
Gungahlin College
This project hopes to achieve a simulation of creatures thriving and surviving in biomes against each other, in the form of a functional and enjoyable game. Via a complex understanding of genetic algorithms, speciation, and the geographical barriers between biomes, Planetarium shows how creatures divided can thrive.
The creatures in Planetarium are created via genetic algorithms understanding and analyzing the beneficial traits within biomes. These creatures in their respective biomes then compete in their fields to progress on and have their species continue their lineage, with the best species not having to evolve much at all. But species which are forced to change could always turn the tide of history, and become stronger than their forefathers…
2nd Place
Text to speech with Viterbi
By Pinak Limaye
Gungahlin College
My project is a text to speech bot using a Hidden Markov Model and the viterbi algorithm to say sentences and words. I hope to achieve a fairly accurate saying of the words and sentences you put in.
3rd Place
PyWatch and Formula
By Stephan Kashkarov
Gungahlin College
My Project is a low-cost self-designed smartwatch programmed in micropython. This watch is to be used as a low-cost alternative to products such as the apple watch and its fully open-source allowing for electronics enthusiasts to make their own for free (apart from parts). All elements of the watch are self-designed from the case to the electronics and code. All topped off with a UI framework much similar to the JS framework React. This framework allows for Third party Apps to be created with ease. Together with an external app store this would provide all the functionality of an Apple watch at a much lower cost.
WA Winners 2019
Year 3 – 4
1st Place
Project Team Safe Biking
By Molly Ireland, Jayde Milhinch, Lalana Lawrance, Ryan O’Donovan
Ashfield Primary School
We have been running a program in our school called Your Move which is encouraging students to walk or ride to school. To integrate this into our YICT project, we have been developing an idea that wirelessly connects bike helmets to a bike through sensors. This will encourage children to wear a helmet as their bike will not physically move if the wireless connection is not made.
2nd Place
OWL M.I.N.D.
By Stella Langlands, Nina Prado
Perth College
Our invention is called the Owl M.I.N.D.(Memory Intake and Nurturing Device). It is a device that improves the life of people with Dementia or Alzheimer’s Disease. The Owl M.I.N.D has two parts the – a small interactive computer tablet and the electronic identification band that the person wears. The Owl M.I.N.D will be a personal assistant. The small tablet will have an app that will: remind the patients of their loved ones, have pictures of things and people that they love, remind them when to take medication, show video messages, record video diaries, plays favorite songs, tell when to take medication, connect to doctor and call in case of an emergency. The band will remind the patient not to walk away without the device.
3rd Place
Robo Bin
By Millie Griffith, Bianca Caruso
Perth College
People who are elderly or disabled can’t take their bins out to the kerb or bring them back in. Our project is called Robo Bin. Robo Bin is an autonomous bin which is able to wheel itself in and out from the drive way. It will be moved and controlled through a phone app.
Year 5 -6
1st Place
COT Detector
Sophia Way, Chloe O’ Donoghue, Scarlett Ford
Perth College
Our project is about stopping Crown of Thorns Starfish destroying the Great Barrier Reef using Artificial Intelligence. There will be cameras in different locations along the Great Barrier Reef. We have trained IBM Watson Artificial Intelligence program to help to detect the whereabouts of the Crown of Thorns. When the Artificial Intelligence sees a Crown of Thorns Starfish scar (a bright white coloring on the coral that fades after a day) it will then alert the scientists. In addition, it is powered by mud. Mud is a renewable energy source. The microbes eat up the mud and then they emit electrodes. This works by there being Microbes in the mud that travel through the anode and cathode, to where they wait in the capacitator until they are needed as energy.
2nd Place
The Heaternator
By Izzy Rhoder, Daniel Ecker, Kieran Wilders, Robbert Gallon
Yanchep Beach Primary School
The heaternator is designed to assist people who are paraplegic, disabled and/or suffer from congenital analgesia. We have designed a solution to help these people gain more independence during bath time at home. We have designed a solution for these medical problems by programming a lego mindstorm to sense when the water in a bath is at a comfortable temperature. The bath will be automatically filled allowing these people to have a private bath without the need for a carer unless medically required. This sensor will have sound alert to inform the user when the bath temperature is ready for usage so that occupants can be safe, independent and comfortable.
3rd Place
Protecto Shield
By Lucy Miller, Lara Salter
St Hilda’s Anglican School for Girls
*Protecto Shield* solves the problem of having to go outside when it suddenly starts raining to bring in the washing from the line. A raindrop sensor will sense the first drops of rain falling on your washing and activate the *Protecto Shield* which will cover your washing, keeping it nice and dry. You will never have your washing ruined by rain again!
Year 7 – 8
1st Place
BettaBee
By Jade Lawrance
St Hilda’s Anglican School for Girls
This project utilises sensors to select flowers to technologically pollinate. The BettaBee is a flying drone combined with a 3D printed model that has colour sensors and a pollen retaining exterior; this allows it to pollinate flowers quickly and efficiently. It will be able to sense the colour of a flower, enter the flower and collect the pollen before moving to the next flower and repeating these steps, thus spreading the pollen throughout a plantation. The hope of this project is to minimise the impact caused by the extinction of bees from our planet.
