ORAL PRESENTATIONS
Anna Roth, Stuttgart High School, Germany
Mentor: Daniel Coapstick, Stuttgart High School
The Development and Feasibility of Foliage and its Waste Products as a Suitable Plastic Alternative
New alternatives to plastics are constantly being researched due to the detriment of petroleum-based plastics to the environment and reliance on harmful fossil fuels. Scientists are mainly leaning towards abundant resources such as corn and potatoes to create more biodegradable and renewable resources due to their heavy starch content. However, many scientists warn about the extent of resources needed to cultivate these crops and have been looking for alternative sources such as abundant waste products to potentially create a plastic alternative. This project aims to use foliage as a viable bioplastic, by initially testing for starch on a leaf, and then extracting the starch. Once the starch is extracted from a given plant, it can be combined with glycerin, vinegar, and water to create a thick paste once heated. When this mixture is then dried, it creates a hard, flexible material that can be formed into a variety of objects. The starch was extracted on two different timelines of the leaf. First, when the leaf is green and animate, and second when the leaf looks presumably dead and is red in color. By examining and extracting the leaf’s starch content at each stage, the researcher was able to understand that dead foliage or foliage waste was not able to be used to create a viable bioplastic because starch could not be extracted. This is because dead leaves do not undergo photosynthesis to produce glucose and starch. However, green leaves do contain starch and this was supported through an iodine test. The researcher attempted to extract starch from the foliage, but it could only be done in minimal amounts, and mixed samples. It was concluded that although bioplastic production is possible because starch could eventually be extracted, it is simply just not an efficient way to create a bioplastic due to the sheer amount of leaves that would need to be used to create enough starch.
The Development and Feasibility of Foliage and its Waste Products as a Suitable Plastic Alternative
New alternatives to plastics are constantly being researched due to the detriment of petroleum-based plastics to the environment and reliance on harmful fossil fuels. Scientists are mainly leaning towards abundant resources such as corn and potatoes to create more biodegradable and renewable resources due to their heavy starch content. However, many scientists warn about the extent of resources needed to cultivate these crops and have been looking for alternative sources such as abundant waste products to potentially create a plastic alternative. This project aims to use foliage as a viable bioplastic, by initially testing for starch on a leaf, and then extracting the starch. Once the starch is extracted from a given plant, it can be combined with glycerin, vinegar, and water to create a thick paste once heated. When this mixture is then dried, it creates a hard, flexible material that can be formed into a variety of objects. The starch was extracted on two different timelines of the leaf. First, when the leaf is green and animate, and second when the leaf looks presumably dead and is red in color. By examining and extracting the leaf’s starch content at each stage, the researcher was able to understand that dead foliage or foliage waste was not able to be used to create a viable bioplastic because starch could not be extracted. This is because dead leaves do not undergo photosynthesis to produce glucose and starch. However, green leaves do contain starch and this was supported through an iodine test. The researcher attempted to extract starch from the foliage, but it could only be done in minimal amounts, and mixed samples. It was concluded that although bioplastic production is possible because starch could eventually be extracted, it is simply just not an efficient way to create a bioplastic due to the sheer amount of leaves that would need to be used to create enough starch.
Alexandra Quintanilla, Sigonella High School, Sicily
Mentor: Marsha McCauley, Sigonella High School
How Do Algorithms Affect the Time it Takes To Solve a Rubik's Cube?
The purpose of this research paper is to evaluate how algorithms affect how long it takes to solve a rubik’s cube. My hypothesis was that if there are less algorithms while solving the cube, then the time it takes to solve should be reduced. My process involved using different methods to solve the rubik’s cube (each having different amounts of algorithms), and recording the differences in time. To summarize my data, the methods with the least algorithms had proven to have the fastest times. For my statistical analysis, I used the T-Test Formula to interpret two variables of my data. With this, I had a result of 6.3061 which proved that there was a significant difference in the methods. In this research paper, I learned a large amount about the definition and characteristics of algorithms. Using this information, it is possible to solve real world problems more efficiently by limiting the amount of algorithms used.
How Do Algorithms Affect the Time it Takes To Solve a Rubik's Cube?
