# Joint Control of Digital Swarms | Plasmatic Multitudes

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Shared swarm control | July 24, 2026

# Joint Control of Digital Swarms

 Several people shaping one many-part body

 A digitally native swarm can be a population of particles, agents, cells, points,
 instances, or field samples. It does not have to imitate a fleet of robots. Its parts
 may appear separately, gather into one body, dissolve into a field, divide, merge,
 disappear, or return in another form.

 Joint control asks what happens when several people act through that changing body at
 once. The problem is larger than giving each person a cursor. Participants may shape
 motion, local rules, density, morphology, boundaries, appearance, timing, or history.
 A system must decide where each intention applies, how overlapping intentions combine,
 what the autonomous swarm is allowed to change, and how the result remains attributable
 without reducing authorship to command counts.

## Central question

 How can several people share a transformable digital body without hiding the
 difference between individual influence, negotiated influence, and the body’s own
 autonomous response?

 The literature contains working examples of field superposition, weighted shared
 control, voting, persistent overwrite, and branching. It does not yet compare those
 policies within the same many-part body using common measures of agency, authorship,
 access, continuity, and expressive range.

## Particle bodies make control a boundary question

 A shared swarm body is both an interface and a way of staging the relation among
 people.

 The broader Plasmatic Multitudes argument begins with bodies whose edges can soften
 while their coherence survives. David Glowacki’s Isness work gives this question an
 explicitly social form. Participants appear as luminous energetic essences with
 diffuse boundaries in a shared virtual environment designed to loosen conventional
 self–other separation. The empirical study reports selected self-report similarities
 with psychedelic phenomenology, including connectedness and ego attenuation, but it
 does not establish that VR reproduces psychedelic states as a whole
 ([Glowacki et al., 2022](https://doi.org/10.1038/s41598-022-12637-z)).

 Glowacki’s later account describes a wider design space of weakly representational,
 light-energy bodies. Low structural specificity and low symbolic rigidity leave room
 for participants to project meaning into an intentionally under-specified form. In
 that setting, a boundary is not merely the outline of an avatar. It regulates how
 strongly a body reads as separate, how easily it can coalesce with another, and how
 much interpretation the representation invites
 ([Glowacki, 2024](https://doi.org/10.3389/frvir.2023.1286950)).

 John Desnoyers-Stewart’s sequence makes the particle-body side of this problem more
 operational. In Body RemiXer , tracked people appear as particle clouds and
 three-dimensional silhouettes. Touch connects their auras through a steady particle
 exchange, and body swapping superimposes one person’s aura onto another. In
 Star-Stuff , two participants meet as galaxies and constellations rather than
 humanoid avatars. Embodied Telepresent Connection uses particle-based aura
 avatars, cloud-like hearts, sound, simulated physics, and biosignal-linked feedback to
 support remote pseudohaptic touch
 ([Desnoyers-Stewart et al., 2020](https://doi.org/10.1162/leon_a_01925);
 [Desnoyers-Stewart, 2022](https://doi.org/10.1145/3532834.3536198);
 [Desnoyers-Stewart et al., 2023](https://doi.org/10.1145/3544549.3585843)).

 These works show why shared control cannot be treated only as command allocation.
 When a body carries intimacy, coalescence, or self–other ambiguity, an authority
 policy also shapes the experienced boundary. A participant may feel that a movement
 is mine, ours, negotiated, resisted, or produced by the system. The visual form alone
 cannot explain that difference. The system must expose who acted, what was accepted,
 what was transformed, and what the collective process did on its own.

 Evidence boundary

### Experiential precedent is not yet a control comparison

 Isness, Body RemiXer, Star-Stuff, and ETC establish that diffuse and particle-based
 bodies can remain meaningful, relational, and embodied. They do not compare locks,
 blending, field superposition, voting, or branching as multi-user authority
 policies. That control problem remains open.

## A digital swarm is a medium, not an unfinished robot

 Physical robots expose material constraints. Digital swarms expose a different design
 space.