2nd Place
Flood Flash – Seek and Rescue
By Georgia Strickling, Isabeau van der Kooy, Alexendra Verkerk
Rehoboth Christian College
For our project we are using two Microbits to create a remote-controlled vehicle. It is going to be a small flotation device with small water wheels to generate movement. We hope to achieve a faster, safer and more secure way to rescue people from floods. The devices have cameras on them and so when they find flood victims in need of help, they can send a dispatch unit to get them.
3rd Place
PhotoSynthesis
By Akira Hunter, Samuel Santosh, Joash Gweja
Rehoboth Christian College
Our project is called Photosynthesis for a reason. We created an app for users’ gardens which provides management to your garden and primarily functions as a watering tool. This app also educates people through means of our ‘Plant Database’ which can be utilized for you to grow your own garden. It encourages users to grow their own plants, discovers how to grow it and be waterwise in the process.
Year 9 -10
1st Place
Bin It Right – Waste Management App
By Lucy Lonnqvist, Poppy Briggs
St Mary’s Anglican Girls School
Bin It Right aims to solve the problem of improper waste disposal with its unique photo recognition feature. This feature allows users to simply take a photo of the item they are unsure what bin it belongs in, and our app then scans the image, and indicates whether the item belongs in the green, waste or recycling bin. Bin It Right is designed for anybody having trouble determining where to put their rubbish and looking for a quick and convenient solution. Every time people use Bin It Right, they become increasingly sustainable towards the environment, and minimise the level of landfill and pollution in Australia.
2nd Place
Ionaville Smart City
By Jillian Morris, Erin Howard, Alyxandria Higham, Claudia Truran
Iona Presentation College
Our project is a prototype of a Smart City, which we have been learning about this semester. We built it in order to understand how technology is and can be used in. We started by using technology that we were familiar with. We began with the Arduino traffic light system, which is something that already exists in towns and cities, but added the accessibility element to ensure that our city is as accessible to as many people as possible. Then, after learning about the UN’s Sustainable Development Goals, we decided to add the bin, which fits with goal number 11: Sustainable Cities and Communities, in that it would hopefully help reduce litter on the streets. We then added our micro:bit projects, which allowed us to explore how networks could be used in Smart Cities and also allowed us to improve the lifestyle and accessibility of our Smart City.
3rd Place
Sentinel
By Thomas Morton, Dalton Briggs, Sebastian Darr
Lumen Christi College
Our project was inspired by the eleventh United Nations Sustainable Development Goal, ‘Sustainable Cities and Communities’, which includes security and surveillance. Security is typically undertaken by humans, which is inefficient and costly. Proper surveillance cannot be maintained by a single human, as they are not capable of checking everywhere at the same time, making for ineffective surveillance. Our solution is Sentinel is a security network consisting of many interconnected modules. The network effectively detects intrusion. It is targeted at institutions, organisations and corporations and is designed to maintain a constant watch on the entire area. The network detects intrusion using minimal resources. The system scans for motion and thermal and if detected, deploys a bot to scout the area. The scout-bot pursues intruders and transmits footage to authorities. Sentinel collects real time data on the time and place of intrusions as well as potential hotspots.
Year 11 -12
1st Place
Prodigy Evolved
By Patrick Morton, John Padua, Zachary Rodrigues
Lumen Christi College
We have returned with an evolution of the previous iteration of our project; Prodigy Evolved. The Project has advanced to attract a larger consumer base. This year, the Project has developed to increase the functionality and connectivity, along with a fully working prototype. The main focus of our Project is to have a digital product that collects data for the User on clean and renewable energy. The target audience is those who want to move into the future with technology and the future of renewable energy. The Project is using an Arduino Mega, with an ethernet shield with the ability to connect wirelessly in the client’s home. Our Application includes a web interface to facilitate information transfer between User and home to give complete control of the system, shaping energy consumption to match their personal preference. With the introduction of new technologies and the development of a functioning Application we can now present the future of home automation. We aim to solve the Sustainable Development Goal of clean and affordable energy by attempting to conserve the non-renewable energy that is used to power everything. Prodigy Evolved is the future that will help preserve our world until an efficient renewable source of energy is developed.
Student Choice
Gate Mate
By Poppy Aristei, Angelie Lakshmi Narayan, Alessia Radici, Sofia Samie
St Hilda’s Anglican School for Girls
The *Gate Mate* is an electronically controlled gate that can prevent small children from going into the kitchen (or anywhere else that might be dangerous) and injuring themselves. It will keep them away from dangerous appliances. It will help parents who will no longer have to watch their children like an eagle! We will be using Arduino components to develop our project – USD sensors, motor, button switch, piezo element. We will be 3D printing our unique *Gate Mate* gate.
North QLD Winners 2019
Year 3 – 4
1st Place
Bullying? Be Smart, Don’t Start
Jessica Schutz, Eloise Crocker
Ryan Catholic College
It is a game is to stop cyberbullying. So this game will teach kids how to be nice. This game will teach kids to tell the difference between nice words and bad words
2nd Place
The Cyber Bullying game
Tiarna Edwards
Heatley State School
Our project is a game that teaches you about cyberbullying. It might help bullied students stand up for themselves and be safe. We made it for students to have fun and learn. The game is also part of our entry in the Queensland Premier’s Coding Challenge.
