# Plasmatic Multitudes - Weakly Bounded Embodiment and Semi-Corporeal Avatar Design

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Description: A public overview of weakly bounded bodies: avatars, swarms, auras, particle forms, and luminous bodies that soften while remaining coherent enough for embodiment, relation, and cautious research translation.
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---

Weakly bounded embodiment

# Plasmatic Multitudes

 Plasmatic Multitudes asks how far a body can become luminous,
 porous, collective, particulate, ghostly, or otherwise weakly
 bounded while still being experienced as a body. The answer is
 not to make an avatar look ethereal. A body can soften without
 disappearing when perception can still group it, motion can
 still bind it, and interaction can still make it feel
 responsive
 ([Wagemans et al., 2012](https://doi.org/10.1037/a0029333);
 [Johansson, 1973](https://link.springer.com/article/10.3758/BF03212378);
 [Lecuyer, 2009](https://doi.org/10.1162/pres.18.1.39)).
 The project treats semi-corporeal bodies as perceptual,
 social, aesthetic, and cautious pain-translation design objects:
 bodies whose coherence, motion, multisensory coupling, body
 ownership, and cultural legibility let them soften without
 collapsing into formlessness. This page gives the public
 overview. The field guide collects the long essay, method note,
 pain-translation hypothesis, vocabulary, and annotated sources.

 [Start with the basics](https://mesmerprism.com/projects/plasmatic-multitudes.html#field-guide)
 [XR embodiment](https://mesmerprism.com/projects/plasmatic-multitudes.html#xr)
 [Media genealogy](https://mesmerprism.com/projects/plasmatic-multitudes.html#genealogy)
 [Design translation](https://mesmerprism.com/projects/plasmatic-multitudes.html#design-translation)
 [Deep field guide](https://mesmerprism.com/plasmatic-multitudes/)
 [References](https://mesmerprism.com/projects/plasmatic-multitudes.html#references)
 [Back to work](https://mesmerprism.com/#work)

 Field guide

## What is a weakly bounded body?

 A weakly bounded body is a body whose edge is not sealed. It
 may appear as a cloud, swarm, point cloud, aura, shimmer,
 field, spectral trace, protective halo, or cluster of
 particles. It may merge with another body, expand into an
 environment, or flicker between figure and atmosphere. It is
 not formless. It keeps enough structure for someone to locate,
 address, inhabit, or respond to it
 ([Reeves, 1983](https://doi.org/10.1145/357318.357320);
 [Reynolds, 1987](https://doi.org/10.1145/37402.37406)).

 This changes the usual avatar question. Instead of asking
 whether a virtual body looks realistic, Plasmatic Multitudes
 asks what cues let a body remain bodily when realism is
 reduced: common motion, stable centers, contour fragments,
 rhythmic response, body ownership cues, pseudo-haptic
 resistance, and social framing. Realism can help, but it is
 only one route to embodiment
 ([dos Anjos and Pereira, 2024](https://arxiv.org/abs/2405.02672);
 [Yee and Bailenson, 2007](https://doi.org/10.1111/j.1468-2958.2007.00299.x)).

 The lived body keeps the problem concrete. Somaesthetics is
 useful here because it treats embodiment as the medium of
 perception, action, and self-presentation, not as a picture
 added after the fact. If the body's edge is changed, the
 design question becomes what happens to agency, trust,
 relation, and felt meaning
 ([Shusterman](https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/somaesthetics);
 [Hook et al., 2015](https://doi.org/10.1145/2598510.2598561)).

### Design rules

- Keep at least one stable identity carrier.

- Let the edge change state: gather, diffuse, overlap, return.

- Make softness legible through motion, resistance, rhythm, or response.

- Treat relation as material: touch, distance, coalescence, consent, repair.

- Do not claim therapeutic value until boundary precision has been tested directly.

### Body forms in scope

- Particle bodies, point clouds, aura avatars, swarms, and field bodies

- Luminous bodies, spectral bodies, mist bodies, and projected apparitions

- Collective bodies that cohere through common fate rather than a single shell

- Protective halos or soft buffers used as cautious pain-related hypotheses

### Compact method

 Plasmatic Multitudes treats the body's edge as a design variable. Boundary
 precision can change, but coherence must remain strong enough for ownership,
 agency, relation, and many-part form.

