The neon glow of the arcade painted Amelia's face in shifting hues of red and blue. She was playing her favorite racing game, the joystick a familiar extension of her hand. Her pulse thrummed in time with the engine's roar. Suddenly, a familiar guitar riff sliced through the cacophony. Her song.

Her breath hitched. She froze, fingers still hovering over the buttons. From a nearby stage, bathed in a harsh spotlight, a band was ripping into her ballad. A vocalist with a gravelly voice belted out the lyrics she'd poured her heart into years ago. This wasn't supposed to happen. She felt a disconnect, as though her own memories were somehow not her own.

She felt detached as the crowd of teenagers clapped and cheered. The arcade lights seemed to strobe, blurring the faces around her. She didn’t know how she got there. Everything was a blur.

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