2. Digital bodies¶
Research & Ideation¶
The concept of the Digital Body investigates how the human form can exist, interact, and transform across digital and physical spaces. It goes beyond simply representing the body with 3D models, avatars, or motion capture—it is about extending our physical presence into virtual and augmented realities, translating movement, shape, and identity into data and design.
Digital bodies can react to data, interact with environments, and become part of immersive experiences, bridging technology, performance, and identity. From wearable sensors that track movement or physiological signals, to AI-generated avatars and responsive digital art, the Digital Body allows us to rethink what it means to move, perform, and exist in both physical and virtual worlds.
In this project, the human form is scanned or digitally modeled, then deconstructed into modular shapes that can be cut with a laser and reassembled. By dividing the body into interlocking parts, it can be recreated using the minimum amount of material, combining efficiency with creativity.
This approach bridges digital design and physical fabrication, turning the body into a tangible, reconfigurable object. It allows us to explore the relationships between geometry, material constraints, and spatial construction, showing how technology can transform the way we perceive, construct, and experience the human body.
get inspired!
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Head portion - Betiana Pavon - FabLab Bcn
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Artistic Slicing - Stephanie Vilayphiou - GreenLab
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Artistic intervention - Kae Nagano - FabLab Kamakura
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Exploration fabrication techniques - Hala Amer - FabLab Bcn
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Electronics & DIY scanner - Naim Al-Haj Ali - CPF
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Advanced - Grasshopper Slicing - Aslı Aydın Aksan - TextileLab Amsterdam
DEFINITION
The Digital Body is the representation, extension, or transformation of the human body through digital technologies. It is an augmented, tracked, replicated, measured, or imagined body that exists between the physical and the virtual.
Is a hybrid entity born from the translation of the physical body into data, 3D models, algorithms, or avatars.
It manifests through computational media and can be analyzed as:
* iconic representation (avatar, 3D scan)
* performative extension (body tracking, AR)
* informational organism (biometric data)
* identity construction (virtual body, avatar politics
It is a space where perception, identity, power, and technology intertwine.
The Digital Body is not just an avatar or a 3D scan: it is an expanded, mediated, recorded, measurable, performative, and relational body.
Categories of Digital Bodies:
- Digital Representation
- 3D avatar
- digital twin
- photogrammetry
- mocap
- skeleton tracking
Augmented Body
- AR body
- filters
- digital overlays
- digital prosthetics
- sensory wearables
Data Body
- biometrics
- heart rate
- EEG
- GSR
- GPS
- the datafied body
Performing Digital Body
- dance + reactive systems
- motion-tracking-controlled VJing
- theatre + tech
- live volumetric performance
Synthetic / AI Body
- AI-generated bodies
- autonomous avatars
- deepfakes
- synthetic humans
CONCEPT MAP
Digital Body =
→ Representation → avatar, scans, motion capture → Extension → AR body, digital prosthetics, wearables → Data Body → biometrics, sensors, analytics → Identity Body → gender fluidity, avatar politics → Performing Body → dance, VJing, interactivity → Synthetic Body → AI, deepfake, generative forms
1. Digital Body as Representation
It is the body translated into a digital format. Main forms
- 2D/3D Avatars
- Used in videogames, VR, virtual social spaces, * virtual performance.
- 3D Body Scans (photogrammetry, LiDAR)
- High-fidelity digital copies.
- Motion Capture / Body Tracking
- The body becomes data used to animate digital models.
- Volumetric Capture
- Captures the moving body in 3D for VR/AR.
- Digital Twins
- Accurate digital copies used in medicine, * sports, ergonomics.
