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잘찾아오셨습니다!
Agenda 
1.Imagine Cup 소개 
2.Imagine Cup 2015 대회일정, 요강, 심사기준소개 
3.Imagine Cup 2014 World Finals 2위수상자로부터듣는이야기 
4.Q&A
What is Imagine Cup? 
세계최대학생테크놀로지경진대회 
지난12년간190여개국170만명학생들참가 
세상의난제를해결하라 
게임과앱의미래를그려라 
전세계학생들과겨뤄라
Imagine Cup Competitions 
여러분이만드는게임이전세계사람들의폰, 컴퓨터, 태블릿, 브라우저에서구동되는모습을상상해보세요. 
멋지지않나요? 
최근몇년간우리는전세계학생들이만들어낸멋진게임들을목격했습니다. 다음주인공은바로여러분입니다! 
정말멋지고, 세상을바꿀소프트웨어혁신은학생들의반짝이는아이디어에서부터시작되곤합니다. 
소셜네트워크, 음악서비스, 디지털사진앱, 가젯, 로봇까지. 전세계사람들에게새로운미래를경험하게해줄여러분의능력을지금보여주세요. 
지난2003년Imagine Cup이시작된이래로, 전세계학생들은세상의난제를해결하기위해, 건강, 교육, 환경분야에서혁신적인솔루션을만들어왔습니다. 
아직많이남아있는난제에대한솔루션을가지고있다고요? 여러분의솔루션으로우리가사는세상을더나은곳으로만들어주세요!
Imagine Cup Competitions 
National Finals 
World Semifinals 
World Finals 
전세계220팀경쟁 
35팀선발 
35팀경쟁 
3개경진분야별로 
Top 1 선발
Official Rules & Regulations 
COMPETITION DESCRIPTION 
-Imagine Cup의목표는혁신적이고독창적인소프트웨어애플리케이션을창조해내는것 
CAN I ENTER? 
-2014년9월10일시점에만16세이상이어야함 
-2014년1월1일부터2015년7월31일사이에어느때든(at any time) 고등학교나대학/대학교로공인된교육기관에등록이되어있어야함 
-거주국가에서‘미성년자'로분류되는연령일경우, 엔트리를제출하기전에부모나법적보호자의허락을받아야함 
-쿠바, 이란, 북한, 수단, 시리아거주자는참가할수없음 
-2015년1월1일부터2015년7월31일사이에Microsoft 본사나지사의직원이나인턴이어서는안됨 
-본경진의진행이나집행에어떤방식으로든관련되어서는안됨 
-2015년1월1일부터2015년7월31일사이에Microsoft 임직원이나본경진의진행과집행에관련된사람의직계가족이나가구원이어서는안됨 
-Microsoft Student Partners의경우위의요건을만족하면경진에참여할수있으나Microsoft property나resource를사용하는것은금지되어있음 
-이전에Imagine Cup에World Finalist로참가했던사람은, 지난대회에제출했던엔트리와전혀다른새로운엔트리로참여할수있음
Official Rules & Regulations 
TEAMS & ASSOCIATES 
-한팀은최대4명의학생들로구성가능하며, 모든팀멤버들은참가요건을충족해야함 
-팀멤버는다른학교, 다른국가출신으로구성될수있음 
-한명의참가자는여러팀에속해있을수있으나, 한경진분야에여러팀에속해참가할수는없음 
-출전팀들은보수를받지않으면서팀을조력하는Associate을이용할수있으며, Associate도IC 참가요건을충족해야함 
-비즈니스플래닝, 비디오제작, 그래픽디자인, UX 디자인, 음악및사운드디자인, 테스팅과퀄리티보증, 마케팅과소셜미디어 
-Associate은조력한팀이입상할경우주어지는Travel & Cash Prize를못받을뿐만아니라, 경진과어워드세레모니를포함한Imagine Cup의공식행사에참석할수없음 
-Associate은팀멤버가아니므로, 등록을할필요가없음
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
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
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
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)
Technical Requirements Details 
•Software 
•플랫폼에따라아래와같은포맷을지켜야함 
•Windows 
