The arcade buzzed with the chaotic energy of flashing lights and electronic beeps. "GhostlyGamer" had suggested this place. Liam, usually comfortable in his own skin, felt like an alien. He felt the need to apologize for things he didn’t do.

He wandered through the throngs of people. Every movement felt clumsy. The smell of popcorn and stale pizza was overpowering. He couldn't shake the feeling of being in the wrong place, at the wrong time.

Then he saw her. A girl with bright purple hair, her face illuminated by the glow of a game screen. She looked up, saw him, and her jaw dropped. Liam froze, a strange prickling sensation running down his spine. The world blurred a bit at the edges.

Emotion: disoriented

Cluster: Surprise / Confusion
PC1 (Valence): -2.65 Negative
PC2 (Disposition): -1.34

Role in Research

This story is one of 1,000 stories generated for the emotion disoriented. During extraction, it was fed through Gemma4-31B and its hidden state activations were captured at 11 layers.

The mean activation across all 1,000 disoriented stories, after denoising with neutral dialogue baselines, produces the disoriented emotion vector -- a direction in the model's 5,376-dimensional representation space.

Logit Lens (Layer 40)

Tokens promoted/suppressed when the disoriented vector is projected through the unembedding matrix.

Promoted:
unfamiliar0.340
ness0.321
失去了0.316
не0.315
будто0.311
Suppressed:
B-0.474
la-0.419
K-0.409
de-0.309
brag-0.302