### Clinical boundary

 Plasmatic Multitudes does not claim that soft-edged avatars treat pain. It
 proposes boundary precision, protective fields, and avatar materiality as
 variables worth testing where body representation already matters.

### What is out of scope

- Generic mystical or occult claims

- Loose quantum language without a real material or optical bridge

- Claims that soft avatars are automatically better than realistic ones

- Claims that semi-corporeal avatars are proven pain treatments

 Perceptual coherence

## A body can loosen without becoming noise

 The core design problem is not softness. It is coherence after
 softness begins.

### Grouping does real work

 Gestalt grouping and figure-ground organization explain why
 fragments can gather into a single perceived form. A swarm of
 points, a field of particles, or a luminous outline can still
 become one body if its parts share motion, rhythm, proximity,
 contour, or response. Johansson's point-light work adds the
 bodily version of the same argument: sparse moving points can
 be enough to produce a compelling sense of human motion
 ([Wagemans et al., 2012](https://doi.org/10.1037/a0029333);
 [Johansson, 1973](https://link.springer.com/article/10.3758/BF03212378)).

 That is why a semi-corporeal body needs anchors. A density
 core, hand position, gaze direction, gait rhythm, breathing
 pulse, or touch response can carry identity while the
 periphery diffuses. The design rule is simple: keep enough
 stable structure for recognition, then let the boundary
 become negotiable.

### Particles and swarms are not just decoration

 Particle systems were introduced as a way to model fuzzy,
 dynamic objects such as fire, clouds, and water. Flocking
 models showed that coherent collective motion can emerge from
 many locally acting agents. Together they give Plasmatic
 Multitudes a computational vocabulary for bodies that are
 volumetric, temporal, and many-part rather than closed mesh
 surfaces
 ([Reeves, 1983](https://doi.org/10.1145/357318.357320);
 [Reynolds, 1987](https://doi.org/10.1145/37402.37406)).

 A swarm body can make coordination visible. It can show how a
 body belongs to many elements, many signals, or many people at
 once. That social use still needs care: shared bodies have to
 make contribution, consent, visibility, and repair legible
 rather than simply replacing one rigid interface with a
 prettier one
 ([Wobbrock et al., 2011](https://kgajos.seas.harvard.edu/papers/wobbrock11abd.pdf);
 [Bennett et al., 2018](https://doi.org/10.1145/3234695.3236348)).

 XR embodiment

## Embodiment beyond the mesh

 XR research makes weak body form testable. Early spectral-body
 work showed that presence could be built around an
 unrealistic virtual body, and more recent studies compare
 abstract, mesh-based, and point-cloud avatars as distinct
 representation conditions
 ([Richards et al., 1994](https://www.spiedigitallibrary.org/conference-proceedings-of-spie/2177/0000/Virtual-reality-and-virtual-bodies/10.1117/12.173894.full);
 [dos Anjos and Pereira, 2024](https://arxiv.org/abs/2405.02672)).
 The Proteus effect adds the behavioral stakes: transformed
 self-representation can feed back into how people act
 ([Yee and Bailenson, 2007](https://doi.org/10.1111/j.1468-2958.2007.00299.x)).

 The most useful contemporary precedents are not generic
 "abstract avatars." They are systems in which weak
 representation carries relation. Desnoyers-Stewart's work
 moves through point clouds, particle bodies, body swapping,
 constellation bodies, and aura-like social touch. Glowacki's
 Isness line uses diffuse light-energy bodies and coalescence
 as part of a guided design language for connectedness and
 self-boundary softening
 ([Desnoyers-Stewart et al., 2020](https://doi.org/10.1162/LEON_a_01925);
 [Desnoyers-Stewart et al., 2023](https://doi.org/10.1145/3544549.3585843);
 [Glowacki et al., 2022](https://doi.org/10.1038/s41598-022-12637-z);
 [Glowacki, 2024](https://doi.org/10.3389/frvir.2023.1286950)).

