Girl Hackathon is a program for women students in computer science and allied courses across India.It has been designed to provide a platform for women in the engineering campus space to showcase their coding skills and promote creative solutions for real time technical challenges. This virtual hackathon will challenge the innovation and problem solving skills of the participants and inspire them to creatively engage with Google.
The program is spread over a period of 4 weeks across different stages of the hackathon and the participants are expected to be available to work on the challenge during this duration as and when they progress through each stage.
All participants with confirmed applications to the Girl Hackathon are invited to join Google Learning Cohorts. This immersive experience offers a collaborative learning environment with mentorship from Googlers, designed to help you succeed in the hackathon and beyond.
All participants will be invited to a mandatory online challenge. This assessment will evaluate your software engineering or silicon engineering skills (based on your chosen stream), including relevant coding/silicon engineering concepts. You must complete and submit the challenge within the specified deadline.
Part 1: Themed Technical ChallengeAll Stage 3 participants will submit their idea/solution and ReadMe files for a themed technical hackathon challenge. Performance in this section will determine eligibility for the next part.
Part 2: Solution PresentationsOur engineers will evaluate submissions using established rubrics. A select group of participants will be invited to present their solutions to our judging panel.
Please take a look at the registrations tab for eligibility details before registering yourself. 2025, 2026, 2027 & 2028 Graduates: Bachelors, Masters and Integrated Dual Degrees and related courses within circuit and allied branches only. Please apply only if you are enrolled in a circuit majority course.
Yes, please share your resumes via a drive link with permissions set to - anyone with the link can view. If we do not have access to your resume due to permissions not being set accurately, we will not be able to consider your application further.
Firstly we recommend you to read through the entire FAQ and if you still do not have the answer to your queries then the participant can write to girlhacka...@google.com. Post which you will receive a response within 24 hours.
Once the registrations for the program are officially closed our team will review each and every application in accordance with the eligibility criteria and then confirmed applicants will receive an email from us.
A 2015 UN (United Nations) report, Cyber violence against women and girls: A world-wide wake-up call described violence against women in Europe as a pandemic, reaching disturbing levels in some countries.
Data in the UN report reveals eight out of 10 women in some parts of the world are reported to suffer some kind of violence including sexual, physical and psychological violence. In particular, cyber harassment and abuse is increasingly being observed as a dimension of domestic violence scenarios. There are documented cases where online violence has escalated into offline violence.
While forms of cyber abuse in Australia are covered under the Commonwealth Criminal Act 1995, Dr Jane recommends the formulation of new categories of criminal offences. She says provisions could be made to levy fines for recognised offences, on par with what already occurs concerning parking and speeding violations, obscene or threatening conduct on public transport and in public spaces.
UNSW is located on the unceded territory of the Bidjigal (Kensington campus), Gadigal (City and Paddington Campuses) and Ngunnawal peoples (UNSW Canberra) who are the Traditional Owners of the lands where each campus of UNSW is situated.
One in three women experience violence in their lifetime and 12 million girls are married before they reach the age of 18. Violence that is exponentially made worse during humanitarian crises. COVID-19 only exacerbated these challenges due to increased risks of violence linked to lockdowns and isolation measures. In addition, Gender-Based Violence (GBV) has been compounded online with girls and women more likely to be targets of toxic, and harmful, online attacks which include threats of violence and rape, cyberstalking, non-consensual sharing of intimate photos, sexual harassment, cyberbullying, sex trolling, images and videos of sexual exploitation and abuse, as well as data security and privacy breaches . A survey, including 14,000 girls in 31 countries, found more than half (58%) had been harassed and abused online . The digital gender gap has barely improved since 2011, dropping just half a percentage point from 30.9% to 30.4%. More than 50% of women globally are offline . At the same time, the surge in internet usage during the COVID-19 pandemic is an opportunity to use digital tools to ensure access to information and services by women and girls. The development of safe and ethical technology to address GBV requires leadership by and collaboration with them. Safe spaces are a key approach to working with women and girls, providing them with access to information, links to services - including GBV response and prevention services, skill-building, peer connection, and support- in humanitarian crises. Yet, they often face barriers to accessing these physical safe spaces because of distance, security concerns, harmful gender norms, and domestic responsibilities. In humanitarian contexts characterized by insecurity, dynamic conflict, and further movement restrictions, women and girls face even greater barriers to accessing physical safe spaces.
1. User-Centered Design: Co-created with women and girls from Afghanistan to Ukraine and Iraq, ensuring relevance and effectiveness.
2. Comprehensive Resources: Covers over 80 modules ranging from topics on health to legal rights, providing a one-stop information hub and essential referral to physical life-saving services.
3. Interactive Chatbot: Simplifies the search for information, enhancing user experience and accessibility.
4. Moderated Forums: Offers peer support in a safe environment, overseen by gender-based violence specialists.
5. Scalability: UNICEF plans to expand the platform, demonstrating adaptability to different users and crises.
Laaha plans to broaden its reach by offering content in 15 languages, aiming to connect with over one million users by 2025. An upcoming impact evaluation, in collaboration with Washington University, will inform enhancements to the platform by analysing user data and feedback. This will ensure Laaha remains a pertinent and effective tool for women and girls in humanitarian settings.
This project is led by UNICEF, who will collaborate with corporate partners like GSMA and Meedan as well as local GBV service providers and grassroots organizations across Afghanistan, Ecuador, Iraq, Lebanon, Ukraine, and Venezuela.
Now, many are trying to move these digital relationships into the physical world. Dream girls like Ren are hiring professional cosplayers to impersonate the characters, and then organizing elaborate dates with their loved ones.
Photos of young women on cos commission dates have frequently gone viral on Chinese social media in recent months, with a related hashtag receiving over 100 million views on the Chinese version of TikTok, Douyin.
Ren, a student from the eastern city of Ningbo who spoke under a pseudonym for privacy reasons, was one of them. Before the pandemic, she had won a place to study at a university in Australia, but the 2020 travel ban left her stuck in China. For the next two years, she attended classes online at home, and struggled to meet new people.
Now, the cos commission scene is becoming increasingly organized. Dream girls have begun posting recruitment ads for cosplayers on the eBay-like e-commerce site Xianyu, or social platforms such as Douyin and Xiaohongshu.
Dream girls have frequently attracted criticism in China, with many deriding them as loners who are unable to cope with real relationships. But members of the subculture counter that they simply prefer their virtual boyfriends to men in real life.
As elsewhere, many women in China feel that real-life relationships can be disappointing and sometimes dangerous. The pressure to conform to traditional gender roles inside relationships remains powerful in many parts of the country, especially in rural areas. There have also been a spate of high-profile incidents involving violence against women in recent months.
At one point, Ren was even considering offering the cosplayer a large sum of money to stop going on dates with other dream girls as Zuo Ran. She knew from social media that many other dream girls have done this.
Another widespread concern is that otome games give young women unrealistic expectations for their future relationships. Can a real man ever live up to the ideal presented by characters like Zuo Ran?
Several dream girls said they found the video games highly educational. Unlike other forms of pop culture in China, they feel the games provide a useful model of what a healthy relationship should look like.
In the game Lin plays, the protagonist runs a film company on the brink of bankruptcy. While dealing with the crisis, she meets several different kinds of men. Lin was often pleasantly surprised by the way they behaved.
Dating back to as early as 1958, persona-based music groups such as Alvin and the Chipmunks and The Archies successfully gained mainstream popularity. These bands are scripted entertainment experiences who started on TV as the initial marketing medium of choice and expanded their personas into pop culture through music.
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