The purpose of this research paper is to evaluate how algorithms affect how long it takes to solve a rubik’s cube. My hypothesis was that if there are less algorithms while solving the cube, then the time it takes to solve should be reduced. My process involved using different methods to solve the rubik’s cube (each having different amounts of algorithms), and recording the differences in time. To summarize my data, the methods with the least algorithms had proven to have the fastest times. For my statistical analysis, I used the T-Test Formula to interpret two variables of my data. With this, I had a result of 6.3061 which proved that there was a significant difference in the methods. In this research paper, I learned a large amount about the definition and characteristics of algorithms. Using this information, it is possible to solve real world problems more efficiently by limiting the amount of algorithms used.
Javier Harrington, Ramstein High School, Germany
Mentor: Michelle Harrington, Ramstein High School
Which Freshmen High School Students Have a Higher Social intelligence: Gamers or Non-gamers? A Quantitative Study.
The purpose of this quantitative study was to test the Social Intelligence of both: gamers and non gamers freshmen high school students. The study had a sample that consisted of 86 participants. All participants completed an online Social Intelligence Test. In conclusion, the gamers got a higher Social Intelligence score in comparison to the non gamers group.
Which Freshmen High School Students Have a Higher Social intelligence: Gamers or Non-gamers? A Quantitative Study.
The purpose of this quantitative study was to test the Social Intelligence of both: gamers and non gamers freshmen high school students. The study had a sample that consisted of 86 participants. All participants completed an online Social Intelligence Test. In conclusion, the gamers got a higher Social Intelligence score in comparison to the non gamers group.
Katrina Chao, Stuttgart High School, Germany
Mentor: Daniel Coapstick, Stuttgart High School
Spotify + The Machine (Learning): Tracking Song Audio Features
As the global music streaming industry grows at an increasing rate, with Spotify dominating the market, personalized playlists and recommended artists and songs curated for each user are often the reasons behind these popular streaming platforms. An advantage of Spotify is its API which offers the researcher a chance to look deeper into the differences between “Happy” sounding and “Sad” sounding music. With Spotify Audio Features an in-depth analysis of danceability, energy, valence, and more can be used for machine learning. Allowing for the possibility of more personalized playlists based on a user's mood.
Spotify + The Machine (Learning): Tracking Song Audio Features
As the global music streaming industry grows at an increasing rate, with Spotify dominating the market, personalized playlists and recommended artists and songs curated for each user are often the reasons behind these popular streaming platforms. An advantage of Spotify is its API which offers the researcher a chance to look deeper into the differences between “Happy” sounding and “Sad” sounding music. With Spotify Audio Features an in-depth analysis of danceability, energy, valence, and more can be used for machine learning. Allowing for the possibility of more personalized playlists based on a user's mood.
Claudia Cordero, Rota High School, Spain
Mentor: Nancy Rogers, Rota High School
Determining the Worth of Buying a New Phone By Measuring Camera Quality
The purpose of this experiment was to determine if upgrading to a newer phone, specifically an Apple phone is worth it by measuring if the camera quality when taking photos from the “Camera” app was better than an older phone or not. The older phone in this case was the iPhone 11 and the newer phone was the iPhone 13. The researcher captured images using their iPhone 11 of different buildings, sculptures, and even food items while exploring the city, and was assisted by a family member that captured those same images from the exact angle of the original camera, while using their iPhone 13. Later on, a survey was conducted that compared both of the pictures for 5 pairs of pictures and it revealed that there was no evidence to support that newer phones take noticeably better photos with more quality.
Determining the Worth of Buying a New Phone By Measuring Camera Quality
The purpose of this experiment was to determine if upgrading to a newer phone, specifically an Apple phone is worth it by measuring if the camera quality when taking photos from the “Camera” app was better than an older phone or not. The older phone in this case was the iPhone 11 and the newer phone was the iPhone 13. The researcher captured images using their iPhone 11 of different buildings, sculptures, and even food items while exploring the city, and was assisted by a family member that captured those same images from the exact angle of the original camera, while using their iPhone 13. Later on, a survey was conducted that compared both of the pictures for 5 pairs of pictures and it revealed that there was no evidence to support that newer phones take noticeably better photos with more quality.