 Pseudo-haptics explains why such bodies can feel materially
 persuasive even without dedicated force feedback. Vision and
 cross-modal cueing can induce impressions of stiffness,
 friction, texture, mass, and resistance, so an aura, halo,
 or particle body can be designed to feel yielding, viscous,
 heavy, buffered, or responsive if its behavior is coherent
 enough
 ([Lecuyer, 2009](https://doi.org/10.1162/pres.18.1.39);
 [Pusch and Lecuyer, 2011](https://doi.org/10.1145/2070481.2070494);
 [Collins and Kapralos, 2019](https://doi.org/10.1080/17458927.2019.1619318)).

### Design variables

- Boundary precision: hard edge, gradient edge, field, swarm

- Coherence: common fate, rhythm, density core, response pattern

- Material inference: drag, viscosity, stiffness, yielding, resistance

- Relation: coalescence, touch metaphor, interpersonal timing, return

### Useful caution

 A body can be weakly represented without being weakly
 designed. Softness needs timing, feedback, and a clear
 reason to exist.

 Media genealogy

## Plasmatic, spectral, luminous

 Weak bodies have a long media history: animation, optical
 apparatus, spirit media, projection, smoke, and digital
 effects all learned ways to stage partial bodies.

### Plasmaticness is changeability, not mysticism

 Sergei Eisenstein's writing on Disney gives the project its
 word "plasmatic." The useful point is not a vague celebration
 of fluidity. It is the refusal of once-and-for-allotted form:
 animated figures can stretch, melt, become animal, object,
 ghost, or force, and still retain the charge of living form.
 Abraham Geil gives a compact contemporary bridge into that
 argument, while Kristen Whissel shows how morphs, crowds,
 swarms, and digital multitudes can carry narrative and
 symbolic work rather than remaining empty spectacle
 ([Eisenstein, 2017](https://seagullbooks.org/products/on-disney);
 [Geil, 2019](https://www.ceeol.com/search/article-detail?id=813411);
 [Whissel, 2014](https://www.dukeupress.edu/spectacular-digital-effects)).

### Spectral bodies are apparatus bodies

 Ghostly bodies belong here as media history. Phantasmagoria,
 Pepper's Ghost, spirit
 photography, superimposition, and seance culture all staged
 bodies through darkness, reflection, smoke, projection,
 expectation, and hidden apparatus. They were techniques for
 making partial bodies appear,
 disappear, hover, enlarge, and share space with viewers
 ([Gunning, 2004](https://mediaarthistory.org/refresh/Programmatic%20key%20texts/pdfs/Gunning.pdf);
 [Natale, 2012](https://doi.org/10.1080/17460654.2012.664745);
 [Owens, 2017](https://shop.tate.org.uk/the-ghost-a-cultural-history-paperback/22503.html)).

 Leigh Wilson's work on modernism and magic sharpens the
 material side of that history. Ectoplasm, subtle bodies, and
 thought-forms offered picture languages for extrusion,
 colored radiance, partial materialization, and invisible
 feeling rendered as form. Plasmatic Multitudes uses that
 history as a genealogy of body images, not as evidence for
 the metaphysical claims those images once carried
 ([Wilson, 2013](https://doi.org/10.3366/edinburgh/9780748627691.001.0001);
 [Bukatman, 2012](https://books.google.com/books/about/The_Poetics_of_Slumberland.html?id=wi8NYAAACAAJ)).

### Craft keeps impossible bodies readable

 Special-effects animation adds a practical rule that still
 holds in XR: impossible motion becomes believable when it
 follows observed forces, preserves an underlying energy, and
 stays consistent with the surrounding world. Bernal and
 Maes make the same point in a social-VR register. Their fur
 and particle avatars are not relatable because they are
 humanlike. They are relatable because transformation is tied
 to expression, physiology, and mannerism
 ([Gilland, 2009](https://archive.org/details/elemental-magic/page/n2/mode/1up);
 [Gilland, 2012](https://archive.org/details/elemental-magic-volume-ii/mode/1up);
 [Bernal and Maes, 2017](https://doi.org/10.1145/3027063.3053207)).

