Audio, trial data again, preloading stimuli, saving data to the server trial by trial
This week we are going to look at code for a perceptual learning experiment based on the experiment described in Levi-Ari (2017) (and in fact using her stims, see below). There’s no new material to look at in the Online Experiments with jsPsych tutorial.
This experiment involves audio stimuli, which we haven’t worked with before, but jsPsych has plugins for audio so that is fairly straightforward. In our implementration we are also going to reuse some code from the word learning experiment to handle randomisation of button positions and using data
to keep track of which buttons appeared where. The main new things we’ll introduce (in addition to audio stimuli, but jsPsych makes that very easy) are:
Remember, as usual the idea is that you can work through these practicals in the lab classes and, if necessary, in your own time - I recommend you use the lab classes as dedicated time to focus on the practicals, with on-tap support from the teaching team, but if you don’t get through everything in lab time you should do at least some work in your own time to keep up to speed.
Dr. Shiri Lev-Ari (who is obviously the author of Lev-Ari, 2017) very kindly shared the participant instructions and audio stimuli for her experiment and gave me permission to make them public here, so the code uses the same audio files as the real experiment. Shiri wasn’t able to share the visual stims since she didn’t have sharing permission for all of them, but my research assistant Rachel Kindellan did some epic google image searching and found equivalent images which are licensed to be shared - so the images are not identical to the ones used by Shiri, but should be close enough to give you a feel for the experiment.
As with last week, we’d like to give you an opportunity to try to build (parts of) this experiment yourself, and we’ll provide you with a template that includes some extra stuff (the social networks questionnaire, instructions, preloading of audio stimuli) that we pre-built for you so you can focus on the more interesting parts of the experiment.
As per last week, you need a bunch of files for this experiment - the html and javascript templates for your attempt (which we are calling my_perceptual_learning.html
and my_perceptual_learning.js
), the html and js file for our implementation (perceptual_learning.html
and perceptual_learning.js
), a php file (for saving data), and then several folders containing images and sound files. Again, rather than downloading them individually, download the following zip file and then uncompress it into your usual practicals folder:
Extract these files to a folder called something like perceptual_learning
, alongside your grammaticality_judgments
, self_paced_reading
and word_learning
folders. As per last week: our implementation saves data on the server, but it won’t save any data for you unless you are running it on the jspsychlearning server, so I suggest uploading it there - upload the whole perceptual_learning
folder to your public_html
folder on the jspsychlearning server and play with it there (if your directory structure is as I have been using so far, where all the exercises are in a folder called online_experiments_practicals
, then the url for your implementation will be https://jspsychlearning.ppls.ed.ac.uk/~UUN/online_experiments_practicals/perceptual_learning/my_perceptual_learning.html and the URL for the final implementation will be https://jspsychlearning.ppls.ed.ac.uk/~UUN/online_experiments_practicals/perceptual_learning/perceptual_learning.html
If you run through our implementation of the experiment you’ll see that, in addition to the usual instructions, the experiment consists of three stages:
Remember when you are running through our implementation, if you look at the data display at the end that will include spoilers on how to write the code yourself, so depending on how much you want to challenge yourself you might want to avoid clicking through to the data! You can also check that our implementation saves data for you in your server_data
folder, in a file called perceptuallearning_data.csv
(if that file isn’t there after you run our code, try clicking the “Refresh” button in cyberduck to refresh the file list) - but again, beware spoilers!
To implement your own experiment, you need to figure out what plugin(s) you need for picture selection and phoneme categorization trials (think about the stimulus and the response), then look at the documentation for that plugin to see how to use it and/or edit previous bits of code you have written that do something similar. I would recommend starting with the phoneme categorization trials, since they are simpler than the picture selection trials - the picture selection trials involve buttons with pictures rather than text, which we haven’t shown you yet, so unless you want to dig deep in the jsPsych documentation you should just try to implement a simple text-only buttons version of the experiment and then look at our implementation to see how to get buttons with images instead of text.
