Combinatorial Swarmability Source: https://mesmerprism.com/projects/combinatorial-swarmability.html Canonical HTML: https://mesmerprism.com/projects/combinatorial-swarmability.html Generated: 2026-09-16 Description: Mixed-ability human–swarm interaction: combining different forms of participation through shared, changing systems. Research by Till Holzapfel at UDE / RC Trust. Markdown: https://mesmerprism.com/projects/combinatorial-swarmability.md Plain text: https://mesmerprism.com/projects/combinatorial-swarmability.txt BibTeX references: https://mesmerprism.com/projects/combinatorial-swarmability.bib CSL JSON references: https://mesmerprism.com/projects/combinatorial-swarmability.references.csl.json --- Combinatorial Swarmability People contribute to a shared activity in different ways. Combinatorial Swarmability asks how a changing, many-part system might let those contributions combine, while leaving the people involved able to negotiate what their actions mean. The research joins mixed-ability interaction, swarm systems, artificial life, and shared embodiment. This is the research direction of Till Holzapfel's PhD in mixed-ability human–swarm interaction, in Prof. Giulia Barbareschi's Inclusive Technology and Collective Engagement group (https://rc-trust.ai/groups/inclusive-technology-and-collective-engagement) at the University of Duisburg-Essen / RC Trust. Research direction and literature context, September 2026. The systems and studies proposed below are work ahead. Combining abilities without making everyone act alike A shared task need not require identical actions. Someone might contribute through speech, a switch, a gesture, or an intentionally slow text exchange. They might direct movement, change a rhythm, set a boundary, or decide when to pause. The design question is how these contributions depend on one another and how much influence each person can exercise. Giving everyone an input is only a start. Ability-based design asks systems to respond to what people can do, rather than requiring people to fit a fixed interface. Work on interdependence extends the question beyond an individual user: access is also produced through relationships, assistance, and the organization of an activity. A review of ability-diverse collaboration makes this collective setting an explicit design concern (Wobbrock et al., 2011 (https://doi.org/10.1145/1952383.1952384); Bennett et al., 2018 (https://doi.org/10.1145/3234695.3236348); Xiao et al., 2024 (https://doi.org/10.1145/3613904.3641930)). Recent interviews with 18 members of mixed-ability teams describe accessibility as ongoing work within virtual collaboration, including coordination, relationships, and responsibility. Those accounts help identify questions to bring to co-design; they do not supply an automatic way to infer an individual's needs (Jung et al., 2026 (https://doi.org/10.1145/3772318.3790419)). Here, combinatorial means exploring arrangements of contributions: different inputs, roles, timings, and forms of feedback. Swarmability names the possibility of acting through a shared, many-part body whose behaviour can change. This is a proposed design approach, not a measure of a person's ability. It does not presume that a swarm dissolves hierarchy. A shared system could just as easily give one participant more authority or make another's contribution hard to recognize. A shared medium that keeps changing A swarm is interesting here because its overall form can emerge from interactions among many elements. Reynolds' flocking model is a foundational example: local movement rules produce coordinated aggregate motion without prescribing every trajectory separately. Artificial-life systems broaden the available forms and behaviours, without requiring each simulated element to stand for a robot or a person (Reynolds, 1987 (https://doi.org/10.1145/37402.37406); Kumar et al., 2025 (https://doi.org/10.1162/artl.a.8)). Control can therefore mean more than steering. Participants could alter local rules, shape an attractor, change how strongly parts respond to one another, or choose a different mode of behaviour. They could also negotiate the mapping itself: which input affects which property, whose changes take precedence, and how to undo an unwanted result. These are proposed interaction choices to test, not a claim that a particular control scheme is already accessible. Behaviour maps as a design resource Automated Search for Artificial Life (ASAL) uses foundation-model representations to search for target appearances, novelty, and diverse behaviours across systems including Boids and Lenia. Its Boids atlas is especially useful as a way to think about possible motion. In that implementation, search changes a neural local controller, rather than only adjusting the familiar three flocking weights. The visual atlas is a projection of model representations, not a taxonomy of social relationships or an experimentally validated account of what people see (Kumar et al., 2025 (https://doi.org/10.1162/artl.a.8)). Semantic-feedback work offers a complementary route: participants use language to influence the evolution of artificial-life forms. Li and colleagues combine a trained prompt-to-parameter model, evolutionary search, and a vision-language similarity signal. This