Rule Book


  1. App Development
  2. BOB the builder
  3. Bull's Eye
  4. clay play
  5. code and simulate
  6. code and simulate HTML
  7. code and simulate
  8. code and simulate JAVA
  9. crazy bridge
  10. Dual mode vehicle challenge
  11. food food
  12. junkyard wars
  13. Landrover
  14. Line Follower
  15. Treasure Hunt
  16. Quiz
  17. RoboMaze
  18. RoboSoccer
  19. Anti chess
  20. Sudoku
  21. Water Boat
http://vibrotics.blogspot.in/p/rule-book.html


APP DEVELOPMENT ABOUT: Talking Tom, WhatsApp Messenger, NextDrop, SocialBlood, are some simple yet powerful hacks solving problems. They are just to name a few out of millions. Have you ever dreamt of building something, which addresses the challenges, related to life-changing problems or is even used by millions of people across the globe. If yes, then your ticket to turning this enthralling thought into reality is right in front of you. PDM College of Engineering presents the premier App Development this Paradigm 2013. On April, 11th we're gathering some of the best minds in the PDM to create apps for a better world. The prototypical open problem statement event also features a “PDM” App Development end to it, meaning; it has bounty problems apart from the app design contest attached to it. In this, you have to create an android app for PDM group of institution, completely related to College. Come be a part of an all-round event where developers from entire college participate in a 6 hour long app making contest.
RULES:
 Team size should be at most 4.
 It is an open problem statement event. One has to submit their idea before start of the event on the portal that will be up just before the event kicks-off.
 All the coding should be done during the event.
  Participants are expected to bring all tools and software necessary to build the problem statement. Organizers will provide power strips.
 Contest is open to developers worldwide.
 The contest will go on for 6 hours (tentative).
 Rules are subject to change.
  Teams solving bounty problems are eligible for common prizes.
 Disqualification Criteria: Your Entry will be instantly disqualified if your code : DIRECTLY calls un-managed code or DIRECTLY reads, writes or executes any database object other than those created by your module. Eligibility:  You need to be currently enrolled in the college that you mention. Judging Criteria:
 Degree of how best your solution solves the given problem.
 User Experience: Ease of use of application.
 Level of Innovation
 Efficiency in terms of Speed.
Resources:
For android coders: Android SDK will be provided

P.S.: - For more details on android app development please visit developper.android.com and for widening your scope visit developers.google.com.
For Further Details Contact:
  Mrs. Sunita Sangwan (Faculty Coordinator) CSE Department
 Harshit Mago +91.9999.350.442 harshitmago@gmail.com
Vice Head Coordinator and Event Manager



BOB THE BUILDER Overview:-
Are you bored of all these coding events? Do you want to try something more practical? Do you think you are creative enough to build something totally new out of scrap? And think you know all those energy conversion principles well ?
Well if the answer to all these questions is YES, well then my dear friend you have landed the right place. Come and hone your engineering concepts at fires of creativity. All you need is your brain and the junk we provide. Teams will be provided with a problem statement and scrap items on the spot. You have to come up with a working prototype of your idea.
Rules:-
Round 1:-
There will be IQ test of all the teams participating.
Round 2:-
1. Time allotted to make a working prototype of their idea: 1hour
2. Total Time for presentation and testing: 1 hour
3. Materials required to design your prototype will be provided on the spot and only those materials can be used.
4. The event is scheduled for approximately one and half hours.
5. Max of 3-4 people per team is allowed.
Eligibility:-
You must be an undergraduate/graduate student of the PDM Group of Institution.
BOB THE BUILDER
Judging Criteria :-
 How the given material is used by the participants.
 How much processes used to achive the aim.
 The decision of the judging committee will be final and binding.
For Further Details Contact:
 Dr. Farid Ansari
(Faculty Coordinator)
Department of Applied Sciences
 Vaibhav Deswal
Phone no. :-8607446550
vd1484cg10@pdm.ac.in
Event Manager


BULL’S EYE
Overview:-

Got the eagle's eye and passion to build things?
Then pull the socks for archery and blend your artistic skills and engineering mastermind right here at Bull's Eye. Participants have to come in teams of max THREE and design a bow and arrow ,a gun or anything, with the provided inventory, groom and decorate them and aim for the target. One with the perfect combination of design, aesthetics and shot's accuracy will be victorious!!
Rules:-
1. Maximum of three members per team.
2. Raw materials and other required inventory will be provide on the spot.
3. Separate points for making/designing the bow & bonus points for hitting the target.
4. Time limit of one and half hours.

RAHUL VASHISHT
(COORDINATOR)
PHONE NO. :-9315555040

INTRODUCTION:-
Here is something for all those with flair for sketching and designing of automobiles. A design challenge for participants where you sketch your dream car and then make clay model of it which must be most aerodynamically stable and most aesthetic visually.
The event shall be of 1 rounds:
Teams has to made a clay model which must be
-aerodynamically stable,
-aesthetic visually
-new concept for future car
RULES & REGULATIONS:-
 Track width of the clay model cannot be more than 20cm.
 Wheelbase of the clay model cannot be more than 40cm.
 Maximum of 3 kg clay will be provided to the team.
 No team is allowed to bring any sort of templates and photographs with them during the event.
 Each team will receive one set of material.
 A team should comprise of 3-4 members.
 Organizers reserves the right to change any number of rule and the team must abide to it.
Eligibility:-
You must be an undergraduate/graduate student of the PDM Group of Institution.

