About Readiness Tags: Public-Ready = Complete assets and copy—ready for immediate promotional use; To Be Completed = Assets exist but copy is missing, or vice versa; Internal-Only = Internal debrief only—unsuitable for external use.
The authoritative archive path and external links for every case appear at the bottom of its card.

SuperBrain 1.0 Summer Entrepreneurship Hackathon

SuperBrain's earliest experimental validation—no business model, no full-time team, just a group of volunteer startup mentors "driven by passion." It confirmed that "young students, with appropriate guidance, can produce meaningful creations."

CASE-2023-01Public-Ready

Early-Detection Game for Alzheimer's Disease

Student: High schooler · Inspired by grandfather's diagnosis
"I want to help my grandfather"—a starting point rooted entirely in personal life experience, with zero traces of assigned coursework. A landmark case validating SuperBrain's core hypothesis: "Young students can create meaningfully."
AI GameAI for GoodUnique Creator
Source: White Paper Section 4.1; WeChat article "We Invite You Into This Ongoing Educational Experiment"

2024 AI Hackathon

The first structured hackathon—featuring four tracks (quadruped robot dogs, AI + Culture & Creativity, AI + Gaming, AR/VR)—and introducing the three-tier support system: startup mentors, coaches, and teaching assistants.

CASE-2024-HC-01Public-Ready

Bowu Museum / Realmefy (Apple Vision Pro)

Students: High school team · Zero prior Apple development experience
Learned Unity, Xcode, and Swift in seven days—and built "Realmefy," a 3D personalized emotional space on Vision Pro. Continued incubation and iteration for two months post-hackathon, successfully launching on the App Store.
VR/ARSmart HardwareAI Native
Archive: SuperBrain/Marketing Assets Library/Case Repository/2024/Apple-Vision-Pro-Bowu-Museum.md
Assets: 3 screenshots + 5 student photos + pitch demo video (Baidu Netdisk)
CASE-2024-HC-02Public-Ready

Humanoid Robot Dog Mindog

Students: Cross-age team of middle and high schoolers
Equipped the robot dog with natural dialogue and emotional expression capabilities via large language models—giving cold machinery a warm "soul." The project received collaboration support from China's National Humanoid Robotics Lab.
Smart HardwareLLM + HardwareHumanoid Robot
Archive: SuperBrain/Marketing Assets Library/Case Repository/2024/Humanoid-Robot-Dog.md
Assets: 6 on-site photos · To be added: Demo video
CASE-2024-HC-03Internal-Only

AI + NPC Game "Grandpa's Egg"

Students: Middle school girls' team (Xiao Xiao, Eva, etc.)
Four middle schoolers—zero programming background—built an AI Native multi-agent game in seven days using Claude + Unity. NPCs integrate LLM APIs for open-ended dialogue—dialogue memory influences pet personality at birth Reported by Dongfang TV's program 'Future China'.
AI GameAI NativeUnity
Source: White Paper Case #4, context/SupercBrain AI Case Knowledge Base/2024 Hackathon Cases.md · To be added: Standalone promotional material document
CASE-2024-HC-04Internal use only

Unity Game Project

Student: To be added
2024 Hackathon Unity Game Project. File content is currently empty; details to be added.
AI GameUnity
Archive: SuperBrain/Promotional Materials Library/Case Repository/2024/Unity Game.md (to be added)

AI Creative Workshop (Shanghai Institute of Innovation & Creativity)

3.5 days, 16 students. Core objective: Inspire students' unique aesthetic sensibility and taste, and foster a self-identity as creators. Final projects were pitched and sold at the Way to AGI Pop-up Fair.

CASE-2025-WC-01Publicly shareable

Long-Tailed Cat

Student: An-An (9 years old, female) · No prior drawing experience
Created an original cat IP entirely using AI image generation; turned it into stickers, notebooks, bags, and standees for sale at the Way to AGI Pop-up Fair. Generated ¥500 in sales—the highest revenue among all booths. After the workshop, she continued operating a social media account documenting her creative process.
AI Creative WorkOriginal IPCommercialization
Archive: SuperBrain/Promotional Materials Library/.../Creative Workshop Case Repository/Long-Tailed Cat Case.md
Materials: Demo video + 6 artwork images + pitch video (Baidu Netdisk)
CASE-2025-WC-02Publicly shareable

