![]() ![]() Users are encouraged to retry levels where they do not pass.īased on the amount of retries, a final grade is presented to the user. In each scenario, the user's response to the situation is evaluated as positive or negative by the Cohere Classify API that was trained with sample positive and negative responses. ![]() In each level, users are presented with a tough social situation where they must curate responses to avoid peer pressure and apply their understanding cannabis' negative effects on the environment and the developing adolescent body. The fact that kids who smoke pot start at a young age add to the urgency of tackling the issue. To address the high prevalence of cannabis use in Canada, our team has risen to this challenge by developing interactive simulations that engage and empower the younger generation to make informed decisions about their health and well-being. Statistics show that Canada was ranked as one of the top 5 countries with the highest cannabis use rates in 2020 and when it comes to marijuana, kids who smoke pot tend to start between the ages of 12 and 16. Based on the response, the game prompts the user to try again with a better response or to move onto the next level. ![]() We used the Cohere Classify playground to help produce test cases and train the API to produce accurate responses. The application provides users with three levels that reflect three possible scenarios, where the responses are fed through Cohere API which classifies all responses as either positive or negative. We developed an interactive game, “20 Past 4”, which promotes and empowers the younger generation with the knowledge they need to make informed choices surrounding substance use in daily situations. By: Sarah Huang, Laurie Liu, Claire Zhang ![]()
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