## Inspiration

We were inspired by early text-based RPG games as well as current environmental issues plaguing our planet.

## What it does

Operation Foliage is a short and simple text-based RPG game that allows the user to combat monsters and play small minigames to achieve a larger goal.

## How we built it

This game was built entirely in Java.

## Challenges we ran into

A lot of our team members were inexperienced programmers, so there were hurdles in planning out how exactly to implement the various game features we want.

## Accomplishments that we're proud of

Once you get past the hurdles and your code successfully runs, you get a big sense of accomplishment. We're most proud of our combat system and working shop features.

## What we learned

We learned a lot about utilizing Java and more specifically object oriented programming.

## What's next for Operation Foliage - A text-based RPG

This game will continue to be developed as a passion project or hobby.
## Inspiration

Several presentations at our school about raising awareness of mental health encouraged us to create this project.

## What it does

Through entertaining and encouraging messages delivered utilizing a visual short story, our project raises awareness about mental health, particularly depression.

## How we built it

First we brainstormed ideas on how the style of the visual short story will look like. After deciding on a minimalistic/cartoon art style, we began designing the story. We wanted an engaging and meaningful message while keeping the story short. After creating the outline of the story, we began adding dialogue and appropriate music to the game. But in order to make a really strong point, we also incorporated an emotive poem by Alex Elle that was relevant to our message at the conclusion of the game.
We initially designed this story using java but we ran into many problems, specifically packaging executables, so we decided to switch to unity; a software that, although we had no clue how to utilize, was effective for creating games. We split up into parts to create parts of the game, ex: someone worked on the main menu, while someone writes code for the game or creates the images for the character. We used paint.net to create the characters and C# as the programming language.

## Challenges we ran into

During these chaotic 36 hours, we had to overcome a number of challenges. Learning new pieces of software and languages, and working together to learn while viewing several tutorials was our biggest obstacle. We had never used C#, Paint.NET, or unity before, but we were determined to push ourselves and do something fantastic. Another problem we had was writing the story since we wanted to capture the player's attention and convey a meaningful message in a short period. The game is a lot shorter than we wanted it to be and that is mainly due to time constraints in addition to technical issues.

## Accomplishments that we're proud of

We are proud of finishing the game considering we had no prior experience in all the resources we used. We are also pleased that we were able to create something that can help others and make an impact in people's lives.

## What we learned

We learned something very important during this hackathon. In order to make the most of our time, we learnt how to acquire new things quickly and then share that knowledge with one another. This hackathon especially helped us gauge how much we can realistically complete in a short timespan.

## What's next for Talk To Me

Talk to Me will continue to spread awareness and educate people about the serious dangers of depression and mental health. We advocate individuals to ask for assistance when necessary and check in on loved ones. Given the framework we created for ourselves. Adding more content to the game would be incredibly easy, which means it is very possible we could expand this to a full proper game.
## Inspiration

Medical hospitals often conduct “discharge interviews” with healing patients deemed healthy enough to leave the premises. The purpose of this test is to determine what accommodations patients will require post-hospital-admittance. For instance, elderly patients who live in multi-level houses might require extra care and attention. The issue, however, is that doctors and nurses must conduct such interviews and then spend about 30 to 40 minutes afterwards documenting the session. This is an inefficient use of time. A faster, streamlined system would allow medical professionals to spend their time on more pressing matters, such as examining or interviewing more patients.

## What it does

Airscribe is a smart, automated interview transcriber that is also able to do a cursory examination of the exchange and give recommendations to the patient. (We don’t intend for this to be the sole source of recommendations, however. Doctors will likely review the documents afterwards and follow up accordingly.)

## How we built it

Speech-to-text: built on IBM Watson.

Text-to-better-text: Interviewer and patient’s comments are processed with a Python script that breaks text into Q & A dialogue. Algorithm evaluates patient’s response to find key information, which is displayed in easy-to-read, standardized survey format. Based on patient’s responses to questions, suggestions and feedback for the patient after hospital discharge are generated.

## Challenges we ran into

Getting speech recognition to work, recognizing question types, recognizing answer types, formatting them into the HTML.

## Accomplishments that we're proud of

After talking with health professionals we decided this idea was a better direction than our first idea and completed it in 8 hours.

## What we learned

Teamwork! Javascript! Python!
Web development for mobile is difficult (\* cough \* phonegap) !

## What's next for Airscribe

* Smarter, more flexible natural language processing.
* Draw from a database and use algorithms to generate better feedback/suggestions.
* A more extensive database of questions.