Shared library | Updated April 11, 2026

References

This page gathers the sources cited across the essays and organizes them by topic. The method anchor is somaesthetics, followed by the perceptual, XR, and pain literatures that make weakly bounded bodies legible, inhabitable, and testable.

Coverage

This library brings together the works cited across the site, from historical media and perception foundations to XR embodiment, pain translation, and tactile visualization.

For a field guide to the vocabulary itself, see the vocabulary page.

Media theory, optical history, and genealogy

  1. Eisenstein, Sergei. On Disney. Seagull Books, 2017. Publisher

    Foundational source for plasmaticness as anti-ossified, mutable form.

  2. Geil, Abraham. "Plasmatic mimesis: Notes on Eisenstein's (inter)faces." World Literature Studies 11, no. 4 (2019): 26-41. Journal page

    Useful bridge text for translating Eisenstein's plasmatic line into a contemporary conceptual vocabulary.

  3. Whissel, Kristen. Spectacular Digital Effects: CGI and Contemporary Cinema. Duke University Press, 2014. Publisher

    Key source on the digital multitude, morphing bodies, and collective visual form as meaning-bearing structure.

  4. Wilson, Leigh. Modernism and Magic: Experiments with Spiritualism, Theosophy and the Occult. Edinburgh University Press, 2013. DOI

    Important for theosophy, subtle metamorphosis, thought-forms, ectoplasm, and the crossover between occult materialization, animation, and cinema.

  5. Bukatman, Scott. The Poetics of Slumberland: Animated Spirits and the Animating Spirit. University of California Press, 2012. Source

    Supplies a media-poetic bridge between animation, liveliness, and spirit imagery.

  6. Owens, Susan. The Ghost: A Cultural History. Tate Publishing, 2017. Publisher

    Useful for ghost history across phantasmagoria, magic lanterns, Pepper's Ghost, seances, spirit photography, and film rather than collapsing apparition into one mood.

  7. Gunning, Tom. "Illusions Past and Future: The Phantasmagoria and its Specters." Refresh! First International Conference on the Histories of Art, Science and Technology, 2004. PDF

    Strong source on phantasmagoria as a darkened, hidden-apparatus optical theater where projected ghosts, sound, and staged anticipation become a modern illusion machine.

  8. Natale, Simone. "A Short History of Superimposition: From Spirit Photography to Early Cinema." Early Popular Visual Culture 10, no. 2 (2012): 125-145. DOI

    Best bridge here from spirit photography and optical trickery into superimposition, trick film, and early cinema ghost imagery.

  9. Science Museum Group. "Phantasmagoria magic lantern, c. 1820." Collection Online. Collection page

    Useful object-level anchor for phantasmagoria apparatus, including lantern-based projection of frightening images onto walls, smoke, or translucent screens.

  10. Royal Collection Trust. "Pepper's Ghost." Resource page. Resource

    Accessible public reference for the reflective Victorian stage technique that lets apparitions share space with live performers.

  11. Besant, Annie, and C. W. Leadbeater. Thought-Forms. Theosophical Publishing House, 1901. Project Gutenberg

    Primary source for color-coded, vibratory, and radiating visualizations of subtle matter, feeling, and mental projection.

  12. Gilland, Joseph. Elemental Magic: The Art of Special Effects Animation. Focal Press, 2009. Archive.org

    Useful for the craft rule that stylized or magical effects stay believable by following observed forces and underlying energy.

  13. Gilland, Joseph. Elemental Magic, Volume II: The Technique of Special Effects Animation. Focal Press, 2012. Archive.org

    Sharpens the same point through observation, simplification, and shared stylistic cues, making it especially relevant to legible transformation.

  14. ASC Staff. "Star Trek 50, Part 1: Original Series." The American Society of Cinematographers, 2016. ASC

    Production-history source for the original transporter effect and its serial grammar of dematerialization, shimmer, and rematerialization.

  15. Memory Alpha. "Non-corporeal lifeform" and "Category: Non-corporeal species." Fandom. Classification Species index

    Fan-maintained but useful franchise index for energy beings, cloud forms, host-dependent entities, and other non-corporeal body types across Star Trek.

  16. Memory Alpha. "Zetarian." Fandom. Page

    Useful popular-media precedent for a once-corporeal population continuing as patterned lights and non-corporeal energy that seeks a compatible host body.

  17. Memory Alpha. "Douwd." Fandom. Page

    Useful popular-media precedent for non-corporeal disguise, false surroundings, sensor-legible illusion, and luminous dematerialization into a humanoid-seeming form.

  18. Memory Alpha. "Onaya." Fandom. Page

    Useful popular-media precedent for an energy being that assumes corporeal form, especially a flowing and diaphanous humanoid body that stays visibly other than ordinary flesh.