Year 5 -6
1st Place
Plantology
Amelie Havenaar
The Cathedral School of St Anne and St James
How often to you replace that indoor plant which through neglect is destined so a slow and painful death? Instead of a beautiful, lush plant in the corner of a room bringing life, there is a blank space where the plant used to be.
Plantology is all about keeping these plants alive. Providing fertiliser, water and uv light, Plantology can ensure that that corner of your room is always bright, green and alive.
2nd Place
Laser Safe
William Sargent, Liam Mackay, Braith McDonald
Ryan Catholic College
We have created a project that will prevent children entering pool areas without supervision. One of the big problems with pools is that children sometimes are able to open gates or climb over. We are programming an Arduino laser tripwire to set off an alarm every time the gate is opened or the fence is climbed over. If a child climbs over the pool fence and the laser on the fence has one moments disruption from the photo resistor the alarm will go.
3rd Place
Blinkers on Bikes
Heidi Zahn, Summer Mason
The Cathedral School of St Anne and St James
Cycling is a very popular past time however the safety of cyclists as they use the road with other vehicles is always in the news. Changing lanes and turning corners is a very important part of getting somewhere, and currently to do so, cyclists must let go of their handlebars and hold their arm out as indication. This is not a safe riding practice, and often as the cyclist gets closer to the corner, they have to grab onto the handlebars to steer. They are no longer indicating and motorists may not be aware that they are turning. Blinkers on Bikes will provide all bikes to opportunity to have an indication system to provide safer cycling for all.
Year 7 -8
1st Place
Handi-CAB
Ethan Schutz, Charlie Crocker
Ryan Catholic College
At our school we have a number of students that are unable to carry heavy backpacks. In the community, there are also a number of elderly or disabled people that can not carry heavy items. Our idea, to help with this, is to design an automated device that can carry bags, shopping or any other items that are not easily carried. Our design is called the Handi-CAB (Carry A Bag). This device is powered by Arduino, constructed with a metal frame and has wheels to help maintain smooth and easy movement. We hope that our project, the Handi-CAB, will ease the lives of the elderly and disabled.
2nd Place
Our School
Estella Johnston, Sarah Robinson
St Patrick’s College Townsville
Our project is to display our school, St Patrick’s College, from a strand view. When we were designing our project, we didn’t intend to have things moving so we defiantly achieved more than we hoped. Our goal was to capture the beauty of my school alongside the beautiful beach.
3rd Place
Our City Townsville
Olivia Marr, Eliza Carter
St Patrick’s College Townsville
Our project is the Townsville Brewery on Flinders Street, we hoped to achieve a cycle that goes from day to night. We also hoped that we achieved animation and making it interesting and something most student would know and what other people weren’t doing in our class.
Year 9 -10
1st Place
Digital Greetings
Poppy Crawford
St Patrick’s College Townsville
Our project is an interactive, animated, digital “greeting card” for a wedding using a “p5.js web editor.” We aimed to create an entertaining, unique card while using a wide range of coding. We wanted to create a greeting card that would wish someone a happy birthday. We wanted the card to be interactive to make it more interesting. We were also create an interactive Christmas card that would be simple yet interesting to the eye.
2nd Place
Fantasy & Magic
Kirsten Jorgensen
St Patrick’s College Townsville
We wanted to design an interactive media about Fantasy & Magic. We wanted to achieve a scene that changes to different times during the day. To also put different moving characters.
Year 11 -12
1st Place
ARcade
Javier Santacatterina, Joel Brunner, Charlie Michael, Sean Rogers
Tec-NQ
This was a team project produced to demonstrate how Augmented Reality could be used in education to gather information in a physical manner, getting students away from the computer and exercising while learning. Another use is identifying safety signage around the campus, as safety is the number one concern at Tec-NQ. The game is installed onto a phone running an Android Operating System, it uses the onboard camera to scan all surfaces for target images. If the game detects a target image it will pop up a 3D animation/object with information for the student to gather and retain. Score and time is kept.
2nd Place
Firebug II – the rise of the firebugs
Jackson Lord, Hayden Kelly
Townsville State High School
A device to be created that can be part of a network to communicate with other similar devices and detect fires.
3rd Place
Mineral Oil Submerged Computing
Kallum Heard
Tec-NQ
This Product Prototype is a Mineral Oil Submerged Computer. While this has been made and done many times before, this project idea is to endeavor and research into using mineral oil as a cooling solution as well as to provide information on other cooling solutions in the
various technology-based Industries in addition to a look into ideas regarding the submergence of enterprise servers. This idea will be called Project MOSES (Mineral Oil Submerged Enterprise Servers). The product that will be constructed is a Proof of concept (PoC) design.
Student Choice
Plantology
Amelie Havenaar
The Cathedral School of St Anne and St James
How often to you replace that indoor plant which through neglect is destined so a slow and painful death? Instead of a beautiful, lush plant in the corner of a room bringing life, there is a blank space where the plant used to be.
Plantology is all about keeping these plants alive. Providing fertiliser, water and uv light, Plantology can ensure that that corner of your room is always bright, green and alive.