•Windows PC에앱을설치할수있도록표준SETUP.EXE 또는.MSI Windows Setup application으로제출 
•제출하는앱이Windows Store 앱일경우, PowerShell 스크립트를포함, 설치에필요한모든파일이포함된.appx앱패키지파일로제출 
•http://imaginecup.com에서제공되는instruction에따라앱패키지를sign해야함(분야별Official Rules & Regulations 참조) 
•Windows Phone 
•Windows Phone 디바이스에배포가가능하도록표준XAP 또는APPX setup file로제출 
•Microsoft Azure 
•제출하는프로젝트의web tier가Microsoft Azure에배포되어있어야하며, 사이트혹은서비스의full URL을제출해야함 
•Microsoft Azure뿐만아니라Windows나Windows Phone 클라이언트소프트웨어를포함한다면위에서술된요구사항을모두충족해야함 
•임베디드컴포넌트가포함될경우web tier와임베디드디바이스사이의인터랙션과데이터플로우를시험해볼수있는콘솔애플리케이션을제출해야하며, 콘솔애플리케이션은*.exe로제출 
•공통참고사항 
1.ZIP 파일로압축해제출가능 
2.500MB 이하여야하며, 소스코드는허용되지않음. Development projects로제출할경우심사에서제외됨 
3.Kinect 사용을포함하거나요구할경우, Software Instruction에반드시이를명시해야함 
4.터치스크린/슬레이트기능을포함하거나요구할경우, Software Instruction에반드시이를명시해야함 
5.인터넷액세스를요구할경우, Software Instruction에반드시이를명시해야함 
6.설치프로세스에서인터넷액세스를요구해서는안됨. ClickOnce를사용할경우전체프로젝트가포함되도록해야하며온라인에서컴포넌트를끌어오게해서는안됨 
7.영어가대표언어인한여러언어지원도허용됨 
•Software Instructions 
•앱의설치와사용방법포함 
•.DOC, .DOCX, .PDF, .PPT, .PPTX, .TXT 포맷의document로제출가능하며, .JPG 포맷의그래픽이미지로도제출가능 
•영문으로제출 
•Kinect, 웹캠, 인터넷연결, Xbox 게임컨트롤러, guest account login/password 등심사위원이본소프트웨어를사용하는데필요한모든요구사항을포함해야함
How do the competition rounds work? 
Korea Round 1 
(~2015.1.8) 
Korea Round 2 
(~2015.2.5) 
Korea Semifinals & Finals (2015.3) 
World Semifinals (2015.5) 
World Finals (2015.7) 
전세계220팀경쟁 
35팀선발 
35팀경쟁 
3개경진분야별로 
Top 1 선발 
Top 20선발 
Top 60선발(TBD) 
제출물 
제출물 
경진내용 
제출물 
경진방식 
참가신청 
(imaginecup.com) 
•ProjectProposal 
◦10페이지이내의Word/PDFdocument또는20슬라이드이내의PowerPointpresentation(50MB이하) 
◦프로젝트와팀소개 
-팀원소개및구성 
-어떤프로젝트인지 
-무엇을위한프로젝트인지 
-그프로젝트를어떻게시장에선보일것인지 
•PresentationVideo 
◦10분이내의WMV또는MP4포맷이되500MB이하로압축해제출 
◦팀원전원이등장하여심사위원앞에서프레젠테이션하듯촬영 
•TrailerVideo 
◦30초이내의WMV또는MP4포맷 
•ProjectArchitecture 
◦5페이지이내의Word/ PDFdocument또는10슬라이드이내의PowerPointPresentation 
◦프로젝트의기술적인아키텍처 
•LivePresentation 
◦10분프레젠테이션+ 10분질의응답 
◦팀,프로젝트소개와프로젝트데모 
•Software 
◦설치와사용이가능한소프트웨어 
◦경진분야별요구사항참고 
•SoftwareInstruction 
◦설치방법과사용방법이포함된전자문서 
•PresentationVideo 
•ProjectProposal 
•Software 
•SoftwareInstructions 
•WorldSemifinalsSurvey 
•LivePresentation 
•Software 
Korea Round 제출처: imaginecupkr@outlook.com 
Korea National Finals에참여하지않고서는World Finals에참가할수없습니다.
