Whitepaperv1.0Soma

The Human Attention Model.

Simulated Observation of Media Attention (Soma) is a neural model of where, when, and why human visual attention rewards content.

This paper outlines the architecture, the cognitive foundation, and how Soma predicts retention before publish.

Whitepaper · v1.0 Noreason Research 10 min read

Abstract

For a decade, the creator economy has optimised content for algorithms, not for the brain that watches it. The result: trillions of frames published blind, billions in wasted media spend, and a feedback loop that resolves only after the algorithm has already decided. This paper introduces Soma, a multimodal neural model and agentic simulation engine that predicts viewer attention frame-by-frame — collapsing the post-hoc analytics loop into a pre-publish forecast. By spinning up an audience of 500M+ simulated personas — grounded in their real-world viewing behavior, what they do, and what they say — Soma surfaces cognitive load, pattern-interrupt density, emotional arousal, and archetype match across the full timeline of a video, returning a retention curve and editable cut points before the file leaves the editor.

01 — Problem

The retroactive trap.

Every video published today is judged twice: once by a recommendation algorithm and once by a human nervous system. Both judgements happen after publish — long after the only window in which a creative director could have prevented a $50k shoot from flopping.

The current state of practice is post-hoc analytics: ship the video, watch the retention curve, and guess at what to do next time. By the time a strategy team has enough data to learn the lesson, the production budget has already been spent. The result is structural: an industry that guesses blindly, wastes days of editing time, and optimises for the algorithm because the algorithm is the only thing it can measure.

02 — Contrast

The Old Way vs. Soma.

Creative teams have historically relied on subjective feedback and retrospective data to inform future cuts. Soma replaces guesswork with a deterministic simulation.

WorkflowThe Old WayWith Soma
Client Approvals"We spent three weeks on this production. Let's hope the audience watches past the intro.""Show the client proof it works before they ask."
Predicting ROI"Let's launch the hero campaign and pray organic engagement carries it.""Know it will convert before you launch."
Fixing the Hook"The hook feels soft, but we don't have the budget or time for a reshoot.""Cut the boring parts before you export."
The Post-Mortem"The client is asking why the $50k celebrity shoot tanked. We have no objective answer.""Catch the flop in the rough cut, not the comments section."
03 — Foundation

Three things the brain reliably does.

Soma rests on three findings from cognitive neuroscience that hold across language, genre, and culture.

  1. Bounded attention windows. Working memory tolerates ~3–7 seconds of unstructured stimulus before disengagement. Most "first-second" hooks miss because they violate this window, not because they're boring.
  2. Pattern interrupts compound. Disengagement is not gradual — it's punctuated. Each interrupt either resets the window or drops the viewer through it. Density and timing matter more than novelty.
  3. Cognitive load is two-tailed. Both overwhelm (too dense) and boredom (too sparse) trigger drop-off. There is a measurable "optimal load" zone, narrow but stable across viewers.
04 — The Engine

The Grounding Engine.

Soma is not a generic LLM wrapper. It does not guess retention based on text prediction. The 500M+ persona simulation is deterministically mapped to the true behavior of global audiences.

Grounded with real human behavior and conversations. For every frame, the engine correlates the on-screen pixels and audio prosody with the exact second viewers dropped off, and the exact timestamps where they commented. When you run a cut through Soma, you are simulating the precise, statistically validated reactions of half a billion viewers — what they do (watch-time, scroll depth, skips) and what they say (comments, sentiment, shares).

05 — Architecture

Soma in four stages.

A video enters Soma as three parallel modalities — pixels, audio, transcript — which pass through a multimodal encoder into a massive parallel simulation of 500M+ grounded audience personas. The simulation exits as five attention signals plus a recombined retention curve.

Architecture diagram Video frames RGB · 30fps Audio spectral · prosody Transcript multilingual SOMA CORE Encoder 500M+ Personas Cognitive load per-frame · 0–100 Emotional arousal sympathetic peaks Hook strength first-window forecast Drop-off timestamps ms-precise Archetype match channel-relative
Figure 1.Three modalities enter the Soma core; five signals exit, each scored at frame resolution.

Each modality is first encoded into a shared attention space. This fused representation then drives an agentic simulation of 500M+ audience personas. These are not generic LLM agents, but hyper-specific audience replicas grounded by trillions of real-world data points — capturing precisely what they do (watch-time, clicks, scroll depth) and what they say (comments, sentiment, shares). Frame-level outputs from this simulated audience are recombined into a single retention curve, accurately forecasting viewer behavior.

06 — Inference

The retention curve, returned millisecond-resolved.

Soma's headline output is a per-frame retention forecast. By predicting the exact shape of the curve before export, strategy teams can salvage dropping retention and avoid burning thousands of dollars on ineffective media spend or dead video concepts.

