This document provides information about the Imagine Cup 2015 competition, including an overview, schedule, judging criteria, and requirements for submissions. Some key points:
- Imagine Cup is a global student technology competition that has involved over 1.7 million students from 190+ countries over 12 years.
- Students can enter competitions in various categories like games and apps to solve world issues. National and regional competitions lead to the World Finals with top prizes.
- Official rules require submissions to be in English and use at least one Microsoft development tool/platform like Visual Studio, Windows, or Azure. Software must be submitted in standard installers, app packages, or XAP files depending on the platform.
- Technical requirements specify
10. Official Rules & Regulations
REGISTRATION
-등록시한명의팀멤버가팀을만들고, 다른팀멤버들과멘토를초대할수있음
-초대받은멤버들은2014년5월7일까지는초대수락을해야함(KoreaRound 1 마감일정에맞춰완료하세요*)
-등록시본인들의팀이대표할국가를선택.국가선택시에는팀멤버중적어도한명이그국가의법적거주자여야함
-팀이World Finals에진출하게될경우, Microsoft가왕복여행과숙박비를제공하며, 최소한한명의팀원은World Finals에참석할수있어야함. 그렇지못할경우, World Finals 진출권은박탈됨
HOW DO I ENTER?
-http://imaginecup.com에서등록
HOW MANY ENTRIES CAN I SUBMIT?
-복수의엔트리를제출할수있지만, 한경진분야당하나의엔트리만을제출할수있음
-한경진분야나챌린지에여러개의엔트리를제출하면, 주최측은맨마지막에제출된엔트리만을평가대상으로삼고, 나머지엔트리들은평가대상에서제외할것임
-어떤이유에서든불완전하게제출되었거나판독할수없는엔트리에대해서주최측은일절책임지지않음
11. Official Rules & Regulations
GENERAL STANDARDS FOR ENTRIES
-모든엔트리는영어로제출
-통역이필요할경우전적으로참가팀들이구해와야하며, 멘토가통역가로서활동하는것은허용됨
-통역은팀을대신해프레젠테이션을해줄수없고, 팀멤버들이말하는것을통역만해야함
-주최측의판단하에저급하거나공격적이거나대중공개에적합하지않은엔트리의경우자동적으로평가대상에서제외할수있음
-모든엔트리는저작권위반소지가없어야함(소스코드, 유저인터페이스, 음악, 비디오, 이미지-자세한내용은Official Rules & Regulations 원본참조)
-제출하는프로젝트가하드웨어컴포넌트를포함할경우, 면대면프레젠테이션을제외하고는하드웨어를제공할필요는없음. 대신서류를통해솔루션전체를설명해야함
-연결이나인증이필요한프로젝트의경우, 심사위원들이정확하게구동해볼수있도록필요정보를제공해야만함
-기지정된수상팀수보다위요건을만족하는제출팀수가더적을경우, 주최측은수상팀수를줄일수있음
12. Official Rules & Regulations
TRAVEL PRIZE CONDITIONS
-World Finals에진출하는팀에게는World Finals로의왕복항공, 숙박, 식사가제공됨
-Mentor와Associate에게는제공되지않음
-여행을위한비자, 여권등의document는참가자부담임
NOTIFICATIONS
-다음라운드로진출하게되었다는결과발표메일이참가자사정으로발송이되지못하거나(UNDELIVERABLE), 주최측이참가자에게연락을할수없을경우, 다음라운드진출권은자동적으로차상위팀에게넘어감
-다음라운드에진출하게되어작성/제출이필요하게된양식을정해진기한내에완성하지못할경우, 다음라운드진출권이박탈되며차상위팀에게그진출권이넘어감
HOW WILL MY ENTRY POTENTIALLY BE USED?
-Official Rules & Regulations에상세히기술되어있으니참조
13. Content & Technical Requirements
모든프로젝트는
•적어도하나의Visual Studio Family 제품을사용해개발되어야함
•구동에Windows, Windows Phone, Microsoft Azure 중하나이상의플랫폼이필요하도록개발되어야함
•위조건을만족하면서Microsoft의플랫폼을사용할수있음
•Kinect for Windows SDK
•.NETFramework
•XNA
•Bing maps API
•Microsoft 플랫폼외에도기타게임엔진, 라이브러리, 미들웨어등사용가능
*개발에필요한툴과소프트웨어는DreamSpark학생인증을통해무료사용가능(http://dreamspark.com)
21. Judging Criteria -Games
Criteria
Description
Weighting
Concept
•Does the game have a clear target marketor audience?
•Does the game present a clear and attractive concept of who you are, what you are doing, and why you are doing it?