Korea Round 1 
•제출마감: ~ 2015년1월8일(목)11:59PM 
•제출처: imaginecupkr@outlook.com 
•제출물(전부영문): Project Proposal 
•포맷: 10 페이지이내의Word / PDF document 또는20 슬라이드이내의PowerPoint presentation (50MB 이하) 
•내용 
•프로젝트와팀소개 
•팀원소개및구성 
•어떤프로젝트인지 
•무엇을위한프로젝트인지 
•그프로젝트를어떻게시장에선보일것인지 
•각경진분야별심사기준을충족함을명확히기술해야함* 
•Round 1 통과팀수: 60(경진분야별20팀씩, 조정가능) 
•결과발표: 2015년1월16일(금)5:00PM
Korea Round 2 
•제출마감: ~ 2015년2월5일(목)11:59PM 
•제출처: http://imaginecup.com팀대쉬보드 
•제출물(전부영문) 
1.Presentation Video 
10분이내의WMV 또는MP4 포맷이되500MB 이하로압축해제출 
팀원전원이등장하여심사위원이앉아있을법한자리에카메라를배치해실제프레젠테이션하듯촬영 
프레젠테이션중카메라를움직여서는안되며, 시작과끝부분을자르는것이외의어떠한편집도불가 
슬라이드와프로젝트데모역시사후삽입을해서는안되며, 촬영중라이브로소화해야함 
실제심사위원에게가까이다가가보여주듯이프레젠테이션중카메라에가까이접근하는것은가능 
2.Trailer Video 
30초이내의WMV 또는MP4 포맷 
3.Project Architecture 
5페이지이내의Word / PDF document 또는10 슬라이드이내의PowerPoint Presentation 
프로젝트의기술적인아키텍처 
•Round 2 통과팀수: 20 (경진분야별8-6-6 / 7-7-6) 
•결과발표: 2015년2월13일(금) 5:00PM
Korea Semifinals & Finals 
<Day 1 : Semifinals with Top 20> 
•Live Presentation 
•심사위원대상 
•10분프레젠테이션+ 10분질의응답 
•팀, 프로젝트소개와프로젝트데모 
•Software 
•설치와사용이가능한소프트웨어 
•경진분야별요구사항참고 
•Software Instruction 
•설치방법과사용방법이포함된전자문서 
<Day 2 : Finals with Top 6> 
•Live Presentation 
•대중대상 
•10분프레젠테이션+ 10분질의응답 
•Software Showcase 
•설치와사용이가능한소프트웨어 
•Hands-on evaluation이가능하도록준비 
2015년3월중1박2일로진행 
경진분야별1팀씩 
총3팀선발 
↓ 
World Semifinals진출
World Semifinals 
•제출기간: Korea Final 종료1주일이내initial upload 완료, 4월23일까지쭉수정가능 
•제출처: http://imaginecup.com 
•제출물 
•Presentation Video 
•Project Proposal 
•Software 
•Software Instructions 
•World Semifinals Survey 
•World Finalist Announcement : 6월 
•전세계220팀의World Semifinalist 중World Finals에진출할35팀발표
World Finals 
•대회일시: 2015년7월 
•대회장소: 미국시애틀 
•평가방식 
•Live Presentation 
•Software Hands-on Evaluation 
•시상 
•1st Place (경진분야별1팀) : $50,000 USD 
•2ndPlace (경진분야별1팀) : $10,000 USD 
•3rdPlace (경진분야별1팀) : $5,000 USD
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%
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%
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%
Imagine Cup Challenges에참여하세요 
-Project Blueprint Challenge (~2014년12월3일) 
-User Experience Challenge (~2015년1월7일) 
The “Path”
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>
Imagine Cup 이후의삶
이자리에있는여러분모습을상상해보세요
Imagine Cup 2015 설명회
Imagine Cup 2015 설명회
Imagine Cup 2015 설명회
Imagine Cup 2015 설명회
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Imagine Cup 2015 설명회

  • 1.