In Art
- virtual performances
- immersive installations with digital shadows, * silhouettes, point clouds
- identity transformation projects
- digital mirrors, augmented bodies, glitch body
2. Digital Body as Extension
The body is augmented through technology—no longer a copy, but an expansion of what the body can do. Examples
- AR overlays → animated digital layers on the body
- Cyber prosthetics → digital extensions of the body
- Augmented sensoriality → wearables that extend perception
- Biofeedback (EEG, ECG, galvanic, respiration) → body generates visual/sound output
- Body as interface → the body becomes a controller (Playtronica, capacitive sensors, computer vision)
In Performing Arts
- dance with motion capture
- theatre where actors control visuals/audio through movement
- neural performances (EEG → visuals)
- corporeal VJing
3. Digital Body as Data
17stThe body becomes a data source—a central theme in contemporary thought. What data? * position, movement, posture * rhythms * heart rate * temperature * stress levels * facial tracking * gestures * voice * fingerprints, retina, biometrics
Key concepts
- Quantified Self
- Body Analytics
- Biometric Identity
- Datafication of the body
- Body as archive / body as memory
In Art
- works transforming bodily data into visuals
- biofeedback installations
- algorithmic bodies
- critiques of surveillance + loss of agency
4. Digital Body as Identity
The digital body becomes a space of identity. Examples
- avatars as expressions of the self
- fluid, mutable, non-biological bodies
- experiments in gender, fluidity, fragmentation
- digital drag
- glitch or deformed bodies as artistic language
- post-human and trans-human aesthetics
Philosophical themes
- posthuman
- cyberfeminism
- ecology of the digital body
- body as digital narrative
- immaterial materiality
5. Digital Body in Performance & Interactive Installations
A fundamental base for contemporary immersive experiences.
Techniques
- computer vision
- skeleton tracking (Kinect, ZED, Mediapipe)
- AI body tracking
- capacitive sensors (Playtronica)
- mocap suits (Rokoko, Xsens)
- volumetric capture
- visuals in TouchDesigner / Unreal / Unity
Interaction models
- body as brush
- body as musical instrument
- body as dynamic sculpture
- body as storyteller
- body as political device
6. The Digital Body as Artistic Material
Artists treat the digital body as a sculptable material.
Typical manipulations
- morphing
- glitch
- distortion
- fragmentation
- duplication of the body with textures/patterns
- transformation into point clouds
- transitions between real and synthetic
7. Aesthetics of the Digital Body
Recurring aesthetics:
- glitch body
- pixel skin
- mesh body
- skeleton tracking visuals
- AI-drawn body
- volumetric ghost
- holographic body
- limbs
- mirror worlds
- post-human forms
- liquid / fragmented / generative avatars
8. Digital Body & AI
AI pushes the concept further. New forms
- synthetic AI-generated bodies
- deepfake body
- body swapping
- impossible bodies (AI body synthesis)
- dataset-trained bodies
- autonomous avatars with emergent behavior
9. Digital Body as Politics
Major contemporary discourses involve the digital body.
Themes * surveillance * privacy * digital identity * gender * data rights “Who owns your digital body?” * algorithms that decide who you are * digital colonization * architectures of power
10. Digital Body vs Physical "Body
The digital body does not replace the physical one. It is:
- an extension
- a projection
- a possibility
- an experimentation field
- a political space
- a second (or third…) body
TEMPORAL LINE
| Period | Key Developments |
|---|---|
| 1960–70 | Video art → Nam June Paik |
| Performance → body art and electronic mediation | |
| 1980 | Cyberfeminism (Haraway, Cyborg Manifesto) |
| Early human–machine interfaces | |
| 1990 | 90s VR (Sensorama, CAVE VR) |
| Virtual world avatars (Active Worlds) | |
| 2000 | Motion capture in artistic practice |
| Second Life and digital identities | |
| 2010 | Kinect → democratized body tracking |
| Smartphone AR | |
| Quantified Self | |
| 2020–Today | Generative AI → synthetic bodies |
| Volumetric capture | |
| XR (AR/VR/MR) | |
| Post-human / multispecies digital identities |
6. Typical Technologies
A list of the main technologies used in creating, capturing, and interacting with the Digital Body.
