**Message-ID:** <Pine.NEB.4.64.0904100304390.18293@panix3.panix.com>

**From:** Alan Sondheim <sondheim@panix.com>

**To:** Cyb <cybermind@listserv.aol.com>, Wryting-L <WRYTING-L@listserv.wvu.edu>

**Subject:** Compression of Originary Bodies

**Date:** Fri, 10 Apr 2009 03:04:59 -0400 (EDT)

Compression of Originary Bodies Consider 4 avatars: f, m, F, M. F, M, full bodies, f, m, articulated armature figures M parents F: F(M) m conforms to F: F[m] f conforms to M: M[f] substituting with liberty: F([m]M)->F([m]M[f]) F in relation to M, M root: F(x,y,z,t), where x,y,z,t are real coordinates in 4-space now consider this a compression of an originary body, B: B:F([m]M[f]), B in movement from two bodies F' and M', independent of each other such that H1=F'(x,y,z,t)+M'(x,y,z,t) H1 = bvh dynamic motion file now there is a transformation function G(H1(F',M',x,y,z,t))->H2(F',M',x,y,z,t), filtering H1, resulting in H2 now we have B(t):(H2(F([m]M[f]),F',M',x,y,z,t)) in other words: The phenomenology of the originary body is dependent on a transformed dynamic movement file applied to the compression-avatars. this says nothing mathematically (and is poor math at that); however, it describes the site of intrinsic performance, evidenced in over.mp4 what does this say but movement files composed of many bodies are applied to bodies composed of many avatars we might think of such bodies as matrix-bodies or skein bodies: what we are witnessing are communities of the virtual body, somewhat equivalent to the body of virtual communities think of these as dispersions and coalescences correct my math. http://www.alansondheim.org/over.mp4