•Is the game’s core gameplay understandable and appealing?
15%
Fun
•Is the game exciting to play?
•Is there good player feedback?
•Is the game appropriately challenging?
•Doesthe player want to keep coming back for more?
•Does the game deliver appealing innovation in gameplay, storytelling, art direction, or other areas?
50%
Execution
•Is the game easy to learn and use? Does it have good usabilityfeatures such as player help, tutorials, and game pause?
•Does the game have a professional degree of production in terms of user interface, art, music, and sound?
•Does the game perform well and respond crisply to input?
•Does the game make effective and appropriate use of the major features of its chosen platform(s)? Were there significant platform features or even platforms the project could have benefitted from but failed to utilize?
20%
Feasibility
•Does the teamhave a credible plan for getting their game to market in terms of business model, any required partnerships or licenses, or other factors?
•Does the team have any form of external validation for their game such as customer surveys, focus group tests, an active beta-test program, recommendations from subject-matter experts, or potential investors?
•Does the game have a reasonable chance of success in its appropriate market given the team’s existing plan?
15%
22. Judging Criteria -Innovation
Criteria
Description
Weighting
Concept
•Does the project have a clear target marketor audience?
•Does the project address a clear need, problem, or opportunity and is the solution clearly explained?
•Is the project’s purpose and basic functionality easily understood?
15%
Innovation
•Doesthe project create a new category of product or service?
•If there are similar products or services on the market, does the project clearly and meaningfully innovate beyond those existing products or services?
•Does the project present a new and meaningfully improved way of accomplishing something?
•Does the project include innovations in user experience?
•Does the project include innovations in technical design and/or implementation?
50%
Execution
•Is the project easy to use?
•Does the project have a professional degreeof production in terms of user interface, visuals, and audio?
•Does the project perform well and respond crisply to input?
•Does the project make effective and appropriate use of the major features of its chosen platform(s)? Were there significant platform features or even platforms the project could have benefitted from but failed to utilize?
20%
Feasibility
•Does the teamhave a credible plan for getting their project to market in terms of business model, any required partnerships or licenses, or other factors?
•Does the team have any form of external validation for their project such as customer surveys, focus group tests, an active beta-test program, recommendations from subject-matter experts, or potential investors?
•Does the project have a reasonable chance of success in its appropriate market given the team’s existing plan?
15%
23. Judging Criteria –World Citizenship
Criteria
Description
Weighting
Concept
•Does the project have a clear target marketor audience?
•Does the project address a clear need, problem, or opportunity and is the solution clearly explained?
•Is the project’s purpose and basic functionality easily understood?
15%
Impact
•Doesthe project address a problem that is genuinely making life harder for people?
•How large is the scope of the project:
◦How widespread is the problem geographically?
◦How large is the population affected by the problem?
◦How severe is the problem’s effects on life?
◦How well is the problem already being addressed?
•Does the project address the problem in a new or improvedway instead of duplicating already existing technologies or efforts?
•Does the project and/or the team inspire hope, curiosity, or passion that could lead to strong partnerships and higher awareness?
•How knowledgeable is the team about the problem they are addressing and how persuasively do they tell the story of that problem and their solution?
50%
Execution
•Is the project easy to use?
•Does the project have a professional degreeof production in terms of user interface, visuals, and audio?
•Does the project perform well and respond crisply to input?
•Does the project make effective and appropriate use of the major features of its chosen platform(s)? Were there significant platform features or even platforms the project could have benefitted from but failed to utilize?
20%
Feasibility
•Does the teamhave a credible plan for getting their project to market in terms of business model, any required partnerships or licenses, or other factors?
•Does the team have any form of external validation for their project such as customer surveys, focus group tests, an active beta-test program, recommendations from subject-matter experts, or potential investors?
•Does the project have a reasonable chance of success in its appropriate market given the team’s existing plan?
15%
24. Imagine Cup Challenges에참여하세요
-Project Blueprint Challenge (~2014년12월3일)
-User Experience Challenge (~2015년1월7일)
The “Path”
25. Korea Team’s Accomplishment
Year
World Final Record
2007
Team En#605 –2ndPlace, Software Design
2008
Team GOMZ–3rdPlace, Game Development
2009
Team Wafree–1stPlace, Embedded
2010
Team Wannabe Alice –1stPlace, Next Web
2011
Team Home Run –1stPlace, Windows Phone
Team ZipiZigi–2ndPlace, Windows Phone
2012
Team TokTok–3rdPlace, Windows Metro Style App
2013
Team Lumos–AFT Excellence Award
2014
TeamBomon–2ndPlace, Games
<Korea Team 역대전적>