Benjamin Gallei, AFNORTH High School, The Netherlands
Mentor: Charlene Johnson, AFNORTH High School
Quantitative Measurement of E.Coli Culture Growth via GFP
An in vitro study was conducted utilizing recombinant E.Coli expressing GFP (Green Fluorescent Protein) to allow for quantitative measurement of growth. E.Coli colonies were grown on petri dishes consisting of 16 different experimental and control groups, determined by the type of agar used, the presence or absence of the antibiotic ampicillin, the method of genetic transformation, and exposure to the GFP + Ampicillin Resistance plasmid. Photosensitive measurement tools were used to detect the quantity of recombinant E.Coli present on each experimental and control group. The data collected indicates that the highest lux output occurred in the plasmid positive petri dish containing Luria broth agar with ampicillin. As the lux output of the dish is directly proportional to the quantity of recombinant E.Coli present, this indicates that the dish containing Luria broth, plasmid, and ampicillin has the largest amount of recombinant bacterial growth. Using bioluminescence imaging instead of the traditional method of calculating Colony Forming Units and dilution factor has multiple benefits, including quantitative accuracy, cause far less damage than chemical fluorescent markers, and applications that extend beyond the scope of this experiment, such as the in vivo tracking of cell growths within mammalian species, possibly indicating the eventual viability of Bioluminescence tomography in human medicine.
Quantitative Measurement of E.Coli Culture Growth via GFP
An in vitro study was conducted utilizing recombinant E.Coli expressing GFP (Green Fluorescent Protein) to allow for quantitative measurement of growth. E.Coli colonies were grown on petri dishes consisting of 16 different experimental and control groups, determined by the type of agar used, the presence or absence of the antibiotic ampicillin, the method of genetic transformation, and exposure to the GFP + Ampicillin Resistance plasmid. Photosensitive measurement tools were used to detect the quantity of recombinant E.Coli present on each experimental and control group. The data collected indicates that the highest lux output occurred in the plasmid positive petri dish containing Luria broth agar with ampicillin. As the lux output of the dish is directly proportional to the quantity of recombinant E.Coli present, this indicates that the dish containing Luria broth, plasmid, and ampicillin has the largest amount of recombinant bacterial growth. Using bioluminescence imaging instead of the traditional method of calculating Colony Forming Units and dilution factor has multiple benefits, including quantitative accuracy, cause far less damage than chemical fluorescent markers, and applications that extend beyond the scope of this experiment, such as the in vivo tracking of cell growths within mammalian species, possibly indicating the eventual viability of Bioluminescence tomography in human medicine.
Anna Galeano, Stuttgart High School, Germany
Mentor: Daniel Coapstick, Stuttgart High School
Chasing Breadcrumbs: How Sharing Seemingly Irrelevant Information May Prove to be a Vulnerability
Operations Security (OPSEC) is a crucial procedure in the military to protect sensitive information. Compromise of this information is detrimental to the military and its families. Indicators provide clues as to what the critical information(CI) is and oftentimes indicators are present on open source platforms. The purpose of this study is to evaluate the vulnerability of current active duty service members on the social media platforms LinkedIn and Facebook. Both prompt the user to provide and publish their own personal information which may serve as indicators for an adversary. Through the means of a web scraper this data will be extracted and evaluated by a scoring system based on the OPSEC procedure. NetworkX is then used to identify the most influential accounts and establish social networks to be presented in a manner that is comprehensible.
Chasing Breadcrumbs: How Sharing Seemingly Irrelevant Information May Prove to be a Vulnerability
Operations Security (OPSEC) is a crucial procedure in the military to protect sensitive information. Compromise of this information is detrimental to the military and its families. Indicators provide clues as to what the critical information(CI) is and oftentimes indicators are present on open source platforms. The purpose of this study is to evaluate the vulnerability of current active duty service members on the social media platforms LinkedIn and Facebook. Both prompt the user to provide and publish their own personal information which may serve as indicators for an adversary. Through the means of a web scraper this data will be extracted and evaluated by a scoring system based on the OPSEC procedure. NetworkX is then used to identify the most influential accounts and establish social networks to be presented in a manner that is comprehensible.
Viktor Osadsky, Ramstein High School, Germany
Mentor: Michelle Harrington, Ramstein High School
Training Neural Networks Using Reinforcement Learning: The Application of AI in the Twenty-First Century.
With the development of new AI technologies, such as OpenAI’s chatGPT, our lives have become influenced by the factors of AI benefits. In this qualitative study, the researcher explored the field of reinforcement learning by running two simulations with potential solutions to real-world specific problems. To perform these, the researcher used the program Unity with the plugin UnityML, and also python as a coding language. The results of the simulations provided valuable feedback on the training of neural networks using reinforcement learning. We can see direct correlation between the generated graphs and the learning patterns, such as the cumulative and episode length. In summary, both simulations proved themselves to be potential solutions to these specific issues.
