this summer, which culminated with 30 high schoolstudents (from 9 high schools) developing ten more Apps. We will market six of these Apps. We willpresent at the conference the marketing videos of three Apps that were adjudged to be the best by a panelof academic and industry leaders 3. 592Figure 3: A student team demonstrates during ‘Show & Tell’ Figure 4: Art in another App:Nuclear MadnessWe also developed 7 Apps in an undergraduate class during spring ’11 that were focused on games withsocial impact. This involved three professors, one each from engineering, graphics, and social science.Several similar collaborations have sprung up since then and will address Apps in others
power near-neighbor communication links, with optical/ sonar /IR/RFtransceivers. These will allow the robots to self-organize in response to a chess move conveyed from aphone. Simple cameras will be used for robotic localization and navigation on & off the board. The highschool students will be able to program the robots with different behaviors and plan/play different typesof games/activities. This will increase their interest in the STEM curriculum and enhance their soft skills(team building, project management, communication, systems thinking, abstract thinking, and problemsolving); this will also bring to the fore innovation and entrepreneurship, two hallmark qualities of theUS economy, since these applications can be marketed, with