SECOND PERSON
Abstract
Second Person is an interactive installation that investigates displaced embodiment and digital selfhood through gaze-controlled avatars. Participants’ eye movements become both input and experiential medium, recursively shaping a digital body in real time. By destabilizing the boundary between intention, action, and identity, the system functions as a perceptual mirror: agency flows between human and machine. This research engages theories of embodied cognition, distributed agency, and digital identity to explore how mediated interaction reconfigures self-perception.
Keywords: embodied cognition, gaze interaction, recursive feedback, digital identity, avatar synthesis, computer vision, interactive installation
1. Motivation & Contribution
Digital interfaces often maintain clear separations between user and system. Second Person instead collapses these boundaries, turning the user’s gaze into both controller and subject. This generates a uniquely unstable sense of agency—where the user’s identity becomes entangled with a digital avatar.
Key Contributions:
A gaze-controlled avatar system that foregrounds experiential interaction over instrumental use.
Real-time recursive feedback architecture enabling emergent, ambiguous agency.
Accessible computer vision implementation using standard webcam hardware.
A cinematic video documentation pipeline for systematic embodiment research.
2. System Overview
Interaction Pipeline
Gaze input via webcam-based computer vision.
Facial landmark detection informs avatar pose and gaze alignment.
Recursive feedback allows the avatar’s behavior to influence user gaze.
Automated recording generates 4K documentation of embodiment sessions.
The avatar becomes a digital extension and distortion of the self, producing unstable, mirror-like presence.
3. Technical Architecture
┌──────────────────────────────────────────┐
│ GAZE TRACKING │
│ - Webcam input │
│ - Custom Python computer vision │
├──────────────────────────────────────────┤
│ AVATAR SYNTHESIS │
│ - Landmark detection (OpenCV) │
│ - Stylized 3D rendering pipeline │
│ - NVIDIA RTX GPU acceleration │
├──────────────────────────────────────────┤
│ RECURSIVE FEEDBACK ENGINE │
│ - Behavior loop between avatar & user │
│ - Gaze influences response; response alters gaze │
├──────────────────────────────────────────┤
│ DOCUMENTATION LAYER │
│ - Automated 4K video generation │
│ - Research logging (gaze, latency) │
Core Components:
Webcam + OpenCV for gaze tracking.
Facial landmark detection algorithms.
Python rendering pipeline with GPU acceleration.
Recursive control architecture (feedback loop).
Automated video logging system.
4. Bill of Materials (BOM)
Component | Model / Library | Qty | Est. Cost | Purpose |
|---|---|---|---|---|
Webcam | Standard HD webcam | 1 | $50 | Gaze capture |
GPU | NVIDIA RTX (or equivalent) | 1 | — | Real-time rendering |
Computer | Workstation / laptop | 1 | — | Host system |
Software | Python, OpenCV, Open3D, PyTorch | — | — | Computer vision, rendering, ML |
Repository | GitHub | — | — | Reproducibility and open research |
5. Research Context & Motivation
Theoretical Framework
Embodied Cognition (Varela et al. 1991) — perception and action co-constitute identity.
Distributed Agency (Clark 1997; Dourish 2001) — selfhood emerges through interactions with technological systems.
Virtual embodiment affects how users perceive their own agency.
Research Gaps:
Binary user–system separation limits investigation of fluid identity.
Visual bias in HCI neglects embodied and recursive modalities.
Few interfaces foreground ambiguous, shared agency.
Contribution:
Second Person provides a research platform to study how gaze-driven recursion can destabilize and reveal self-perception in digital space.
6. Future Work
Multimodal integration — expanding gaze interaction with gesture and voice inputs.
EEG integration to explore neural correlates of digital selfhood.
Predictive embodiment algorithms for anticipatory avatar response.
Multi-user expansion for distributed shared presence.
7. Ethics & Research Alignment
Minimal biometric data retained (gaze vectors only).
Open-source transparency for reproducibility.
Design aligned with embodied cognition and critical HCI frameworks.
Focus on identity, not surveillance.
8. References
Varela, F. J., Thompson, E., & Rosch, E. (1991). The embodied mind. MIT Press.
Clark, A. (1997). Being There. MIT Press.
Dourish, P. (2001). Where the Action Is. MIT Press.
Pearce, J. M. (2012). Science.
Nosek, B. A. et al. (2015). Science.
9. Citation
Project page: https://www.c11visualarts.com/altered-perception---second-person-2
GitHub repository: https://github.com/CJD-11/Second-Person
