CAIS Exclusive:
Tailored Program for Tech Enthusiasts

Drone Soccer
Introduces to a technology that plays a key part in the future “Low Altitude Economy

OtterBot
Journey on an Innovative STEAM experience with the CUTE OtterBot!

E-Sparks X
Ride the wave of electric vehicle revolution and the cutting-edge world of AI-powered autonomous driving
Drone Soccer
Lesson Details
schedule and time
September 12, 19, 26 (Thursday)
October 3, 10, 24, 31 (Thursday)
3:50pm - 4:50pm
Fees
HK$380 per lessons
Drone Soccer x6 and Arena are included for students' use.
minimal entry
6 students





Drone Soccer - Lesson Outline
Lesson 1: Introduction to Drones
Basic Activity I: Takeoff, Hover, and Vertical Landing
Lesson 2: Drone Assembly
1.Introduction to Basic Components
2.Drone Assembly
3.What is Radio Control
4.Trial Flight for Drone Soccer
5.Understanding Different Types of Motors
Basic Activity II:
Takeoff – Hover
Ascent – Descent
Yaw Left – Yaw Right
Pitch Forward – Pitch Backward
Roll Left – Roll Right
Distinguish Aircraft Orientation. Navigate from Point A to Point B.
Lesson 3: Drone Soccer Match Regulations
Basic Activity III:
Distinguish Aircraft Orientation, Practice Flying Through Gates
Use Fixed Targets as Exercises
Lesson 4: Different Player Role: Striker
Basic Activity IV:
Groups of 3 students
Hover Practice and Throttle Control
Conduct Simple Gate-Passing Exercises
Learn to Pilot the Drone Through Designated Gates and Back to the Defensive Zone
Lesson 5: Different Player Role: Wing
Basic Activity V:
Groups of 3 students
Practice in a Team Format
Learn to Track Moving Objects
Recover from Loss of Control to Normal State
Lesson 6: Different Player Role: Defender
Basic Activity VI:
(1) Groups of 3 students
Practice in a Team Format
Incorporate official competition rules, including penalty kicks
Lesson 7 – 8: Modification of Drone Design
Basic Activity VII:
Groups of 3 students
Adjust the center of gravity of the drone
Lightweight modifications
Practice in a Team Format
3D Printing
LED Lighting System
Lesson 9 – 10: Drone Soccer Competition
Basic Activity VIII:
Groups of 3 students
Understand Elimination Rounds
Post-match Review

otterbot
Lesson Details
schedule and time
September 9,16,23,30 (Monday)
October 7,21,28 (Monday)
2:45pm - 3:45pm
Fees
HK$280 per lessons
HK$600 - Otterbot X1 (Optional to purchase)
otterbot
Otterbot Extension




Otterbot - Lesson Outline
Summary:
Lesson 1-7, students learn to assemble and integrate various sensors and modules with Block Coding unto OtterBot X1.
Lesson 8-10, Students utilising the knowledge they have learned to do 4 projects. And to present their solutions to the class.
Lesson 1: Introduction and Assembly of Otter X1
● Objective: Introduce the Otter X1 robot, and its components, and complete its assembly.
● Activities: Assemble the Otter X1 robot, including attaching the servo motors for walking, and connecting all electronic components to the controller.
Lesson 2: Basic block Programming and Motor Control
● Objective: Learn to program the Otter X1 robot to walk.
● Activities: Program basic walking patterns using the servo motors, controlling speed and direction.
Lesson 3: Utilizing the Ultrasonic Sensor
● Objective: Implement obstacle detection using the ultrasonic sensor.
● Activities: Code Otter X1 to stop or change direction when it detects an obstacle within a certain range.
Lesson 4: Expressing Emotions with the OLED Display
● Objective: Use the OLED display to show different emotions or statuses.
● Activities: Display simple emoticons or messages that change based on Otter X1’s interactions with its environment (like happy when a path is clear and sad when blocked).
Lesson 5: Interactive LED Displays
● Objective: Program the NeoPixel LED rings to respond to environmental interactions.
● Activities: Change the LED colors and patterns based on Otter X1’s actions, like turning red when near obstacles or green when the path is clear.
Lesson 6: Sound Interaction Using the Buzzer
● Objective: Integrate auditory feedback through the buzzer.
● Activities: Use the buzzer to make different sounds when Otter X1 starts, stops, encounters obstacles, or changes direction.
Lesson 7: Sensor Integration and Feedback Loops
● Objective: Combine all sensors and outputs for interactive behavior.
● Activities: Develop a program where Otter X1’s movements, screen expressions, LED lights, and sounds are all responsive to the environmental inputs from the ultrasonic sensor.
Lesson 8: Sensor-Based Coding Challenges
● Objective: Enhance problem-solving skills through coding challenges focused on sensor integration.
● Activities:
○ Alarm System: Students develop an alarm system where Otto detects a close object with its ultrasonic sensor and reacts by displaying a warning on the OLED, lighting up the LEDs in red, and sounding the buzzer.
○ Greeting Mode: Program Otto to recognise a “friendly approach” (a specific distance range detected by the ultrasonic sensor), leading it to display a smiling face on the OLED, play a welcoming tune on the buzzer, and light up the LEDs in a welcoming pattern.
Lesson 9: Advanced Sensor-Based Projects
● Objective: Apply learned skills to develop advanced sensor-driven projects.
● Activities:
○ Interactive Pet: Students program Otto to behave like a pet that follows its owner around, using the ultrasonic sensor to maintain a specific distance. If the distance increases or decreases beyond set thresholds, Otto changes its OLED expressions and LED colours to signal its ‘mood’.
○ Obstacle Course Navigator: Design a complex obstacle course that Otto must navigate. Students program Otto to use its ultrasonic sensor to detect obstacles, plan paths around them, and use the OLED and LEDs to indicate decision-making processes or status updates (e.g., finding a clear path or being stuck).
Lesson 10: Presentation and Peer Review
● Objective: Showcase and review peer projects.
● Activities: Each student or group presents their Otter X1 robot and its unique navigation and interaction capabilities. Certification Program.