  • 2.
  • 4. Agenda 1.Imagine Cup 소개 2.Imagine Cup 2015 대회일정, 요강, 심사기준소개 3.Imagine Cup 2014 World Finals 2위수상자로부터듣는이야기 4.Q&A
  • 5. What is Imagine Cup? 세계최대학생테크놀로지경진대회 지난12년간190여개국170만명학생들참가 세상의난제를해결하라 게임과앱의미래를그려라 전세계학생들과겨뤄라
  • 6. Imagine Cup Competitions 여러분이만드는게임이전세계사람들의폰, 컴퓨터, 태블릿, 브라우저에서구동되는모습을상상해보세요. 멋지지않나요? 최근몇년간우리는전세계학생들이만들어낸멋진게임들을목격했습니다. 다음주인공은바로여러분입니다! 정말멋지고, 세상을바꿀소프트웨어혁신은학생들의반짝이는아이디어에서부터시작되곤합니다. 소셜네트워크, 음악서비스, 디지털사진앱, 가젯, 로봇까지. 전세계사람들에게새로운미래를경험하게해줄여러분의능력을지금보여주세요. 지난2003년Imagine Cup이시작된이래로, 전세계학생들은세상의난제를해결하기위해, 건강, 교육, 환경분야에서혁신적인솔루션을만들어왔습니다. 아직많이남아있는난제에대한솔루션을가지고있다고요? 여러분의솔루션으로우리가사는세상을더나은곳으로만들어주세요!
  • 7. Imagine Cup Competitions National Finals World Semifinals World Finals 전세계220팀경쟁 35팀선발 35팀경쟁 3개경진분야별로 Top 1 선발
  • 8. Official Rules & Regulations COMPETITION DESCRIPTION -Imagine Cup의목표는혁신적이고독창적인소프트웨어애플리케이션을창조해내는것 CAN I ENTER? -2014년9월10일시점에만16세이상이어야함 -2014년1월1일부터2015년7월31일사이에어느때든(at any time) 고등학교나대학/대학교로공인된교육기관에등록이되어있어야함 -거주국가에서‘미성년자'로분류되는연령일경우, 엔트리를제출하기전에부모나법적보호자의허락을받아야함 -쿠바, 이란, 북한, 수단, 시리아거주자는참가할수없음 -2015년1월1일부터2015년7월31일사이에Microsoft 본사나지사의직원이나인턴이어서는안됨 -본경진의진행이나집행에어떤방식으로든관련되어서는안됨 -2015년1월1일부터2015년7월31일사이에Microsoft 임직원이나본경진의진행과집행에관련된사람의직계가족이나가구원이어서는안됨 -Microsoft Student Partners의경우위의요건을만족하면경진에참여할수있으나Microsoft property나resource를사용하는것은금지되어있음 -이전에Imagine Cup에World Finalist로참가했던사람은, 지난대회에제출했던엔트리와전혀다른새로운엔트리로참여할수있음
  • 9. Official Rules & Regulations TEAMS & ASSOCIATES -한팀은최대4명의학생들로구성가능하며, 모든팀멤버들은참가요건을충족해야함 -팀멤버는다른학교, 다른국가출신으로구성될수있음 -한명의참가자는여러팀에속해있을수있으나, 한경진분야에여러팀에속해참가할수는없음 -출전팀들은보수를받지않으면서팀을조력하는Associate을이용할수있으며, Associate도IC 참가요건을충족해야함 -비즈니스플래닝, 비디오제작, 그래픽디자인, UX 디자인, 음악및사운드디자인, 테스팅과퀄리티보증, 마케팅과소셜미디어 -Associate은조력한팀이입상할경우주어지는Travel & Cash Prize를못받을뿐만아니라, 경진과어워드세레모니를포함한Imagine Cup의공식행사에참석할수없음 -Associate은팀멤버가아니므로, 등록을할필요가없음
  • 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)