CLAY PLAY
Judging Criteria:-
1. Points shall also be awarded for including various aerodynamic and new concept of the model.
2. Additional points shall be awarded for making the model as aesthetically appealing as possible.
3. Final result will be in the hands of teachers and judges.
For Further Details Contact:
 Dr. Farid Ansari
(Faculty Coordinator)
Department of Applied Sciences
 Vaibhav Deswal
Phone no. :-8607446550
vd1484cg10@pdm.ac.in
Event Manager

CODE AND SIMULATE-BLIND CODING
ABOUT:
This competition contain two phase
Phase 1:- Find the Bug:
Were you one of those gross kids who relished the crunchy sound of a bug getting smashed? Well, then this is just the place you wanna be! There are so many *bugs*, and I bet if you squash one and hear closely enough, you can hear the crunch! Exercise your brain cells and get cracking, there are more bugs than you can handle, and not enough time!
So get smashing! Group event...... 15 problems..... Numerous bugs.... only one objective - make the code do what it should!
Phase 2:- Blind Coding:
For the Geeks who think coding is fun Blind Code has something more exciting and challenging for you. You will be asked to code a program with monitor switched off.
GENERAL RULES:  On-Campus event  Teams of maximum two.  The language that will be allowed is C/C++.  The participants would have to give an objective test for prelims  The qualified Participants would be tested through BLIND CODING, in which they would have to code in Turbo C with their monitor OFF.  In Phase 2 of this competition participants will be given 2 simple questions.  The participants are only allowed to switch ON their monitor 8 times and that for only 6 seconds.  Use of internet will not be permitted.  Use of mobile phones or other electronic media will lead to disqualification.
 Any malpractice would lead to straight disqualification
ELIGIBILITY:  You must be an undergraduate/graduate student of the PDM Group of Institution
JUDGING CRITERIA:  The team with the maximum score will be declared winner. In case of tie, the time of submission will be considered to decide the winner. The decision of the judging committee will be final and binding.
For Further Details Contact:  Mrs. Sunita Sangwan (Faculty Coordinator) CSE Department
 Harshit Mago +91.9999.350.442 harshitmago@gmail.com Vice Head Coordinator and Event Manager

CODE AND SIMULATE-HTML CODING
GENERAL RULES:
 On-Campus event.
 Teams of maximum two.
 The language that will be allowed is HTML.
 The contest would have two phases.
 Phase 1: A written test of 18 questions mainly teasers, MCQ’s and fill ups.
 Phase 2: You have to build a website for paradigm and website should convey meaningful information.
 The Participants have to design website completely different from existing website of paradigm.
 The Participants can make use of internet to collect data of pdm and paradigm.
 The participants would be given a time spam of 4 hours for phase 2.
ELIGIBILITY:
 you must be an undergraduate/graduate student of the PDM Group of Institution
JUDGING CRITERIA:
 The team with the maximum score will be declared winner. The decision of the judging committee will be final and binding.
For Further Details Contact:  Mrs. Sunita Sangwan (Faculty Coordinator) CSE Department
 Harshit Mago +91.9999.350.442 harshitmago@gmail.com Vice Head Coordinator and Event Manager

CODE AND SIMULATE
C-Programming
GENERAL RULES:  On-Campus event  Teams of maximum two.  The language that will be allowed is C/C++.  The participants would have to give an objective test for prelims  The participants would have to work on Turbo C after clearing prelims  The contest would have two phases. Phase 1: A written test mainly teasers, MCQ’s and fill ups. Phase 2: A set of subjective problems with increasing complexity  Use of internet will not be permitted.  Use of mobile phones or other electronic media will lead to disqualification.
ELIGIBILITY:  you must be an undergraduate/graduate student of the PDM Group of Institution
JUDGING CRITERIA:  The team with the maximum score will be declared winner. In case of tie, the time of submission will be considered to decide the winner. The decision of the judging committee will be final and binding. For Further Details Contact:  Mrs. Sunita Sangwan (Faculty Coordinator) CSE Department
 Harshit Mago +91.9999.350.442 harshitmago@gmail.com Vice Head Coordinator and Event Manager

CODE AND SIMULATE-JAVA QUIZ
GENERAL RULES:  On-Campus event.  Teams of maximum two.  The language that will be allowed is Java.  The contest would have two phases. Phase 1: A written test of 15 questions mainly teasers, MCQ’s and fill ups. Phase 2: A set of Coding problems with increasing complexity.  The participants would have to give an objective test for prelims.  The participants would have to work on Eclipse or Netbeans IDE after clearing prelims.  Use of internet will not be permitted.  Use of mobile phones or other electronic media will lead to disqualification.
ELIGIBILITY:  you must be an undergraduate/graduate student of the PDM Group of Institution
JUDGING CRITERIA:  The team with the maximum score will be declared winner. In case of tie, the time of submission will be considered to decide the winner. The decision of the judging committee will be final and binding.
For Further Details Contact:  Mrs. Sunita Sangwan (Faculty Coordinator) CSE Department
 Harshit Mago +91.9999.350.442 harshitmago@gmail.com Vice Head Coordinator and Event Manager