 Particle systems made birth, change, and death ordinary operations of computational
 matter. Flocking models showed how local rules can produce coherent aggregate motion
 without scripting every trajectory
 ([Reeves, 1983](https://doi.org/10.1145/357318.357320);
 [Reynolds, 1987](https://doi.org/10.1145/37402.37406)).
 A digitally native swarm can extend those foundations without inheriting wheel
 dynamics, drone flight, battery limits, or a requirement to transfer to hardware.

 Its native operations may include birth, death, duplication, replacement, merge,
 split, resampling, graph rewiring, procedural growth, or conversion among particles,
 clusters, surfaces, and fields. It can move through non-Euclidean space, cross through
 itself, reverse time, or preserve incompatible outcomes as separate branches. Those
 operations are not convenient approximations of robot behavior. They define the
 ontology of the digital body.

 Robot swarms remain useful comparison systems because they force questions about
 collision, connectivity, communication loss, energy, maintenance, and physical
 safety. They are a later translation branch, not a maturity ceiling. A rigorous
 digital experiment should be judged by whether its participants, interaction,
 technical behavior, and interpretive claims match the digital substrate it addresses.

### Element

 An identified particle, agent, point, cell, or temporary local exception.

### Cluster

 A selected group, connected component, region, role, or moving sub-body.

### Body

 A macro-form whose coherence comes from common motion, density, response, or silhouette.

### Field

 A spatial influence, ambient condition, or distributed body without stable member identity.

 A single session may pass among all four. Changing scale therefore changes more than
 the camera zoom. It changes what kind of thing a person is controlling and what can
 count as continuity.

## Shared control is a stack of decisions

 “Collaborative,” “shared,” and “multi-user” remain vague until the system states who
 can affect what and what happens when intentions overlap.

 Robot-swarm research offers a useful command vocabulary. Kolling and colleagues
 distinguish behavior or algorithm selection, parameter setting, environmental
 influence, and influence through selected members or leaders
 ([Kolling et al., 2016](https://doi.org/10.1109/THMS.2015.2480801)).
 These categories describe ways human intent can reach a distributed process. They do
 not by themselves describe multi-user authority, morphology, representation change,
 or collaborative history.

 A broader digital system needs at least five separate decisions. Binding determines
 which people can affect which parts, regions, scales, roles, or functions. The control
 target specifies what they may change. Arbitration resolves simultaneous or
 conflicting intentions. Execution determines how local rules, constraints, or learned
 systems interpret an accepted command. Feedback and history show what happened, why
 it happened, and whether it can be reversed.

### What a participant may influence

### Motion and space

 Elements, subsets, leaders, regions, paths, attractors, repulsors, boundaries,
 obstacles, vector fields, and migration points.

### Rules and state

 Behaviors, local parameters, neighbour relations, state transitions, goals,
 constraints, cues, timelines, and autonomy levels.

### Body and history

 Density, silhouette, topology, birth, death, merge, split, representation,
 appearance, checkpoints, branches, replay, and repair.

 These targets can coexist. One person may shape a movement field while another edits
 density and a third controls when a proposed merge becomes permissible. Different
 inputs can also reach the same semantic action. A switch, a hand gesture, a line of
 text, or a pre-authored pattern can all issue a consequential command without
 pretending that the bodily acts are equivalent.

## How several intentions become one event

 Arbitration is not an implementation detail. It determines whether a shared body
 behaves like a collection of personal territories, a negotiated instrument, a
 majority system, an unstable compromise, or a field that preserves several forces at
 once.

#### Scope separation

 Participants receive different agents, regions, scales, roles, or control dimensions.

#### Lock or lease

 One person temporarily controls a target; ownership and expiry remain visible.

#### Weighted fusion

 Continuous inputs are averaged or combined using explicit weights.

#### Field superposition

 Spatial influences add, cancel, mask, or modulate one another.

#### Vote or quorum

 A discrete transition waits for enough support or a recognized decision rule.

#### Branch on conflict

 Incompatible proposals create parallel futures instead of one forced compromise.

