Cohort · 2016/17

Cohort 2016/17

One academic year of SUGAR: from the Global Kick-Off in October to the SUGAR Expo in June.

01
6
project showcases
02
5
corporate partners
03
8
universities
04
40
students named
Projects · 6

The teams of 2016/17.

All projects
E3 Future Learning EnvironmentA smart, student-run learning environment with bookable rooms and a skill-sharing app, for Trinity's E3 Project.E3 Project TCDDublin IE · Cali COService concept2016/17

Problem

What will the learning environment for technology students look like in 2025? The brief sought new educational paradigms, not just an upgrade.

What they built

Students from computer science, engineering and natural sciences share smart rooms managed by student ambassadors. An E3 app books rooms, maker spaces and equipment and lets students share skills.

Impact

A single collaborative student community across three schools, graduates used to industry-like teamwork, and data that can improve how students learn.

Floor in motionA tablet-on-cart alert system for nursing staff built on fall-detecting floor panels.TarkettParis FR · Kyoto JPDigital service2016/17

Problem

Integrate Tarkett's motion-sensing flooring where it helps most: hospitals and nursing homes, where recovery from falls declines with age.

What they built

Tablets fixed to caretakers' carts connect to the Floor in Motion system so staff can monitor residents at night while staying mobile. A pilot ran in a nursing home.

Impact

A safer and more comfortable home environment for the elderly.

KintsugiA three-part automated storage system that supplies food, goods and information after earthquakes.YanmarModena IT · Kyoto JPPhysical product2016/17

Problem

Italy and Japan both suffer earthquakes. People who stay in their damaged homes suffer physically and mentally and lack goods, information and community.

What they built

Kintsugi combines an information zone with a display for volunteers, an automatic food distribution zone with fixed portions per person, and a hand distribution zone for supplies and contact.

Impact

Supplies and information for house refugees, and face-to-face distribution that builds community.

RenoruAn autonomous ride-sharing interior with translucent partitions and lost-item detection.RenaultTrondheim NO · Kyoto JPPhysical product2016/17

Problem

Create a safe, comfortable ride-sharing experience in a fully autonomous vehicle. The team focused on psychological safety and cleanliness.

What they built

Renoru separates passengers with translucent partitions, shows location and arrival time on screens, and uses infrared image comparison to detect lost items and judge whether the car can continue.

Impact

Ride-sharing advances without losing its appeal: riders see each other while keeping their own space.

Touch to ‘See’Software that captions images with a neural network and prints them as touchable pictures.iSoftStoneHefei CNDigital service2016/17

Problem

How to help blind people better sense the world and create a kind of visuality for them?

What they built

A Neural Image Caption Model describes arbitrary images; the caption is matched to objects in a dataset and a touchable image is printed on the team's device.

Impact

The team learned how closed the world of blind people is and aims to use technology to integrate the visually impaired better.

WheeboAn omnidirectional jet-powered water platform that novices steer by shifting their weight.YanmarMelbourne AU · Kyoto JPPhysical product2016/17

Problem

Standing on water is exhilarating but surfing takes practice. Yanmar asked for an entirely new water-based experience.

What they built

Wheebo is a round platform with a central rotating jet, ridden standing, sitting or lying. A Bluetooth wristband controls speed and an app adjusts stability and sensitivity.

Impact

Novices enjoy the water, and Yanmar shows itself a pioneer beyond pleasure boats.

Corporate partners · 5

Who brought the briefs.

Universities · 8

Where the teams studied.