CRAZY BRIDGE
RAHUL VASHISHT
(COORDINATOR)
PHONE NO. ;-9315555040
Overview:-
A bridge is a structure built to span and provide a passage over a physical obstacle. This event will test your skills to approach the problem in an innovative manner. With just scrap, you are expected to build a bridge that can bear maximum load and undergoes minimum deflection. You have the freedom on the type of bridge you construct.
Rules:-
 All the material required will be provided.
 Teams must be of a maximum of 4 members.
Judging Criteria:-
The strength of the bridge which is governed by the maximum load it can bear.

Dual Mode Vehicle Challenge
Overview
1963, Eight years into the Vietnam War, the Americans have understood a few things: Men can’t kill everything with small arms, they can’t go everywhere either. Tanks are not the solution. They get bogged down in the swamps and, then, they get taken out like fish in a barrel by the Cong. They are sick of it and need some transport vehicle which can navigate swamps, ponds, rivers, and the whole list. As an engineer, you have to build a remote controlled vehicle which can navigate through water and land.
Problem Statement
To build a remote controlled ‘all-terrain’ vehicle that can move and steer on both land and water and is able to move from water to land and vice versa without any physical human involvement.
Rules
The participating teams must follow the following rules.
1. The teams must adhere to the spirit of healthy competition. The judges reserve the right to disqualify any team indulging in misbehavior. Decision of the judges shall be treated as final and binding on all. A team can consist of maximum 5 students.
2. The vehicle should fit in the box of 30cm30cm30cm at all points of time.The external remote control is not included in this size constraint. Power need not to be on board. you can carry your batteries in your ands just make sure that wire length is enough.
3. There is no restriction on the number of batteries you can use, given that you follow the above mentioned rule. Battery Swapping in the middle of the race is allowed at a cost of 150 points.
4. The machine cannot be constructed using readymade Lego kits or any readymade mechanism. The chassis, the steering mechanism and the conversion mechanism are supposed to be handmade .But you can make use of readymade gear assemblies.
5. Participants can make use of any materials to fabricate the chassis; there is no restriction on weight of the vehicle however the participants must keep in mind it has to maneuver through water also.
6. Participants are supposed to use electric motors for the propulsion of the vehicle.
7. Use of IC engines or any other kind of propulsion is strictly prohibited. The potential difference between any two points on the vehicle should not exceed 24V at any point of time. Use of any energy storage device (other than batteries) is not allowed.
8. You can use wired or wireless remote controls. Also, take care that the wires won’t interfere with the motion of your or any other bot. Such interference may lead to disqualification. Any violation of the above mentioned rules can lead to disqualification.
Judging criteria
 There will be two rounds.
 First round will be a qualifying round in which the ability of the vehicle to run on both land and water would be tested. There would be two separate stretches, one of land and other of water.
 The second round will be a circuit round in which the participants have to complete 2 laps of the given circuit in the shortest possible time. The circuit will consist of some obstacles.
Registration
 All the teams are requested to register for participation by sending the team name, team members,
 collage name, contact numbers.
For further details contact :
HEAD COORDINATOR COORDINATORS
MRINAL DABAS AYUSH THAPAR ECE1 6TH SEM 9013302766
ECE1 6TH SEM AYUSH KALRA ECE1 6TH SEM 9910961917
9711496031 SAURABH AGGARWAL ECE1 6TH SEM 9910343732
LOKESH ECE1 6TH SEM 9650657647
PARAS GAMBHIR CSE 3 6TH SEM 9996880405

FOOD FOOD
Rules And Regulations
This event involves cooking a lip smacking dish with a “technical tadka” in it.
1. Team has to come in a group of maximum 4 members.
2. Only the registered students can participate.
ROUND 1: QUIZ
It will test your knowledge related to food and technology.
1. Each team has to solve the given question paper.
2. results would be generated on the basis of same.
ROUND 2: TASTE BUDS
1. Participants will be tested on the efficiency of their taste buds marked by guessing the right and maximum number of ingredients in the provided dish.
2. Taste buds would be tested for three recipes.
3. One member from each team can taste a dish only once.
4. Negative marking is applicable in the case of wrong guess.
5. Top scores would make it to the final round.
ROUND 3: FINAL ROUND
1. Showcase your Cookery and Presentation Skills, all in one go.
2. Technical twist awaiting for the finalists.
Faculty Coordinator: Event Head:
Mr. Yogesh Sahil Nischal(9582982924) Khushalee(9999974843)