 A seventh possibility is to retain conflict as visible motion: competing attractors,
 oscillation, seams, or local instability. Mass collaborative systems show that
 minority action, overwrite, competition, and repair can materially shape a collective
 result. They do not prove that participants will experience real-time swarm conflict
 as expressive rather than frustrating. That remains a design hypothesis
 ([Aleta and Moreno, 2019](https://doi.org/10.1140/epjds/s13688-019-0200-1);
 [Müller and Winters, 2018](https://doi.org/10.1371/journal.pone.0202019)).

 Mathematical influence is also not the same as felt agency. In virtual
 co-embodiment, paired participants shared one avatar through weighted averages.
 Participants could estimate their objective contribution, yet predictable movement
 could produce more agency than the control weight alone would suggest. A later study
 found that haptic feedback and weight distribution interacted with the task rather
 than improving agency in one simple direction
 ([Fribourg et al., 2021](https://doi.org/10.1109/TVCG.2020.2999197);
 [Venkatraj et al., 2024](https://doi.org/10.1145/3613904.3642425)).

 For a plasmatic body, the consequence is immediate: contribution weight, visible
 causal effect, perceived agency, bodily ownership, and authorship must be measured
 separately. A person may shape a transition without owning the resulting body, feel
 agency with little objective influence, or regard a sparse but decisive veto as their
 most meaningful contribution.

## Existing systems establish fragments of the design space

 The strongest evidence comes from several neighboring fields. Their boundaries matter
 as much as their contributions.

 Direct digital-particle precedent

### Entangled

 Up to eight smartphone users applied continuous gravitational influence and
 created persistent gravitational objects in one body of thousands of virtual
 particles. The system directly demonstrates simultaneous field influence, but
 its paper reports demonstrations rather than a controlled comparison of agency,
 fairness, or authorship
 ([Lee, 2021](https://doi.org/10.21428/92fbeb44.eae7c23f)).

 Shared-body bridge

### Co-embodiment

 Weighted avatar fusion provides controlled evidence about objective control,
 predictability, feedback, and agency. These studies concern one humanoid avatar,
 so transfer to a non-anthropomorphic swarm remains a testable proposition rather
 than an established result.

 Many-agent participation

### HuGoS and CrowdCollab

 HuGoS provides a browser-accessible environment for experiments with human and
 autonomous agents, detailed logging, signalling, and stigmergy. CrowdCollab lets
 collaborators plan a crowd from different perspectives. In both cases, the
 participants do not continuously co-control one transformable body
 ([Coucke et al., 2021](https://doi.org/10.1007/s11721-021-00199-1);
 [van den Bogaard et al., 2025](https://doi.org/10.1145/3689050.3706007)).

 Authoring and history

### Semantic control and branching

 Elemental Alchemist translates conceptual and semantic particle intentions into
 lower-level parameters, but it is a single-user system. PaintBranch preserves
 divergent versions of collaborative VR art as parallel branches; it does not
 automatically merge them
 ([Monteiro et al., 2026](https://doi.org/10.1145/3800645.3812946);
 [David et al., 2026](https://doi.org/10.1007/s42979-026-04980-z)).

### What the robot-swarm comparison contributes

 Multi-operator robot research makes authority transfer and resource sharing explicit.
 In Miyauchi, Lopes, and Groß’s paired study, operators normally controlled dedicated
 leader-centered teams and could send or request followers while the controller
 preserved connectivity. Robot sharing did not produce a simple task-performance win.
 Direct communication improved task score; sharing primarily reduced movement and
 energy and was perceived as useful
 ([Miyauchi et al., 2023](https://doi.org/10.1109/IROS55552.2023.10342457)).

 The useful transfer is organizational: fixed allocation, shared pools, temporary
 exchange, functional roles, overlapping scopes, hierarchy, and adaptive allocation
 are different ways of binding people to a population. The robots also retain local
 safety and connectivity constraints even when people redistribute authority. A
 digital body can borrow those distinctions without pretending that physical
 connectivity or robot ownership defines its expressive possibilities.

 Sharpened gap

### The mechanisms exist; the comparison does not

 Field superposition, weighted fusion, voting, persistent overwrite, and
 branch-on-conflict have all been implemented in real systems. No strong study found
 here applies several of them to the same transformable digital body with the same
 task, participants, feedback, and measures.