provides a concrete precedent for language-mediated shaping of dynamics, but it is not evidence that an LLM can faithfully read a group's relationships (Li et al., 2025 (https://doi.org/10.1145/3757369.3767620)). An agentic layer could help propose mappings, search a behaviour library, or explain a change. That layer would need bounded authority: participant approval, visible reasons, recoverable earlier configurations, and a way to stop it. A prompt such as “make this more collaborative” should invite discussion of what collaboration means, not silently turn into an optimization target. From the felt body to the relations between bodies Plasmatic Multitudes (https://mesmerprism.com/projects/plasmatic-multitudes.html) explores bodies whose boundaries are porous: particles gather, disperse, overlap, and become recognizable through movement. It grows out of Holzapfel's avatar work at the Intangible Realities Lab, in the context of Isness, the lab's collaboration with aNUma, and numadelic aesthetics. In this design lineage, luminous and fluid bodies offer ways of questioning ordinary bodily boundaries (IRL, Isness (https://www.intangiblerealitieslab.org/projects/isness); IRL, Numadelic Flow (https://www.intangiblerealitieslab.org/projects/numadelic-flow); aNUma, Science (https://anuma.com/science)). Research on Isness-D describes shared VR in which participants experience diffuse, luminous bodies and can coalesce with one another. Its findings concern connectedness and self-transcendent experience. They do not establish that shared embodiment produces equitable collaboration or meets the access needs of a mixed-ability group (Glowacki et al., 2022 (https://doi.org/10.1038/s41598-022-12637-z)). Viscereality (https://mesmerprism.com/projects/viscereality.html) supplies another part of the lineage: physiological signals coupled to a changing visual environment. Its published design uses breathing and coupled oscillators to organize spatial particle feedback (Fejer et al., 2025 (https://doi.org/10.18420/MUC2025-MCI-WS11-174)). The proposed connection to swarm interaction is methodological: a dynamic system can give a signal a form that people experience and respond to. Moving from bodily feedback to social feedback introduces a further problem: the meaning of the signal has to be negotiated among people. A meeting reflected through a living form One proposed application is a sensory presence during a meeting: a dynamic simulation that reflects selected aspects of an unfolding conversation. A group might use it to discuss whether questions receive attention, whether decisions remain open, or whether participants have the time and channels they need to contribute. Language could be one input; deliberate annotations and accessible non-speech contributions could be equally important. The first version could be a workshop object, with a facilitator or participants changing its behaviour manually. Its value would lie in the discussion it makes possible. Only later, if the mappings prove useful and acceptable, would it make sense to explore a more continuous process monitor. A vivid animation can prompt reflection before it is a valid measurement instrument; those are different achievements. What existing meeting systems offer MeetMap turns online dialogue into editable maps, comparing manual and AI-assisted mapping in a study with 20 participants. It offers a useful precedent for revisable representations rather than a single final summary. Its study does not establish usefulness for mixed-ability meetings (Chen et al., 2025 (https://doi.org/10.1145/3711030)). Meeting AIssist explores tangible feedback about speaking time in two workplace meetings. Its cues were controlled by a researcher in a Wizard-of-Oz study; the findings concern responses to the intervention, not validated autonomous AI facilitation (Kleinau and Hoggan, 2025 (https://doi.org/10.48340/ecscw2025_cp04)). These systems suggest things to test: editable representations, gentle prompts, tangible feedback, and different ways to acknowledge or reject an intervention. They also expose the difficulty of deciding what a signal means. Speaking time is observable under some conditions; inclusion is a much broader and contested construct. A person may be listening by choice, waiting for interpretation, using another channel, or struggling to enter the conversation. The same silence can have very different meanings. Measurement research distinguishes a construct from the procedure used to represent it. Applying that distinction here means asking whether a chosen signal actually supports the interpretation placed on it, for this group and activity. Reliability alone is insufficient: a consistently produced score can consistently represent the wrong thing (Jacobs and Wallach, 2021 (https://doi.org/10.1145/3442188.3445901)). Conditions for a responsible prototype - Participants define the meeting's goals and can disagree about the mappings. - The display distinguishes observations, model interpretations, and participant annotations. - Contributions through text, assisted communication, pauses, and other agreed channels remain legible. - People can correct, refuse, pause, or remove a representation without having to disclose a diagnosis. - The group agrees what is