News & Events

22nd February Venue - KR Mangalam University

Hack KRMU” 2022 Hackathon Event

To promote and encourage an atmosphere of building solutions and hacking together projects among students, School of Engineering & Technology (SOET), KR Mangalam University along with Computer Society of India (CSI) Student Chapter KRMU, with Hughes Systique Corporation as knowledge partner, organised a 2-days-long hackathon event named “Hack KRMU” on 22nd and 23rd February 2022.

The event gathered a grand total of 362 participants from its mini-events “Technical Workshop”, “TypeRacing Competition”, “Debate Competition”, “Extempore Contest”, “BGMI Gaming Contest” and the main hackathon submissions. For the main hackathon itself, a total of 83 registrations took place, which consisted of 55 solo/individual entries, and 28 team entries (comprising a total student count of 134) from students all over India. A sum total of INR 14,000 was awarded to winning students as a cash prize, of which INR 12,000 was for the winners of the main Hackathon, and the rest INR 2,000 was distributed among winners of the “BGMI Gaming Contest”, “Debate Competition” and other mini-events.
For the Hackathon project submissions, Jatin Hans of 1st Year B.Tech CSE (specialisation in AI/ML) KR Mangalam University won 1st prize, with a cash prize of INR 5,000, followed by Sagar Jain of 2nd Year B.Tech CSE at KR Mangalam University won 2nd prize, with a cash prize of INR 4,000, and team “Akatsuki” consisting of Harsh Kumar Sharma, Abhinav Kumar, and Deepak Chauhan of 3rd year B.Tech-ECE from The NorthCap University won 3rd prize with a cash prize of INR 3,000.
The submissions to the main Hackathon Event were judged by a panel consisting of Ms Minakshi Katoch, Assistant Professor at KR Mangalam University, Mr Mayank Maheshwari, Chief Engineer at Hughes Systique Corporation and Mr Prateek Pandey, Senior Software Engineer at Nirmata. The event took place in Hybrid Form i.e,  some of the mini-events (namely, Debate & Extempore Contests) took place entirely offline, while all the rest (along with the main hackathon meetings) took place through an online medium via Microsoft Teams Meetings. The event was an overall success where students got an opportunity to build projects that solve real-world problems, got to take part in light-hearted activities like BGMI Gaming, in thought-provoking events like the Debate & Extempore Contests and informational Technical Workshops, creating an overall healthy, educational and fun experience for all who took part in the event.