JUNKYARD WARS
RAHUL VASHISHT
(COORDINATOR)
PHONE NO. :-9315555040
Overview:-
“To create great inventions all u need is just some intellect and some junk.” This PARADIGM, Junkyard Wars offers you an opportunity to create magic out of the junk! This event is all about searching for the ultimate hands on team with great design minds who can churn out anything from heaps of scrap. You just need to have loads of enthusiasm, tons of perseverance, tolerance to a high magnitude of dirt & grease, a zeal of innovation and finally a great general knowledge about how things work. Junkyard Wars was first Inspired by the TV Show 'Apollo 13', in which astronauts had to carry out in-mission repairs using only the available materials. Junkyard Wars attempts to put you in the same position and test your improvisation and creative skills. The participant teams are given access to a junkyard and the facilities of the workshop, and are required to build a machine in a given amount of time. However, this event also requires a sound understanding of basic theoretical principles of Mechanical Engineering. So, get ready to unleash the Mechanical Engineer within you and bring out the beauty in the beast!
Rules:-
There will be total 2 rounds:
Round 1:
It will have a quiz based upon basic Mechanical Engineering concepts. This round is used to test the theoretical understanding of the participants about the basics of mechanical engineering. Top 8 teams will be selected for the 2nd round.
Round 2:
In this round the selected teams will get a problem statement based on that they have to make the working mechanism. For making it the teams will get the full access to the PDM Workshop where they will get the Junk and various tools like Lathe, Welding etc. Teams will have to build their model in the span of 2 hours (within restricted slots only).
Note:
The 2rd round problem statement will not be the same as in the 1nd round.
The winner will be decided based on the performance of each machine. The coordinators and PDM Workshop staff will be present to operate all the machines, for your own safety.
JUNKYARD WARS
RAHUL VASHISHT
(COORDINATOR)
PHONE NO. :-9315555040
Eligibility:-
1. All the tools required will be supplied by the workshop.
2. Participants need to have a basic idea about Workshop safety and operational precautions.
3. It is recommended that you keep the physical exertion of the final round in mind while choosing your team mates. Teams cannot be changed between rounds.
Each team can consist of maximum of 5 members.



LANDROVER
General Rules
1. Each team is required to construct 1 robot.
2. The maximum number of participants in a team is 5.
3. Each member must produce a valid ID card.
Competition Rules
1. Speed and efficiency are tested in this event.
2. Arena contains of different kinds of paths like sand, stones, bricks, grease etc.
3. Your robot should overcome all the obstacles placed in your path.
4. The one which reaches the final point in less time will be the winner.
5. Toy chassis and toy hacks are not allowed.
6. The team will lose points upon: Breaking out of the track, The wire must remain slack all the time, Failing to do so will cause Penalty, Touching the bot for realigning or adjust the bot, Skipping an obstacle .
7. The points will be rewarded according to the time elapsed in reaching the finish line.
8. Only one team will race at a time.
9. At all times, the Robot must not: Emit smoke or fire Leak, stain, or soil Disperse powder, grit, or
grime Scratch, gouge, or scrape In any case the robot must not cause damage to the track. Doing
so will cause disqualification of the team .
Arena Specifications
1. The race track will be 40 cm wide.
2. The track surface and course line may have unevenness.
3. There might be abrupt angles.
4. There will be certain obstacles in the race track which will try to slow down the bot.
5. The design and size of the obstacles may vary .
Robot Specifications:
1. Robots can be Human-operated, and the onboard power supply is allowed.
2. For wireless control, the team must use a dual frequency controller extra points will be awarded to the robot working on wireless remote control.
3. The maximum robot base dimension is 30cm(L) x 30cm(B) x 30cm(H)
4. There are no constraints on robot's weight.
5. The robot may start the race in either orientation.
6. The power supply to the bot must not exceed 24V .
7. In case of wire operated bot, the minimum length of the wire must be 2meters minimum.
8. The wire must remain slack all the time. Failing to do so will cause penalty.
9. The team will be provided with extended A.C. power supply 220 V.
10. The team must bring their own power regulators for power consumption, which must not
exceed 24 V at any point of the race.
11. The teams can also bring DC Batteries as power supply to the bot.
Race Obstacles:
1. Stones
2. Glass bottles
3. oil and Greece
4. Uphill and downhill with a bridge (in between water).
5. Rotating plank or platform.
6. Sharp U turns and cuts.
7. Tin sheet with oil and Greece.
8. Surface with sticky surface (GLUE).
9. Dump below a narrow plank.
10. See-Saw.
11. Wood bridge(hanging)
12. Dig
13. Speed breakers
Scoring:
1. Hurdles of varying difficulty levels will have required points.
2. The team, on crossing the hurdles, will be awarded with respective points.
3. Both- the hurdles crossed by the bot and the time taken to complete the race- carry weight age in ranking the teams.
In case of any tie-
1. The maximum no. of hurdles crossed by the bots will be considered for breaking the tie; or
2. the min. time taken by any of the bots will be declared by the winner if no. of hurdles crossed by the bots are same;
3. The bots in tie will have to race again and the present scorings will be considered for breaking the tie.
Important Note:
1. The organizers retain the right to change the statement.
2. All changes/clarifications regarding the problem statement shall be conveyed to the event organizers.
3. The decision taken by the judges will be full and final
Registration
All the teams are requested to register for participation by sending the team name, team members, collage name, contact numbers.
For further details contact :
HEAD COORDINATOR COORDINATORS
MRINAL DABAS JASPREET SINGH ECE1 6TH SEM 9899840391
ECE1 6TH SEM SHANKY ECE1 6TH SEM 9717054546
9711496031 HARSH BIRMAN ECE1 6TH SEM 9899888385
SUMIT SONI CSE 6TH SEM
ANKUR GOEL CSE 6TH SEM

