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People who are crazy enough to think that they can change the world.. are the ones who do !
- Steve jobs

You can register for the events right now &
pay later on the "Youthopia 16 Help Desk" near Cafeteria.

Without payment you wouldn't be allowed to participate in the event.

Design and construct a wired or wireless controlled bot capable of fighting a one on one tournament to eliminate/destroy the opponent’s bot in a battle.

GENERAL RULES


  1. 1. Teams can register both online or offline for this event. Team members must carry valid student ID cards of their college which they will be required to produce at the time of registration at the venue

  2. 2. Each team can have a maximum of 5 participants

  3. 3. A team may consist of students from different colleges

  4. 4. The organizers reserve the right to change the rules as they deem fit.

  5. 5. Judges decision will be final and binding to all.

  6. 6. When a team is called for match, they must report within five minutes otherwise, the other team would be declared as winner.

  7. 7. The match is going to be held in a specified arena in which some hurdles may be present to increase the difficulties for the teams.

  8. 8. A team will be declared as winner if:
    Team 1 immobilize team 2(A bot is declared immobile if it fails to show a displacement of 10cms in 5 minute).
    If team put other teams’ bot in the specified area (pit of death), then also it will be declared as winner.

  9. 9. The bots are not allowed to intentionally cut the opponent’s control wires. If any team found to do so, then it will be disqualified.

  10. 10. Mentors will be provided to each team for guidance while making bot


Download Your Event Manual

EVENT DESCRIPTION


  1. 1. Coding rampage is a competitive coding event.

  2. 2. The event is hosted on HackerEarth

  3. 3. Registrations open till 12:01 pm on 18th October

  4. 4. It is a 12-hour coding contest beginning at 6:00pm on 18th October.

  5. 5. Number of programming questions will be revealed at the start of the contest

  6. 6. This contest appeals to student who have a knack for competitive coding.

  7. 7. Prizes worth 10K to be won


RULES FOR CODING RAMPAGE


  1. 1. All participants will receive a mail containing a link for the event.

  2. 2. Prizes will be eligible to students who register on the Youthopia registration form

  3. 3. Participants must be currently a student of a recognized college.

  4. 4. HackerEarth online interface and compiler will be provided

  5. 5. All challenges have a predetermined score.

  6. 6. Any case of code plagiarism during the event hours will be dealt with seriously.

  7. 7. HackerEarth Admin decisions will be final.


Description to be updated soon !!

Always dreamt of being a detective but never got your chance? Dont worry! You have your chance now. Prove your detective and reasoning skills in a nerve wrecking challenge to find and decipher clues which will lead you to your final destination ? Do you have what it takes to be the best detective ? (after Sherlock, of course!)

Rules and Regulations:

1) A name must be assigned to the team for a proper score updation.
2) A leader must be appointed to the team.
3) The clues of Stage 1 would be leading to Stage 2 and the clues of Stage 2 will be leading to Stage 3.
4) All clues are to be used and must be used wisely. EACH AND EVERY CLUE is IMPORTANT.
5) The team is not allowed to go the restricted areas.
6) The map must be followed for volatile movements.
7) There is a time limit of 3 hrs for all the competing teams to find the treasure.
8) The clues are to be found in a particular order. A team cannot skip a clue. Skipping a clue leads to disqualification of the team.
9) All the means used by the teams should be fair, in case of any violation of the rules or any use of unfair means, teams will be disqualified from the contest.
10) There is a scoring system and a ranking system which will be provided to the members by the web app.
11) After Stage 1 10% of the lowest scores earning team are eliminated.
12) After Stage 2 10% of the remaining lowest score earning teams are eliminated.
13) Finally the top three teams after Stage 3 will get the reward.

Participants need to design and make a prototype of a suspension bridge using popsicle sticks. The bridge would be tested for deflection or failure and finally efficiency would be checked for each bridge.

Download Manual

If you have what it takes,you can have it all !! Boost up your engines and gear up you wheels to roll around the track. Hold in your heartbeat as this is going to rush the adrenaline in your body. Ready,set,go..lets burnout!

Download Your Event Manual

I. EVENTDETAILS

This event will consist of following rounds.

1. Round1:CODEMAGNET


  1. a: .Total question:15+(5bonuses).

  2. b: Time:DAY1(2hours)


  3. c. Participant expected:100


  4. d. In this round students will be provided with code snippets


  5. e. The student needs to arrange the codeblocks


  6. f. She/he needs to write and compile the program after arranging these codes.



2. Round2:CODEZILLA


  1. a: Total question:10+(5bonuses)

  2. b: Time:DAY2(1.5hour)


  3. c. Participants:50


  4. d. In this round the question will be given to the students who will solve them one by one.


  5. e. The student cannot solve question randomly he/she need to solve them in given order.


  6. f. The student who will solve the question first will be given marks after that nomarks will be given for that problem



3. Round3:TALEOFCODE


  1. a: Total question:5(2bonuses).

  2. b: Time:DAY2(1hour


  3. c. Participants:10


  4. d. In this round the question will be based on real life problems


  5. e. Whosoever solves the most wins the even



ROBO SOCCER is the ultimate battle between robots on soccer field. The robots will not only have to rip apart the opponent’s robot, but it will also have to show excellent tackling skill to score goals. And you won’t be alone. You will be accompanied by your team members to destroy anything and everything that would fall between you and the goal.

Objective

Each Team has to come up with bots (wired or wireless). Each bot will be manually controlled and bots have to play as a team on the arena simultaneously fighting with the bots of the opposite team. The team with the most number of goals wins.