  19. Memory Alpha. "Ronin." Fandom. Page

    Useful popular-media precedent for a host-dependent mist-like presence that needs an external anchor for molecular cohesion and only partially stabilizes as a body.

  20. Memory Alpha. "Pahvan." Fandom. Page

    Useful popular-media precedent for clouds of glowing blue particles that are inseparable from the larger environment, blending bodyhood with atmosphere and world.

  21. Memory Alpha. "Companion." Fandom. Page

    Useful popular-media precedent for a sentient gaseous cloud rendered in warm color gradients, combining diffuse presence with intimate relation to humanoid embodiment.

Somaesthetics, perception, and pseudo-haptics foundations

  1. Shusterman, Richard. "Somaesthetics." The Encyclopedia of Human-Computer Interaction, 2nd Ed. Chapter page

    Method anchor for the site: an integrative framework for embodied experience and design that treats the lived body as a cultivatable medium of perception, action, and self-presentation.

  2. Hook, Kristina, Anna Stahl, Martin Jonsson, Johanna Mercurio, Anna Karlsson, and Eva-Carin Banka Johnson. "Somaesthetic design." ACM Interactions, 2015. DOI

    Important HCI translation of somaesthetics into design practice, emphasizing the felt body, somatic awareness, and subtle timing, intensity, and modality choices.

  3. Volpato, Riccardo, Andres Gomez-Emilsson, Ethan Kuntz, and Carlos Martinez Quintero. "Visualizing Tactile Sensations." QRI blog, 2023. Source

    Useful measurement and communication bridge for tactile sensation, including location, frequency, symmetry, modality family, and boundary sharpness or softness on a body silhouette.

  4. Wagemans, Johan, James H. Elder, Michael Kubovy, Stephen E. Palmer, Mary A. Peterson, Manish Singh, and Rudiger von der Heydt. "A Century of Gestalt Psychology in Visual Perception: I. Perceptual Grouping and Figure-Ground Organization." Psychological Bulletin 138, no. 6 (2012): 1172-1217. DOI

    The main perceptual anchor for grouping, figure-ground organization, and bodily coherence without full closure.

  5. Johansson, Gunnar. "Visual Perception of Biological Motion and a Model for Its Analysis." Perception & Psychophysics 14, no. 2 (1973): 201-211. Publisher

    Classic source showing that sparse moving points can still produce compelling bodily perception.

  6. Reeves, William T. "Particle Systems: A Technique for Modeling a Class of Fuzzy Objects." ACM Transactions on Graphics 2, no. 2 (1983): 91-108. DOI

    Canonical computational source for fuzzy, volumetric, temporally evolving form.

  7. Reynolds, Craig W. "Flocks, Herds, and Schools: A Distributed Behavioral Model." Proceedings of SIGGRAPH '87 (1987): 25-34. DOI

    Foundational source for emergent collective motion and coordinated many-part behavior.

  8. Richards, Catherine, Larry Korba, Chris Shaw, and Mark Green. "Virtual Reality and Virtual Bodies." Proceedings of SPIE 2177 (1994). Publisher

    Early precedent for presence and transformation in spectral bodies.

  9. dos Anjos, R. K., and J. M. Pereira. "Effects of Realism and Representation on Self-Embodied Avatars in Immersive Virtual Environments." arXiv, 2024. arXiv

    Compares abstract, mesh-based, and point-cloud avatars as explicit representation variables.

  10. Yee, Nick, and Jeremy Bailenson. "The Proteus Effect: The Effect of Transformed Self-Representation on Behavior." Human Communication Research 33, no. 3 (2007): 271-290. DOI

    Primary source for avatar appearance feeding back into behavior and self-representation.

  11. Lecuyer, Anatole. "Simulating Haptic Feedback Using Vision: A Survey of Research and Applications of Pseudo-Haptic Feedback." Presence 18, no. 1 (2009): 39-53. DOI

    Canonical survey for visually induced stiffness, texture, friction, mass, and resistance without dedicated haptic hardware.

  12. Pusch, Andreas, and Anatole Lecuyer. "Pseudo-Haptics: From the Theoretical Foundations to Practical System Design Guidelines." CHI '11 Extended Abstracts, 2011. DOI

    Turns pseudo-haptics into a practical design problem, emphasizing plausible visual response, controlled sensory conflict, and system-level cue design.

  13. Collins, Karen, and Bill Kapralos. "Pseudo-Haptics: A Review of Leveraging Cross-Modal Perception in Virtual Environments." The Senses and Society 14, no. 3 (2019): 313-329. DOI

    Useful review of how visual and auditory cues can simulate touch, movement, and force in virtual environments.

  14. Roebuck Williams, Rachel, Till Holzapfel, Henry Moss, Alex McLoughlin, Leonie S. Schleder, Varun Vejalla, and David R. Glowacki. "Measuring the Limit of Perception of Bond Stiffness of Interactive Molecules in VR via a Gamified Psychophysics Experiment." In Artificial Life and Intelligent Agents, 2024. DOI

    An adjacent but useful material-inference precedent showing that participants can discriminate bond stiffness in embodied VR interaction through simulated response.

