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    A Virtual Reality Platformer with an In-Game Level Editor

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    ArchiLeapVR is a first-person platformer in Virtual Reality (VR) with an in-game level editor. The artifact is developed in my custom C++ game engine using OpenXR for VR and its goal is to allow rapid level design for the game in VR. Designers can create maps for the game and quickly switch between edit and play modes to allow rapid iteration on levels. The editor allows operations such as creating new objects, translation, rotation and scaling of existing objects, and cloning objects, all using VR controls in a manner that is intuitive in accordance with the affordances of VR controllers

    When Power Purchase Agreements Go Digital: The Role of Tokenization in Renewable Energy Markets

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    Traditional Power Purchase Agreements (PPAs), the conventional approach to renewable energy contracting, suffer from several drawbacks, including limited accessibility, lengthy durations, lack of transferability, and difficulty in matching projects with offtakers. Enabled by blockchain technology, contracts can be digitally recorded and stored in the form of crypto tokens, a process referred to as tokenization. This paper presents the first study on contract tokenization in the renewable energy market. Using a game-theoretic framework with evidence-based numerical calibrations, we compare traditional and tokenized PPAs and examine their implications for both energy project developers and offtakers. Our results reveal important trade-offs: tokenized PPAs require higher technological standards to achieve feasibility but, once feasible, support shorter contract lengths. Moreover, while tokenization enhances market efficiency and broadens access to renewable energy-particularly for smaller-scale energy consumers that are often excluded by traditional PPAs-it shifts surplus toward developers, increasing their profits at the expense of offtakers\u27 utility

    CSEY Data Advocacy: Reducing Harm through Data - CSEY Survivors

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    This presentation will focus on the crucial overlap of time management and protection for survivors during data collection. Time management is an essential part of any successful organization, especially when working with vulnerable populations, such as survivors of human trafficking, and facing tight schedules and budgets. It is time- consuming to read through blocks of narratives to find necessary details on survivors, but more importantly, survivors can be harmed by being forced to relive their trauma during data collection. On the other hand, narratives written by advocates can harm survivors if subpoenaed. Documentation data systems that gather quantitative information and tell the story through data can be used to reduce harm to survivors of human trafficking. Data can be used to track survivors’ engagement, connections, needs, and feelings of safety; and to determine efficiency of implementation of intervention strategies. This presentation offers an organizational example of a documentation data system for providing care and protecting survivors of human trafficking

    Strategic Claim Payment Delays? Evidence from Property and Casualty Insurance

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    It is well-known that insurers raise premiums after adverse events. We show that they also slow the pace of claim payments, potentially imposing high state-contingent costs on loss-making clients. In addition, payment adjustments also occur after adverse shocks in unrelated business lines. These shifts increase unpaid losses—a substantial liability on insurers’ balance sheets— augmenting liquidity analogously to interest-free credit. Slowdowns are more prevalent among insurers with lower capital or liquidity, who serve clients less likely to file regulatory complaints. This evidence aligns with insurers’ strategic financial considerations, though whether they constitute formal delays in the legal sense remains an open question

    Predicting Subversion Impact in a Narratively Driven Quest

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    This thesis aimed to develop a methodology which can be used to quantify a narrative subversion’s memorability. The researcher formulated seven unique subversion categories: Action, Environment, Narrative, Betrayal, Genre, Stereotype and Pattern. The researcher created a single player video game level in Fallout 4. The researcher developed a quest incorporating seven subversions (two Action, two Environment, two Narrative, and one Betrayal). To evaluate each subversion, the researcher created a “subversion memorability” formula using four key variables (Impact, Severity, Time, and Number of Prior Subversions). The researcher then plotted the subversion memorability values on a line graph to examine whether the resulting curve aligned with the Three-Act Structure. The researcher then conducted playtests and asked participants to indicate the levels of impact and severity of each subversion. The researcher then plugged the response averages into the formula to calculate the true subversion memorability value of each individual subversion

    Best Practices: A Framework for Modulating Melee and Ranged Combat Styles

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    This thesis investigates the impact of video game environmental design, resource abundance, and fault tolerance on players\u27 in-game combat styles between melee and ranged. The researcher integrates all three aspects into a single-player level, Dam Escape, built using Dying Light Developer Tools, to collect quantitative and qualitative player behavior data. By aligning predicted outcomes with actual gameplay data, this research seeks to refine actionable insights for balancing player agency with intentional level design. The results, derived from regression analysis and iterative calibration, will be presented in the data and conclusions

    Check in / Coffee / “Artifacts of Human Trafficking” Exhibit

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    International Criminal Law

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