<ep> <fd 1> <d 27> <zil1> <zor2>
<cr> <t 30000> <id keyboard> <dbc 210210210> <dfs 36>
<clfb><fbd 1> <s
13a > <g 34> <vm
1024,768,768,16,60> <vzk +15> <vzk +2>
<vzk +3> <vzk
+4> <vzk +5> <vzk
+6> <vzk +7> <vzk
+8> <vzk +9> <mpr
+16><mpr
+2><mpr +3><mpr
+4><mpr +5><mpr
+6><mpr +7><mpr
+8><mpr +9><eop>
$3b
! Slide
rating task using static BMP version of SAM likert
ratings;
! Slides
are scrambled for random presentation order;
! Item
number ABCDEF;
! ABCD =
IAPS Slide Number;
! E=
pre-determined valence category (1=negative, 2= neutral, 3= positive);
! F =
Item type (1= slide viewing, 2= valence rating, 3= arousal rating);
0 <ln -5> "You will now view a series of
slides.", <ln -4> "You may view each
slide as long as you want.", <ln -3>
"Press any number key (1-9) to end the slide.", <ln -1> "You will then rate how you felt during the
slide.", <ln
0> "You will rate both your mood and arousal.", <ln 1> "Enter this rating with the number keys
(1-9).", <ln 3> “Press the SPACEBAR to
begin this task.";
$
+562131
"+" <fm 27><%
120>/<jpg8> *
"5621";
+562132 *
<bmp9> "valence";
+562133 *
<bmp> "arousal";
+623011
"+" <fm 2><% 120>/<jpg> * "6230";
+623012 *
<bmp> "valence";
+623013 *
<bmp> "arousal";
+701021
"+" <fm 2><% 120>/<jpg> * "7010";
+701022 *
<bmp> "valence";
+701023 *
<bmp> "arousal";
$
0 “The END! Thank you for your participation” <%ms 5000>/c;
$
Notes:
1: ZIL/ZR/Zillion/Zillion
Responses: specifies zillion input mode
so that all key presses are recorded. A zillion responses are possible, and because DMDX is
expecting up to a zillion cases, the program will not move on until timeout
expires.
2: ZOR/Zillion One Response: only records the first valid response out of
all possible valid responses. This overrides the default operate of ZIL and therefore
will record response and move to next item on the detection of a valid
response.
3a: S/Scramble: is used to randomize the order of item
presentation. N1 is the blocksize, which is the number of items (if no grouping
keyword is used) or groups (if <G> keyword is used) in a block. DMDX will scramble items in blocks of N1 and
then scramble those blocks relative to each other.
3b: $: when Scramble is used in the header line,
this symbol is used to allow some sections in the itemfile
to remain in a fixed absolute position within the file. Any material enclosed within a pair of $
symbols will not be scrambled. Note: Scramble programs do not respect any
of the internal conventions of an ITM file, except for the parameters on the
first line and the item delimiter (;). Thus the task instructions, the practice
items and the final end-of-experiment message will appear at unpredictable
locations unless they are enclosed within $ delimiters.
4: G/Grouping: used with scrambling function when you want
to make multiple items always appear together in a set order. N will specify the number of items to group
together. Scrambling will then proceed
as if this group of items was a single item.
In this instance we want 3 items grouped together: 1) the image
presentation item, 2) the valence rating for that image, and 3) the arousal
rating for that image
5: VZK/Validate Zillion
Key: validates the button as a
Zillion mode response. When used, only responses using validated keys are
recorded. Otherwise, all button names
are recorded by the Zillion input mode. In this example, the keys 1-9 are validated
because these are the keys that the participant will use to rate the valence
and arousal of the images.
6: MPR/Map Positive Response: indicates which buttons are included in the positive
response category. In this instance, we
indicate that all keys are positive response.
We then list + as the correct response indicator for every item so that
any rating is viewed as correct in the output file.
7: FM/Font Multipliers: changes the font size for the text in that
frame by multiplying it by the number specified. In this example, this allows the fixation
point to be larger than the other text on the screen.
8: JPG/JPEG: is a graphic display keyword that indicates
that the frame will include a jpeg image as the stimulus presented. This should occur within the frame prior to
the name of the jpeg file in “ “. It will assume that the filename ends in .jpg
9: BMP: is a graphic display keyword that indicates that
the frame will include a bitmap image as the stimulus presented. This should occur within the frame prior to
the name of the bitmap file in “ “. It will assume that the filename ends in .bmp