Tracking
- Mediapipe
- Kinect
- OpenPose
- ZED camera
- LiDAR / depth sensing
Acquisition
- Photogrammetry
- Volumetric capture
Wearable
- IMU sensors
- Biosensors
- EEG, EMG
- Playtronica (capacitive touch)
Software
- TouchDesigner
- Unreal Engine
- Unity
- Blender
- Notch
- Runway ML
- AI systems
7. Applications in Art & Design
Immersive installations
- Digital mirrors
- Particle bodies
- Reactive silhouettes
- Audio-visual body
Performance
- Dance + visuals
- Digital theatre
- Corporeal VJing
- Live avatars
Design / Fashion
- Digital fashion
- Smart textiles
- Avatar fitting
- Digital aesthetic prosthetics
Bio-art / Neuro-art
- EEG → generative visuals
- Heart rate → sound
- Breath → interface
8. Aesthetics & Languages
- Glitch body
- Exposed mesh body
- Point-cloud body
- Hologram
- Liquid body
- Fluid avatars
- Mutant identities
- Real/virtual overlap
- Spectrality (ghost body)
9. Key Theorists
- Donna Haraway — Cyborg Manifesto
- N. Katherine Hayles — posthuman
- Rosi Braidotti — Posthumanism
- Paul B. Preciado — body as political technology
- Lev Manovich — new media / digital representation
- Mark Hansen — body + digital perception
- Paul Virilio — digital speed + body
10. Relevant Artists
- Laurie Anderson
- Stelarc (cyborg body)
- Bill Viola
- Hito Steyerl
- Lu Yang (avatar identities)
- Holly Herndon & Spawn
- Jon Rafman
- Sutu
- Zach Lieberman
- Troika Ranch
- Random International
- Refik Anadol
11. Politics & Ethics of the Digital Body
- Biometric surveillance
- Avatar control
- Identity exploited by algorithms
- Body as data capital
- Deepfake identity
- Loss of agency
- Aesthetics of digital power
- Rights over one’s digital body (“digital bodily rights”)
Historical & Anatomical References
Antiquity * Vitruvius — human body as proportion + measure
Renaissance * Leonardo da Vinci — anatomical + mechanical body * Vesalius — internal anatomy → precursor of digital slicing
Modern Era * Muybridge — sequential movement * Marey — chronophotography * Taylor & Gilbreth — ergonomics, motion study
Connection to Digital Body * Historical concepts → foundations for mocap, tracking, digital anatomy
Ergonomics & Digital Body
Ergonomics: adaptation between human body, tools, environment.
In Digital Body:
- Mocap must respect physical limits
- Wearables must ensure comfort
- VR/AR must prevent fatigue
- Posture and gesture analysis
Key ergonomic concepts
- Range of motion (ROM)
- Neutral posture
- Joint load
- Sensory comfort
- Reduced cognitive/physical fatigue
Digital Body as Representation & Digital Sculpture
The digital body becomes:
- A virtual representation (avatar, 3D scan)
- A digital sculpture to be deformed, fragmented, sliced, recomposed
- A plastic digital material (mesh, voxel, clay-like)
Key concepts
- Point cloud / mesh
- Sliced body
- Segmentation
- Morphing / distortion
Artistic Precursors
- Vitruvius, Leonardo, Vesalius
- Muybridge, Marey
- Stelarc, Hito Steyerl, Rafman, Lieberman, Lu Yang
Slicing Techniques
- Mesh segmentation
- Volumetric slicing
- Layered rendering
- Cross-section animation
- Glitch slicing
Artistic Symbolism
- Fragmentation = identity + memory
- Body as mutable sculpture
References & Inspiration¶
Digital Bodies Inspiration Moodboard by Carlotta Premazzi
- reference
Process and workflow¶
3D Body Scan
↓
Mesh Cleaning
↓
Digital Slicing
↓
2D Layout (Laser Cut Files)
↓
Laser Cutting
↓
Assembly
↓
Reconstructed Body
Tutorial — Digital Bodies¶
1. Research and Concept¶
Objective: Define your idea and gather inspiration.
- Look for artists and projects related to Digital Body and sliced body.
- Examples: Stelarc, Hito Steyerl, Jon Rafman, Lu Yang, Zach Lieberman, Refik Anadol.
- Decide your focus: whole body, a body part, mannequin, or abstract sculpture.
