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 Details



Country Teams
Romania 140
Mexico 132
Turkey 42
Kazakhstan 8
India 8
Ecuador 6
Tajikistan 6
Moldova 4
Kyrgyzstan 4
Georgia 4
Iraq 3
Pakistan 3
Azerbaijan 3
Jordan 2
Canada 2
Russia 2
Ukraine 2
Indonesia 2
United States 2
Angola 2
Turkmenistan 2
Macedonia 2
Afghanistan 2
Argentina 1
Germany 1
Kenya 1
Viet Nam 1
France 1
Panama 1
Albania 1
Bangladesh 1
Ireland 1
Myanmar 1
Paraguay 1
China 1
Belgium 1
South Africa 1

 Criteria
 Criteria
Assessment

The entries to InfoMatrix will be assessed in a three-step procedure :

  • The first phase (acceptance) will be held just after the registration of the project. The seriousness of the project will be evaluated. The abstract of the project should be written in English, the standard of English itself, however, is not a decisive criteria, the sources used should be named/documented and quotations should be marked for this first phase.
  • In the second phase (pre-selection), accepted projects should be uploaded to INFOMATRIX servers via ftp. A jury of experts (software engineers, programmers, professional designers, professors, teachers) will evaluate the projects in two sections (university and high school) and the qualified ones will be announced as soon as possible so that they can complete the formal procedures for getting the visa and arranging the transportation on time for the final phase.
  • In the final phase, qualified project owners will come to Bucharest and arrange their stands in the exhibition hall. Exhibition will be open to public for two days. In the mean time, the jury will assess the projects during the exhibition.

Criteria

Acceptance

  1. Checking whether the project matches to the selected category or not.
  2. Confirming the data in the fields filled by the team leader (School name, address ...etc)
  3. Clarity of the project description.

Pre-selection & Final

Common Criteria

  1. Documentation
  2. Originality / Creativity
  3. Oral presentation (only in final)
  4. The stand design (only in final -  stand, national costume, activity at the stand)
  5. Difficulty
  6. Technical Skills 
Programming
  1. Usability (interface)
  2. Functionality
  3. Practical Usability in the life
Hardware Control
  1. Usability (interface)
  2. Functionality
  3. Practical Usability in the life
Computer art
  1. Visual impact
  2. Message & idea
  3. Graphical aspect
  4. Artistic development
Digital Content
  1. Visual impact
  2. Message & idea
  3. Graphical aspect
  4. Content
  5. Artistic development