In our implementation, the images and sound files you see (in random order) in the picture selection phase are:
picture_selection_sounds/fresh_dill_man.mp3
, paired with picture_selection_images/fresh_dill.jpg
and picture_selection_images/dry_dill.jpg
picture_selection_sounds/orange_telephone.mp3
, paired with picture_selection_images/orange_telephone.jpg
and picture_selection_images/black_telephone.jpg
picture_selection_sounds/angel_wing.mp3
, paired with picture_selection_images/angel_wing.jpg
and picture_selection_images/airplane_wing.jpg
picture_selection_sounds/animal_ear.mp3
, paired with picture_selection_images/animal_ear.jpg
and picture_selection_images/animal_nose.jpg
And in the phoneme categorization trial the sounds you hear (in random order) are:
phoneme_categorization_sounds/samespeaker_VOT5.mp3
phoneme_categorization_sounds/samespeaker_VOT10.mp3
phoneme_categorization_sounds/samespeaker_VOT15.mp3
phoneme_categorization_sounds/samespeaker_VOT20.mp3
phoneme_categorization_sounds/samespeaker_VOT25.mp3
phoneme_categorization_sounds/samespeaker_VOT30.mp3
phoneme_categorization_sounds/samespeaker_VOT50.mp3
phoneme_categorization_sounds/samespeaker_VOT80.mp3
Remember, it’s OK to implement this in a very simple way, with a long manually-constructed trial list - but if you feel more adventurous and want to use some of the ideas that were introduced in the last couple of weeks (nested timelines, functions to build trials, saving data, randomisation of buttons) that’s great too. Give it a go, see how you get on, and ask for help if/when you get stuck!
Our implementation of the perceptual learning experiment in perceptual_learning.html
and perceptual_learning.js
uses the audio-button-response
plugin to play audio and get button-click responses - we haven’t used it before but it works in basically the same way as other button-response plugins you have used.
The full set of questions is available in the supporting information of Lev-Ari (2017). As you can see, there are various text-box questions which are easy enough to implement in jsPsych using the survey-html-form
plugin (look again at the end of the week 4 practical). In the code I have only implemented the first three questions, which all require numeric answers:
var social_network_questionnaire = {
type: jsPsychSurveyHtmlForm,
preamble:
"<p style='text-align:left'> <b>Social network questionnaire</b></p>\
<p style='text-align:left'> In this questionnaire we would like to \
gather information about your linguistic interactions. We realize \
that some of the estimates are difficult to make. Please do your \
best and be as accurate as possible.</p> \
<p style='text-align:left'> Important: When providing estimates for \
your exposure in a week, keep in mind that your habits may vary \
considerably depending on the day of the week (e.g., weekday vs. weekend). \
Please be as accurate as possible and do not simply multiply your \
estimate for one day by 7.</p>",
html: "<p style='text-align:left'>How old are you? <br> \
<input required name='age' type='number'></p> \
<p style='text-align:left'>With how many people do you converse orally \
in a typical week? (Please only include people with whom you regularly \
talk for longer than 5 minutes)<br> \
<input required name='n_speak_to' type='number'></p> \
<p style='text-align:left'>How many hours do you usually spend on \
conversing orally with people in a typical week?<br>\
<input required name='hours_speak_to' type='number'></p>",
};
Remember that on each picture selection trial the participant hears a description (“the fresh dill” etc) and the clicks on one of two images. We can do this fairly straightforwardly using the audio-button-response
plugin (here is the documentation): we specify a stimulus
which is the audio file we want to play, and then we can make the buttons be images rather than text; you have seen button response trials several times already, but never with images on the buttons, so that involves something a bit new.
