The lecture examines the possibilities inherent in current computer graphic simulation technology in terms of experimental cinema and contemporary media art. Especially on how the body is represented in media mirrors how we see and understand our own bodies and identities. A number of factors come together to determine our physical bodies, virtually all of which are out of our control, but through computer generated forms, whether through avatars, animation, or mainstream media, we simultaneously extend our identity to and seek our identity from those created bodies. This extension is limited by our current technology, as in the case of the uncanny valley. The presentation will center and showcase the shifting possibilities of meaning and concept in art making when natural human properties can be hyper-realistic and also artificially simulated to do the impossible.