E-sparks x
Lesson Details
scedule and time
September 9,16,23,30 (Monday)
October 7,21,28 (Monday)
3:00pm - 4:00pm
Fees
HK$280 per lessons
HK$6,000 - E-Sparks X3 (Optional to purchase)
HK$1,800 - E-Sparks Xi (Optional to purchase)
E-sparks x
Tracks and Competition

Five AI Functions
Picture as reference only





E-Sparks X - Lesson Outline
Lesson 1: Introduction to EV Cars and Self-Driving Technology
● Overview of the EV spark X3 and Codabot SD (Self-driving Car) and their importance in the modern automotive industry.
● Introduction to Codabot SD: core functions, applications, and the technology that powers them, including real-world examples like self-driving taxis and private vehicles.
● Discussion on the impact of EVs and autonomous vehicles on transportation, the environment, and society.
Lessons 2 – 3: AI Functions in EV Self-Driving Cars
● Each lesson will focus on one AI function, starting with a theoretical background, followed by practical coding and simulation exercises.
● Detailed exploration of each function including hands-on activities to program and test these features.
● Discussion of challenges and solutions in implementing these AI functions in real-world driving and in the development of fully autonomous driving.
AI Function | Description | Real-Life Application & in Self Driving Car |
Traffic Signal Recognition | The car uses cameras and sensors to detect and interpret traffic lights and stop signs. | Enhances safety by ensuring the vehicle adheres to traffic rules, crucial for urban driving and intersection navigation. |
Color Detection | The system identifies different colors on the road, useful for detecting traffic lights and signs. | Critical for distinguishing signal colors and making split-second decisions based on color-coded information. |
Face Tracking | Enables the car to recognize and track human faces within its vicinity. | Used in security features and driver monitoring systems to ensure driver attentiveness and passenger verification. |
Line Following | Uses sensors to detect and follow lane markings on the road. | Essential for maintaining lane discipline, especially on highways and in conditions with reduced visibility. |
Lesson 4: Principles of Automotive Parts
● Overview of automotive control systems and how controllers integrate with other car components.
● Interactive session on motor types, battery technologies, and their efficiencies relating to real-life EV cars.
● Main Parts:
○ Drive train system.
○ Brushless DC motor and working.
○ Shock absorbers.
Lessons 5-9: Ev Spark X3 Car Assembly and Coding
● Introduction to assembly tools and components.
● Hands-on assembly of the car chassis and body.
● Block coding for basic movements (forward, backward).
● Programming advanced manoeuvres (turn left, right).
● Testing and troubleshooting assembled car functions.
Lesson 10: Setting up to experience Car Racing
Final lesson- students to race EV Sparks X3 on track, with a review session covering all technical skills acquired.
● Execution of a car racing event
● Certificate ceremony to celebrate achievements and discuss learnings, highlighting areas for future development.
Enquiry
Delta House, 3 On Yiu St, Sha Tin, Hong Kong