## A comparative programme for one shared body

 The first useful experiment is a comparison of authority policies, not a search for
 one supposedly natural interface.

 Two or three participants could guide one field-driven particle body through a short
 sequence: gather, divide, hold, yield, merge, recover, and re-individuate. The task
 should remain simple enough that a failure can be traced to a control policy, a
 mapping, a rendering, the autonomous solver, or social coordination.

### Control levels

 Direct subset manipulation, spatial-field influence, and rule or semantic
 control. Each level reaches the same body through a documented semantic command.

### Authority policies

 Visible short leases, weighted continuous fusion, field superposition, and
 branch-on-conflict. Policy order is counterbalanced.

### Body transitions

 Separate elements, temporary subgroups, one macro-body, an ambient field, and a
 renewed population. The study marks when continuity is preserved or lost.

### Participant awareness

 Active scopes, pending intentions, accepted commands, rejected or attenuated
 actions, and recent history remain inspectable throughout the session.

### Measures must follow the event

 Technical measures include input-to-acceptance latency, input-to-visible-effect
 latency, stability, command rejection, conflict frequency, participation
 concentration, solver cost, recovery time, replay accuracy, and morphological
 continuity. Task performance is useful, but it cannot establish meaningful
 participation or shared authorship by itself.

 Participant measures should separate agency, ownership, authorship, causal
 understanding, fairness, expressive range, collaboration, access cost, and willingness
 to preserve the result. Workspace-awareness research supports showing who is acting,
 where, on what, and what they are likely to do next
 ([Gutwin and Greenberg, 2002](https://doi.org/10.1023/A:1021271517844)).
 The Virtual Embodiment Questionnaire and Creativity Support Index offer useful
 components, but neither can be transplanted without adaptation: one assumes a virtual
 body, while the other does not measure causal authorship or authority
 ([Roth and Latoschik, 2020](https://doi.org/10.1109/TVCG.2020.3023603);
 [Cherry and Latulipe, 2014](https://doi.org/10.1145/2617588)).

 Mixed-ability participation makes this comparison more exact rather than peripheral.
 High-rate motion, speech, gaze, touch, switches, text, facilitated input, and
 pre-authored patterns should be able to reach meaningful semantic actions. A slower
 or intermittent contribution must not become less authoritative merely because it
 produces fewer events. The dedicated
 [Mixed-Ability Human-Swarm Interaction](https://mesmerprism.com/plasmatic-multitudes/mixed-ability-hsi.html)
 page develops the access, mapping, consent, privacy, refusal, and repair requirements
 for that work.

## An architecture for attributable transformation

 The human-facing system should send semantic intentions rather than raw controller
 events to the swarm. An intention records the participant, action, target, scope,
 desired timing, strength, duration, branch, uncertainty, and attribution policy. The
 authority layer then decides whether the action is accepted, transformed, delayed,
 combined, refused, or branched.

 The execution layer remains free to use particles, boids, fields, graph relations,
 state machines, procedural morphology, or learned policies. It must return more than
 the final animation. Participants need to know which elements were affected, which
 constraints changed the command, whether another intention interfered, and whether
 the result is continuing, complete, or failed.

 Minimum event record

### Keep four things separate

- The intention a participant issued.

- The authority or arbitration decision.

- The command accepted by the execution layer.

- The observed effect produced by the swarm and its constraints.

 This separation also makes undo and replay more honest. A collaborative undo should
 add a compensating historical event rather than silently erase evidence that an action
 occurred. Incompatible transformations may need branches instead of a forced merge.
 Periodic snapshots, semantic events, solver version, random seed, and dependency
 information make it possible to reconstruct how a form arose.

 Tölvera is a plausible open execution substrate for flocking, swarming, artificial
 life, OSC, and interactive mappings, though it has no native multi-user authority
 model. HuGoS provides a browser-delivered many-agent experiment pattern. Estuary
 demonstrates a shared generative process with different participant views. None is a
 turnkey solution; together they suggest a modular prototype with a semantic server,
 interchangeable arbitration, a particle or boid adapter, participant clients, and an
 append-only event log
 ([Armitage et al., 2024](https://nime.org/proceedings/2024/nime2024_71.pdf);
 [Ogborn et al., 2017](https://iclc.toplap.org/2017/cameraReady/ICLC_2017_paper_78.pdf)).