Little Bun

Student: Han-Han (9 years old, female)
Transformed the real-life parent-child conflict—"not wanting to do homework"—into creative output, designing a blind-box product that uses gamification to help families negotiate daily routines. Each blind-box component was hand-sculpted from colored clay, completing a full design → production → sales loop.
AI Creative WorkGamificationParent-Child
Archive: SuperBrain/Promotional Materials Library/.../Creative Workshop Case Repository/Little Bun Project Case.md
Materials: AI-generated images + pop-up fair photos + student photos + interview video
CASE-2025-WC-03To be added

Parrot

Student: Name not recorded (female)
Created an animated tribute to her late pet parrot—primarily hand-drawn, with AI-assisted animation—to let the parrot "live on" in another form. Designed thoughtful products including postcards (with a candy-shaped cutout where the beak would be).
AI Creative WorkEmotion-DrivenHand-Drawn + AI
Source: context/SuperBrain AI Case Knowledge Base/2025 AI Creative Workshop Cases.md · To be added: Student's name, complete product images
CASE-2025-WC-04To be added

Cockroach Sister (The Shy One Among Roaches)

Student: Name not recorded
Turned the universally disliked cockroach into an emoticon IP, expressing a shared adolescent sentiment: "tight on cash but bursting with desire."
AI Creative WorkOriginal IP
Source: context/SuperBrain AI Case Knowledge Base/2025 AI Creative Workshop Cases.md (Cockroach Sister chapter)
CASE-2025-WC-05To be added

Little Dumpling

Student: Yang Yizhou
Believed AI was "stupid" (failed to generate the expected result), so switched to handmade creation—hand-sewing the final cultural-creative product—demonstrating Reversal narrative: 'AI failure → manual completion'.
AI-powered creative workHandmade
Source: context/SuperBrain AI Case Knowledge Base/2025 AI Creative Workshop Cases.md
CASE-2025-WC-06To be added

Cloud Cat

Students: Jingjing (creative design), Huohuo (hand-drawn execution)
Inspired by stray cats in their neighborhood, they created a public-welfare IP centered on stray cats and sold canvas bags at a pop-up stall. All items sold out on the day of launch, conveying the animal welfare message "Take me home."
AI-powered creative workPublic welfare
Source: context/SuperBrain AI Case Knowledge Base/2025 AI Creative Workshop Cases.md
CASE-2025-WC-07Internal use only

Bread Cat

Student: Qingqing (female)
Unable to keep a cat due to her mother's restrictions, she merged her love for cats with her passion for cooking to create the "appetizing Bread Cat" IP.
AI-powered creative work
Source: context/SuperBrain AI Case Knowledge Base/2025 AI Creative Workshop Cases.md
CASE-2025-WC-08Internal use only

Sprite & Cao Cao

Student: Fang Xiang (male)
Defining "combining unrelated elements" as abstract aesthetics, he created an IP featuring surreal cross-temporal pairings—Confucius with coffee, Cao Cao with Sprite, and more.
AI-powered creative workAbstract aesthetics
Source: context/SuperBrain AI Case Knowledge Base/2025 AI Creative Workshop Cases.md
CASE-2025-WC-09Internal use only

Little Rabbit

Student: Name not recorded
Only the project name is documented; details to be added.
AI-powered creative work
Source: context/SuperBrain AI Case Knowledge Base/2025 AI Creative Workshop Cases.md

AI Hackathon (Kunshan NCC Homeless Community)

A 7-day, 6-night immersive hackathon for middle and high school students aged 13–17. Over 70 applicants were screened down to 32 participants, achieving a near 1:1 student-to-mentor ratio.

CASE-2025-HC-01Publicly shareable

Cha Yu (Tea Isle)

Students: Chen Xiyen, Li Chenxiao, Diao Wenyuan (three middle/high school students, aged 13–17)
An immersive tea-culture game—from growing tea leaves to running a teahouse—guiding players through a full journey of Chinese tea culture. 83% of teenagers have limited knowledge of tea culture—this user insight drove the shift from "knowledge dissemination" to "experience creation."
AI-powered gameTraditional culture
Archive: SuperBrain/Promotional Asset Library/.../Hackathon Case Library/Cha-Yu.md
Assets: 2 images + Game demo video (189 MB) + Student-made videos + Baidu Netdisk package
CASE-2025-HC-02Publicly shareable