- Make preliminary sketches to understand proportions, layering, and sectioning.
2(A). Creating the body in MakeHuman¶
Begin by modeling the body in MakeHuman, defining the basic proportions and anatomical features.
💻 MakeHuman Tutorial
- Download & Installation
✅ Goal: Obtain and install the open-source MakeHuman software.
📦 Steps: - Search for the official "MakeHuman Community" website. - Download the latest stable installer appropriate for your OS (Windows, macOS, Linux). - Run the installer and follow all on-screen prompts. - Launch the application to begin working with the default figure.
- Interface & Navigation"**
✅ Goal: Understand the main tabs that control the character creation process.
📦 Key Tabs: - Modeling/Model: Primary area for shaping the character's body using sliders and mouse manipulation. - Geometries: Used for adding accessories like hair, clothes, eyes, and teeth. - Materials: Used to apply and adjust the skin texture and shaders. - Pose/Animation: Selects a fixed pose or applies animations. - Export: Final step for saving the model in formats like FBX or OBJ.
- Body Modeling: Shaping the Figure
✅ Goal: Define the character's core physicality (Macro and Detail).
📦 A. Using Macro Sliders (General Shape): - Adjust Gender (male/female transition). - Set Age (child to elderly). - Control Height, Weight, and Muscle mass.
📦 B. Direct Manipulation (On-Screen Sculpting): - Click and hold the Left Mouse Button on the body part (e.g., thigh, waist). - Move the mouse forward/backward to adjust volume/mass. - Move the mouse left/right to adjust width/depth. - Use modifier keys (Shift/Ctrl) while dragging for precise detail sculpting.
- Refining Details & Finishing
✅ Goal: Add specific elements and prepare the figure for presentation.
📦 Refinement Steps: - Geometries: Apply clothing, hair meshes, and teeth models. - Materials: Fine-tune skin texture for realism (e.g., color, shininess). - Pose/Animation: Select a pose to check the character's appearance in different attitudes. - Measurements: Check precise body dimensions if needed for external tailoring or fitting.
- Exporting the Final Model
✅ Goal: Prepare the final 3D file for use in other software (Blender, Unity, etc.).
📦 Export Steps: - Navigate to the Export tab. - Choose the necessary format (FBX or OBJ are common). - Select export options (e.g., include pose, materials, and associated geometries). - Click Export and save the file to your computer.
2(B). 3D Acquisition¶
Objective: Transform a physical object (body, body part, or mannequin) into a digital model.
Tools:
- 3D Scanner (photogrammetry or LiDAR)
- Camera for photogrammetry
- Software: Blender, Meshroom, RealityCapture, Rhino
Steps:
1. Place the subject in a well-lit, stable area.
2. Capture multiple scans from different angles.
3. Import the scans into the chosen software.
4. Generate the complete 3D mesh and clean any acquisition errors.
- Body Preparation
The person stands or sits in a stable position, keeping the upper body as still as possible. The bust is exposed clearly so the scanner can capture the silhouette and anatomical details. The environment is kept neutral, avoiding strong reflections, shadows, or patterned backgrounds that could interfere with the scan.
- Scanner / Camera Setup
A 3D scanner—typically a structured-light or infrared depth scanner—is positioned in front of the body. The scanning software is calibrated to recognize skin tones, contours, and textures. The operator adjusts lighting and distance to ensure accurate geometry capture.
- Data Acquisition
The scanner projects patterns or light sequences onto the bust, recording the way they deform across the surface. The operator moves around the person—or rotates the platform—to collect data from all angles: front, sides, and back of the shoulders. Multiple passes ensure full coverage, especially in areas with concave forms such as under the chin or between the shoulders.
- Point Cloud / Mesh Generation
The software produces a point cloud representing the entire scanned bust. This point cloud is then converted into a 3D mesh, generating a digital model that reflects the real proportions and geometry of the body.
- Cleaning and Alignment
The mesh is cleaned by removing noise, filling holes, and correcting small scanning artifacts. The model is aligned along the correct axes, scaled if necessary, and prepared for digital manipulation or further processing.
