# Session 0013.0 — Transcript > App: human-experience-filter-art > Start: 2026-06-22T08-34 (PST) > End: 2026-06-23T11-29 (PST) > Type: planning-and-executing > Posture: yolo (autonomous) > Claude-Session: f0a3044a-e9cb-467e-991f-f1ce618fc418 > Status: **FINALIZED** > Lands: PR #12 → `main` (merge `23306fa`). Suite 233 passed / 2 skipped. ## Launch prompt "Let's keep working on the simulation. What's next? Figuring out the labeling for left brain HUD?" — opened against the stored 0012 next-goal (judge the real forest Right look, tune the v2v curve). Reconciled live: operator said "I liked the forest Right," which closed the judgment half and mooted the curve tuning, freeing the session for HUD + a Right-axis rethink. ## Pre-state Through session 0012: engine (`player/`) + simulator built; scale ring (cosmos/forest/abyss); forest carried real flow-stabilized **pre-baked SD Right variants** (1–4); Left HUD was functional but never art-directed (plain cyan boxes); Dark/Light were two separate knobs with `mood_gain`/`overlay_gain` calibration sliders. 228 tests. ## Arc (turn by turn, wrong turns included) 1. **Session gate + claim.** Classified planning-and-executing; claimed ID 0013 from the main clone (no nested-worktree resolver issue this time). Clean `main` baseline. 2. **Left HUD art-direction pass.** Operator chose "look & feel first". Redesigned the analytical overlay: corner-bracket targeting reticles (capped arm length), translucent legible label chips, two sensor channels — cyan `detected.*` with deterministic per-key confidence scores vs amber `measure.*` with a center crosshair — and a bbox-sized `◉ ANALYSIS · L{n} · {k} OBJ` status tag that escalates with the Left knob. Judged by eye via headless-Chrome screenshots. Fixed two self-spotted flaws (status-tag clipping → measure from real `getBBox`; over-long reticle arms → cap). 3. **Affect / emotion channel (brainstormed → built).** Operator wanted emotions surfaced when Left AND Right are both up. Brainstormed: trigger = `min(left,right)`; soft ambient violet words (not boxed); stable per-scene palette, more words as combined strength rises. Built: `AffectOverlay(strength,intensity)` in the engine (math in Python), own SVG layer in the client, palettes in the manifest. 5 new unit tests. Design doc committed. 4. **mood_gain "does nothing" (not a bug).** Operator reported it. Traced: it's a gain on the Dark/Light grade — invisible with both at 0. Added a clarifying hint, then (later) removed the whole calibration UI anyway. 5. **Stale-cache saga (several rounds — the time sink).** "I don't see the emotions" / "Nothing is changing" — repeatedly diagnosed as the open tab running stale `app.js` (the live RenderPlan readout masked it). Added `no-cache` to the dev server; then a real `/dev/version` + 1 s client poll **live-reload**; then an on-screen error banner + crash-proof `update()`. Confirmed by the operator: "Works in incognito mode" — code was always correct; environment state was stale. 6. **Right axis reframe — the centerpiece.** Operator: the dreamlike knob is "too fluid... changes across the loop more than it should." Brainstormed the concept: Right should be a STILL altered state. Chose a **deterministic real-time filter** over the baked SD churn. Phase 1 (CSS luminous haze) built — then the operator clarified "same movement as the main video, just stylized": the haze read as blurred video, not stylized. Pivoted to **Phase 2: a WebGL2 Kuwahara painterly shader** on the live frames (edge-preserving → crisp motion, holds still across the loop). Caught and fixed a UV-mapping bug (lower-half streaking) mid-build. Operator: "That looks great. Let's get even a little more stylized. Max should be pretty trippy" → added saturation + ~45° hue-drift + posterize, ramped by `intensity²` so only max goes psychedelic. "Perfect." 7. **Control surface 4→3 knobs.** Operator: make Dark/Light one dial; fold in mood_gain; drop overlay_gain. Collapsed Dark+Light into one bipolar Mood dial; removed the Calibration section (gains pinned to the locked `1.0` constants). Sim panel is now Left · Right · Mood. 8. **Processing-time question.** Operator asked compute/min for the coming content pipeline. Measured bundled ffmpeg at ~8× realtime (~10 s/min). Headline: the reframe killed the dominant per-clip cost (the SD bake) — per-minute compute is now trivial; the real cost is human authoring. 9. **Wrap.** Committed in three feature commits; PR #12 → `main`, merged; branch deleted; memory updated; transcript published. ## Cut state `main` @ `23306fa`. 233 passed / 2 skipped. Sim runs locally (uvicorn :8000); Right dream is real-time WebGL (no bake); 3-knob control. Legacy `bake_right_variants.py` + baked `right*.mp4` parked, unused. Three design docs in `docs/superpowers/specs/` (affect channel; right-axis deterministic dream; + the Phase-1/2 staging recorded there). ## Deferred decisions - **No formal implementation-plan artifact** — built by-eye in the fast iteration loop; the two new design docs are the record. No content repo configured (`CONTENT_REMOTE` empty), so nothing to `submit-plan.sh`; docs live in-repo and merged. - **Pipeline (§9):** no PPE/prod stage exists for the simulator (simulator-first phase) — merge to `main` is the completion; no deploy ran. Not a skipped gate; there is no stage yet. - **4→3 knob change** is a real experience-design change not yet reflected in the canonical design SPEC (still describes 4 knobs). Engine keeps dark/light internally. To record in the SPEC later. - **Legacy SD baker parked, not deleted** — kept for reference; can be removed once the real-time dream is fully settled. ## Operator plate (what the operator did / decided) Drove every aesthetic call by eye: liked forest Right; chose HUD look-and-feel; specified emotions on Left+Right; rejected the "too fluid" SD dream and the blurred haze; approved the painterly direction and asked for a trippy max; asked to merge Dark/Light into one Mood dial and remove the calibration knobs; asked the processing-time question; directed commit + push + finalize and to start a fresh session for the content pipeline. ## Next-session prompt `/goal` Start the **content pipeline** for the installation: source full neutral video clips + processing + labeling. **Brainstorm/scope into a content-pipeline spec first**, deciding: (1) sourcing — which strict-PD clips, which scales (beyond cosmos/forest/abyss); reuse the 0008 strict-PD map (NASA/Hubble, NOAA Ocean Exploration, NPS/USGS = true PD; "free stock" is NOT PD); (2) clip length + seamless-loop strategy; (3) labeling approach — STATIC boxes (current, 0 compute) vs MOTION-TRACKED (a detection+tracking pass), hand-authored vs detection-assisted, same for affect placement; (4) format target (res/fps/codec for the sim now + the Pi later). Anchor fact: the Right dream is **real-time, no per-clip bake**, so the pipeline is transcode + authoring, not ML baking. Read `memory/sub-project-3-player-progress.md` + the scales design (`docs/superpowers/specs/2026-06-07-scales-library-and-right-axis-pipeline-design.md` §1/§3/§4) first.