We discuss the motion-based gestural primitives. Unlike the problems in facial expressions or communicative gestures which are subjected to the agreeable interpretation of "what it means", our problems are raised in the development of a human-machine performance system. We put an emphasis on dynamics and kinetic elements among interacting entities that comprise a complex environment for Human-Machine performance. In that environment the performers actively change the sensory information by means of movements; the performance movements that are the changes of the states of the performers induce the changes in system states. The paper introduces the concepts of synthesis of interactivity, extended circularity, and tonmeister kinesthetic. Gestural primitives are classified into three classes with respect to performer’s orientation; trajectory-based, force-based, and pattern-base primitives.