- Exporting the 3D Model
Once the digital bust is clean and complete, it is exported in common 3D formats (e.g., .OBJ, .STL, .PLY). This file can then be used for applications such as digital design, simulation, virtual garments, laser-cut pattern extraction, or physical fabrication.
3. Mesh Repair and Manipulation¶
Objective: Obtain a mesh ready for slicing and fabrication.
Software: Blender, Meshmixer, Rhino, Fusion360
Steps:
1. Check the mesh for holes, intersections, or non-manifold surfaces.
2. Use mesh repair tools to close holes and simplify the model.
3. Optional artistic manipulations:
- Extrusions
- Slicing (layering, horizontal/vertical sections)
- Distortion, morphing, deformations
4. Ensure all parts are closed and solid for cutting or printing.
In Blender, isolate the desired section by applying a Boolean modifier with the Difference operation (body – cube), obtaining a clean and precise cut of the model.
1. ✂️ Blender Tutorial: Cutting an Area of Interest
- Scene Preparation
✅ Goal: Set up the main object (Target) and the cutting tool (Cutter).
📦 Steps:
- Select your main model (the Target object, e.g., the body).
- Add the cutting tool: Press SHIFT + A and select Cube (or another suitable mesh).
- Rename the Cube to CUTTER in the Outliner (optional, but recommended).
- Positioning the Cutter
✅ Goal: Define the exact volume that will be removed from the Target.
📦 Steps:
- Move (G) and Scale (S) the CUTTER to intersect the precise area you wish to remove.
- Press H to hide the CUTTER temporarily; this helps you visualize the Target Model clearly.
- Applying the Boolean Modifier"**
✅ Goal: Apply the subtraction logic to the Target Model.
📦 Steps: - Select the Target Model (the body). - Go to the Properties panel (Wrench icon). - Click Add Modifier and select Boolean.
- Configuration: Difference Operation"**
✅ Goal: Set the modifier to subtract the Cutter from the Target (Target – Cutter).
📦 Settings:
- Ensure the Operation is set to Difference.
- For the Object field, use the eyedropper or dropdown menu to select the CUTTER (the Cube).
- Finalization and Cleanup"**
✅ Goal: Make the cut permanent and clean the scene.
📦 Steps:
- Click Apply in the Boolean modifier panel. (Warning: This step is permanent.)
- Press ALT + H to reveal the hidden CUTTER.
- Select the CUTTER and press X or Delete to remove it from the scene.
4. File Preparation for Laser Cutting¶
Objective: Create 2D files (DXF/PDF) from the 3D model layers.
Steps:
1. Divide the model into slices or layers corresponding to the laser cutting.
2. Export each layer as DXF or PDF.
3. Add alignment marks if needed.
4. Check material thickness and scale the layers correctly(cardboard 4mm).
✂️ File Preparation for Laser Cutting (Autodesk Slicer/Fusion 360)
- Import and Setup
✅ Goal: Load the final 3D model and prepare the workspace.
📦 Steps: * Open the slicing tool (Autodesk Slicer or Fusion 360's Additive Manufacturing workspace). * Import Model: Load the clean, cut 3D model (e.g., the model resulting from the Blender Boolean operation). * Orient Model: Verify the model's orientation and scale within the software.
- Selecting the Slicing Technique
✅ Goal: Determine the method for converting the 3D form into 2D interlocking parts.
📦 Techniques (Examples): * Interlocking Slices (Stacking): Slicing the model into layers along the X, Y, or Z axis. * Radial Slices: Creating pieces that radiate outwards from a central point. * Curve Slices: Utilizing curved planes to slice the model into unique, interlocking layers.
- Material and Parameter Settings
✅ Goal: Define the physical constraints necessary for accurate joint assembly.
📦 Key Settings: * Material Thickness: Input the exact thickness of your physical material (wood, acrylic, etc.). This is critical for joint sizing. * Sheet Size: Set the maximum dimensions of the material sheet available on your laser cutter bed. * Kerf Compensation: Apply a precise value to compensate for the laser beam's width (kerf) to ensure joints fit snugly.
