In the Student Category, the First Prize Winner is PRASHNAVALI APPLICATION developed by Aditya Sharma, Siddharth Shah & Vasudhara Kantroo, students of Dhirubhai Ambani Institute of Information and Communication Technology, Gandhi Nagar, Gujarat
The Ramacharitamanas Prashnavali was originally created by the Hindu Saint Tulsidas. Famed as a poet and believed to be an incarnation of Valmiki, the author of the ancient Sanskrit epic Ramayana, Tulsidas is one of the most beloved figures in Indian history.
The Prashnavali has been viewed over the centuries as a gift to mankind, for it gives divinely inspired answers to one’s most important questions.
The application works in this way: one needs to think of any definite question then think of God, offer a prayer, give himself a few seconds of introspection and then click on the picture of the religious symbol of Lord Rama on his mobile screen to get the answer to his question in the form of Sanskrit Dohas with English translation of the same. Answers a question could be different depending on the position clicked on the picture of Lord Rama. All Dohas give a metaphoric answer to one’s dilemma
There were two Second Prizes in the Student Category:
The winner of the Second Prize in the Student Category is Snake Catcher Game developed by Sheetal Chauhan, Swapnil Nikhade, Kalpana Khandare & Amit Pol, Students of Isquare IT Institute, Pune.
Playing games on mobile is perhaps the single most popular of all services across the globe and across user segments. That defines the challenge for a mobile game developer in terms of the conceptualizing and developing a game that is not just ‘different’ but also engrossing and addictive to engage the user interest and at the same time optimizing the handset and network capabilities leading to a satisfying user experience.
The Snake Catcher is a fun game in which the player has to place or move around the snake catchers strategically to drive the snake into the Pit located at the center of the playing field. The Game setting allows the selection or control of the number of catchers, their speed as well as the speed of the snake.
The player also has the option to set the duration of the game either for 45 sec or 1 min or he can even set unlimited time duration for the game. The high score of the game depends on the time taken to drive the snake into the pit, total catchers used and the numbers of catchers alive at the end of the game.
Another winner of the Second Prize in the Student Category is a KARAOKE APPLICATION developed by Sri Sirish Vemuganti from ICFAI Institute, Hyderabad.
As we all know, Karaoke is a musical entertainment format, which allows amateur singer or singers to sing along with recorded music on microphone. The music is typically of a well-known song in which the voice of the original singer is absent or reduced in volume. The lyrics of the song are usually also displayed, sometimes including color changes synchronized with the music, on music video to guide the sing-along.
The mobile Karaoke application developed by Sirish allows mobile users to sing along their favourite songs by following lyrics displayed on their mobile screen while the music track plays simultaneously. Lyrics are synchronized with the music and highlighted at appropriate sequences to aid sing along.
The application, like a music player, contains all the features viz. play/pause, volume control, and fast forward/rewind adding to enhanced user experience.
With music on mobile proving to be of the most popular and rapidly growing services worldwide with huge uptake potential, it is anybody’s guess how popular mobile karaoke will be in India.
There are two Third Prizes in the Student Category.
The winner of the first Third Prize in the Student Category is PixO Application developed by Shri D. Sribabu from Shah & Anchor College of Engineering, Mumbai.
The PixO application is a fun application enabling mobile phone users to create and send romantic fun cards. One can make use of the images pre-stored in the application or use pictures taken with their camera phones and then add text of different styles, colour & font size to the images.
The images and text in these fun cards can be moved/configured as per user’s choice. The application uses a very simple menu and easy to use interfaces. Users can send these personal cards as trigger SMS to others.
Another winner of the Third Prize in the Student Category is Pongball Game developed by Abhishek Srivastava from Rohailkhand University, Bairely, UP.
The game is a mobile adaptation of the popular and addictive PC based Ping Pong Game. The game challenges the player to keep a ball inside the playing arena by bouncing the ball off the black bars located on all the 4 sides.
The game allows the player to increase or decrease the speed of the ball thereby enabling users to control the complexity of the game depending upon whether one is a beginner or a seasoned player. The game displays score at the end along with the highest score ever achieved by the player. Simple graphics and an easy play format makes Pong ball a real entertainer of a game.