Victoria Winners 2019
Year 3 – 4
1st Place
Auto Shade
Min Xin Sim, Alannah Nguyen
Camelot Rise Primary School
Our project is named Auto Shade. This is an effective shade or blind that roll up/down automatically when the weather changes.
We have chosen this project, as we know the weather is a very unpredictable aspect in life and we humans are required to adapt to the change on a daily basis. There is a common household problem such as when clothes are being hung out to dry but the weather takes a turn. As a result, a lot of people have chosen to dry their clothes in a dryer. As we know this is not environmental friendly as it consumes a lot of electricity in order to fully dry up the clothing.
2nd Place
Rubbish Ninja
Benjamin Shatokhin
Doncaster Gardens Primary School
The project is an online game called “Rubbish Ninja”. The aim of the game is to educate and encourage young children to recognize and sort the rubbish into the Red (General waste), Yellow (Recycle) and Green (Organics waste) wheelie bin.
This is to create awareness at an early age the importance to take care of the environment and keeping their planet clean.
3rd Place
Sea It Rise
Liam Byrne, Harry Tasker
Rowellyn Park Primary School
We are coding a 4 level game to help kids understand the effects of global warming on sea levels. As Earth is warming up, so are our oceans, causing them to take up more space and rise. Over the last 100 years, the average sea level around the world has risen by nearly 17 cm. This means coastal land could be flooded. Level 1 there is carbon dioxide (greenhouse gas) trying to melt an iceberg. You have to move a solar panel to protect the iceberg. Level 2 there is greenhouse gases flying in the air, you need to help the sun dodge 2 rows of them and get to safety. Level 3 the water level is rising! To save the houses you need to hit all the water droplets to stop them. The final level is a maze with moving greenhouse gases, controlling the sun you must avoid the gases and escape.
Year 5 – 6
1st Place
Aquarator – A mobile self-contained water aerator and reporting device
Lawson Gallup, Gabrielle Simcox
Auburn South Primary School
Disturbed at seeing fish in the Murray Darling commit belly up, we were inspired to create our invention ‘Aquerator’. This is a mobile self-sustaining water aerator, designed to aerate stagnant river systems by providing oxygen to dying fish, and is also a solution to algae detection. Our environmentally friendly robot will use the Suns energy to propel itself.
2nd Place
Bit Collar
Sienna Williams, Nelson Wyant, Genevieve Giles Knopp
Albert Park Primary School
Our overall project is animal cruelty. The project we are working on at the moment is to help stop animal starvation. It is a collar that tells people around the animal with it on to feed the pet. It does this at 21 degrees because when animals get hot they become hungry.
3rd Place
Cave Ranger
Ron Cameron, Samantha Worrall, Alexandra Tasker
Rowellyn Park Primary School
We created Cave Ranger, a topography pup to help map a cave and receive back to base data about the inside of a cave. Data readings include distance of walls (ultrasonic sensor), amount of light in the cave (light sensor), ground angles (gyroscope sensor). We have coded an on/off button, movement (forwards, backwards, turn etc), sensor readings and light colour changes accrding to movement. The purpose of our cave ranger is for situations like cave rescues (such as the Thai boys stuck in 2018), planning for cave explorers, scientific studies (animal habitats,) and cave preservation. The sensors on board the cave ranger provides information, while our 3D printed camera stand we connected allows it to have an onboard camera. Using screen mirroring, we can see the cave in real time.
Merit
Sun Fun Buddy
Alicia Jenkins, Mia Hayden Brooks, Angel Vasisht, Mrithika Suresh Kumar
Wyndham Vale Primary School
Our project is about saving lives that are at risk to cancer. Our project is like an app that beeps when a re-application is required to ensure you put on sunscreen. This will benefit many people. If you want help choosing the proper clothing we will have a recommendation based on weather and UV rays. It will also be able to check for melanoma. It will hopefully be very helpful to helping people catch and prevent skin cancer! Our project is about melanoma and preventing it!
Year 7 – 8
1st Place
Smart Plant Pot
Michael Kwai, Michael Liang, Christian Lam, William Shen
Haileybury College Newlands
2nd Place
Musical Props
Stefan Mavrikos, Liam Davies, Mattias Wingate, Archie Baker
Haileybury College Newlands
3rd Place
Autonomous Roller Blinds
Pang Yang Thai
Aerobotics Global
The Autonomous Roller Blinds (ARB) is a machine in which autonomously opens and closes the blinds at set times and by voice command as well. It hopes to be able to prevent humans the trouble to close them manually like the motion sensor lights.
Merit
Avenge the Fallen
Connor Bradlington
Doveton College
I am making a set of Avengers tools for show, however, the Bucky Barn can be used for actual people missing a limb. I hoped to make Captain America shield that comes back to you as well as a working Infinity gauntlet, an Ironman helmet and a Bucky Barn arm. I have been using Scratch to create the projects and am looking to make my projects more portable and wireless, if possible.
Year 9-10
1st Place
Drive-Safe Key Box
Ryan Xie, Jake Aronleigh
Aerobotics Global
The Drive-Safe Keybox is a project were we aim to achieve a compact alcohol detector that holds the keys to someone’s car, this is to help prevent and discourage users from drunk driving as they would be physically restricted from accessing their keys. We aim to reduce the amount of casualties and injuries on the road due to drink driving by stopping people from using their keys when they are intoxicated but without compromising the convenience and compactness of the car key.