Sample retention curve 100% 50% 0% 0s 5s 22s 45s 60s Pattern interrupt Pattern interrupt 5-second cliff Mid-video slump predicted retention video time
Figure 2.A typical Soma retention forecast — the cliff, the slump, and the recovery moments are localised before publish.

The curve is segmented into bands: the 5-second cliff (where ~40% of all uploads lose >50% of viewers), the mid-video slump (the 18–28s zone where pacing fatigue compounds), and the recovery shoulders where pattern interrupts can rescue an otherwise descending trajectory. Soma flags these structural leaks and suggests millisecond-precise cuts, turning what used to be a week of trial-and-error editing into a single targeted revision.

07 — Signals

Eight signal categories.

Each Soma inference produces eight per-frame signal channels. By separating these signals, creative directors don't just know where viewers drop off — they know exactly why, allowing for precise fixes rather than blindly reshooting.

Pattern interrupt

Density and timing of cuts, jumps, contradictions.

Cognitive load

Per-frame information density vs working memory.

Emotional arousal

Sympathetic-system spikes — surprise, awe, fear.

Hook strength

First-window forecast — predicted 5-second survival.

Pacing rhythm

Cut cadence vs the channel's archetype baseline.

Payoff timing

Distance from claim to resolution; promise debt.

Audio resonance

Prosody, music drop, dialogue rhythm — as separate channels.

Archetype match

Similarity to the channel's historic top quartile.

08 — Cognitive load

The two-tailed problem.

Cognitive load is the most misunderstood signal in video. Editors instinctively maximise stimulus density; viewers leave when stimulus exceeds working-memory capacity. Soma scores this on a normalised 0–100 scale per frame, with five interpretable bands.

Cognitive load spectrum 62 target Boredom 0–14 Drift 15–37 Optimal 38–67 High load 68–84 Overwhelm 85–100
Figure 3.The cognitive-load spectrum. Disengagement spikes at both ends; the optimal band is narrow and stable.

Editors' single most common pattern of failure is parking entire videos in the high-load band. Soma surfaces these stretches as red bars on the timeline, with cut suggestions to redistribute load — usually by extending pauses, not by removing content.

09 — Tiers

Soma Lite vs Soma Pro.

Two model tiers ship today: a fast, single-channel cognitive scorer (Lite) and a full multimodal architecture (Pro).

CapabilitySoma LiteSoma Pro
Cognitive load curve
Hook strength score
Emotional arousal trace
Pattern-interrupt density
Archetype extraction
ms-precise cut suggestions
Multilingual transcript fusion
10 — Validation

What we measured.

Soma is benchmarked against held-out human viewer panels on a 12,000-video corpus across six verticals, plus continuous shadow-evaluation on creator opt-in production data.

0.87

Curve correlation

Pearson r between Soma forecast and observed retention on the held-out set.

±2.4%

5-sec survival error

Mean absolute error on the first-window forecast across genres.

12k

Validation videos

Retained-set, six verticals, multilingual, length 15s–45m.

11 — Limitations

What Soma does not do.

Soma forecasts attention; it does not forecast intent. A high-retention video may still under-convert, and a polished Soma score does not guarantee distribution under any specific platform's recommendation policy. Soma does not replace editorial judgement on taste, brand fit, or legal review. It also does not predict virality in the strict sense — virality is a network-propagation phenomenon that depends on factors outside the video itself (timing, social graph, distribution).

Soma's signal degrades on extreme out-of-distribution content (non-narrative interfaces, generative-only abstract video, screen recordings without spoken language). For these surfaces, Pro returns confidence-weighted scores instead of point predictions.

References

Foundational sources cited in this paper.

  1. Miller, G. A. (1956). The magical number seven, plus or minus two: some limits on our capacity for processing information. Psychological Review, 63(2), 81–97. — bounded working memory; foundational for the §2 attention-window claim.
  2. Sweller, J. (1988). Cognitive load during problem solving: effects on learning. Cognitive Science, 12(2), 257–285. — cognitive load theory; backs the two-tailed model in §6.
  3. Itti, L., & Koch, C. (2001). Computational modelling of visual attention. Nature Reviews Neuroscience, 2(3), 194–203. — bottom-up saliency models; informs the multimodal encoder in §3.
  4. Lavie, N. (2005). Distracted and confused?: Selective attention under load. Trends in Cognitive Sciences, 9(2), 75–82. — perceptual load theory; supports the cognitive-load spectrum in §6.
  5. Kahneman, D. (2011). Thinking, Fast and Slow. Farrar, Straus and Giroux. — System 1 / System 2 framing; underlies the pattern-interrupt mechanics in §2.
  6. Borji, A., & Itti, L. (2013). State-of-the-art in visual attention modeling. IEEE Transactions on Pattern Analysis and Machine Intelligence, 35(1), 185–207. — survey of attention modeling architectures predating Soma.

Citations are foundational works in cognitive science and computational attention modeling. Soma is an applied production system; the underlying theory traces to the literature above.

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