add sessions/0013/SESSION-0013.0-TRANSCRIPT-2026-06-22T08-34--2026-06-23T11-29.md + replace placeholder/variant SESSION-0013.0-TRANSCRIPT-2026-06-22T08-34--INPROGRESS.md
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# Session 0013.0 — Transcript
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> App: human-experience-filter-art
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> Start: 2026-06-22T08-34 (PST)
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> End: 2026-06-23T11-29 (PST)
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> Type: planning-and-executing
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> Posture: yolo (autonomous)
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> Claude-Session: f0a3044a-e9cb-467e-991f-f1ce618fc418
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> Status: **FINALIZED**
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> Lands: PR #12 → `main` (merge `23306fa`). Suite 233 passed / 2 skipped.
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## Launch prompt
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"Let's keep working on the simulation. What's next? Figuring out the labeling for left
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brain HUD?" — opened against the stored 0012 next-goal (judge the real forest Right look,
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tune the v2v curve). Reconciled live: operator said "I liked the forest Right," which
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closed the judgment half and mooted the curve tuning, freeing the session for HUD + a
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Right-axis rethink.
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## Pre-state
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Through session 0012: engine (`player/`) + simulator built; scale ring (cosmos/forest/abyss);
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forest carried real flow-stabilized **pre-baked SD Right variants** (1–4); Left HUD was
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functional but never art-directed (plain cyan boxes); Dark/Light were two separate knobs with
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`mood_gain`/`overlay_gain` calibration sliders. 228 tests.
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## Arc (turn by turn, wrong turns included)
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1. **Session gate + claim.** Classified planning-and-executing; claimed ID 0013 from the main
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clone (no nested-worktree resolver issue this time). Clean `main` baseline.
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2. **Left HUD art-direction pass.** Operator chose "look & feel first". Redesigned the analytical
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overlay: corner-bracket targeting reticles (capped arm length), translucent legible label
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chips, two sensor channels — cyan `detected.*` with deterministic per-key confidence scores
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vs amber `measure.*` with a center crosshair — and a bbox-sized `◉ ANALYSIS · L{n} · {k} OBJ`
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status tag that escalates with the Left knob. Judged by eye via headless-Chrome screenshots.
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Fixed two self-spotted flaws (status-tag clipping → measure from real `getBBox`; over-long
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reticle arms → cap).
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3. **Affect / emotion channel (brainstormed → built).** Operator wanted emotions surfaced when
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Left AND Right are both up. Brainstormed: trigger = `min(left,right)`; soft ambient violet
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words (not boxed); stable per-scene palette, more words as combined strength rises. Built:
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`AffectOverlay(strength,intensity)` in the engine (math in Python), own SVG layer in the
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client, palettes in the manifest. 5 new unit tests. Design doc committed.
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4. **mood_gain "does nothing" (not a bug).** Operator reported it. Traced: it's a gain on the
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Dark/Light grade — invisible with both at 0. Added a clarifying hint, then (later) removed the
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whole calibration UI anyway.
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5. **Stale-cache saga (several rounds — the time sink).** "I don't see the emotions" / "Nothing
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is changing" — repeatedly diagnosed as the open tab running stale `app.js` (the live RenderPlan
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readout masked it). Added `no-cache` to the dev server; then a real `/dev/version` + 1 s client
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poll **live-reload**; then an on-screen error banner + crash-proof `update()`. Confirmed by the
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operator: "Works in incognito mode" — code was always correct; environment state was stale.
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6. **Right axis reframe — the centerpiece.** Operator: the dreamlike knob is "too fluid... changes
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across the loop more than it should." Brainstormed the concept: Right should be a STILL altered
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state. Chose a **deterministic real-time filter** over the baked SD churn. Phase 1 (CSS luminous
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haze) built — then the operator clarified "same movement as the main video, just stylized": the
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haze read as blurred video, not stylized. Pivoted to **Phase 2: a WebGL2 Kuwahara painterly
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shader** on the live frames (edge-preserving → crisp motion, holds still across the loop). Caught
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and fixed a UV-mapping bug (lower-half streaking) mid-build. Operator: "That looks great. Let's
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get even a little more stylized. Max should be pretty trippy" → added saturation + ~45° hue-drift
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+ posterize, ramped by `intensity²` so only max goes psychedelic. "Perfect."