2nd Place
Virtual Racing
Joseph Smith, Aran Bharathan, Nathan Stephenson, Ryan Seymour
Haileybury College Newlands
Virtual reality HPV vehicle which can be used to help students who can’t reach HPV. An example is Haileybury is getting a Darwin campus and they can’t come down to do HPV so they can use this program to “drive” their vehicle. This can also be changed to help doing tour of France a cycling event which can help pros get ready for the trip
Year 11 -12
1st Place
Bye Bye Bias
William Zhang, Ryan Kam, Saurabh Jhanjee, Ryan Kua
Haileybury College Newlands
To solve the problem of confirmation bias, we decided, for the backend, to use a neural network in python to determine the strength of articles using target dependent sentiment analysis and their topic using unsupervised clustering. They were then stored in a mysql database which we queried from a chrome extension we decided to develop. This chrome extension was to be used in conjunction with a set of data we chose, representing several issues with valid opinions on both the affirmative and negative. When viewing an article on an appropriate topic, the extension would become a pop-up on the bottom of the screen illustrating on a histogram the article’s position on the spectrum of opinions on the topic.
2nd Place
Floor cleaning robot
Mitchell Young, Nathan Fitzpatrick, Liam Maloney
Northern Bay P-12 College
We will be making a floor cleaning robot designed on Arduino software and hardware. Our team consists of Nathan, Liam and Mitchell. We are aiming at elderly people and those who are busy and may not have time to clean a spill or their floors. Our robot will be used in homes with floorboards and tiles. Our robot will include an ultrasonic sensor, a motor, batteries, a power bank, a brush and a scrub pad. The robot will be playing music on a speaker and when the robot has finished cleaning, the music will stop.
3rd Place
Home security system
Tommi Dancey
Northern Bay P-12 College
I am designing a home security system, for people who leave the house and also who don’t like to spend too much on a home security system to keep their house safe from thieves. My design will be used in a standard house, business location, anywhere security system can and will be used. The design is going to include a mechanical servo to move the camera around, a camera with enough storage to record the footage until movement has not been detected after a certain time and multiple sensors that (when tripped) Move the camera to the point of interest.
Student Choice
Stop Racism
Olivia Kringoudis, Charlotte Brodie, Chloe Field
Albert Park Primary School
Our project is about helping support kids who are experiencing racism at school. We will do this by making the level of courage and joy higher through supportful quotes.
South East QLD Winners 2019
Year 3 – 4
FIRST PLACE
Aully
Harishen Thyaganathan, Jamie Kotrlik, Alex Clarkson
Ironside State School
Our project helps elderly, sick or blind people in the shopping centre. It is a trolley that is automated and stop from crashing. It also has a button that alerts staff if something goes wrong and can find a place an elderly person wants to go.
SECOND PLACE
Code a Coop
Darcy Bryan, Thomas Clune, Thomas Stute, Lewis Mather
Oakleigh State School
Our project is based around our community’s wish to keep chickens at our school. We collected data from our community about the perceived problems that would arise if we did this and have prototyped some solutions. Microbit technologies have been used along with Scratch coding. Augmented reality has been also used to present to our community our solutions.
THIRD PLACE
Aller-trician
Ephraim Goka-Sedzi, Ezekiel Tsoi
Good News Lutheran School
Our project is a digital solution will help people who have friends or relatives with food allergies. We are creating an app that can scan barcodes use augmented reality so people who have allergies or have a relative that has allergies will be able to scan this. Then they will be able to buy or purchase safe foods for the other relatives or friends.
MERIT
Preventing Bullying
Piper Gebhard, Mikayla Liu, Yoyo Qi
Sunnybank Hills State School
Our project is about preventing bullying, because no one should face bullying alone. No one deserves to be bullied. It should be a problem that was solved ages ago. If you have been bullied then make your voice be heard! We are hoping that our project will be a big success! It is a stopmotion film / minigame dedicated to stop bullying.
Year 5 – 6
FIRST PLACE
Super Smart Sprinkler
Lucy Clark, Sonia Agarwal, Evie Schroder, Ruby Rowe, Diego Caladiao, Nicholas Kennedy
East Brisbane State School
Recently we have noticed that our oval has started to dry out and to address the problem we have decided to design a super smart sprinkler to our school oval to keep it healthy and green. The goal of this project is to prevent the oval from drying out and help our groundskeeper with his daily chores while learning about the many pieces of tech used. Our super smart sprinkler uses an Arduino and several sensors (Water flow, motion, water depth, weather and moisture sensors) to determine when and when not to turn on the sprinkler. It saves water by keeping it in storage until needed.
SECOND PLACE
Sleep Alive Monitor
Dylan Paschkewitz, Gavin Ekanayake, Bhavya Goyal, Bhasu Madala
Ironside State School
S.A.M is an affordable, useful device that can detect unusual patterns while you’re sleeping using pulse oximetry and heart rate monitoring. Our device will be wearable like a wristband. It will detect whether oxygen has dropped or the heart rate is abnormal using an audible alert to self and/or carer.
