## Inspiration

Emergency first aid is unfortunately not common knowledge. More than 90% of people fail to help someone experiencing a medical emergency. This is largely due to the lack of confidence and inability to properly spot the signs of heart attack, stroke, and many other conditions that would benefit from immediate first aid. To help save more lives, we wanted to develop an educational and engaging VR experience for users to experience emergency first aid in simulated real-life scenarios.

## What it does

Our project places the user as a bystander who witnesses a lady experience a heart attack. Dr. Manny, a virtual doctor and teacher, guides the user to spot the signs of a heart attack and how to act (call 911, give aspirin, perform CPR). The game provides feedback as to whether the user is performing chest compressions at the correct rate.

## How we built it

We built Twenty-First Aid+ entirely on the Unity and C# stack, with controlled via scripting.

## Challenges we ran into

Everyone on the team had Macs which aren't the best environments to develop VR games in, so we ran into a good amount of trouble setting up Unity. Unity also had a steep learning curve
with their collider logic and their physics engines. Due to how much VR development has changed in the past couple of years with the new releases of OpenVR and the Oculus Quest, a lot of documentation we ran into was outdated, and we had to rotate between multiple tutorials before landing on one that did not rely on outdated APIs.

## Accomplishments that we're proud of

We are proud of creating a demo of the game that includes working narration and CPR simulation with chest compression rate feedback.

## What we learned

Through this project, we learned about the symptoms of medical emergencies (such as heart attacks, stroke, seizures, etc.) as well as the basic emergency first aid that should be performed as we wait for paramedics to arrive. We also learned how to create a virtual world in the VR headset and how to make animations in the VR.

## What's next for Twenty-First Aid+

Heart attacks are only one example of a medical emergency that could be encountered. We hope to expand our VR game to include additional types of health crisis and to emphasize the variation in victim symptoms with more scenarios. When performing CPR, implementing a CPR dummy with a pressure sensor would provide users with a more realistic experience that better prepares them. Besides the teaching tutorial, implementing a challenge mode that lacks guidance and a multiplayer mode can help users gain independence and confidence to offer immediate assistance when they witness an episode in the real-world.

## YouTube Video

<https://youtu.be/QjEGQoUg2H4>

## Google Slides

<https://docs.google.com/presentation/d/1xt5IqHoBTY0S6o5je7aM6h3IGOZwibQatjGj3dgYeZU/edit?usp=sharing>
## Inspiration

We wanted to make something that's functional and can find its place in real life. Initially we decided to use Arduino to make an encrypted texting device, but eventually we found that it's fun to make a toy - something we want to play with as well!

## What it does

We made a remote-controlled car that has a webcam attached. It is able to launch the webcam capture application on startup, and send the video stream over either local network or internet to a compatible browser (tested with Firefox). It can also be controlled remotely using a browser. While the top speed isn't very fast, it's definitely good for watching your house when you're away!

## How we built it

We wanted to challenge ourselves, and what better way to do it than using a hardware and learning a software that we've never used before! Most of our team has prior Arduino experience, but we opted to use Raspberry Pie, believing that it will offer more flexibility and power. We started with a rough outline of the chassis and the components to include, then went about programming the magic that makes all these happen. We looked into different control ideas such as streaming to an Android phone or using a web server, and in the end decided that making our robot available on the web is much more versatile. Then, it's many hours spent on troubleshooting and fine-tuning, and wrapped up with this mornings final assembly.

## Challenges we ran into

We had a really difficult catch-22 problem that seem simple at first: we required two separate terminal applications to be launched at startup, but referencing the Python files in the startup file means that we can only run one application at a time; however, the two programs cannot be run in the same terminal. We troubleshooted for 2 hours, in the end created many shell scripts that called each other in order to launch two separate terminal applications.

## Accomplishments that we're proud of

We're definitely proud of the fact that we have (mostly) finished what we set out to do! Integrating software and hardware like this is fun and rewarding, and we all jumped in joy when the robot first moved! We're also very proud to solve the one-application launch issue above, and are very glad that we have taken part in this Hackathon!

## What we learned

We learned a lot - all of us started as Pi beginners, but we gained much better understanding of this board by using it for 24 hours. We also learned to integrate multiple programming languages together, something that we have never done. It's definitely something extremely useful and rewarding!

## What's next for The Roaming Watchman

Well... Because all of the parts are sponsored, we have to let the Watchman go. However, the next time we're at MakeUofT, we are looking forward to make something even better!
## Inspiration

The California wildfires have proven how deadly fires can be; the mere smoke from fireworks can set ablaze hundreds of acres. What starts as a few sparks can easily become the ignition for a fire capable of destroying homes and habitats. California is just one example; fires can be just as dangerous in other parts of the world, even if not as often.

Approximately 300,000 were affected by fires and 14 million people were affected by floods last year in the US alone. These numbers will continue to rise, due to issues such as climate change.

Preventative equipment and forecasting is only half of the solution; the other half is education. People should be able to navigate any situation they may encounter. However, there are inherent shortcomings in the traditional teaching approach, and our game -S.O.S. - looks to bridge that gap by mixing fun and education.

## What it does

S.O.S. is a first-person story mode game that allows the player to choose between two scenarios: a home fire, or a flooded car. Players will be presented with multiple options designed to either help get the player out of the situation unscathed or impede their escape. For example, players may choose between breaking open car windows in a flood or waiting inside for help, based on their experience and knowledge.

Through trial and error and "bulletin boards" of info gathered from national institutions, players will be able to learn about fire and flood safety. We hope to make learning safety rules fun and engaging, straying from conventional teaching methods to create an overall pleasant experience and ultimately, save lives.

## How we built it

The game was built using C#, Unity, and Blender. Some open resource models were downloaded and, if needed, textured in Blender. These models were then imported into Unity, which was then laid out using ProBuilder and ProGrids. Afterward, C# code was written using the built-in Visual Studio IDE of Unity.

## Challenges we ran into

Some challenges we ran into include learning how to use Unity and code in C# as well as texture models in Blender and Unity itself. We ran into problems such as models not having the right textures or the wrong UV maps, so one of our biggest challenges was troubleshooting all of these problems. Furthermore, the C# code proved to be a challenge, especially with buttons and the physics component of Unity. Time was the biggest challenge of all, forcing us to cut down on our initial idea.

## Accomplishments that we're proud of

There are many accomplishments we as a team are proud of in this hackathon. Overall, our group has become much more adept with 3D software and coding.

## What we learned

We expanded our knowledge of making games in Unity, coding in C#, and modeling in Blender.

## What's next for SOS; Saving Our Souls

Next, we plan to improve the appearance of our game. The maps, lighting, and animation could use some work. Furthermore, more scenarios can be added, such as a Covid-19 scenario which we had initially planned.