I have been researching artists who have been doing works that bridge text, emotion, bodies, and computer graphic images within a certain algorithm.

Camille Utterback
http://www.camilleutterback.com/
Camille Utterback's work is an attempt to bridge the conceptual and the corporeal. She said “How we use our bodies to create abstract symbolic systems, and how these systems (language for example) have reverberations on our physical self is a matter of great concern to me.”
Central to her work “Text Rain” is the tension between the abstract realm of ideas and the corporeality in which we live and interact with these ideas. The falling letters are not random, but form lines of a poem about bodies and language. 'Reading' the phrases in the Text Rain installation becomes a physical as well as a cerebral endeavor.
This is a very old, classic project, but I still think it is effective and strong, and I like it really much as an interactive poetry.

Diane Gromala
http://www.lcc.gatech.edu/~gromala/art.htm
http://www.heelstone.com/meridian/gromala/gromalab.html
http://transliteracies.english.ucsb.edu/post/research-project/research-clearinghouse-individual/research-reports/biomorphic-type%E2%84%A2-2
BioMorphic Typography is Diane Gromala’s term for a family of fonts that continually morph in real-time response to a user’s changing physical states, as measured by a biofeedback device. Part of a larger initiative, Design for the Senses, the goal is to develop approaches to experiential design that focus on the senses and “the history of the body.” The writer is hooked up to a biofeedback device, which measures her heart rate, respiration, and galvanic skin response. As she writes, these continuous streams of data affect the visual character of the typeface.
In traditional caligraphs, the writer's emotion and physical state was able to get captured, and the readers were able to read it. But through digital typing, there is no way to capture the writer's emotion or characteristic. Through this biofeedback technology, the writer, reader, and the action of writing is able to be reconnected.
I have been searching on diverse devices, that I can detect human emotions.
Biofeedback Devices
http://en.wikipedia.org/wiki/Galvanic_skin_response
Galvanic skin response (GSR), also known as electrodermal response (EDR), psychogalvanic reflex (PGR), or skin conductance response (SCR), is a method of measuring the electrical resistance of the skin. GSR measurement is one component of polygraph devices and is used in scientific research of emotional arousal. You can easily think of a lie detector.
Brain Wave Sensors
http://www.neurosky.com
Brain Wave Sensors detect different wavelengths of the brainwaves and it can indicate different emotional states, like a focused awareness, a meditative state, or drowsiness. It is used also on psychological experiments of human emotions. A game using brain wave sensor as a device is actually already on developement by neurosky's MindSet.

Breath Detection
“Back to the mouth” is a game system activated by breath and mouth odor. The user eats/drinks something to control the user’s mouth odor. Then it is possible to kill monsters on a screen by blowing/sucking a blowgun-type device.
It was fun for me to think as a good example to connect the virtual monster and the real physical state of my body.
http://www.youtube.com/watch?v=fwYriNtuhW0&feature=PlayList&p=2C6C0F8A0D22160E&index=6

Kinetic Memory
http://www.topobo.com/
(Construction Kit with Kinetic Memory)
Topobo is a toy that people can sculpt a behavior through a kinetic memory within the toy. I was amazed by its constructive assembly system within kinetic memory.
This might be irrelevant to my work, but I am just inspired by this technology of being able to sculpt motions.
I have also been researching on how to derive a computational image which can be deconstructed or constructed under a certain structure and formula as a life pattern. This is a brief history of computation on forms.
•1950–cellular automata (Ulam, von Neuman)–generative grammars (Chomsky)
•1960–pattern grammars (Fu)
•1970–shape grammars (Stiny, Gips)
•1980–artificial life (Langton), self-organizing systems

Shape Grammers
http://radicalart.info/AlgorithmicArt/grammar/ShapeGrammar/index.html
http://ocw.mit.edu/OcwWeb/Architecture/4-520Fall-2005/LectureNotes/
http://www.shapegrammar.org/
The Shape Grammar formalism, developed in the 1970's by George Stiny and James Gips, was inspired by the rewrite grammars of Chomskyan formal language theory.
It is about special algorithms, about applying rules to generate figures. The earliest Shape Grammars worked with line segments, but extensions were developed that deal with color and with three-dimensional shape. It has been inspiring forms of architecture.
Yet, I still more time to absorb his idea, and apply it into my own way to build up a structure of unique emotional icons and characteristics.

Fid.Gen
http://postspectacular.com/code/start#fid.gen
Toxi's works are always inspiring and fabulous. Toxi's fiducials and his forever sculpture uses algorithm to generate a random yet never repeating figures.
It was interesting for me because I have never thought that a computer generated figure can be an identical from each other, and work as an ID marker. I came to think to generate characters of artificial lives which are random, but has each individual characteristic on it.