  • 14. Technical Requirements Details •Software •플랫폼에따라아래와같은포맷을지켜야함 •Windows •Windows PC에앱을설치할수있도록표준SETUP.EXE 또는.MSI Windows Setup application으로제출 •제출하는앱이Windows Store 앱일경우, PowerShell 스크립트를포함, 설치에필요한모든파일이포함된.appx앱패키지파일로제출 •http://imaginecup.com에서제공되는instruction에따라앱패키지를sign해야함(분야별Official Rules & Regulations 참조) •Windows Phone •Windows Phone 디바이스에배포가가능하도록표준XAP 또는APPX setup file로제출 •Microsoft Azure •제출하는프로젝트의web tier가Microsoft Azure에배포되어있어야하며, 사이트혹은서비스의full URL을제출해야함 •Microsoft Azure뿐만아니라Windows나Windows Phone 클라이언트소프트웨어를포함한다면위에서술된요구사항을모두충족해야함 •임베디드컴포넌트가포함될경우web tier와임베디드디바이스사이의인터랙션과데이터플로우를시험해볼수있는콘솔애플리케이션을제출해야하며, 콘솔애플리케이션은*.exe로제출 •공통참고사항 1.ZIP 파일로압축해제출가능 2.500MB 이하여야하며, 소스코드는허용되지않음. Development projects로제출할경우심사에서제외됨 3.Kinect 사용을포함하거나요구할경우, Software Instruction에반드시이를명시해야함 4.터치스크린/슬레이트기능을포함하거나요구할경우, Software Instruction에반드시이를명시해야함 5.인터넷액세스를요구할경우, Software Instruction에반드시이를명시해야함 6.설치프로세스에서인터넷액세스를요구해서는안됨. ClickOnce를사용할경우전체프로젝트가포함되도록해야하며온라인에서컴포넌트를끌어오게해서는안됨 7.영어가대표언어인한여러언어지원도허용됨 •Software Instructions •앱의설치와사용방법포함 •.DOC, .DOCX, .PDF, .PPT, .PPTX, .TXT 포맷의document로제출가능하며, .JPG 포맷의그래픽이미지로도제출가능 •영문으로제출 •Kinect, 웹캠, 인터넷연결, Xbox 게임컨트롤러, guest account login/password 등심사위원이본소프트웨어를사용하는데필요한모든요구사항을포함해야함
  • 15. How do the competition rounds work? Korea Round 1 (~2015.1.8) Korea Round 2 (~2015.2.5) Korea Semifinals & Finals (2015.3) World Semifinals (2015.5) World Finals (2015.7) 전세계220팀경쟁 35팀선발 35팀경쟁 3개경진분야별로 Top 1 선발 Top 20선발 Top 60선발(TBD) 제출물 제출물 경진내용 제출물 경진방식 참가신청 (imaginecup.com) •ProjectProposal ◦10페이지이내의Word/PDFdocument또는20슬라이드이내의PowerPointpresentation(50MB이하) ◦프로젝트와팀소개 -팀원소개및구성 -어떤프로젝트인지 -무엇을위한프로젝트인지 -그프로젝트를어떻게시장에선보일것인지 •PresentationVideo ◦10분이내의WMV또는MP4포맷이되500MB이하로압축해제출 ◦팀원전원이등장하여심사위원앞에서프레젠테이션하듯촬영 •TrailerVideo ◦30초이내의WMV또는MP4포맷 •ProjectArchitecture ◦5페이지이내의Word/ PDFdocument또는10슬라이드이내의PowerPointPresentation ◦프로젝트의기술적인아키텍처 •LivePresentation ◦10분프레젠테이션+ 10분질의응답 ◦팀,프로젝트소개와프로젝트데모 •Software ◦설치와사용이가능한소프트웨어 ◦경진분야별요구사항참고 •SoftwareInstruction ◦설치방법과사용방법이포함된전자문서 •PresentationVideo •ProjectProposal •Software •SoftwareInstructions •WorldSemifinalsSurvey •LivePresentation •Software Korea Round 제출처: imaginecupkr@outlook.com Korea National Finals에참여하지않고서는World Finals에참가할수없습니다.