- Generating the Layout and Export
✅ Goal: Generate the final 2D cutting files nested on sheets.
📦 Steps: * Generate Slices: Allow the software to calculate and generate all 2D slices, including all interlocking tabs and slots. * Layout: Use the layout/nesting function to efficiently arrange the pieces onto the defined sheet size, minimizing waste. * Export 2D Files: Export the final layout as DXF (Drawing Exchange Format) or SVG, which are standard formats for laser cutting machines.
Generating and checking the slices in Slicer for Fusion 360 Import the model into Slicer for Fusion 360 to divide it into layers, inspect the structure, and prepare the slices for the next construction phase.
Laser cut sheets and optimization by Carlotta Premazzi
5. Laser Cutting¶
Objective: Transform digital files into physical parts.
Steps:
1. Select material: cardboard 4mm
2. Set machine parameters:
- Laser power 75/40
- Speed 100/35
- Frequency:
- Layer order: graving, cutting
3. Perform a test cut on a small piece.
4. Cut all layers of the model.
✂️ Laser Cutting Workflow
✅ Goal: Physically transform the nested 2D files into precise, ready-to-assemble components.
📦 Steps: - Material Preparation & Testing: Select your material and ensure it is flat and clean. Perform small test cuts on scraps to calibrate Power and Speed for a clean cut edge and reliable penetration. - Machine Setup : ** Place the material sheet flat on the bed. Use the calibration tool to set the laser focus accurately based on the material thickness. Define the origin (homing position) for the job. - File Import & Kerf Adjustment: Load the DXF/SVG file into the cutter's control software (as LightBurn). Apply Kerf Compensation (Offset) to the drawing outlines to precisely account for the width of the laser beam, which is essential for achieving tight joint fits. - Parameter Configuration: Set the precise parameters based on your test results: * Power: Controls the energy applied (penetration depth). * Speed: Controls the cut quality and heat buildup (charring). * Frequency (PPI/Hz): Controls the smoothness of the cut edge (higher frequency usually means smoother edge). - Execution Order (Crucial): Always configure the job to cut inner paths first (holes, slots), followed by the outer perimeter. This prevents pieces from shifting once cut, maintaining dimensional accuracy. - Final Cut & Safety: Start the main cutting process. Ensure the ventilation system is running at full capacity** and never leave the machine unsupervised.

Laser Cut work with Alexandre at Fablab Lisbon by Carlotta Premazzi. Dholetec machine, Lightburn Software, cardboard 4mm.
6. Assembly¶
Objective: Build the mannequin or physical sculpture.
Steps:
1. Follow the layer order defined in the digital model.
2. Use glue, pins, or interlocks to join the pieces.
3. Check that the model is stable.
4. Optionally, document the process with stop-motion or step-by-step photos.
7. Documentation¶
- Photograph the mannequin or assembled parts in high resolution.
- Document the workflow: software, tools, materials, and settings.
- Save and upload files:
- 3D: STL / OBJ
- 2D: DXF / PDF
Tools¶
Software
3D Models¶
Assemblage¶
Cardboard body assemblage simulation in Slicer for Fusion 360
Result¶
Cardboard Manequin by Carlotta Premazzi
Fabrication files¶
File: 3d MakeHuman modelling of realsize female bust
File: Laser cut sheets bust/female/realsize
Lecture on September 23th, 2025, Global Instructors: Anastasia Pistofidou
Student checklist
- [ ] Include some inspiration: research on artists or projects that work with the human body
- [ ] Document the use of 3D scanner and software to acquire a 3D model
- [ ] Document the process of repairing and/or manipulating a 3D mesh and slicing it
- [ ] Document the process of file preparation for laser cutting
- [ ] Learn how to laser cut, document the workflow including the machine settings, material type and thickness
- [ ] Upload your 3D file (STL/OBJ) and your 2D files (DXF/PDF)
- [ ] Build and/or assemble a mannequin or body parts
- [ ] Create a stop motion or step-by-step assemblying process and upload one picture (HIGH RES) of your mannequin (extra credit)