 Design translation

## From avatar to installation to care

 Weakly bounded bodies translate across media. In XR they may
 become avatars, aura fields, particle hands, or shared light
 bodies. In installation they may become projected bodies,
 simulation fields, haze, scrims, tracking, or responsive
 light. Danceroom Spectroscopy is a key bridge because it
 makes physics simulation into an embodied public encounter:
 people move inside a field of particles and forces rather
 than inside a sealed character shell
 ([Mitchell et al., 2016](https://doi.org/10.1162/LEON_a_00924)).

 The same line becomes a preservation problem. O'Connor and
 colleagues opened molecular dynamics into collaborative VR,
 while the later esencia case study reinterprets danceroom as
 a living technical and experiential system rather than a
 fixed hardware stack. For Plasmatic Multitudes, this is part
 of the design problem: if a body is partly a simulation,
 particle field, or live apparatus, then preserving the work
 means preserving its body logic, relation, and behavior as
 much as its files
 ([O'Connor et al., 2018](https://doi.org/10.1126/sciadv.aat2731);
 [Toledo Castro et al., 2025](https://doi.org/10.1145/3749893.3749972);
 [Fiordelmondo et al., 2023](https://doi.org/10.3389/frsip.2023.1183294)).

 Pain-related translation should stay narrower. Existing
 studies show that embodied visual form, heartbeat-synchronous
 cues, and immersive placebo-like interventions can affect
 pain thresholds, pain ratings, or body-perception disturbance.
 Those studies justify boundary precision as a research
 variable; they do not prove that semi-corporeal avatars are
 clinical treatments. The honest claim is that soft edges,
 protective fields, and distributed body form are plausible
 conditions worth testing when body representation already
 matters
 ([Ho et al., 2022](https://doi.org/10.1016/j.jpain.2021.10.009);
 [Lewis et al., 2021](https://doi.org/10.1002/ejp.1766);
 [Martini et al., 2013](https://doi.org/10.3389/fnhum.2013.00438);
 [Solca et al., 2018](https://doi.org/10.1212/WNL.0000000000005905);
 [Bullington, 2013](https://doi.org/10.1007/978-94-007-6498-9)).

### Working design rules

- Keep at least one stable identity carrier while the edge softens.

- Make permeability stateful: gather, diffuse, overlap, merge, return.

- Use physical scaffolds: force, drag, rhythm, density, latency, response.

- Choose metaphors carefully: aura, ghost, swarm, mist, and shield do different work.

### Cautious pain framing

 Boundary-softened avatars are best described as a study
 direction: a way to test how boundary precision,
 materiality, and protective-field imagery interact with
 ownership, agency, pain, and body-perception measures.

 Evidence audit

## What is solid, partial, and open

 The best-supported ground is perception, XR embodiment,
 pseudo-haptics, media genealogy, and several concrete avatar
 or installation precedents. The less settled ground is
 broader social translation: shared swarm bodies and
 mixed-input body fields are
 promising, but they need careful participant control,
 visibility, consent, and repair practices before they can
 support claims about collaboration or access
 ([Wobbrock et al., 2011](https://kgajos.seas.harvard.edu/papers/wobbrock11abd.pdf);
 [Bennett et al., 2018](https://doi.org/10.1145/3234695.3236348)).

 The clinical layer is still open. Pain studies support the
 broader relevance of body representation and multisensory
 modulation, but boundary precision itself remains a
 hypothesis. Here, semi-corporeal pain design remains an
 experimental extension of existing avatar-pain work, not an
 established treatment category.

### Solid

- Grouping and motion can hold a weak body together.

- Avatar form can shape behavior and self-representation.

- Pseudo-haptics can make abstract forms feel materially responsive.

- Plasmatic and spectral body histories give a careful media genealogy.

### Partial or open

- Shared swarm bodies require more source work before becoming a central public essay.

- Boundary-softened avatars are plausible pain variables, not proven clinical mechanisms.

- Weak bodies are not universally better than realistic avatars; the right form depends on the task.