LINE FOLLOWER
ABOUT: In this, a basic robot has to follow the black line on the background, taking the right turns. The follower has to complete the race without losing the line. Each team gets one chance, and the team which finishes the race accurately in the least time wins.
RULES:  Only one robot per team is allowed.  Max no of people per team is 5.  The robots should be within 25cm * 25cm * 25cm  Robots must be autonomous. Data links to off-board computers are allowed, but no wetware (human) operated remote controls will be permitted.  The robots must have an accessible on/off switch.  The power supply for the vehicle should be contained on-board, and should not exceed 24V between any two points in the circuit.  The time will be measured from the moment the robot crosses the starting line till it crosses the finish line. A robot is deemed to have crossed the finish line when the foremost wheel, track, or leg of the robot contacts or crosses over the line. A maximum of 3 minutes is allowed to complete the course; else this will lead to disqualification. Time shall be measured by an electronic gate system or by a judge with a stopwatch, based on the availability of equipment. In either case the recorded time shall be final.  A robot that wanders off of the arena surface will be disqualified. A robot shall be deemed to have left the arena when any wheel, leg, or track has moved completely off the arena surface.  If the robot loses the course line then it has to reacquire the line at the point at which the line was lost or an earlier traversed point. If the robot fails to do so it will be one chance to reattempt. The robot must start the course again from the beginning, and if it loses the line course on its second attempt it will be disqualified.  The decisions of all officials regarding these rules and the conduct of the event shall be final. Judging Criteria:  The Robot which completes the path fully and in the best times wins.
ARENA:
For further details contact:
(Event Head) (Faculty Coordinator)
Harshit Mago Mr. Yogesh
+91.9999.350.442 ECE Department, PDMCE
harshitmago@gmail.com Mr. Dinesh
ECE Department, PDMCE
(Technical Events Convener) Chief Coordinator
Dr. Farid Ansari Dr. Rajesh Sood
Dept of Applied Science PARADIGM 2013