  • 16. Korea Round 1 •제출마감: ~ 2015년1월8일(목)11:59PM •제출처: imaginecupkr@outlook.com •제출물(전부영문): Project Proposal •포맷: 10 페이지이내의Word / PDF document 또는20 슬라이드이내의PowerPoint presentation (50MB 이하) •내용 •프로젝트와팀소개 •팀원소개및구성 •어떤프로젝트인지 •무엇을위한프로젝트인지 •그프로젝트를어떻게시장에선보일것인지 •각경진분야별심사기준을충족함을명확히기술해야함* •Round 1 통과팀수: 60(경진분야별20팀씩, 조정가능) •결과발표: 2015년1월16일(금)5:00PM
  • 17. Korea Round 2 •제출마감: ~ 2015년2월5일(목)11:59PM •제출처: http://imaginecup.com팀대쉬보드 •제출물(전부영문) 1.Presentation Video 10분이내의WMV 또는MP4 포맷이되500MB 이하로압축해제출 팀원전원이등장하여심사위원이앉아있을법한자리에카메라를배치해실제프레젠테이션하듯촬영 프레젠테이션중카메라를움직여서는안되며, 시작과끝부분을자르는것이외의어떠한편집도불가 슬라이드와프로젝트데모역시사후삽입을해서는안되며, 촬영중라이브로소화해야함 실제심사위원에게가까이다가가보여주듯이프레젠테이션중카메라에가까이접근하는것은가능 2.Trailer Video 30초이내의WMV 또는MP4 포맷 3.Project Architecture 5페이지이내의Word / PDF document 또는10 슬라이드이내의PowerPoint Presentation 프로젝트의기술적인아키텍처 •Round 2 통과팀수: 20 (경진분야별8-6-6 / 7-7-6) •결과발표: 2015년2월13일(금) 5:00PM
  • 18. Korea Semifinals & Finals <Day 1 : Semifinals with Top 20> •Live Presentation •심사위원대상 •10분프레젠테이션+ 10분질의응답 •팀, 프로젝트소개와프로젝트데모 •Software •설치와사용이가능한소프트웨어 •경진분야별요구사항참고 •Software Instruction •설치방법과사용방법이포함된전자문서 <Day 2 : Finals with Top 6> •Live Presentation •대중대상 •10분프레젠테이션+ 10분질의응답 •Software Showcase •설치와사용이가능한소프트웨어 •Hands-on evaluation이가능하도록준비 2015년3월중1박2일로진행 경진분야별1팀씩 총3팀선발 ↓ World Semifinals진출
  • 19. World Semifinals •제출기간: Korea Final 종료1주일이내initial upload 완료, 4월23일까지쭉수정가능 •제출처: http://imaginecup.com •제출물 •Presentation Video •Project Proposal •Software •Software Instructions •World Semifinals Survey •World Finalist Announcement : 6월 •전세계220팀의World Semifinalist 중World Finals에진출할35팀발표
  • 20. World Finals •대회일시: 2015년7월 •대회장소: 미국시애틀 •평가방식 •Live Presentation •Software Hands-on Evaluation •시상 •1st Place (경진분야별1팀) : $50,000 USD •2ndPlace (경진분야별1팀) : $10,000 USD •3rdPlace (경진분야별1팀) : $5,000 USD
  • 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>
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