XR relation and altered-state design

  1. Mitchell, A., J. B. Chastel, J. S. Perez, J. Holton, P. Chilver, J. Roustan, et al. "danceroom Spectroscopy: at the Frontiers of Physics, Performance, Interactive Art and Technology." Leonardo 49, no. 2 (2016): 138-147. DOI

    A key bridge from physics simulation to embodied interactive art, useful for showing how bodily relation can emerge from responsive particle systems.

  2. O'Connor, Michael, Helen M. Deeks, Edward Dawn, Oussama Metatla, Anne Roudaut, Matthew Sutton, Lisa May Thomas, Becca Rose Glowacki, Rebecca Sage, Philip Tew, Mark Wonnacott, Phil Bates, Adrian J. Mulholland, and David R. Glowacki. "Sampling molecular conformations and dynamics in a multiuser virtual reality framework." Science Advances 4, no. 6 (2018): eaat2731. DOI

    A strong bridge from real-time molecular simulation into shared VR manipulation, useful for linking danceroom's physics-engine logic to later collaborative and installation-facing systems.

  3. Toledo Castro, Luis Ernesto, Denis Protopopov, and David R. Glowacki. "esencia: A Case Study on Reinterpreting an Interactive Art and Science Installation Based on a Real-Time Atomic Physics Engine." Proceedings of the Conference on Animation and Interactive Art (2025): 178-187. DOI Publication page

    Directly relevant preservation case study for danceroom's reinterpretation through updated depth-video processing, GPU particle simulation, and newer hardware/software dependencies.

  4. Fiordelmondo, Alessandro, Sergio Canazza, and Niccolo Pretto. "Reactivating and Preserving Interactive Multimedia Artworks: An Analog Performance from the Seventies." Journal on Computing and Cultural Heritage 17, no. 2 (2024): 1-17. DOI

    Useful preservation-method source for dynamic preservation, reactivation, and migration, helping frame weakly bounded simulation works as changeable systems rather than frozen artifacts.

  5. Fiordelmondo, Alessandro, Alessandro Russo, Mattia Pizzato, Luca Zecchinato, and Sergio Canazza. "A Multilevel Dynamic Model for Documenting, Reactivating and Preserving Interactive Multimedia Art." Frontiers in Signal Processing 3 (2023): 1183294. DOI

    A close methodological companion to the 2024 paper, useful for documentation and reactivation strategies that treat preservation as a layered process.

  6. Depocas, Alain, Jon Ippolito, and Caitlin Jones, eds. Permanence Through Change: The Variable Media Approach. Guggenheim Museum Publications, 2003. Variable Media publication page

    Important preservation-theory source for shifting attention from medium fidelity toward behavioral or experiential continuity.

  7. Hui, Yuk. On the Existence of Digital Objects. University of Minnesota Press, 2016. Publisher

    Useful conceptual source for treating digital works as relational objects embedded in technical systems rather than static files.

  8. Wijers, Gaby. "UNFOLD: The Strategic Importance of Reinterpretation for Media Art Mediation and Conservation." In Over and Over and Over Again: Reenactment Strategies in Contemporary Arts and Theory, 2022. DOI

    A reinterpretation-specific conservation source that keeps performativity and restaging in view as artworks change over time.

  9. Desnoyers-Stewart, John, Ekaterina R. Stepanova, Pinyao Liu, Alexandra Kitson, Patrick Parra Pennefather, Vladislav Ryzhov, and Bernhard E. Riecke. "Embodied Telepresent Connection (ETC): Exploring Virtual Social Touch Through Pseudohaptics." CHI EA '23, 2023. DOI

    A direct precedent for aura-like avatars, relational touch metaphors, and abstract embodied interaction.

  10. Liedgren, Johan, Pieter M. A. Desmet, and Andrea Gaggioli. "Liminal Design: A Conceptual Framework and Three-Step Approach for Developing Technology That Delivers Transcendence and Deeper Experiences." Frontiers in Psychology 14 (2023): 1043170. DOI

    Useful for thinking about transition, framing, invitation, and return as part of the design itself.

  11. Glowacki, David R., Rachel R. Williams, M. D. Wonnacott, R. Freire, J. E. Pike, and M. Chatziapostolou. "Group VR Experiences Can Produce Ego Attenuation and Connectedness Comparable to Psychedelics." Scientific Reports 12 (2022). DOI

    Empirical source on diffuse energetic bodies, self-boundary softening, and connectedness in multi-person VR.