Training Neural Networks Using Reinforcement Learning: The Application of AI in the Twenty-First Century.
With the development of new AI technologies, such as OpenAI’s chatGPT, our lives have become influenced by the factors of AI benefits. In this qualitative study, the researcher explored the field of reinforcement learning by running two simulations with potential solutions to real-world specific problems. To perform these, the researcher used the program Unity with the plugin UnityML, and also python as a coding language. The results of the simulations provided valuable feedback on the training of neural networks using reinforcement learning. We can see direct correlation between the generated graphs and the learning patterns, such as the cumulative and episode length. In summary, both simulations proved themselves to be potential solutions to these specific issues.
Joseph Alexander Eli Cloud McCrae, Spangdahlem High School, Germany
Mentor: Hilary Loftus, Spangdahlem High School
Video Games Effect on Risk-Based Decision Making
Due to the modern popularity of video games, researchers have explored the various effects of the form of entertainment to people in order to establish if video games have other uses than simple enjoyment and be functional in other applications such as cognitive therapy or simulated training. The conclusions that result from these various studies usually either conflict with each other or state the requirement for further research. In addition, there is a lack of studies, researching the effect of video games on the younger adolescents with most studies having focus on college-level adults as well as sometimes lack the specific effects of certain genres of video games. Adolescents are a large portion of the player base that plays these types of games and prior research has established the age group to be adventurous and more prevalent in risky behaviors. Therefore, the present study aimed to explore the effect of FPS gaming on the decision making ability of adolescents (high school students) based on risk. By applying the CLT, and the interpretation of an individuals’ NAD score, to establish their decision-making ability, the resulting conclusion determined the need for further research and greater data collection in order to establish if greater experience in FPS gaming is associated with higher-level decision making ability to support the hypothesis.
Video Games Effect on Risk-Based Decision Making
Due to the modern popularity of video games, researchers have explored the various effects of the form of entertainment to people in order to establish if video games have other uses than simple enjoyment and be functional in other applications such as cognitive therapy or simulated training. The conclusions that result from these various studies usually either conflict with each other or state the requirement for further research. In addition, there is a lack of studies, researching the effect of video games on the younger adolescents with most studies having focus on college-level adults as well as sometimes lack the specific effects of certain genres of video games. Adolescents are a large portion of the player base that plays these types of games and prior research has established the age group to be adventurous and more prevalent in risky behaviors. Therefore, the present study aimed to explore the effect of FPS gaming on the decision making ability of adolescents (high school students) based on risk. By applying the CLT, and the interpretation of an individuals’ NAD score, to establish their decision-making ability, the resulting conclusion determined the need for further research and greater data collection in order to establish if greater experience in FPS gaming is associated with higher-level decision making ability to support the hypothesis.
Ben Kaufman, Stuttgart High School, Germany
Mentor: Daniel Coapstick, Stuttgart High School
Identifying Potential Ecotourism Sites for Endangered Species Conservation
Ecotourism is a popular sector of the tourism industry that has potential to enhance environmental awareness and protection, especially for the species living in those environments who contribute to biodiversity and balance in the ecosystem. However, its effects on the environment have been multifaceted, drawing criticism while also attracting praise. This study intends to utilize the benefits of ecotourism to local environments and stave off possible negative consequences in determining areas in the United States where endangered species populations may benefit from ecotourism. Sites will be analyzed based on key geographical and environmental factors using geographic information systems (GIS), and then assessed on the potential impact ecotourism will have on those factors of the locality.
Identifying Potential Ecotourism Sites for Endangered Species Conservation
Ecotourism is a popular sector of the tourism industry that has potential to enhance environmental awareness and protection, especially for the species living in those environments who contribute to biodiversity and balance in the ecosystem. However, its effects on the environment have been multifaceted, drawing criticism while also attracting praise. This study intends to utilize the benefits of ecotourism to local environments and stave off possible negative consequences in determining areas in the United States where endangered species populations may benefit from ecotourism. Sites will be analyzed based on key geographical and environmental factors using geographic information systems (GIS), and then assessed on the potential impact ecotourism will have on those factors of the locality.