Arena

Soccer field size would be 240cm*120cm.The height of the wall is 15cm.The goal is 50cm wide and the height of the goal post is 40cm. The goal post will be placed outside the board. A semicircle will be drawn and radius 25cm, with centre of the semicircle at the centre of the goal. This semicircle will be for penalty shots. A ball will be used for the game. The weight of the ball will be 50gm approximately and will have diameter of 5cm(approx).

Bot Specifications


  1. • The bot (goalkeeper) should be within the maximum dimensions of 20*20*20 cubic cm (length*breadth*height) in size at any time during game-play.

  2. • The other bot’s (striker) dimensions should not exceed 25cm*25cm (length*breadth). The height limit is not restricted. Violating this clause will lead to
    immediate disqualification.

  3. • The weight of any robot should not in any case exceed 10 kg.

  4. • The bots can have on board as well as off board power supply. Teams will be provided 12v power supply.

  5. • Batteries will be taken into consideration (in case of on board supply) for the dimension and weight measurements

  6. • The maximum potential difference between any two points on the bot should not exceed 12 volts.

  7. • Management/Co-ordinators and the judges reserve the right to disqualify a band at discretion due to misconduct.

  8. • The wires of bots must be 15cm above from ground.

  9. • Use of IC engines, LEGO kits and readymade chassis is not allowed . Violating this clause will lead to immediate disqualification.


Rules and Regulations


  1. • Each team can have 4 member only.

  2. • Each team should have 2 wired or wireless bots on the arena at a time.

  3. • Each team must have a 4 frequency remote for each bot in case of wireless bots. Organizers must be informed beforehand in case of wireless bots.

  4. • The goalkeeper bot is restricted to move around in its own D only.

  5. • The total playing time between two teams would be of 16 minutes, divided into two intervals of 8 minutes each.
  6. • The break time would be 2 to 5 minutes.

  7. • In case of tie 5 min extra time will be given. The team to score first goal during the extra time will win the match. If no goal is scored during extra time, winner will be decided by penalty shoot outs during which 2 penalty shoots will be given to each team in turn. The better of two penalties will be considered to decide the winner.

  8. • During Penalty shoots, only one bot (i.e. the striker) will be placed in arena and ball will be placed at the centre of the arena. The team to score a goal in lesser time will be considered winner.

  9. • Grabbing the ball is not allowed, so any team lifting and carrying the ball, using adhesive techniques to hold the ball or any other unfair means will be disqualified.

  10. • Any part of the bot should not cross the goal line during complete match.

  11. • Claiming is allowed but none should stop his game till referee stops the game.

Registration fees: Rs. 400/- per team.



Every individual on this earth is unique. So it’s time to push the pedal and test your mettle.Breaking all the barriers, here is the platform,do not let your skills to fall down and emerge as a winner.

Download Quiz Rules


The participants are required to make a residential flat model along with an abstract of plan

Download Manual


Sketch-O-Mech : Download the manual
Road Runner
Buiusness Plan
Beat the Clock
Train the Brain
Sky Flyers
Water Jet

EVENT DETAILS

The objective is to build an autonomous robot that will follow a black line on a white background comprising straight paths, curved paths and angled turns (90 or 135 degrees). The bot has to go from starting point to ending point in minimum possible time.

Arena

The game field consists of an arena having dimensions 240 cm X 120 cm (lxb).
It consists of the following:
1. The arena is composed of random path made up of black line on a white background.
2. The path is composed of straight path, curved path and 90⁰ and 135⁰ turns only.
3. The width of the line will be 4cm.
4. The figure 1 below shows the sample arena. The actual arena at the competition will consist of slight alterations in the path.
5. A black box of 28 cm x 28 cm is present at the end zone of the arena to indicate the end position.
Note: The dimensions of the arena will be accurate to within 5% or 2 cm, whichever is less.

GAME RULES:
1. The teams will have to submit their bot along with code (if any) before the start of the competition. Only those teams which submit their bots will be allowed to participate. The bot will be handed back to the team during the time of their run. They will be given 1 minute for calibration. If any team is found to alter its code after depositing its bots, then it will be immediately disqualified from the competition. They are however allowed to make any other hardware changes.
2. The bot will have to reach the finish point from the start point following the black line in minimum possible time.
3. Run will start only when organizers give the signal.
4. A total of 5 minutes will be provided to complete the run.
5. The bot will have to glow a blue led on reaching the finish point. 5 seconds will be subtracted from the total time if the led glows.
6. The participants are allowed to take a maximum of 3 restarts in the entire match. The participants will have to start from the starting point and the timer will not be reset.
7. Only one team member will be allowed to handle the bot.
8. The time measured by the organizers will be final and will be used for scoring the teams.
9. In case of any dispute, organizers’ decision will be final.

BOT SPECIFICATIONS:

1. The autonomous bot must fit into the box of dimension 25 cm X 25 cm X 20 cm (l x b x h).
2. Bot must be started individually by only one switch. However a team may have on-board switch for restart. This switch has to be shown to the organizer
before the run.
3. Bot must have a blue LED which will glow once it reaches the end zone of the arena.
4. Bot must have on board power supply.
5. Potential difference between any 2 points must not exceed 12 V at any point of time during the game.
6. Readymade bots are not allowed although readymade chassis can be used.

TEAM SPECIFICATION:
1. A team may consist of a maximum of 4 participants. Students from different educational institutes can form a team.
2. Students with a valid identity card of their respective educational institutes are eligible to participate.

Registration fees: Rs. 200/- per team.