THIRD PLACE
Hush for Harold
Dominic James
Ironside State School
I’m building a project that gives a friendly reminder to people to be quiet in the classroom. It tells the teacher who is being noisy and can make them be quieter by showing a sad face on a little screen and putting a reminder up.
MERIT AWARD
Plastic Pollution Prevention
Chloe Kyprios, Halle Anderson, Deepika Bogahawatta
Good News Lutheran School
P-Cubed’s free multi-platform app, Plastic Pollution Prevention, helps young people consider how much single-use plastic theyconsume and its environmental impacts. We have designed our app with 3 unique features: it allows users to record and track the quantity of plastic used; it gives an alert and targeted suggestions when plastic usage reaches a threshold; and it has been designed specifically for young people. Our app aims to encourage the responsible consumption of plastics at the point of use. By doing this we hope to reduce the 8 million tonnes of plastic that flows into the world’s waterways, oceans and landfill each year.
Year 7 – 8
FIRST PLACE
Grammar Heart
Finn Barry-Smith, Tristan Barry-Smith
Sunshine Coast Grammar School
We have created a website that provides a connection between students and staff at our school, which allows students to complete short surveys at any time. These surveys contain questions under the headings “My School Work” and “My Wellbeing”. They can be submitted as often as the student likes, and can be filled in either with student’s name attached, or anonymously, for the students that don’t feel comfortable identifying themselves, or if the information is sensitive or embarrassing. The answers are then sent to a database, where the teachers can log in and read them, and approach the student directly, or through general class discussions if anonymous.
SECOND PLACE
SociaBuild
Bourne Chang, Drew Elgar
Indooroopilly State High School
Our project is about helping people improve their social skills by using a website called SociaBuild which includes a friendship tip generator that generates random tips on being social and anything else that’s in the topic of helping people being social (we don’t want to spoil the awesome features in the website so that’s all we can explain!).
THIRD PLACE
Smart Pads
Akemi Evans, James McCarthy, Kalani Serell, Boden Walker
Nambour State College
Our project involves making game controllers aimed for people with a physical disability, to allow them to experience the entertainment that computers games provide. We have designed a controller based around Makey Makey that incorporates the use of large buttons, which can be used by people with limited mobility. In addition to this we have a concept around creating games which have other inputs, such as voice commands and visual commands through the use of webcams.
Year 9 – 10
FIRST PLACE
Rover
Kai Sean Ng
Kenmore State High School
My project is an open-ended programming puzzle game. You play as a NASA engineer programming mars rover. Program JavaScript code and deploy it to rovers to complete research tasks (Collecting data, soil samples, etc.). I hoped to achieve a game that’s goal is to teach people about code, programming concepts and problem solving.
SECOND PLACE
ARC (Autonomous Rubbish Collector)
Thomas Webling, Jallan Ferris
Indooroopilly State High School
ARC is a compact, reliable robot designed to collect litter and other discarded objects. Designed to require virtually no human intervention, it was hope that it could provide a solution to the issue of the prevalence of litter in the school setting.
THIRD PLACE
Auslan Gesture Translator
Lachlan Khor, Fletcher Adams, Alexei Delinicolis
Our device will aid in the reading and translation of gestures used in Auslan so that Australians will be able to work out the sign language used by the deaf to communicate. The device enables the gestures used to be translated and displayed so that it can be read by anyone, thereby aiding in the communication with deaf Australians.
MERIT
Too Cool
Bailey Pinder, Justin Bensted, Jasmine Rooke, Stella Boddington
Kingston State College
We designed, created and coded a device to give a visual representation of the ambient temperature in a room. The device aims to provide users with an efficient method of determining whether a room is too hot or cold without the need for reading a thermometer. In the case of extreme heat, the device also triggers a fan to cool down the immediate area.
Year 11 -12
FIRST PLACE
Software controlled Pneumatic Robotic
Joshua Beaman
Centenary State High School
My project is a pneumatic animatronic entertainer, fitted with modern show control technology. My robot is a life-sized guitar player that mimics the movements of a real guitar player, programmed to an audio track. I had aimed to create and control a humanoid structure that would be controlled as effectively as possible by relatively in-expensive materials and techniques.
SECOND PLACE
Drone Mapping Simulator
Oliver Strong, Kai Matolat
Indooroopilly State High School
In this project we hope to achieve a method of mapping the world using a drone. This can make inspection of areas cheaper and safer. It uses a bare metal application running on a raspberry pi 3 to capture maps using a LiDAR sensor. In the case of mines where explosives were used to clear an area it’s very unsafe to use a human to be in that area of the mine. A drone that relays live data to the operator’s computer or android device is the safest way to analyses an area. A voxel engine has been developed to interoperate the data incoming from the Raspberry Pi. This can be displayed in real time.
THIRD PLACE
Meal Deals
Sam Behm, Jakob Ternel
Villanova College
MealDeal is a non-for-profit project that aims to help small restaurants and business’ in the ever-growing hospitality industry. With such a competitive market, it is often hard for new organisations to grow and introduce potential customers to the exciting environment, product, and deals they provide – we aim to fix that. The project is multi-platform, pertaining to the website and the mobile app. The website has been created to introduce new users to the concept, as well as allow restaurants to sign up for free and post information about themselves and the deals they have to offer. The app is mainly for the customer and provides more in-depth search functionalities. For the new user, the app uses their location to find restaurants and deals in their area. For a user who has previously used the app, it will recommend them deals based on their previous history.