Rules and regulations of Treasure Hunt ABOUT The goal of The TREASURE HUNT : Race and Urban Scavenger Hunt is for participants to enjoy themselves while taking part in a unique fundraising event that will not only challenge, but will also entertain by exposing participants to new and exciting activities. For some teams it is the competition that will be a driving factor in their participation. Participants are expected to conduct themselves in a respectful manner and to abide by the rules and regulations of the event. All participants will be held to The Honor System as it pertains to their adherence to the rules and regulations. The TREASURE HUNT Officials will be present on the race course throughout the day and, if a team is found to have committed an infraction against the rules and regulations, Officials have the authority to disqualify any offending team. Points to remember..: 1. Eligibility 2. The TREASURE HUNT 3. Disqualification 4. Prize 5. Additional Terms Description: Eligibility To be eligible to PARTICIPATE The TREASURE HUNT participants MUST: Be the student of Pdm institutions. You are registered with the treasure hunt official.. THE FIRST 50 TEAMS REGISTERED. ARE ELIGIBLE TO PLAY TREASURE HUNT Be verified by The TREASURE HUNT Officials as having completed the required number of Checkpoints without having exceeded the 6 hour maximum time limit (TREASURE HUNT course will be open from 10am-4pm).  The following individuals are NOT eligible to win The RUSH:
Any student or treasure hunt officials, who may be deemed to have confidential knowledge concerning The TREASURE HUNT; . Pick up location: Amphi Theatre (PDMCE) The TREASURE HUNT  What is The TREASURE HUNT? The TREASURE HUNT is a contest of skill, consisting of a series of Checkpoint Challenges which teams must successfully complete. The teams to have teammates cross the identified official finish line from the intended direction will be declared the winner, subject to completion of the required challenges/levels within the 6 hour time limit, compliance with these Official Rules, and verification by The TREASURE HUNT Officials. There will be 4 levels and each level are defined some time constraints.  The first round would be the prelims. In which there would be a quiz  What happens if more than one team is at a Checkpoint location? If more than one team is present at a Checkpoint location at the same time, the teams will complete the Checkpoint in the order in which they arrived. What happens if there is a tie for first place? In the unlikely event of a tie, The RUSH Officials reserve the right to assign a final, tie-breaking challenge to the tied teams and the winner of that challenge will be declared the winner of The TREASURE HUNT.   Will all teams rankings be recorded? Teams that successfully complete all required Checkpoints and cross the official finish line within the 6 hour time limit will have their official ranking recorded in the order that they crossed the finish line (race course will be open from 10am-4pm). Any teams completing less than the required number of Checkpoints or who do not cross the finish line before the expiration of the time limit will not have their ranking recorded.  During The TREASURE HUNT participants MUST: Obey all local laws, regulations; Participants are solely responsible for their actions and the consequences of those actions during The TREASURE HUNT. Stay within twenty (20) meters of their teammate at all times, unless explicitly instructed otherwise by The TREASURE HUNT Officials.
Carry valid photo identification/i-card at all times. Comply with the directions of The TREASURE HUNT Officials, local authorities, and property and/or venue owners and managers.  During The TREASURE HUNT participants MAY NOT: Engage in unsportsmanlike, prohibited or illegal conduct. Verbal or physical aggression towards the public, local officials, fellow participants, or The TREASURE HUNT Officials, or acts of vandalism, theft, or harassment will not be tolerated, and are subject to penalty at the discretion of The TREASURE HUNT Officials. Disqualification  What counts as grounds for disqualification? The TREASURE HUNT Officials reserve the right to disqualify for any reason at any time, at their absolute and sole discretion, any team or team member engaging in, or thought to be engaging in, any conduct that is contrary to these Official Rules or the instructions of The TREASURE HUNT Officials. Without limiting the generality of the foregoing, The RUSH Officials reserve the right to disqualify any team member or team that appears to The TREASURE HUNT Officials not to be conducting themselves in a safe and sportsmanlike manner. In the event that a single team member is disqualified, his or her team shall be disqualified and forfeit the right to participate further in The TREASURE HUNT or win a prize.  What happens if one teammate is unable to complete The RUSH due to injury or illness? In the event of physical injury, sickness, accident or any other incident which may bring into question an individual’s ability to safely complete The TREASURE HUNT, the TREASURE HUNT Officials may, in their absolute and sole discretion, disqualify the team. For greater certainty, The TREASURE HUNT Officials reserve the right to disqualify a team, or to cancel, suspend, amend or terminate The TREASURE HUNT at any time, at their sole and absolute discretion, if any factor interferes with the ability of the participants to safely complete The TREASURE HUNT as contemplated by these Official Rules.  What are the additional terms and conditions?
By participating in The TREASURE HUNT , participants agree to abide by these Official Rules. Entrants who have not complied with these Official Rules are subject to disqualification. The officials reserves the right to modify the Official Rules in any way at any time it deems necessary or appropriate without materially affecting the terms and conditions of The RUSH.
1. The Team That Stays Together. Your team must stay together at all times. You may not split up to “divide” tasks.
2. Playing Fair. Have fun and try to win. But don’t let your competitive instincts drive you to ruin other peoples’ chances to win. If you do, your team will be disqualified. That means no sabotaging, lying, cheating, stealing, or copying other people’s work.
3. Cheaters Never Win. If anyone on your team cheats or breaks the rules (see the
“College wise Scavenger Hunt Rules and Regulations” you are holding in your hand), the whole team gets disqualified.
4. If You Fight the Law. (And the Law Wins). You’re here to have fun, but to do so legally.
5. Judges. The officials will be judging you since the day you started here.
6. Late Loses. Your team, in its entirety, must return to the specific location no later than the specified time as specified by the officials.
7. Decisions. All decisions by the judges are final. No exceptions.
8. If treasure is found, then turn in the treasure at Treasure Hunt headquarters and tell which clue led you to that treasure. If you correctly match treasure and clue, your
team will be awarded the points for that clue
9. Treasures associated with clue are marked with letters to
be exchanged for the correspondingly-lettered word clues for the double crostic.
10. Never tamper with another team's treasure. When you pick up your own team's treasure at a location, leave the other treasures hidden there exactly as you found them. A violation of this rule could cost your team the Treasure Hunt.
11. Do not search for clues in off-limit areas or at another team's headquarters. If you move anything to search an area, put it back the way it was before you leave. No clues have been hidden in woodpiles, rock walls, etc., and no structure should be dismantled. Team captains should make this very clear to their rookie searchers.
For further details contact:
(Event Head)
SAHIL NISCHAL
+919582982924
ME Department,PDMCE
(Faculty Coordinator)
Mr.Yogesh
Mr. Dinesh
ECE Department, PDMCE

QUIZ
ABOUT:
A quiz is a form of game or mind sport in which the players (as individuals or in teams) attempt to answer questions correctly. In this quiz you will be given question from aptitude part, general knowledge part and from all those subjects which you have studied in your first year.
RULES:  Maximum of 2 members per team.  The quiz will be conducted in multiple rounds, with the first one being an elimination round.  Every correct answer in Round-1 fetches you 1 point, with no negative marking for the wrong ones.  In case of a tie, the questions indicated on the slides with a star will come into play. The team with the greater number of correct answers to starred questions qualifies.  The quizmaster(s) may select between 10 teams for the next round, as per their discretion.  The quizmaster’s decision is final and binding on all issues relating to marking and answer relevance JUDGING CRITERIA:  Team with maximum score will be declared first.
Eligibility:  You must be an undergraduate/graduate student of the college that you mention
For further details contact:
Event Manager: Faculty Coordinator:
Vaibhav Deswal – 8607446550 Mr. Yogesh
Harshit Mago – 9999350442 Mr. Dinesh
(Vice Head Coordinator, PARADIGM-2013)