 Open direction

## The design question that stays

 The next useful comparison is not realistic versus abstract.
 It is a matrix of boundary precision, motion coherence,
 multisensory coupling, symbolic rigidity, social framing,
 and task. A particle hand, a light body, an aura-touch
 avatar, a protective halo, a projected apparition, and a
 shared swarm field all bend the body in different ways. The
 question is which bending preserves enough coherence for
 ownership, agency, relation, or care to survive.

 Plasmatic Multitudes gives that question a vocabulary. It is
 about bodies coherent enough to inhabit and unstable enough
 to change what inhabiting means.

 Deep field guide

## Where to continue

 The project page stays compact on purpose. The field guide holds the
 longer essay, method note, pain-translation hypothesis, vocabulary, and
 annotated references.

### Go deeper

- [Long essay](https://mesmerprism.com/plasmatic-multitudes/essay.html) - semi-corporeal avatar aesthetics across media history, XR, morphogenesis, and pain translation.

- [Pain translation](https://mesmerprism.com/plasmatic-multitudes/pain.html) - cautious hypotheses for boundary precision and avatar-pain research.

- [Vocabulary](https://mesmerprism.com/plasmatic-multitudes/terminology.html) - terms for weakly bounded bodies across media theory, XR, perception, and care.

- [Sources](https://mesmerprism.com/plasmatic-multitudes/references.html) - annotated references and evidence status.

 References

## Sources and entry points

 These are the main sources cited above. For deeper reading, the
 field guide collects the long essay, vocabulary, pain-translation
 note, and annotated references.

### Embodiment and perception

- Shusterman. "[Somaesthetics](https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/somaesthetics)." The Encyclopedia of Human-Computer Interaction .

- Hook et al. "[Somaesthetic Design](https://doi.org/10.1145/2598510.2598561)." Interactions (2015).

- Wagemans et al. "[A Century of Gestalt Psychology in Visual Perception](https://doi.org/10.1037/a0029333)." Psychological Bulletin 138(6) (2012).

- Johansson. "[Visual Perception of Biological Motion and a Model for Its Analysis](https://link.springer.com/article/10.3758/BF03212378)." Perception & Psychophysics 14(2) (1973).

- Yee and Bailenson. "[The Proteus Effect](https://doi.org/10.1111/j.1468-2958.2007.00299.x)." Human Communication Research 33(3) (2007).

### Particles, swarms, and pseudo-haptics

- Reeves. "[Particle Systems: A Technique for Modeling a Class of Fuzzy Objects](https://doi.org/10.1145/357318.357320)." ACM Transactions on Graphics 2(2) (1983).

- Reynolds. "[Flocks, Herds, and Schools](https://doi.org/10.1145/37402.37406)." SIGGRAPH (1987).

- Lecuyer. "[Simulating Haptic Feedback Using Vision](https://doi.org/10.1162/pres.18.1.39)." Presence 18(1) (2009).

- Pusch and Lecuyer. "[Pseudo-Haptics: From the Theoretical Foundations to Practical System Design Guidelines](https://doi.org/10.1145/2070481.2070494)." ICMI (2011).

- Collins and Kapralos. "[Pseudo-Haptics: A Review of Leveraging Cross-Modal Perception in Virtual Environments](https://doi.org/10.1080/17458927.2019.1619318)." The Senses and Society 14(3) (2019).

### Media genealogy

- Eisenstein. [On Disney](https://seagullbooks.org/products/on-disney) . Seagull Books (2017).

- Geil. "[Plasmatic Mimesis](https://www.ceeol.com/search/article-detail?id=813411)." World Literature Studies 11(4) (2019).

- Whissel. [Spectacular Digital Effects](https://www.dukeupress.edu/spectacular-digital-effects) . Duke University Press (2014).

- Wilson. [Modernism and Magic](https://doi.org/10.3366/edinburgh/9780748627691.001.0001) . Edinburgh University Press (2013).

- Bukatman. [The Poetics of Slumberland](https://books.google.com/books/about/The_Poetics_of_Slumberland.html?id=wi8NYAAACAAJ) . University of California Press (2012).

- Owens. [The Ghost](https://shop.tate.org.uk/the-ghost-a-cultural-history-paperback/22503.html) . Tate Publishing (2017).