I Square

Students: Mike (elementary, frontend), Ben (middle school, backend), Andrew (high school, product), Christina (university, PM), Dehong (technical mentor)
A cross-age team of five built a dual-AI-engine goal-management software, offering gamified emotional companionship for users who set goals but struggle with self-discipline. The team remained intact after the hackathon, and the product continues to launch and iterate. The IP character was co-created via human-AI collaboration and 3D-printed.
AI-powered gamificationGoal managementAI for Good
Archive: SuperBrain/Promotional Asset Library/.../Hackathon Case Library/I-Square.md
Assets: 15 images (including 3D-printed model, process shots, iteration screenshots)
CASE-2025-HC-03To be added

Dreamcore Campus

Students: Group Two, "AI Camp Runs Entirely on AI" (middle & high schoolers)
A 2D RPG game set in a 'dreamcore' school environment, offering teens a safe space for emotional expression—featuring AI-driven narrative agents built on the Coze platform. Dual-track interaction: fixed-choice storylines + AI agent engagement.
AI GameTeen Emotions
Archive: SuperBrain / Promotional Asset Library /... / Hackathon Case Library / Dreamcore Campus.md · To be added: Video documenting participants' evolving states
CASE-2025-HC-05Internal use only

Green Language Sprite

Participant(s): To be added
Only internal retrospective notes exist; project details pending. Retrospective file name: 'Green Plant Language'.
To be added
Retrospective: context/SuperBrain AI Case Knowledge Base/Retrospective Meeting AI Summary/Green Plant Language.md + Captain's Retrospective
CASE-2025-HC-06Internal use only

Yunshang Tune

Participant(s): To be added
Only internal retrospective notes exist; project likely relates to Hanfu or traditional attire—details pending.
Traditional Culture
Retrospective: context/SuperBrain AI Case Knowledge Base/Retrospective Meeting AI Summary/Yunshang Tune.md + Captain's Version
CASE-2025-HC-07Internal use only

Let Go of the Lost Watch

Participant(s): To be added
Only internal retrospective notes exist; project details pending.
To be added
Retrospective: context/SuperBrain AI Case Knowledge Base/Retrospective Meeting AI Summary/Let Go of the Lost Watch.md
CASE-2025-HC-08Internal use only

Rush the Otherworld Dungeon

Participant(s): To be added
Only internal retrospective notes exist. 'Dungeon' is presumed to refer to a game-level concept.
AI Game
Retrospective: context/SuperBrain AI Case Knowledge Base/Retrospective Meeting AI Summary/Rush the Otherworld Dungeon.md + Captain's Version
CASE-2025-HC-09Internal use only

Smart Medicine Cabinet

Participant(s): Xiao Zhang (a middle school student in Wuxi), et al.
A smart hardware project. WiFi module integration and 3D modeling complexity were severely underestimated—hardware implementation remained incomplete. Lesson learned: Hardware-involved projects must undergo proof-of-concept (POC) validation prior to the hackathon. Nonetheless, Xiao Zhang later independently developed multiple products—including an 'Homework Management System,' 'Dibang Barter,' and 'VocabMaster.'
Smart HardwareAI for Good
Retrospective: context/SuperBrain AI Case Knowledge Base/Retrospective Meeting AI Summary/Smart Medicine Cabinet.md + Captain's Retrospective + Post-event Tencent Meeting Version
CASE-2025-HC-10Internal use only

StrideVerse (The Stride Universe)

Participants: Student Meng (football team captain), Student Xu (running enthusiast), Student Jiang (puzzle lover)
A gamified running app—born from Student Xu's real-life pain point: 'I love running but struggle to stay consistent.' Two major creative pivots Yet successfully delivered: First pivot on Day 3 (technically infeasible), second pivot on Day 4 (UI overly complex); team decisively switched to Scratch and caught up in one day.
AI GameSports & FitnessVUCA Player
Retrospective: context/SuperBrain AI Case Knowledge Base/Hackathon Captain Retrospective/StrideVerse.md · Source: White Paper Case #11
CASE-2025-HC-11Internal use only

Child Location Monitoring System

Participant(s): To be added
Only internal retrospective notes exist; project details pending.
AI for GoodChild Safety
Retrospective: context/SuperBrain AI Case Knowledge Base/Hackathon Captain Retrospective/Child Location Monitoring.md

AI Gamified Sports Camp (Shanghai Caohejing)

6-day program for elementary to middle school students—zero prior experience required. Participants progress from research → design → coding → physical interaction to build an AI + hardware + interactive sports game.