Student Choice
Aller-trician
Ephraim Goka-Sedzi, Ezekiel Tsoi
Good News Lutheran School
Our project is a digital solution will help people who have friends or relatives with food allergies. We are creating an app that can scan barcodes use augmented reality so people who have allergies or have a relative that has allergies will be able to scan this. Then they will be able to buy or purchase safe foods for the other relatives or friends.
Student Choice
BeeBookSmart
Ainsley Evans, Isobel Craig, Bridgett Ndayizeye
Mount Gravatt East
We are creating an android app that can be used in our library to help children choose a suitable book for reading. The app will contain print and video book reviews done by individual students, staff and classes at our school. We will also have an interactive display screen for students to vote for the most popular book of the week using a micro-bit and LED star ratings.
NSW Winners 2019
Year 3 – 4
FIRST PLACE
MemoryBuddy – a Voice App to help
Dementia Patients
Lucas Buchanan
Bondi Public School
I am exploring voice technologies and trying to help dementia patients, with all stages of Alzheimer’s and dementia. My product, called Memory Buddy will contain a voice app usable on Google home and an app usable on a tablet or iPhone.
SECOND PLACE
Non-stuttering Device
Quinlan Hofmeyr, Cameron Lawrence
Wahroonga Public School
If you stutter, your mind cannot form words easily and repeats. We are building a device that measures your brainwaves and helps you get your concentration right so you can say the words and move onto the next one.
THIRD PLACE
WaterBOT
Jackson Macdonald, Oliver Schlosser
Knox Grammar Preparatory School
Many farmers are struggling to find water for their animals or crops. Our project is a robot that will help farmers who are in desperate need of water by finding on a farm. The WaterBOT will send a signal to them if it finds a source of water so they know where to graze their animals or plant their crops. We thought about the massive drought in Australia and how we could fix it by helping farmers with the excruciating pain bending down multiple times just to find wet soil. This would go into the fields and check places to see if it is moist enough to plant vegetables or fruit there. Then the micro:bit will send a radio message saying ok and if it is not good it would say bad.
Merit Award
Robot Head
Mitchell Whiley, Kingston Rahme
Knox Grammar Preparatory School
Our project is a device that uses gesture recognition to help blind people tell when they are close to a wall or something hard so they do not hurt themselves.
We chose our project because there is a shortage of guide dogs for blind people and we feel they shouldn’t be left out so we wanted to design a product that could tell blind people how far away from something they are. Our product will also be a lot cheaper than the cost of a guide dog.
Year 5 – 6
FIRST PLACE
Healthy Waterways
Pia Allen
Greenwich Public School
My project is a device that measures the dissolved oxygen (DO) level in water. It uploads the results to an Internet of Things website called GroveStreams. This allows the health of waterways to be monitored remotely. It uses an Arduino with a probe, camera and an LCD display. In addition, I have created a website that shows the results and a photo of the waterway. For this, the camera uploads a picture every minute.
SECOND PLACE
ePAMPER
Luka Burrell
Penshurst West Public School
My project is solar powered automatic food and water dispenser for your pets which can do wet food and dry food, with attachments for interaction between you and your pet, such as a camera and a screen. There’s also a treat dispenser for your pet to be rewarded with. I chose the ePAMPER 2.0 to continue my previous project which I became invested in. I chose it last year because I wanted to make the repetitive task of feeding your pets easier, wet food or dry. There are several food dispensing mechanisms including an auto capsule packer and an auger.
THIRD PLACE
Vlassroom
Declan Hofmeyr, Jackson Jones, Oliver Jones, Owen Lee
Wahroonga Public School
Vlassroom is a virtual classroom that allows disabled, rural or ordinary students the ability to have a good education. We had decided to do this project because we had heard about that rural areas have quite considerably less average grades than urban and suburban kids and We wanted to do something about it. We used Unity Networking and other Unity add-ons to create a useful tool.
Year 7 – 8
FIRST PLACE
Real-time Learning
Ellia Baywood, Josh Bennett, Abigail Hammond, Rhy Hoschke, Alara Rajasingham,
Joaquin Lecciones
Kempsey Adventist School
Real-time Learning is a project aimed at improving classroom learning outcomes by considering the well being of students. Kempsey has one of the highest suicide rates in Australia and where poor student well being is a on-going challenge that impacts learning. We are developing an iOS app that simply and quickly captures a student’s readiness to learn and provides this data to the teacher in real-time, enabling the teacher to modify the teaching approach to fit. The app also captures the effectiveness of the lesson at the end and provides this feedback to the teacher.