You will notice that the directory for this experiment contains folders called picture_selection_sounds
and picture_selection_images
. Those contains all the sound files and images we should need. My implementation just uses a few of these, but you can look at a file called perceptual_learning_stims.csv
, included in the zip file you downloaded, to see the full list of what images and sounds are available and how they fit together. The important things at this point are:
fresh_dill.mp3
and fresh_dill_man.mp3
- the man
on the end signifies that this is a manipulated sound file, in this case with the initial sound in “dill” replaced with the ambiguous 24ms VOT segment (it’s worth listening to the two files to see how subtle the difference is). We can control whether the participant hears a manipulated sound or a normal sound just by changing the name of the sound file we play.fresh_dill.jpg
is paired with dry_dill.jpg
), and the ‘correct’ image should have the same name as its sound file (i.e. fresh_dill.mp3
goes with fresh_dill.jpg
).So what we want to do on each picture selection trial is play the sound file and show two buttons with the pair of images. We’ll start off doing this without images and with text buttons instead, and gradually build up to the implementation that’s in the code.
Forgetting about images for a moment, we could build a simple selection task like this:
var dill_trial = {
type: jsPsychAudioButtonResponse,
stimulus: "picture_selection_sounds/fresh_dill.mp3",
choices: ["fresh_dill", "dry_dill"],
};
That would play the sound file picture_selection_sounds/fresh_dill.mp3
(note that we have to tell the code that this sound file can be found in the folder picture_selection_sounds
), and give the participant two text-button options, “fresh_dill” and “dry_dill” (so no images yet). The order of those choices is fixed though - the correct response is on the left - and unless we want to manually randomise when constructing our trial list it might be wise to borrow some of the tricks from the word learning experiment and randomise the order of the buttons on every trial. As usual, the jsPsych plugin won’t record this for us, so we will have to use the data
object again to keep track of what order the buttons are in and which one the participant clicked on. We can just borrow the code from the word learning experiment to do this:
var dill_trial = {
type: jsPsychAudioButtonResponse,
stimulus: "picture_selection_sounds/fresh_dill.mp3",
choices: ["fresh_dill", "dry_dill"],
on_start: function (trial) {
var shuffled_label_choices = jsPsych.randomization.shuffle(trial.choices);
trial.choices = shuffled_label_choices;
trial.data = { button_choices: shuffled_label_choices };
},
//at the end, use data.response to figure out
//which label they selected, and add that to data
on_finish: function (data) {
var button_number = data.response;
data.button_selected = data.button_choices[button_number];
},
};
So we initially specify the default ordering of the choices as ["fresh_dill","dry_dill"]
, then in on_start
we randomise that order, set choices
to the new randomised order and then make a note in data
of that randomised order, under the heading button_choices
. Then in on_finish
(i.e. after the participant has pressed a button) we use the response
information recorded automatically to work out which choice the participant selected, and store that in data
as button_selected
. By this point you might be getting a bit puzzled about the various parameters of trial.data
associated with the participant’s response, so to try to help you keep those straight:
data.response
is the button index recorded automatically by the plugin - this will be 0 if they clicked the first (leftmost) button, 1 for the second button, etc.data.button_choices
is where we record our randomised trial choices. If we don’t record this somewhere we have no idea what actual choice (“fresh_dill” or “dry_dill”) response 0 or response 1 corresponds to.data.button_selected
is the choice corresponding to the button index the participant clicked (which we can work out by looking at data.button_choices
and data.response
) - this is the most meaningful data field, since it’ll be either “fresh_dill” or “dry_dill” depending on which button the participant clicked.At this point we are getting close to what we want - play a sound file, click on a button, with the button position randomised, and record what button is selected - but of course our buttons just have the text “fresh_dill” and “dry_dill” in them, and actually we want the images from the corresponding image files. One way to do that is to replace our simple text button choices with <img ...>
tags, which tell the browser to show an image rather than some text. For instance, this would work:
var dill_trial = {
type: jsPsychAudioButtonResponse,
stimulus: "picture_selection_sounds/fresh_dill.mp3",
choices: [
"<img src=picture_selection_images/fresh_dill.jpg width=250px>",
"<img src=picture_selection_images/dry_dill.jpg width=250px>",
],
...