CASE-2025-SG-01To be added

Postpartum Rehabilitation Exercise Game

Learner: Designed for an aunt struggling with postpartum body changes and anxiety
An AI-powered, gamified rehabilitation program—born from a real family member's pain point. A quintessential embodiment of technology for good.
Gamified ExerciseAI for Good
Archive: SuperBrain / Marketing Asset Library /... / Gamified Exercise Case Library / Postpartum Rehabilitation Case.md
Assets: 3 screenshots of the solution + demo video
CASE-2025-SG-02To be added

Spinal Health Training Game for Elementary and Middle School Students

Learners: An'an and others
Using gamified exercise to motivate sedentary elementary students to actively engage in spinal health training—overcoming the "triple barrier" of no time / no motivation / habitual use of digital games by wrapping therapeutic movements in game mechanics (points, levels, challenges).
Gamified ExerciseChild Health
Archive: SuperBrain / Marketing Asset Library /... / Gamified Exercise Case Library / Gamified Exercise Case – Spinal Health Training for Students.md
Assets: 2 gameplay diagrams + demo video
CASE-2025-SG-03Internal use only

Cerebral Palsy Rehabilitation Game

Learner: To be added
A glove-style device designed for cerebral palsy patients to assist lower-limb rehabilitation exercises. Archive content is severely incomplete.
Gamified ExerciseAccessibility
Archive: SuperBrain / Marketing Asset Library /... / Gamified Exercise Case Library / Cerebral Palsy Case.md (very minimal content) · To add: Complete case description, learner information, and demo

AI for Good Winter Camp (Caohejing, Shanghai)

30 learners × 33 mentors × 7 days of immersive, in-person camp. Real stakeholders—including visually impaired individuals and accessibility experts—were invited; 11 "technology-for-good" projects were developed.

CASE-2026-WC-08Public-facing

Project Resonance (Speech Sound Disorders)

Learners: Winter Camp team · incubated during the camp
AI-powered speech recognition + voice cloning to help people with speech sound disorders be heard. The most advanced project from the winter camp—already deployed and live. Full-stack application built with React + TypeScript.
AI for GoodSpeech Sound DisordersSpeech Recognition
Live URL:project-resonance.cn
Assets: SuperBrain / Asset Library / Project Resonance – Speech Sound Disorders / (4 images) · Archive: SuperBrain / Project Support / Project Support – Speech Sound Disorders – Technical Pathway Analysis.md
CASE-2026-WC-01To be added

Visual Impairment Running Buddy Mini-Program

WeChat mini-program offering running-buddy matching services for visually impaired users, including map navigation and a runner community.
AI for GoodRunning Assistance for the Visually Impaired
Assets: SuperBrain / Asset Library / Visual Impairment Running Buddy Mini-Program / (3 images)
CASE-2026-WC-02To be added

Blind Runner Matching Platform

An assistance platform featuring a points-based rewards store, race listings, and training course modules.
AI for GoodRunning Assistance for the Visually Impaired
Assets: SuperBrain / Asset Library / Blind Runner Matching Platform / (3 images)
CASE-2026-WC-03To be added

"Volunteer Ride-Hailing" for Blind Runners

Cyberpunk-style UI. Accessible interaction design centered on "one-tap volunteer request," with large buttons and low literacy barriers.
AI for GoodAccessibility Design
Assets: SuperBrain / Asset Library / Volunteer Ride-Hailing for Blind Runners / (3 images)
CASE-2026-WC-04To be added

Blind Runner Assistance Platform

A three-in-one platform integrating map matching, community updates, and emergency help-request posting.
AI for GoodVision-Impaired Running Assistance
Assets: SuperBrain / Asset Library / Blind Runner Assistance Platform / (4 images)
CASE-2026-WC-05To be added

Solo Runner (Liu Guang Yin Pao)

Camera-based recognition + purple lane guidance line solution—using visual cues to help visually impaired individuals run independently.
AI for GoodComputer Vision
Assets: SuperBrain / Asset Library / Solo-Runner / (on-site photo of purple lane guidance line)
CASE-2026-WC-06To be added

Boundless AI Teaching (Reiky)