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7. **Control surface 4→3 knobs.** Operator: make Dark/Light one dial; fold in mood_gain; drop
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overlay_gain. Collapsed Dark+Light into one bipolar Mood dial; removed the Calibration section
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(gains pinned to the locked `1.0` constants). Sim panel is now Left · Right · Mood.
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8. **Processing-time question.** Operator asked compute/min for the coming content pipeline.
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Measured bundled ffmpeg at ~8× realtime (~10 s/min). Headline: the reframe killed the dominant
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per-clip cost (the SD bake) — per-minute compute is now trivial; the real cost is human authoring.
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9. **Wrap.** Committed in three feature commits; PR #12 → `main`, merged; branch deleted; memory
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updated; transcript published.
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## Cut state
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`main` @ `23306fa`. 233 passed / 2 skipped. Sim runs locally (uvicorn :8000); Right dream is
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real-time WebGL (no bake); 3-knob control. Legacy `bake_right_variants.py` + baked `right*.mp4`
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parked, unused. Three design docs in `docs/superpowers/specs/` (affect channel; right-axis
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deterministic dream; + the Phase-1/2 staging recorded there).
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## Deferred decisions
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- **No formal implementation-plan artifact** — built by-eye in the fast iteration loop; the two new
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design docs are the record. No content repo configured (`CONTENT_REMOTE` empty), so nothing to
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`submit-plan.sh`; docs live in-repo and merged.
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- **Pipeline (§9):** no PPE/prod stage exists for the simulator (simulator-first phase) — merge to
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`main` is the completion; no deploy ran. Not a skipped gate; there is no stage yet.
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- **4→3 knob change** is a real experience-design change not yet reflected in the canonical design
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SPEC (still describes 4 knobs). Engine keeps dark/light internally. To record in the SPEC later.
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- **Legacy SD baker parked, not deleted** — kept for reference; can be removed once the real-time
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dream is fully settled.
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## Operator plate (what the operator did / decided)
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Drove every aesthetic call by eye: liked forest Right; chose HUD look-and-feel; specified emotions
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on Left+Right; rejected the "too fluid" SD dream and the blurred haze; approved the painterly
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direction and asked for a trippy max; asked to merge Dark/Light into one Mood dial and remove the
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calibration knobs; asked the processing-time question; directed commit + push + finalize and to
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start a fresh session for the content pipeline.
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## Next-session prompt
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`/goal` Start the **content pipeline** for the installation: source full neutral video clips +
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processing + labeling. **Brainstorm/scope into a content-pipeline spec first**, deciding:
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(1) sourcing — which strict-PD clips, which scales (beyond cosmos/forest/abyss); reuse the 0008
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strict-PD map (NASA/Hubble, NOAA Ocean Exploration, NPS/USGS = true PD; "free stock" is NOT PD);
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(2) clip length + seamless-loop strategy; (3) labeling approach — STATIC boxes (current, 0 compute)
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vs MOTION-TRACKED (a detection+tracking pass), hand-authored vs detection-assisted, same for affect
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placement; (4) format target (res/fps/codec for the sim now + the Pi later). Anchor fact: the Right
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dream is **real-time, no per-clip bake**, so the pipeline is transcode + authoring, not ML baking.
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Read `memory/sub-project-3-player-progress.md` + the scales design
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(`docs/superpowers/specs/2026-06-07-scales-library-and-right-axis-pipeline-design.md` §1/§3/§4) first.
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@@ -1,22 +0,0 @@
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# Session 0013.0 — Transcript
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> App: human-experience-filter-art
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> Start: 2026-06-22T08-34 (PST)
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> Type: planning-and-executing
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> Posture: yolo
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> Claude-Session: f0a3044a-e9cb-467e-991f-f1ce618fc418
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> Status: **PLACEHOLDER — claimed at session start; finalized at session end.**
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>
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> This file reserves session ID 0013 for human-experience-filter-art. The driver replaces this
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> body with the full transcript and renames the file to its final
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> SESSION-0013.0-TRANSCRIPT-2026-06-22T08-34--<end>.md form at session end.
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## Launch prompt
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_(launch prompt not captured at claim time)_
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## Deferred decisions
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_Autonomous-mode low-confidence calls the driver made and would have
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liked operator input on. Appended as the session runs; surfaced at
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finalize. Empty if none._
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