Perfect Ideal Circle via 100% Overlap Author: Hristo Valentinov Nedelchev Contact email: hristo.valentinov.nedelchev@gmail.com Introduction Classical geometry defines a circle by equal radii or the equation x2+y2=R2x^2 + y^2 =... more
Large numbers such as a million (10^6), billion (10^9), and even googol (10^{100}) have long had names, but there is no standard framework to describe numbers of exponential-exponential scale like 10^{10^3} or 10^{10^{99}}. Project... more
Warhammer 40,000 lore is profound, and how relationships between Warhammer communities and Games Workshop have evolved. The authors and I hope this book helps you understand Warhammer's emotional significance in new and exciting ways. The... more
Abstract This paper proposes a new framework—the Recursive Harmonic Codex (RHC)—that unifies mathematics, geometry, and consciousness through the concept of recursive folding. It introduces the imaginary logarithm as the mathematical... more
This analysis, conducted on July 5, 2025, at 11:57 AM AEST, responds to the exploration of geometric, algebraic, and philosophical concepts presented in a chapter titled "Squares, Circles, and the Recursive Harmonic Codex." The chapter... more
This paper presents a comprehensive exploration of the Recursive Harmonic Codex (RHC), a framework that unifies geometric, algebraic, and conscious phenomena through recursive harmonic principles. We delve into the duality between squares... more
This paper develops a detailed geometric interpretation of the four components of the Recursive Harmonic Cosmology (RHC) framework, connecting each "compact proof" to classical mathematics. We build a continuous narrative from elementary... more
This report details the Recursive Harmonic Universal Model (RHUM) and Generalized Universal Recursion Model (GURM) derived from a Wolfram-assisted exploration of complex expression simplification. It extracts fine-grained details about... more
Desde las especulaciones fabulatorias de Ontonio Zalre acerca de un lugar de ser inútil en Manoel de Barros, hasta las articulaciones conceptuales y acoplamientos operativos entre Nick Land, Mark Fisher y Sandra Mara Corazza, incorporando... more
Diegese, circulo mágico e as categorias estéticas no universo transmídia de Diablo
Neste artigo, tencionamos abordar uma das características presentes em certas atividades lúdicas, em particular os videogames, que é a agência. Mais especificamente, buscamos relacionar a agência nos videogames à possibilidade que ela... more
Twin particle projector cannons (PPCs) fizz with electricity. Jets of energized lightning pulse forward, crashing into the center torso of my prized Mech, 1 a 'Hatchetman' HCT-3 F. A brief silence holds before an ominous 'pop' and a burst... more
This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use... more
This article investigates the processes of group formation. Utilising a ritual framework, it looks at how the Sweden Touch (rugby) team formed and bonded together to compete in the 2022 European Championships. Based on autoethnographic... more
Entropia Universe (EU) is a science-fiction themed massively multiplayer online roleplaying game (MMORPG), with a real-cash economy. The cash economy means that players can deposit and withdraw money from the game, at a fixed exchange... more
In this paper we present Vancouver Maneuver, a game for mobile devices using Augmented Reality software to create a cooperative board game experience. Utilizing principles from both digital and analogue board game design, a hybrid game... more
A brief discussion of magic circles in Jewish magical texts
The film Manhã cinzenta (1969), by Brazilian filmmaker Olney São Paulo, is a fictional documentary in a short film, which works with fictional space scenes and real elements (clipping from newspapers, movie posters, radio news, images... more
This paper is concerned with challenges and solutions related to the use of smartphones as a location-based mobile gaming (LBMG) platform. We present here a summary of our experiences from building a feature-rich story-driven LBMG for the... more
This paper proposes the ColabSaber Framework, which aims to change the traditional format of lecture-based classes with the use of the learning principles defended by Vygotsky, such as language, culture and social interaction. ColabSaber... more
All the contents of this work, except where otherwise noted, is licensed under a Creative Commons Attribution 4.0 International license. Todo o conteúdo deste trabalho, exceto quando houver ressalva, é publicado sob a licença Creative... more
Ingestible sensors, such as capsule endoscopy and medication monitoring pills, are becoming increasingly popular in the medical domain, yet few studies have considered what experiences may be designed around ingestible sensors. We believe... more
This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use... more
RESUMO Este estudo objetiva, por meio da pesquisa bibliográfica e do relato etnográfico, discutir o conceito de fronteira no âmbito dos larps (live action role play) desenvolvidos por palestinos e executados em países como Brasil e... more