AI-powered teaching tool designed for special education—featuring hearing-impaired/visually impaired modes and AI video analysis integrated into a course platform.
AI for GoodAccessible Education
Assets: SuperBrain / Asset Library / Boundless AI Teaching – Reiky / (4 images)
CASE-2026-WC-07To be added

Accessible AI Teaching (Chen Zhixing)

An accessible teaching platform featuring product architecture, teacher dashboard, and student course modules.
AI for GoodAccessible Education
Assets: SuperBrain / Asset Library / Accessible AI Teaching – Chen Zhixing / (3 images)
CASE-2026-WC-09To be added

Accessible Feedback Platform

An AI-powered feedback platform automatically categorizing accessibility input—with voice mode support for blind users. MVP deployed and under testing.
AI for GoodAI Categorization
Assets: SuperBrain / Asset Library / Accessible Feedback Platform / (2 images) · Documentation: SuperBrain / Project Support / Project Support – Feedback Platform – AI Categorization & Report Design.md
CASE-2026-WC-10To be added

Boundless Vision

Braille OCR + intelligent life platform—including a social impact showcase module.
AI for GoodBraille OCR
Assets: SuperBrain / Asset Library / Boundless Vision /
CASE-2026-WC-11Publicly shareable

Winter Camp On-Site Overview

Comprehensive on-site photos from the winter camp—covering Human-Machine Coexistence Challenges, project pitches, Unity games, Vision Pro demos, robotic dogs, and TRAE programming.
Event Site
Assets: SuperBrain / Asset Library / Hackathon Site / (6 images)

2050 Conference · Online Human-Machine Coexistence Challenge

Fully online format: five themed sessions covering "playability, family life, AI for aging-friendly design, scientific exercise, and gamified sports." Session 3 showcased 22 projects at the 2050 Conference.

CASE-2050-01Internal use only

Elder-Friendly Smart Refrigerator

Student: To be added
Smart refrigerator designed for seniors living alone—using family members' voices for AI-powered reminders: alerting about expiring food and recommending healthy recipes.
AI for GoodAging Population
Source: SuperBrain / Events / Summer Camp / 2026 / Past Exemplary Case Summaries.md
CASE-2050-02Internal use only

Gu Ci Xin Tan App

Student: To be added
Intergenerational vocabulary exchange game—enhancing family gatherings by swapping generation-specific words and bridging generational gaps.
AI for GoodIntergenerational Communication
Source: SuperBrain / Events / Summer Camp / 2026 / Past Exemplary Case Summaries.md

Post-Camp Ongoing Creation

SuperBrain's most valued outcome—not the products built during camp, but evidence that participants continue creating after camp ends.

POST-001Publicly shareable

Xiao Zhang Series (Wuxi Middle School Student)

Student: Xiao Zhang (pseudonym) · Continuation from the 2025 Hackathon
Before camp: loved gaming and knew almost nothing about AI. After camp: launched three products in rapid succession: Homework Management System(used school-wide and rolled out to other classes); Dibang Exchange(a triple-purpose platform for secondhand trading, lost-and-found services, and charity sales); WordMaster(a gamified English-learning app—hosted on servers provided by the school's IT department, with its official product launch held in the school auditorium).
AI NativeUnique CreatorSustained post-camp impact
Source: White Paper Case #13 · Her mother's observation: "She shifted from playing games to thinking in game-like ways—and from solving problems to designing them."
POST-002Publicly shareable

Xiao Xiao (Unity female student, continuous iteration)

Student: Xiao Xiao (pseudonym) · Continuation from the 2024 AI Hackathon
A middle-school first-year student with average academic performance and previously low self-confidence—who, after the hackathon, demonstrated initiative far beyond her age: Recruited university and high-school students, assigning university students as project managers while she herself served as product owner, driving continuous iterations of 'Grandpa's Egg.' A first-year middle-schooler evolved into a project leader capable of orchestrating cross-age team collaboration.
Sustained post-camp impactLeadershipVUCA Player
Source: White Paper Case #4

Case statistics: 22 cases publicly documented + 17 internally recorded = 40 total student projects. Spanning 6 major activity tracks, continuously updated since 2023.

Full master index:SuperBrain / Marketing Assets Library / CASE-REGISTRY.md

Your child can also build real things.

What unites these cases isn't 'impressiveness'—but rather: 'Real pain points at the starting line; AI tools as native language; tangible outputs as creative works; core motivation rooted in problem-solving.'.

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