(with … meaning everything else the same as the earlier example). We use the img
tag to make the browser include an image, and then use src
to tell it where to get the image from (note that have to include the directory name, picture_selection_images/
, and the image type, .jpg
). We also tell it how big we want the image to be - in this case, telling it to display the image at 250 pixels width. Then everything else will work as before, the two buttons will be shuffled, and we’ll end up with clickable image buttons. The only downside is that this is quite redundant - for both buttons we specify exactly the same information about the file path, the width etc, which seems kind of inefficient and potentially error prone. Also, all that button formatting stuff will be saved in data
(under data.button_choices
and data.button_selected
) and will eventually be added to our experiment data, which is a bit messy and will make our data hard to look at.
There is actually a way around this, which is to use the button_html
parameter of the plugin, which allows us to specify how all the buttons should be shown. We can use this to specify that the choices
should be used as part of the name for image files when building the buttons. Integrating this into the code (with … meaning everything else the same as the earlier example):
var dill_trial = {
type: jsPsychAudioButtonResponse,
stimulus: "picture_selection_sounds/fresh_dill.mp3",
choices: ["fresh_dill", "dry_dill"],
button_html:
'<button class="jspsych-btn"> <img src="picture_selection_images/%choice%.jpg" width=250px></button>',
...
What that extra bit of code in button_html
does is set up a template for the buttons that the information in choices
is slotted into (the marker %choice%
tells the code where to drop in the information from choices
, i.e. “fresh_dill” or “dry_dill”) - so it will use “fresh_dill” as (part of) the file name for one button, “dry_dill” for the other. Then I only specify all the button formatting once, and also in my data
I am just going to end up recording the important varying information (the image name, rather than the full path and all the button format stuff), which makes my experiment data less awful to look at.
We are nearly done, but of course this is just the specification for one trial, and we are going to need to specify many trials - they will all have the same format and just differ in stimulus
and choices
, so I really don’t want to write them all out in long format when building my trial list. There are several ways around this - I could use timeline variables, I could use nested timelines, but I am going to stick with the approach we have been using in the last few weeks and write a function that builds a trial for us. I am also going to exploit the fact that I can give a slightly different sound file name for manipulated or non-manipulated sound files (manipulated audio files have “_man.mp3” at the end, non-manipulated audio just has “.mp3” at the end). My function allows me to specify what I want the trial to look like at a high level (what is the sound file, is it the manipulated sound file or not, and what are the two buttons going to show?) and it will build a trial featuring the correctstimulus
and choices
for me. Here’s my function:
function make_picture_selection_trial(
sound,
manipulated,
target_image,
foil_image
) {
if (manipulated) {
//manipulated files have "_man" (for manipulated) stuck on the end of the file name
var sound_file = "picture_selection_sounds/" + sound + "_man.mp3";
} else {
var sound_file = "picture_selection_sounds/" + sound + ".mp3";
}
var trial = {
type: jsPsychAudioButtonResponse,
stimulus: sound_file, //use the sound_file name we created above
choices: [target_image, foil_image], //these will be shuffled on_start
button_html:
'<button class="jspsych-btn"> <img src="picture_selection_images/%choice%.jpg" width=250px></button>',
post_trial_gap: 500, //a little pause between trials
//at the start of the trial, randomise the left-right order of the choices
//and note that randomisation in data as button_choices
on_start: function (trial) {
var shuffled_label_choices = jsPsych.randomization.shuffle(trial.choices);
trial.choices = shuffled_label_choices;
trial.data = {
block: "picture_selection",
button_choices: shuffled_label_choices,
};
},
on_finish: function (data) {
var button_number = data.response;
data.button_selected = data.button_choices[button_number];
save_perceptual_learning_data_line(data); //save the trial data
},
};
return trial;
}
My make_picture_selection_trial
function takes four arguments: sound
, manipulated
, target_image
, and foil_image
.
