The process of balancing memory and perception produces "kinetic perceptive chains" that correspond to the perspectives and experience of time as well as expectations possible in a sensory field. Such memoires are made possible by efferent copies created in our nervous system of cerebral impulses to specific organs. These are subject to conditioning when certain perception nd movement processes are repeated.
This possible form of memory could be called body memory. When the simulation rendered by the computer is accepted as reality it can be used as reference in assessing other simulations in the future. Bodily experiences conveyed via simulation then becomes part of the body memory. In this context experience means that individual steps in a motion sequence no longer have to be considered. They are performed automatically and lead to the desired success. This also goes for natural motion sequences such as the use of technical equipment and computer media.
 
body movement
outer world
world medium
copy & paste
auto-reflection
The graphical structure can be altered by pushing it to the left, right or up and down while holding down the mouse button. The graphical structure assumes a different shape once the button is released (left: concave, right: convex, up: into the background, down: into the foreground).
The movement sequence requires a degree of coordination, but it can be learend easily. Even a motorically unsophisticated input device such as a mouse already allows for tactile refinements that are not used.