The main example is a dude moving his arms around, and the repulsing shell/surface kind of interpolates through the motion semi smoothly.
I could totally see something like this being useful or interesting for destructive physics in video games. Like, oh, this surface/shell is about to repulse a rocket slamming into it, deform it for this hit. It's be a very different application but there's a kernel of morphology here feels similar ish, of this kind of softbodied-at-a-distance simulation.
Based on other comments though it sounds way too slow to consider for realtime games though.