## Physical embodiment is a translation problem

 A later physical system does not have to reproduce every virtual particle. A small
 robot group might render landmarks, subgroup boundaries, direction, tension, or
 warnings while the digital body remains much larger. The semantic command and event
 history can persist while the embodiment changes.

 Translation must preserve authority, consent, attribution, and repair rights as well
 as movement. Physical robots add hazards and maintenance responsibilities that a
 reversible particle system does not have. Conversely, a robot test cannot validate
 instant topology change, branching history, interpenetration, or field-like
 embodiment when those are the research object.

 This is why physical validation remains one branch of the programme. It tests which
 semantic operations survive material constraints. It does not decide whether a
 digitally native collective body is legitimate.

## What the evidence supports

### Supported now

- Several people can simultaneously influence one digital particle body through spatial fields.

- Weighted shared control can separate objective contribution from perceived agency.

- Digital particle systems can be controlled at conceptual, semantic, and technical levels.

- Voting, overwrite, shared generative editing, and branching are implemented collaboration patterns.

- Diffuse and particle-based bodies can support meaningful shared embodiment and social relation.

### Still open

- Which arbitration policy best supports a particular expressive or cooperative task.

- How agency and authorship survive transitions among agents, body, and field.

- When visible conflict reads as expressive tension rather than loss of control.

- How low-bandwidth participation remains consequential in mixed groups.

- How a collectively authored body should be preserved, withdrawn, branched, or remixed over time.

 The central research object is therefore not a more efficient command panel. It is a
 body whose boundaries, internal organization, authority, and history can all become
 shared material. The body may transform the participants’ intentions as it executes
 them, but it should not hide that transformation.

## Sources

 Sources are grouped here by the claim they support. Robot, avatar, crowd, collaborative
 art, and creative-tool evidence are treated as related but non-equivalent.

- Reeves, William T. "[Particle Systems—A Technique for Modeling a Class of Fuzzy Objects](https://doi.org/10.1145/357318.357320)." ACM Transactions on Graphics (1983).

- Reynolds, Craig W. "[Flocks, Herds, and Schools: A Distributed Behavioral Model](https://doi.org/10.1145/37402.37406)." SIGGRAPH (1987).

- Glowacki, David R., et al. "[Group VR Experiences Can Produce Ego Attenuation and Connectedness Comparable to Psychedelics](https://doi.org/10.1038/s41598-022-12637-z)." Scientific Reports 12 (2022).

- Glowacki, David R. "[VR Models of Death and Psychedelics: An Aesthetic Paradigm for Design Beyond Day-to-Day Phenomenology](https://doi.org/10.3389/frvir.2023.1286950)." Frontiers in Virtual Reality 4 (2024).

- Desnoyers-Stewart, John, et al. "[Body RemiXer: Extending Bodies to Stimulate Social Connection in an Immersive Installation](https://doi.org/10.1162/leon_a_01925)." Leonardo 53(4) (2020).

- Desnoyers-Stewart, John. "[Star-Stuff: A Way for the Universe to Know Itself](https://doi.org/10.1145/3532834.3536198)." SIGGRAPH Immersive Pavilion (2022).

- Desnoyers-Stewart, John, et al. "[Embodied Telepresent Connection: Exploring Virtual Social Touch Through Pseudohaptics](https://doi.org/10.1145/3544549.3585843)." CHI Extended Abstracts (2023).

- Kolling, Andreas, et al. "[Human Interaction With Robot Swarms: A Survey](https://doi.org/10.1109/THMS.2015.2480801)." IEEE Transactions on Human-Machine Systems 46(1) (2016).

- Miyauchi, Genki, Yuri Kaszubowski Lopes, and Roderich Groß. "[Sharing the Control of Robot Swarms Among Multiple Human Operators: A User Study](https://doi.org/10.1109/IROS55552.2023.10342457)." IROS (2023).

