<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