- Gunning. "[Illusions Past and Future](https://mediaarthistory.org/refresh/Programmatic%20key%20texts/pdfs/Gunning.pdf)." Refresh! (2004).

- Natale. "[A Short History of Superimposition](https://doi.org/10.1080/17460654.2012.664745)." Early Popular Visual Culture 10(2) (2012).

- Gilland. [Elemental Magic](https://archive.org/details/elemental-magic/page/n2/mode/1up) . Focal Press (2009).

- Gilland. [Elemental Magic, Volume II](https://archive.org/details/elemental-magic-volume-ii/mode/1up) . Focal Press (2012).

### XR and weak representation

- Richards et al. "[Virtual Reality and Virtual Bodies](https://www.spiedigitallibrary.org/conference-proceedings-of-spie/2177/0000/Virtual-reality-and-virtual-bodies/10.1117/12.173894.full)." SPIE 2177 (1994).

- dos Anjos and Pereira. "[Effects of Realism and Representation on Self-Embodied Avatars in Immersive Virtual Environments](https://arxiv.org/abs/2405.02672)." arXiv (2024).

- Desnoyers-Stewart et al. "[Body RemiXer](https://doi.org/10.1162/LEON_a_01925)." Leonardo 53(4) (2020).

- Desnoyers-Stewart et al. "[Embodied Telepresent Connection (ETC)](https://doi.org/10.1145/3544549.3585843)." CHI EA (2023).

- Glowacki 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. "[VR Models of Death and Psychedelics](https://doi.org/10.3389/frvir.2023.1286950)." Frontiers in Virtual Reality 4 (2024).

- Bernal and Maes. "[Emotional Beasts](https://doi.org/10.1145/3027063.3053207)." CHI EA (2017).

### Installation and preservation

- Mitchell et al. "[danceroom Spectroscopy](https://doi.org/10.1162/LEON_a_00924)." Leonardo 49(2) (2016).

- O'Connor et al. "[Sampling Molecular Conformations and Dynamics in a Multiuser Virtual Reality Framework](https://doi.org/10.1126/sciadv.aat2731)." Science Advances 4(6) (2018).

- Toledo Castro, Protopopov, and Glowacki. "[esencia](https://doi.org/10.1145/3749893.3749972)." Expanded 2025 (2025).

- Fiordelmondo et al. "[A Multilevel Dynamic Model for Documenting, Reactivating and Preserving Interactive Multimedia Art](https://doi.org/10.3389/frsip.2023.1183294)." Frontiers in Signal Processing 3 (2023).

- Fiordelmondo, Canazza, and Pretto. "[Reactivating and Preserving Interactive Multimedia Artworks](https://doi.org/10.1145/3647995)." Journal on Computing and Cultural Heritage 17(2) (2024).

### Pain and social translation

- Bullington. [The Expression of the Psychosomatic Body from a Phenomenological Perspective](https://doi.org/10.1007/978-94-007-6498-9) . Springer (2013).

- Ho et al. "[Real Bodies Not Required?](https://doi.org/10.1016/j.jpain.2021.10.009)." The Journal of Pain 23(4) (2022).

- Lewis et al. "[Visual Illusions Modulate Body Perception Disturbance and Pain in Complex Regional Pain Syndrome](https://doi.org/10.1002/ejp.1766)." European Journal of Pain 25(7) (2021).

- Martini, Perez-Marcos, and Sanchez-Vives. "[What Color Is My Arm?](https://doi.org/10.3389/fnhum.2013.00438)." Frontiers in Human Neuroscience 7 (2013).

- Solca et al. "[Heartbeat-Enhanced Immersive Virtual Reality to Treat Complex Regional Pain Syndrome](https://doi.org/10.1212/WNL.0000000000005905)." Neurology 91(5) (2018).

- Wobbrock et al. "[Ability-Based Design](https://kgajos.seas.harvard.edu/papers/wobbrock11abd.pdf)." ACM Transactions on Accessible Computing 3(3) (2011).

- Bennett, Brady, and Branham. "[Interdependence as a Frame for Assistive Technology Research and Design](https://doi.org/10.1145/3234695.3236348)." ASSETS (2018).