sound
is the name of the sound file (minus all the path info etc - the code will add that for me)manipulated
is either true
(use the 24ms VOT version) or false
(use the normal version)target_image
and foil_image
are the names of the target and foil picture (again, minus any path info).The function doesn’t do anything fancy, and mainly just bundles up the information we provide into a single audio-button-response
trial. There are a coupe of things to note:
manipulated
it will either include “_man” at the end of the file name or not (remember, files with “_man” on the end of the name are the manipulated audio versions).post_trial_gap
of 500ms - this inserts a little 500ms-long blank space after each picture selection trial. I always worry about people just mashing the buttons through these experiments, or accidentally clicking through multiple trials at once - inserting a little pause makes this less likely, plus makes the whole experience a little less frenetic.on_start
, as well as storing the randomised order of the buttons in data.button_choices
, I am adding a tag to the data to indicate that this is the picture selection part of the experiment, just as we did last week in the word learning experiment.on_finish
, as well as the usual stuff, I am calling a function called save_perceptual_learning_data_line
- you haven’t seen this function yet, it is defined below, but it is going to save the data for us after every trial. As I mentioned last week, this is a tiny bit more complicated than saving all the data at once at the end of the experiment, but it’s really worth the effort - in online experiments people often suffer technical problems mid-way (or claim to!) and saving the data trial-by-trial means you can actually see how far they got and pay them accordingly. If you just save the data at the end then if someone tells you they were doing the experiment and had a technical problem you have no way of verifying that, plus you lose all their data.Now I can use my make_picture_selection_trial
to build some picture selection trials and then shuffle them so they appear in random order.
var selection_trials_unshuffled = [
make_picture_selection_trial(
"fresh_dill",
true,
"fresh_dill",
"dry_dill"
),
make_picture_selection_trial(
"orange_telephone",
false,
"orange_telephone",
"black_telephone"
),
make_picture_selection_trial(
"angel_wing",
false,
"angel_wing",
"airplane_wing"
),
make_picture_selection_trial(
"animal_ear",
false,
"animal_ear",
"animal_nose"),
];
var selection_trials = jsPsych.randomization.shuffle(
selection_trials_unshuffled
);
I like this because it’s nice and clear to me what the sound and images are going to be. And it’s nice and clear if it’s a manipulated-audio trial or not - in this case I have manipulated audio for the /d/ trial but not for the /t/ trial and not for the filler trials (NB: there are no manipulated audio files for the fillers, so if you try to set manipulated to true for those it will complain that it can’t find those audio files).
That’s it for the picture selection phase of this experiment, which is the most complex part.