SECOND PLACE
Easy Grow
Luca Maher, Damian Abou-Antoun, Lachlan Bissell, Harry Ashton
Saint Ignatius College Riverview
Our group hoped to create a way that people could grow their own herbs at home without fuss. We wanted to create a phone app that would be able to help any person in today’s busy society be able to grow and take care of a herb of their choice. The app would inform them when they would need to plant the herbs, water the herbs and when it would be ready to harvest the herbs. The app will help you along the whole journey, letting you grow herbs with ease. Our app will let people that don’t have the time to research and read up on specific conditions and needs of herbs. These people can feel the satisfaction of growing their own products without having to give up their whole life and more importantly in this day and age their TIME!
THIRD PLACE
LAPTO, Laptop Trolley
Edmond Cheng, Jake Bedford
St George Christian School
Our aim for this project is to reduce the time required to receive a laptop and return a laptop during class. We want to help the many schools who have a lots of laptops to have organisation systems. We also want to create order when storing laptops.
Firstly you get out the laptop and there will be a barcode on the laptop. You will then locate the barcode scanner on the trolley and position the barcode on the laptop close to the scanner. Once you have scanned the barcode properly the trolley will light up the correct stage compartment in the trolley to return the laptop. This will reduce the amount of class times need to return, find and store the class laptops. We also plan to apply this to iPad trolleys as well.
Year 9 – 10
FIRST PLACE
CMAPS GPS 4.0
Angus Pinn, Cameron Gee, Daniel Heazlewood-Lee, Andrew O’brien
Knox Grammar School
The project in which we have created is the Cadet Mapping and Positioning System 4.0 (CMAPS). This system is based off the original system which was Cadet mapping and positioning system 2.0. Through extensive usage in the field and in-house development the new version 4.0 has undergone extensive upgrade including device function and aesthetics. Specific changes include making the device more compact so that it will be less cumbersome whilst in the field as well as improving clarity using OLED screens. By doing these upgrades it has completely changed the way in which the device functions improving the overall efficiency.
SECOND PLACE
Iron Fist
Jupiter Grant-Klar, Zane Hercz, Callum Smith, Laszlo Vodopivec
Cranbrook School
The goal of our project is to improve and reform the diminishing health and safety standards in factories across the third-world. One of the major risks in factories is employees working close to automated machinery. To resolve this, we have built and designed an intuitive control system for robotic arms. The control system is wireless and therefore permits for workers to maintain a safe distance to the arm when operating it. Being wireless also allows the operator to have one hand free, improving worker efficiency. This can help improve the health and safety in factories as it means that workers are not tethered to the machinery and if an emergency occurs, can quickly evacuate the factory.
THIRD PLACE
Vision Impaired Text-to-Speech using Raspberry Pi and Google Tesseract
Brayden Hassan, Noah Imrie, David Buckley
Warrawong High School
Using Raspberry Pi and a Raspberry Pi camera, we hoped to achieve a practical solution for vision impaired people to receive information from written signs.
MERIT AWARD
Beach Day
Levi Brown, Matthew Carley, Jackson Warburton
St Phillips Christian College -PS
Can you save everyone in time? This is a game to match your wits against the tide. The swimmers need saving and it is up to you to get them on your board to safety. As the game proceeds the more people you have to save and the quicker they sink below the surface.
This game was developed to draw awareness to beach safety and the role Life Savers have at the beach.
Year 11 -12
FIRST PLACE
‘Offbeat’ (Video Game)
Beatrice Robinson, Jacques Mathot, Giselle Thiele, Declan Predavec
Mosman High School
Offbeat is a music driven puzzle game with a unique art style and engaging narrative. It tells the story of a band of misfits overcoming obstacles to prove their worth despite criticism. The original Unity 2D game will be playable on desktop platforms.
SECOND PLACE
Interactive Card Playing Robot
Alanna Manfredini
Independent Entry
In this report I document the design and construction of my “Briscola” (card-game) playing robot. The main function is for this robot to see the cards, make decisions and then play its own hands. To achieve these goals it utilises machine vision, programming, motors and moving parts. The robot is constructed with the Lego Mindstorms EV3 kit, software and a PixyCam, which was developed at Carnegie Mellon University. The robot’s purpose is to provide a competent and challenging opponent for the classic Italian card game, Briscola for elderly or solo players. The main idea is that the robot’s perfect card counting ability may give it an advantage. The current prototype demonstrates that this is an achievable and worthwhile aim due to the success at reading and characterising the cards reliably.
THIRD PLACE
Stem Hub
Gian Ellis-Gannell, Elle Nacard, Samantha Yao, Olivia Holmes
Loreto Normanhurst
Our product is an interactive website resource targeted towards women and girls who are involved or interested in the STEM field. Called the STEM-Hub, this will be an easily accessible online location for girls and women to share their ideas and communicate with others about their passions. We hope to introduce more girls and young women into STEM careers, and encourage a fostering of talents through support and mentorship. The platform will connect ‘mentors’ who are female STEM professionals with younger students interested in the area, as well as a forum for students to share their interests, will have a list of upcoming events available, and will include biography summaries of successful role models as well as resources to complete activities
STUDENTS CHOICE
‘Offbeat’ (Video Game)
Beatrice Robinson, Jacques Mathot, Giselle Thiele, Declan Predavec
Mosman High School
Offbeat is a music driven puzzle game with a unique art style and engaging narrative. It tells the story of a band of misfits overcoming obstacles to prove their worth despite criticism. The original Unity 2D game will be playable on desktop platforms.