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STEAM Challenge 2016 Finalist Teams Announced

STEAM Challenge 2016 Finalist Teams Announced

STEAM Challenge Finalists

The following teams have completed the initial screening process and will be advancing to the next round in the STEAM 2016 Competition:

  • “Akin” – Giselle Rene Graham, Krista Lee Opsahl‐Ong, Maya Patel, Lisa Guraya
  • “Group Fund for Artistic Expression” – Alan Khaykin, Qusai Shabbir Hussain
  • “New Media Memex” – Max Symuleski, Ozgun Eylul Iscen, Evan Donahue
  • “Prism” – Michael Koh Siang Wui, Jane McConnell, Thomas Philip Klebanoff, Lavanya Sunder, Michelle Seywald
  • “Pocket Counselor” – Elsa Friis, Sofia Stafford, Anne Seeger Haueter, Christina Nicole Schmidt, Emily Mellissa Cherenack
  • “Sweetness Sans Sucre” – Francesca Davie, Ariana Gallegos
  • “Team Dhoop” – Raghav Saboo, Vibhu Tewary, Starling Shan, Mikaela Falk
  • “What Modern Language Reveals About Us” – Aninda Manocha, Lucy Zhang, Jasmine Lu, Kaijie Chen

Finalist Teams will be contacted by the STEAM Advisors with project feedback and instructions on next steps in the competition, which will include a working meeting with the STEAM Advisors during the week of March 7. Congratulations, Finalists!

About the STEAM Challenge

The Duke STEAM Challenge wants you (you=Duke undergraduate, graduate and professional students) to explore new ways that Science, Technology, Engineering, Arts, and Mathematics–along with the humanities and social sciences–might contribute to one another for the greater good.

STEAM Challenge teams will identify a real world problem or issue and suggest an idea for a project-based solution that utilizes an interdisciplinary approach bridging the STEM disciplines with the arts, humanities, and social sciences in meaningful ways.

This year’s STEAM Challenge: Digital Humanities

Digital Humanities can represent or interpret arts and humanities source materials, derive meaning from data about cultural phenomena, or explore technology-driven approaches arts and humanities projects. In all of these cases, our STEAM goal is to think about how the seemingly separate realms of information, computation, and engineering relate to and can enrich arts and humanities research and its expression. In a society where we have the potential to represent and mine our histories, libraries, galleries, and cultural objects for meaning and insight into the past, present and future; where topics like data leaks, surveillance, sousveillance, and help shape our understanding of ourselves in relation to others in thought, word and deed; where our inner lives are mediated by the data shadows, marketing algorithms, matchmaking sites and buzzfeed quizzes that reflect us back to ourselves as individuals and communities; and where our natural and built environments are becoming increasingly responsive and shaped by the demands and possibilities of global technoculture, we have the obligation and opportunity to share our expertise across art-science divides and find ways to live rich and empowered lives together in an increasingly info-mediated and technology-defined world.

Timeline and Prizes

The Challenge will run Spring 2016, kicking off in December 2015 with participants forming interdisciplinary teams and submitting a brief Challenge application about their projects by February 1, 2016. The most compelling submissions that best meet the criteria and objectives of the Challenge–as determined by a panel of expert judges–will be invited to further develop their proposals over the spring term, and will participate in two back-to-back Challenge weekends in April 2016 –an unconference design sprint and a live pitch session–where the winning team will be selected.

The winning team will receive a prize of $10,000, second place will receive a prize of $3,000 and third place will receive a prize of $2,000. All winning teams will receive publicity and networking opportunities.

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