ROBOMAZE
Problem statement:
You have to design a remote controlled (wired or wireless) robot which can reach the destination within least time in the arena
Bot specification:
1. Dimensions and weight of the bot should not exceed 30cm *30cm*30cm and 10kg respectively.
2. The Robots should not have any pointed edges to hold the ground for support.
3. Any mechanism which may damage the arena is not allowed.
Rules and judging criteria of the game:
1. The Robot can be either manually controlled (wired or wireless) or autonomous, extra points will be awarded to the robot working on wireless remote control.
2. A maximum of 5 participants are allowed per team.
3. The participants should not argue with the co-coordinator regarding the judging criteria or the surface of the ring (however care will be taken such that the surface is not going to cause damage to the robot).
4. Arena should not be damaged. It may lead to disqualification of bot.
5. Judges decision will be final no arguments entertained.
Power specifications:
1. The team will be provided with extended A.C. power supply 220 V.
2. The team must bring their own power regulators for power consumption, which must not exceed 24V at any point of the race.
3. The teams can also bring DC Batteries as power supply to the bot.
Important Note:
1. The organizers retain the right to change the statement.
2. All changes/clarifications regarding the problem statement shall be conveyed to the event
Organizers.
The decision taken by the judges will be full and final.
Registration
All the teams are requested to register for participation by sending the team name, team members, college name, contact numbers, mail ids.
For further details contact :
HEAD COORDINATOR COORDINATORS
MRINAL DABAS DARPAN SHARMA ECE1 6TH SEM 8860892530
ECE1 6TH SEM HARSHIT DAHIYA ECE1 6TH SEM 9654167938
9711496031 KANCHE CSE 6TH SEM PDMCEW
SHRUTI CSE 6TH SEM PDMCEW

Robosoccer
General Rules
1. Each team is required to construct 1 robots.
2. The maximum number of participants in a team is 5.
3. Each member must produce a valid ID card of his/her respective institution.
Match Rules
The usual rules of robosoccer apply. A foul shall be called in case of
1. Deliberate obstruction of the opponent robot.
2. Touching the opponent’s robot when both of the robots aren't controlling the ball.
3. The ball is held (not allowed to roll) by clamping mechanism.
4. Damaging the arena will lead to disqualification.
5. The robots can use the side wall for reflecting the ball. It won't be considered as a foul.
Arena Specifications
1. The goal is 40cm wide.
2. A cosco ball will be used for the game. The weight of the ball will be 50gm approximately and will have a diameter of 6 cm (approx).
3. The arena is made of plywood.
4. There will not be any extra metal casing indicating the goal.
Robot Specifications:
1. The dimensions of both the robots at any point of time in the game should fit in a box of 30x30x30 cm.
2. The weight of both the robots combined should not exceed 12 kg. The remote control (wireless/wired),battery all of which will be included in the weight,
3. The potential difference between any points in the robots and the remote should not exceed 24V at any point of the match.
4. Both wired and wireless robots are allowed.
5. In case of wireless robots, each robot must be able to support dual frequency so that there is no interference with the opponent’s robots.
6. In the case of wired control, the participants must ensure that the wires out of a pole of height at least 30cm. The height of the pole is not counted during dimension check. The wire must be slack at all points of the match.
7. RF modules from toy cars may be used. However use of IC engines and LEGO kits will attract disqualification.
8. The robots may not hold the ball while moving. Dribbler mechanisms can be used; however the ball must have at least one direction for free motion.
9. The ball can be dribbled and hit from any part of the robot.
10. Even own goals are counted.
Games/Matches
The games is similar to normal football tournaments
1. Depending on the no. of teams, league groups will be made.
2. Top 8(or 4) (depending on no. of teams) teams will qualify for quarters (or semis).
3. The game has two halves each of duration 2.5 minutes in league stage matches (Subject to
change.), while 3.5 minutes in matches from quarters onwards.
4. The team which scores maximum number of goals by the end of full time is considered as winner for that particular game. In case of a tie, the item of ball possession of the team will be considered.
Registration
All the teams are requested to register for participation by sending the team name, team members, college name, contact numbers.
For further details contact :
HEAD COORDINATOR COORDINATORS
MRINAL DABAS ADVAID BANGA ECE1 6TH SEM 999969828
ECE1 6TH SEM PIYUSH HASIJA CSE1 6TH SEM 9990506719
9711496031 ADITI ECE 6TH SEM PDMCEW
HARMEET ECE 6TH SEM PDMCEW
SHERRY GUPTA ECE 6TH SEM PDMCEW