Este trabalho propõe uma discussão sobre o círculo mágico, conceito bastante debatido nos últimos anos no âmbito dos jogos em geral, e em particular dos videogames. Através de um diálogo com autores dos game studies, como Johan Huizinga e... more
This article deals with establishing and discussing the concept of magic circleoften present in game studies-and ponder the possible relations with the concept of liminality, worked in cultural anthropology from the rites of passage... more
In this paper we present Vancouver Maneuver, a game for mobile devices using Augmented Reality software to create a cooperative board game experience. Utilizing principles from both digital and analogue board game design, a hybrid game... more
Tento článek vznikl v rámci projektu Specifického vysokoškolského výzkumu Institutu politologických studií Fakulty sociálních věd Univerzity Karlovy, č. 260 461/2017, „Zájmy, moc a instituce v politickém rozhodování“.Using the case of the... more
Online game cheating is a rampant misbehavior in the domain of online gaming. However, there is still lack of research in attempt to understand online game cheating. Hence, this paper focuses on the available literature on cheating and... more
This paper proposes the ColabSaber Framework, which aims to change the traditional format of lecture-based classes with the use of the learning principles defended by Vygotsky, such as language, culture and social interaction. ColabSaber... more
Diegese, circulo mágico e as categorias estéticas no universo transmídia de Diablo
In this paper we explore how mobile devices and co-location in mobile contexts contribute social play in game design, addressing the limited understanding of social interactivity in mobile games. Using the Mechanics-Dynamics-Aesthetics... more
Um encenador pode se servir de um texto já pronto, ou mesmo criar seu próprio texto, ou até mesmo realizar um teatro apenas físico: Ele aplica suas idéias e testa a sua realização durante os ensaios. Algumas ideias serão realizadas por... more
El metajuego y la subversión de la narrativa tradicional en The Stanley Parable Laksmy Irigoyen Regueiro * RESUMEN: The Stanley Parable es un ejemplo magistral de metajuego, por medio del cual se realiza una reflexión paródica sobre el... more
Intermediality can be defined as the phenomenon in which a work of art appropriates the linguistic resources of two or more media, resulting in something that is potentially new and initially difficult to classify. The understanding of... more
Intermediality can be defined as the phenomenon in which a work of art appropriates the linguistic resources of two or more media, resulting in something that is potentially new and initially difficult to classify. The understanding of... more
ABSTRACT: Principles for organizing and making use of a laboratory with material computing resources are articulated. This laboratory, the Trope Tank, is a facility for teaching, research, and creative collaboration and offers hardware... more
Approaching poker in terms of storytelling, both the stories told about the game and the stories told within the game, this chapter works to establish a connection between poker and fictionality, connecting poker with the (i) construction... more
Principles for organizing and making use of a laboratory with material computing resources are articulated. This laboratory, the Trope Tank, is a facility for teaching, research, and creative collaboration and offers hardware (in working... more
There is an interesting category of digital games particularly challenging consumer electronics: pervasive games. On the one hand, pervasive games appear extremely promising for purposes such as learning and for encouraging players to... more
Pervasive games form a problematic digital games category. On the one hand, they appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of game... more
Pervasive games form a problematic digital games category. On the one hand, they appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of game... more
Mundos virtuais e identidade social: processos de formação e mediação através da lógica do jogo Resumo: O presente artigo pretende discutir o processo de formação de identidades sociais online nos 'mundos virtuais'-nossa hipótese é a de... more
The creation of games and good reception by the public, either through commercial success, good critics or just to cause enjoyment on players. Rarely such a feat is accomplished casually; the iteration of the prototyping and testing... more
Popular online computer games, like World of Warcraft, are full-fledged virtual worlds brimming with ancient religious narratives, mystical worldviews and magical powers. Nevertheless, they are rarely discussed in sociological debates... more
This chapter considers the process of online social identity construction and how it is presented in virtual worlds-environments that although carrying a solid heritage of the pure online interaction tools, such as chat rooms, are still... more
Agon, alea, mimicry, ilinx: the four types of game/play distinguished by Roger Caillois (1958/2001) have become classic terms in game studies. Now Artur Skweres is aiming at introducing Caillois’ concepts to film studies, and he is... more