  12. Glowacki, David R. "VR Models of Death and Psychedelics: An Aesthetic Paradigm for Design Beyond Day-to-Day Phenomenology." Frontiers in Virtual Reality 4 (2024). DOI

    The clearest source here for boundary-softened, weakly representational bodies as designed experiential variables.

  13. Desnoyers-Stewart, John. "Transcending Projection: Progressive Engagement with Virtual Reality in Public Spaces." Proceedings of the 1st Workshop on Challenges Using Head-Mounted Displays in Shared and Social Spaces at CHI 2019. Workshop PDF

    Early point-cloud, particle-emission, and mirror-identification precedent for abstract bodies in shared public VR.

  14. Desnoyers-Stewart, John, Megan L. Smith, and Bernhard E. Riecke. "Transcending the Virtual Mirror Stage: Embodying the Virtual Self Through the Digital Mirror." In Radical Immersions: Navigating Between Virtual/Physical Environments and Information Bubbles, DRHA 2019. Proceedings PDF

    Strong theory statement on digital mirrors as a way of owning radically abstract embodied form.

  15. Desnoyers-Stewart, John, Ekaterina R. Stepanova, Bernhard E. Riecke, and Patrick Pennefather. "Body RemiXer: Extending Bodies to Stimulate Social Connection in an Immersive Installation." Leonardo 53, no. 4 (2020): 394-400. DOI

    Important for intercorporeality, abstract body swapping, and emergent tactility across real and virtual participants.

  16. Desnoyers-Stewart, John. "Star-Stuff: A Shared Immersive Experience in Space." ISEA 2022. Conference page

    Longer account of constellation bodies and shared social encounter through cosmic body form.

  17. Desnoyers-Stewart, John. "Star-Stuff: a way for the universe to know itself." SIGGRAPH Immersive Pavilion, 2022. DOI

    Shorter statement of Star-Stuff as an embodied, shared constellation-body encounter.

  18. Liu, Pinyao, John Desnoyers-Stewart, Ekaterina R. Stepanova, and Bernhard E. Riecke. "Breath of Light: Reclaiming Shared Breathing Through a Meditative Installation." Leonardo 56, no. 5 (2023): 471-477. DOI

    Useful for the broader connective and interoceptive framing around shared embodied experience.

  19. Bergamo Meneghini, Margherita, and John Desnoyers-Stewart. Thresholds: Stories of Our Inner Selves. SIGGRAPH Spatial Storytelling, 2025. DOI

    Context source for Desnoyers-Stewart's later move toward facilitated touch, embodied narrative, and live XR performance.

  20. Desnoyers-Stewart, John, and Brad Necyk. "Kingdom of Illumination VR: Shining a Light on New Techniques for Immersive Video." EVA London 2025. DOI

    Context source for immersive-video workflows, ethereal figure treatment, and coherent particle atmosphere.

  21. Bernal, Guillermo, and Pattie Maes. "Emotional Beasts: Visually Expressing Emotions Through Avatars in VR." CHI '17 Extended Abstracts, 2017. DOI

    Useful for expressive nonhuman avatars, second skins, and particle or fur transformations that become more relatable by tracking mannerism and affect.

Pain and body representation

  1. Bullington, Jennifer. The Expression of the Psychosomatic Body from a Phenomenological Perspective. Springer, 2013. DOI

    Supports treating lived body form and psychosomatic experience as clinically meaningful rather than merely symbolic.

  2. Ho, Jonathan T., Peter Krummenacher, Marie R. Lesur, Greta Saetta, and Bigna Lenggenhager. "Real Bodies Not Required? Placebo Analgesia and Pain Perception in Immersive Virtual and Augmented Reality." The Journal of Pain 23, no. 4 (2022): 625-640. DOI

    Important for placebo-like analgesic effects and embodied virtual intervention in pain research.

  3. Lewis, J. S., R. Newport, G. Taylor, M. Smith, and C. S. McCabe. "Visual Illusions Modulate Body Perception Disturbance and Pain in Complex Regional Pain Syndrome: A Randomized Trial." European Journal of Pain 25, no. 7 (2021): 1551-1563. DOI

    Shows that altered body appearance can affect both pain and body-perception disturbance in CRPS.

  4. Martini, M., D. Perez-Marcos, and M. V. Sanchez-Vives. "What Color Is My Arm? Changes in Skin Color of an Embodied Virtual Arm Modulates Pain Threshold." Frontiers in Human Neuroscience 7 (2013): 438. DOI

    Classic avatar-pain study on visual body manipulation and pain threshold modulation.

  5. Solca, M., R. Ronchi, J. Bello-Ruiz, T. Schmidlin, B. Herbelin, F. Luthi, et al. "Heartbeat-Enhanced Immersive Virtual Reality to Treat Complex Regional Pain Syndrome." Neurology 91, no. 5 (2018): e479-e489. DOI

    Useful bridge between multisensory embodiment cues, pain treatment, and altered body representation.