- Lee, Myungin. "[Entangled: A Multi-Modal, Multi-User Interactive Instrument in Virtual 3D Space Using the Smartphone for Gesture Control](https://doi.org/10.21428/92fbeb44.eae7c23f)." NIME (2021).

- Fribourg, Rebecca, et al. "[Virtual Co-Embodiment: Evaluation of the Sense of Agency While Sharing the Control of a Virtual Body Among Two Individuals](https://doi.org/10.1109/TVCG.2020.2999197)." IEEE Transactions on Visualization and Computer Graphics 27(10) (2021).

- Venkatraj, Karthikeya Puttur, et al. "[ShareYourReality: Investigating Haptic Feedback and Agency in Virtual Avatar Co-Embodiment](https://doi.org/10.1145/3613904.3642425)." CHI (2024).

- Coucke, Nicolas, et al. "[HuGoS: A Virtual Environment for Studying Collective Human Behavior](https://doi.org/10.1007/s11721-021-00199-1)." Swarm Intelligence 15 (2021).

- van den Bogaard, Senna, Timo Maessen, Evelijn van Hilten, Yinshi Jin, Hannah van Iterson, Steven Houben, and Rong-Hao Liang. "[CrowdCollab: A Multi-User, Multi-Perspective Collaborative Tool for Crowd Planning](https://doi.org/10.1145/3689050.3706007)." TEI (2025).

- Lemonari, Marilena, et al. "[Authoring Virtual Crowds: A Survey](https://doi.org/10.1111/cgf.14506)." Computer Graphics Forum 41(2) (2022).

- Monteiro, Kyzyl, Evan Atherton, George Fitzmaurice, and Qian Zhou. "[Elemental Alchemist: A Generative Interface for Semantic Control of Particle Systems Across Dynamic Levels of Abstraction](https://doi.org/10.1145/3800645.3812946)." DIS (2026).

- Armitage, Jack, Victor Shepardson, and Thor Magnusson. "[Tölvera: Composing With Basal Agencies](https://nime.org/proceedings/2024/nime2024_71.pdf)." NIME (2024).

- David, Ana, Daniele Giunchi, Stuart James, Anthony Steed, and Augusto Esteves. "[Exploring the Effects of Asynchronous Collaborative Art in VR with PaintBranch](https://doi.org/10.1007/s42979-026-04980-z)." SN Computer Science 7 (2026).

- Ogborn, David, et al. "[Estuary: Browser-Based Collaborative Projectional Live Coding of Musical Patterns](https://iclc.toplap.org/2017/cameraReady/ICLC_2017_paper_78.pdf)." International Conference on Live Coding (2017).

- Aleta, Alberto, and Yamir Moreno. "[The Dynamics of Collective Social Behavior in a Crowd Controlled Game](https://doi.org/10.1140/epjds/s13688-019-0200-1)." EPJ Data Science 8 (2019).

- Müller, Thomas F., and James Winters. "[Compression in Cultural Evolution: Homogeneity and Structure in the Emergence and Evolution of a Large-Scale Online Collaborative Art Project](https://doi.org/10.1371/journal.pone.0202019)." PLOS ONE 13(9) (2018).

- Gutwin, Carl, and Saul Greenberg. "[A Descriptive Framework of Workspace Awareness for Real-Time Groupware](https://doi.org/10.1023/A:1021271517844)." Computer Supported Cooperative Work 11 (2002).

- Rezwana, Jeba, and Mary Lou Maher. "[Designing Creative AI Partners With COFI](https://doi.org/10.1145/3519026)." ACM Transactions on Computer-Human Interaction (2023).

- Roth, Daniel, and Marc Erich Latoschik. "[Construction of the Virtual Embodiment Questionnaire](https://doi.org/10.1109/TVCG.2020.3023603)." IEEE Transactions on Visualization and Computer Graphics (2020).

- Cherry, Erin, and Celine Latulipe. "[Quantifying the Creativity Support of Digital Tools Through the Creativity Support Index](https://doi.org/10.1145/2617588)." ACM Transactions on Computer-Human Interaction 21(4) (2014).