SUDOKU
Overview:-
Sudoku are easy to learn yet highly addictive language-independent logic puzzles which have recently taken the whole world by storm. Using pure logic and requiring no math to solve, these fascinating puzzles offer endless fun and intellectual entertainment to puzzle fans of all skills and ages.
Sudoku puzzles come in endless number combinations and range from very easy to extremely difficult taking anything from five minutes to several hours to solve. Sudoku puzzles also come in many variants, each variant looking differently and each variant offering a unique twist of brain challenging logic.
Try these puzzles, and see if you can solve them too!
Rules:-
There will be 2 rounds.
Round 1 :-
 Every participants will be given moderate type Sudoku.
 Participants will be given fixed time to solve it.
 No participants will be allow to enter after 10 min of given time.
Round 2:-
 Only those participants will be allowed, who will clear round 1.
 In this level difficult type Sudoku will be given to solve. .
Eligibility:-
You must be an undergraduate/graduate student of the PDM Group of Institution.
SUDOKU
Judging Criteria:-
 Final result will be in the hands of teachers and judges.
 In round 2, the participant who will submit first correct solution to the problem is declared as the winner.
For Further Details Contact:
 Mr. Yogesh Dureja
(Faculty Coordinator)
ECE Department
 Vaibhav Deswal
Phone no. :-8607446550
vd1484cg10@pdm.ac.in
Event Manager

ANTI CHESS
ABOUT:
Antichess (also known as Losing chess, Losing Game, Zero chess, Giveaway chess, Suicide chess, Killer chess, Take-all chess, Reverse chess, or Shmess) is a chess variant in which the winning objective of the players is to lose all their pieces. It is one of the most popular of all chess variants.
RULES:
1. The game would be only for 3 minutes.
2. At a chess board two participants would b playing at a time.
3. Simultaneously there would b 3 chess boards in the room i.e there would be 6 paritcipants playing.
4. The chance of playing the game would be on first come first serve basis.
5. The game would consist of several rounds and at each round winner of the game would be selected.
6. This selection procedure would go on till, when 2 final winners of the game would be selected.
7. The final round would b played between last two participants and from them one winner would be selected.
8. During the game within each 10 seconds the player has to play his chance otherwise his turn would be cancelled.
9. The king has no royal power and accordingly:
a. It may be captured like any other piece.
b. There is no check or checkmate.
c. There is no castling.
10.Stalemate is a win for the stalemated player
11.If only one pawn is left of each player then it will lead to a condition of draw.
Judging criterion:
1. The participants which will stand till last (winner of all the games) will be the final winner.
2. Judging criterion would be in hands of coordinator.
3. The decision made by the coordinators will be final and no disobeying would be tolerated.
4. Misbehaving with coordinators will lead to disqualification.
For further details contact:
(Event Head) (Faculty Coordinator)
Sanchit Kumar Mr. Yogesh
+919654593167 ECE Department, PDMCE
Sanchitkumar6@gmail.com
(Technical Events Convener) Chief Coordinator
Dr. Farid Ansari Dr. Rajesh Sood
Dept of Applied Science PARADIGM 2013



WATERBOAT
INTRODUCTION -
Robo running on flat surface or a path is a common thing what about a robot moving in water with crossing hurdle, pushing something to desired location and doing so many other activities…, Here we give you an opportunity to try your robot on water with some special modification so be ready to enter in aquatic robotics here called water boat.
General Rules
1. Each team is required to construct 1 robot.
2. The maximum number of participants in a team is 5.
3. Each member must produce a valid ID card.
TRACK –
The track will be a simple path on water surface consisting of turns and twist to check the maneuverability and stability of the boat. The width of the track will vary from 500 mm to 600 mm. There will be obstacles in the path of the boat.
DIMENSIONS AND FABRICATION –
1. The boat should be fully remote controlled, manual or wireless with onboard battery or can have an external power source like a battery eliminator or an adopter, extra points will be awarded to the robot working on wireless remote control.
2. The boat must fix in a box of 30cm*30cm. The dimensions may change during the course of the competition.
3. The boat’s hull must touch the surface of the water (i.e. you cannot build a hovercraft or submarine).
4. The boat’s hull may be manufactured from any material(s) of your choice. Use of a ready-made hull is not allowed and will result in disqualification.
5. There is no restriction on number of motors and number of propellers used.
6. The boat’s propeller cannot be metallic.
7. All electronic connections, circuit boards and terminals must be sealed properly; the boats will be checked for this criterion prior to the competition.
8. Boat must be started individually by only 1 onboard switch. However, a team may have a separate onboard switch for restart.
9. Boats cannot be constructed using readymade Lego kits or any readymade mechanism. Violating this clause will lead to the disqualification of the team.
JUDGING –
1. The boat has to traverse the track in the least time possible. The scoring will be done on the basis of time.
2. Negative marking will be done if the boat strikes the boundary of the track and also for manhandling.
For further details contact :
HEAD COORDINATOR COORDINATORS
MRINAL DABAS AYUSH THAPAR ECE1 6TH SEM 9013302766
ECE1 6TH SEM AYUSH KALRA ECE1 6TH SEM 9910961917
9711496031 SAURABH AGGARWAL ECE1 6TH SEM 9910343732
LOKESH ECE1 6TH SEM 9650657647



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