sensed, stored, and shared; identifiable traces are minimized. - The visualization has alternatives for people who cannot comfortably see, hear, or inhabit it. These are proposed requirements for the research. The simulation should not assign an emotional state, a trust score, or a judgement of someone's value to the group. Its most defensible early role is a contestable reflection that people can use together. Research through shared use The planned work begins with co-design and exploratory use: which forms of collective action people want, what they wish to keep private, and what would make participation worth the effort. That orientation fits the group's stated commitment to participatory work with marginalized communities (Inclusive Technology and Collective Engagement (https://rc-trust.ai/groups/inclusive-technology-and-collective-engagement)). Shared virtual environments can make different arrangements available for comparison. Creative exploration could be followed by more structured activities in which participants negotiate roles, change rules, and recover from conflict or misunderstanding. Evaluation would need to consider both the observable interaction and participants' interpretations: who influenced an outcome, whose contribution was recognized, what was tiring, and whether repair was possible. Equal activity and a pleasing swarm animation would not settle those questions. Rusty Morphospace (https://mesmerprism.com/projects/rusty-morphospace.html) connects this research to continuing open-source development. Its modular approach separates computational state, commands, visual inspection, and application packaging. Practical VR tools can reduce the work of operating research environments. Extending that infrastructure toward robots such as Reachy Mini is a planned direction, not a released swarm-control capability. The programme's central test is whether people can use these systems to shape their relations on terms they can understand and revise. Some prototypes may remain useful mainly as ways of starting a conversation. Others may support more sustained shared activity. The evidence for that distinction has to come from the people involved. References and context Papers support the distinctions above; institutional pages document the research and design context. The proposed combinations remain research questions. - Wobbrock, J. O., et al. “Ability-Based Design: Concept, Principles and Examples (https://doi.org/10.1145/1952383.1952384).” ACM Transactions on Accessible Computing 3(3) (2011). - Bennett, C. L., Brady, E., and Branham, S. M. “Interdependence as a Frame for Assistive Technology Research and Design (https://doi.org/10.1145/3234695.3236348).” ASSETS (2018). - Xiao, L., et al. “A Systematic Review of Ability-Diverse Collaboration through Ability-Based Lens in HCI (https://doi.org/10.1145/3613904.3641930).” CHI (2024). - Jung, C., Cheng, K., Heung, S., Jung, M. F., and Azenkot, S. “Understanding How Accessibility Practices Impact Teamwork in Mixed-Ability Teams that Collaborate Virtually (https://doi.org/10.1145/3772318.3790419).” CHI (2026). Open manuscript (https://arxiv.org/abs/2602.04015). - Reynolds, C. W. “Flocks, Herds, and Schools: A Distributed Behavioral Model (https://doi.org/10.1145/37402.37406).” SIGGRAPH (1987), 25–34. - Kumar, A., et al. “Automating the Search for Artificial Life With Foundation Models (https://doi.org/10.1162/artl.a.8).” Artificial Life 31(3) (2025), 368–396. Interactive atlas (https://asal.sakana.ai/). - Li, S., et al. “Participatory Evolution of Artificial Life Systems via Semantic Feedback (https://doi.org/10.1145/3757369.3767620).” SIGGRAPH Asia Art Papers (2025). - Glowacki, D. 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, 8995 (2022). - Fejer, G., et al. “Viscereality: A Bio-responsive VR System for Breath-Based Interactions and Coupled Oscillator Dynamics to Augment Altered States of Consciousness (https://doi.org/10.18420/MUC2025-MCI-WS11-174).” Mensch und Computer 2025 – Workshopband (2025). Published design work, not clinical validation. - Chen, X., Yap, N., Lu, X., Gunal, A., and Wang, X. “MeetMap: Real-Time Collaborative Dialogue Mapping with LLMs in Online Meetings (https://doi.org/10.1145/3711030).” Proceedings of the ACM on Human-Computer Interaction 9(2), CSCW132 (2025). - Kleinau, J., and Hoggan, E. “Mediating Meeting Dynamics: An Exploration of AI-Based Multimodal Feedback in Hybrid Meetings (https://doi.org/10.48340/ecscw2025_cp04).” ECSCW (2025). Wizard-of-Oz study of Meeting AIssist. - Jacobs, A. Z., and Wallach, H. “Measurement and Fairness (https://doi.org/10.1145/3442188.3445901).” FAccT (2021). - Intangible Realities Lab. “Isness (https://www.intangiblerealitieslab.org/projects/isness)” and “Numadelic Flow (https://www.intangiblerealitieslab.org/projects/numadelic-flow).” Project and design context; accessed September 16, 2026. - aNUma. “Science (https://anuma.com/science).” Isness research context; accessed September 16, 2026. Institutional provenance, not an independent efficacy assessment. - RC Trust. “Inclusive Technology and Collective Engagement (https://rc-trust.ai/groups/inclusive-technology-and-collective-engagement).” Group led by Prof. Dr. Giulia Barbareschi, University of Duisburg-Essen; accessed September 16, 2026.