Writing and design research

Plasmatic Multitudes

Plasmatic Multitudes studies weakly bounded bodies: luminous, semi-corporeal, transformable, and sometimes collective forms that remain readable as bodies without being fixed, solid, or anatomically closed. It is the clearest theoretical spine behind much of my embodiment-facing XR work, including the reinterpretation of simulation-driven installations as living body systems whose continuity depends on preserving core experience rather than preserving one historical hardware stack.

Direction

What the project is about

The core question is simple and difficult: how far can a body transform without ceasing to be experienced as a body? The project treats that as a design and theory problem rather than as a purely visual one. Weakly bounded bodies matter when they change self-perception, relation, and what kinds of touch, trust, or meaning a system can support.

The current archive keeps four layers in view at once: perceptual coherence through Gestalt grouping, embodied and behavioral modulation through avatar and VR research, historical genealogy through plasmatic and spectral media, and contemporary translation through XR, particles, projection, haze, light, pain-treatment design, and the reinterpretation of legacy simulation-driven installations.

Current lanes

  • Overview writing on semi-corporeal avatar aesthetics
  • Pain-treatment translation and body-representation variables
  • Historical lineage work around plasmatic, spectral, and animated form
  • Installation-facing translation, reinterpretation, and preservation across projection, haze, translucency, light apparatus, and simulation stacks

Connected projects

  • Viscereality for embodied and runtime translation
  • SANE for the broader conceptual and methodological frame
  • Brain Candy for altered-perception design and non-pharmacological state shifts

Throughline

What keeps it coherent

The stable object here is not mysticism, ghosts, or rendering technique in the abstract. It is the design and meaning of weakly bounded embodiment. The stable rule is that transformation has to remain legible through motion, grouping, multisensory inference, and response, not through surface realism alone.

That is why the project keeps returning to semi-corporeal avatars as an intermediate category between photorealistic bodies and pure abstraction. Plasmatic forms can preserve enough coherence for ownership, relation, and interaction while opening permeability, collectivity, softness, and distributed self-representation that conventional avatar pipelines usually suppress.

The same question reappears at installation scale. If the body is partly a field, a particle system, or a live physics engine, then preservation becomes part of the aesthetics. The danceroom-to-esencia line matters here because it turns weakly bounded embodiment into a reactivation problem rather than a one-off visual effect: what has to survive is the experiential relation and bodily logic of the work, not just its original codebase or sensor stack.

Public surface

  • Essay microsite for the current public long-form surface
  • Vocabulary and sources pages for terminology and lineage control
  • Short project overview here for the broader Mesmer Prism site

Reference Surface

Current references

These are the main foundations currently shaping the project's public and near-public form.

Embodiment and design foundations

  • Wagemans et al. "A Century of Gestalt Psychology in Visual Perception: I. Perceptual Grouping and Figure-Ground Organization." Psychological Bulletin (2012); Johansson. "Visual Perception of Biological Motion and a Model for Its Analysis." Perception & Psychophysics (1973).
  • Yee and Bailenson. "The Proteus Effect: The Effect of Transformed Self-Representation on Behavior." Human Communication Research (2007).
  • dos Anjos and Pereira. "Effects of Realism and Representation on Self-Embodied Avatars in Immersive Virtual Environments." arXiv (2024).
  • Lecuyer. "Simulating Haptic Feedback Using Vision: A Survey of Research and Applications of Pseudo-Haptic Feedback." Presence (2009); Pusch and Lecuyer. "Pseudo-Haptics: From the Theoretical Foundations to Practical System Design Guidelines." CHI EA '11 (2011).
  • Collins and Kapralos. "Pseudo-Haptics: A Review of Leveraging Cross-Modal Perception in Virtual Environments." The Senses and Society (2019).
  • Ho et al. "Real Bodies Not Required? Placebo Analgesia and Pain Perception in Immersive Virtual and Augmented Reality." The Journal of Pain (2022); Lewis et al. "Visual Illusions Modulate Body Perception Disturbance and Pain in Complex Regional Pain Syndrome: A Randomized Trial." European Journal of Pain (2021).
  • Martini, Perez-Marcos, and Sanchez-Vives. "What Color Is My Arm? Changes in Skin Color of an Embodied Virtual Arm Modulates Pain Threshold." Frontiers in Human Neuroscience (2013); Solca et al. "Heartbeat-Enhanced Immersive Virtual Reality to Treat Complex Regional Pain Syndrome." Neurology (2018).
  • Bullington. The Expression of the Psychosomatic Body from a Phenomenological Perspective. Springer (2013).

Genealogy and translation

  • Eisenstein. On Disney. Seagull Books (2017); Geil. "Plasmatic Mimesis: Notes on Eisenstein's (Inter)Faces." World Literature Studies (2019).
  • Whissel. Spectacular Digital Effects: CGI and Contemporary Cinema. Duke University Press (2014); Wilson. Modernism and Magic: Experiments with Spiritualism, Theosophy and the Occult. Edinburgh University Press (2013).
  • Owens. The Ghost: A Cultural History. Tate Publishing (2017); Bukatman. The Poetics of Slumberland: Animated Spirits and the Animating Spirit. University of California Press (2012).
  • Mitchell et al. "danceroom Spectroscopy: At the Frontiers of Physics, Performance, Interactive Art and Technology." Leonardo (2016); O'Connor et al. "Sampling Molecular Conformations and Dynamics in a Multiuser Virtual Reality Framework." Science Advances (2018).
  • Toledo Castro, Protopopov, and 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).
  • Fiordelmondo, Canazza, and Pretto. "Reactivating and Preserving Interactive Multimedia Artworks: An Analog Performance from the Seventies." Journal on Computing and Cultural Heritage (2024); Fiordelmondo et al. "A Multilevel Dynamic Model for Documenting, Reactivating and Preserving Interactive Multimedia Art." Frontiers in Signal Processing (2023).
  • Depocas, Ippolito, and Jones. Permanence Through Change: The Variable Media Approach. Guggenheim Museum Publications (2003); Hui. On the Existence of Digital Objects. University of Minnesota Press (2016); Wijers. "UNFOLD: The Strategic Importance of Reinterpretation for Media Art Mediation and Conservation." (2022).
  • Glowacki et al. "Group VR Experiences Can Produce Ego Attenuation and Connectedness Comparable to Psychedelics." Scientific Reports (2022); Glowacki. "VR Models of Death and Psychedelics: An Aesthetic Paradigm for Design Beyond Day-to-Day Phenomenology." Frontiers in Virtual Reality (2024).