LINDA DENG
03 / 2026Data Visualization / Behavioral Research

Second
World

A synchronized behavioral portrait comparing what I intended to do, what my digital avatar actually did, and how my body unconsciously responded.

Duration
2,996 recorded seconds → 60-second animation
Media
Data audit · p5.js · interactive animation
Structure
Six synchronized temporal channels
LIVE BEHAVIORAL PORTRAIT

Play, pause, scrub, or inspect 15 / 38 / 60 seconds.

BEHAVIORAL QUESTION

One experience was recorded through three different selves.

The visualization does not score the player or explain behavior psychologically. It compares three temporal accounts of one gaming session: the route I intended to follow, the actions performed by my digital avatar, and the changing posture of my physical body. Their agreements and mismatches accumulate into one behavioral trace.

01

Intention

What I planned to do.

→
02

Digital self

What the avatar actually did.

→
03

Physical self

How the body responded.

01 / SIX SYNCHRONIZED CHANNELS

The source was not one table, but six clocks describing the same session.

The digital and physical workbooks were recorded independently. Physical 00:04 and digital 00:18 are aligned as the same real-world moment, then every state and event is reconstructed inside its own temporal channel.

2,996master seconds
60animation seconds
117digital intervals
99posture intervals
16gesture events
6recorded detours
01

QUEST

4 intervals

Chapter markers carried to timed digital rows.

02

INTENTION

14 intervals

Planned, detour, and an explicit initial unknown state.

03

DIGITAL ACTION

117 intervals

Seven avatar behaviors sustained until the next action change.

04

PHYSICAL POSTURE

99 intervals

Six body states parsed independently from gesture timestamps.

05

HAND GESTURE

16 events

Instantaneous physical events with no invented duration.

06

TRIGGER

3 events

Collect and explore remain point events on the actual route.

02 / FROM LOG TO AUDITABLE DATA

Duration had to be derived without inventing relationships between rows.

The original sheets mix sustained states with instantaneous events, and every duration cell is blank. A gesture timestamp cannot be paired with a posture merely because they share a spreadsheet row. Each channel is therefore parsed, sorted, aligned, and validated independently before visualization.

  1. 01

    Raw workbooks

    Mixed temporal grains and inconsistent timestamp formats.

  2. 02

    Data audit

    Independent channels, endpoint assumptions, and interpretation limits.

  3. 03

    Derived intervals

    Aligned seconds, duration, source rows, and validation status.

  4. 04

    Validated JSON

    Six reconciled p5-friendly collections with unchanged sources.

  5. 05

    Animation

    A proportional 2,996-to-60-second transformation.

03 / VISUAL GRAMMAR

Every visual mark answers to one recorded variable.

The system behaves like an instrument rather than a literal game map. Time controls horizontal position; category, duration, posture, and event type control the visual properties around that shared route.

01

Planned intention

Warm-ivory dashed line

The uninterrupted expected route.

02

Actual behavior

Solid cool-blue line

Leaves and reconnects during six recorded detours.

03

Digital action

Cool categorical dots

Duration sets dot count; timestamp fixes route position.

04

Physical posture

Lavender ripple field

Posture changes scale, eccentricity, opacity, and pulse rate.

05

Hand gesture

Pink temporary rings

A short ripple leaves one permanent notch in the route.

06

Trigger + quest

Green nodes + brackets

Point events and duration-proportional journey sections.

04 / ONE SESSION, ACCUMULATING

The route grows; its earlier marks remain as history.

Previously emitted dots keep deterministic positions while later events accumulate. At 59.02 seconds the digital route stops; the body continues through the final physical aftertrace.

Second World animation at 15 SEC
15 SEC

Quest 1’s dominant detour establishes the difference between plan and behavior.

Second World animation at 38 SEC
38 SEC

Multiple quest sections and action rhythms accumulate without resetting the frame.

Second World animation at 60 SEC
60 SEC

The completed trace remains alive through an autonomous physical ripple.

Second World animation at 42.5 SEC / LEANING FORWARD
42.5 SEC / LEANING FORWARD

The strongest recorded body state expands and brightens the physical-energy field without reclassifying the digital action.

05 / QUEST PORTRAITS

Chronology becomes comparable without becoming interchangeable.

The complete session answers when physical and digital states overlap. Three completed quest portraits compare duration, detour share, action rhythm, and bodily response. Hovering a portrait opens a fixed 120-second detail window with its own moving playhead.

Q120:55

30.0% detour

Q209:40

0% detour · original Q2 + Q3

Q318:32

12.1% detour · original Q4

06 / DATA INTEGRITY

Uncertainty stays visible inside the finished portrait.

The project preserves the limits of the recording instead of converting them into confident-looking graphics. Every derived record retains its source row, raw timestamp, and assumption flags.

22validation checks passed
250811fixed deterministic seed
49 secphysical-only aftertrace preserved
0locations or left/right directions invented
VISUALIZATION POSITION

An instrument for reading one recorded experience—not a dashboard and not a literal game map.

The final animation makes three temporal selves visible without collapsing them into one measure of intensity. Intention supplies a reference, digital action builds behavioral matter, and the physical body changes pressure and depth. Their mismatches are not errors to correct; they are the subject of the work.

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