This will be relatively simple because we can basically re-use the code from the picture selection trials, but simplify it a bit. Remember that in each phoneme categorization trial the participant hears a voice (either the same speaker as in the picture selection phase or a new male speaker) and indicates by button press if that word is “dean” or “teen” (i.e. whether it started with a /d/ or a /t/); we can do all this using the audio-button-response
plugin. We can use essentially exactly the same approach as above, except that we always present the same two choices on each trial (dean vs teen), and don’t bother randomising the left-right order of those on-screen (because Lev-Ari didn’t). Here’s the code:
function make_categorization_trial(sound) {
//add the path and file extension
var sound_file = "phoneme_categorization_sounds/" + sound + ".mp3";
var trial = {
type: jsPsychAudioButtonResponse,
stimulus: sound_file,
choices: ["dean", "teen"],
post_trial_gap: 500,
on_start: function (trial) {
trial.data = {
block: "phoneme_categorization",
button_choices: trial.choices,
};
},
on_finish: function (data) {
var button_number = data.response;
data.button_selected = data.button_choices[button_number];
save_perceptual_learning_data_line(data);
},
};
return trial;
}
var categorization_trials_unshuffled = [
make_categorization_trial("samespeaker_VOT5"),
make_categorization_trial("samespeaker_VOT10"),
make_categorization_trial("samespeaker_VOT15"),
make_categorization_trial("samespeaker_VOT20"),
make_categorization_trial("samespeaker_VOT25"),
make_categorization_trial("samespeaker_VOT30"),
make_categorization_trial("samespeaker_VOT50"),
make_categorization_trial("samespeaker_VOT80"),
];
var categorization_trials = jsPsych.randomization.shuffle(
categorization_trials_unshuffled
);
A few things to note:
categorization_trials_unshuffled
is our list of trials - I have set it up here as the same speaker condition, playing all the available samespeaker
audio files. My make_categorization_trial
function adds the path and the filename extension, so I can just specify the most important info.make_categorization_trial
function is very similar to the function we used above to create the picture selection trials, except that the choices
are always the same, and I am not left-right randomising the order of the buttons.on_start
we are recording the block and button choices in the trial data, and in on_finish
we are using the save_perceptual_learning_data_line(data)
to record the trial data - I’ll talk you through that function below.The rest of the code sets up the timeline in the usual way (creating the instruction screens, using concat
to concatenate the various lists of trials, then running the timeline). The only interesting new thing is the function save_perceptual_learning_data_line
which we call each time a critical trial (picture selection or phoneme categorization) finishes. We pass this function the trial’s data
, and it digs out the data we want, uses join
to stick together that list of data into a comma-separated string, and then uses the save_data
function that we introduced last week to write that data to a file called perceptuallearning_data.csv
. Since save_data
appends to the end of the file, each new line of data will be added, rather than over-writing the previous contents of the file.
function save_perceptual_learning_data_line(data) {
// choose the data we want to save - this will also determine the order of the columns
var data_to_save = [
data.block,
data.trial_index,
data.time_elapsed,
data.stimulus,
data.button_choices,
data.button_selected,
data.response,
data.rt,
];
// join these with commas and add a newline
var line = data_to_save.join(",") + "\n";
save_data("perceptuallearning_data.csv", line);
}
One shortcoming of this method is that our csv file won’t have column names, which is not ideal. I have therefore used another plugin, the call-function
plugin, to write the column names to the csv file before the first data-generating trial. The call-function
plugin allows us to run some code behind the scenes - it has no components that are visible to the participant (i.e. no stimulus, no response), but it takes a func
parameter which accepts a function that will do some work for us. In this case I am going to use that to run the save_data
function, to write a single line of data (just the column names) to our data file. The code to do this looks like this:
var write_headers = {
type: jsPsychCallFunction,
func: function () {
//write column headers to perceptuallearning_data.csv
save_data(
"perceptuallearning_data.csv",
"block,trial_index,time_elapsed,stimulus,button_choice_1,button_choice_2,button_selected,response,rt\n"
);
},
};
Notice that the thing I am writing to the data file (using the save_data
function) is a single comma-separated string with a new line at the end, so it’s in the correct format to display properly in my csv data file. Then I’ll slot this write_headers
trial near the start of the experiment timeline, just after the consent screen, so that the headers get written before any real data.
Downloading stimuli (audio or images) over the internet takes time, and the amount of time it takes depends on the speed of your participants’ connection, which is a problem in an experiment where we care about presenting stimuli for a set amount of time or generally presenting an experiment without lots of random lags and delays while stimuli are loaded. To avoid this, jsPsych provides a way of preloading stimuli, using the preload
plugin - you drop a preloading trial into your timeline at the point where you want to load the stimuli, and when the timeline reaches that point it loads the items marked for preloading into the participant’s browser, ensuring they’ll be instantly available later when you need them; while the stimuli are preloading the participant sees a little progress bar so they know that something is happening. The code for creating this preload trial is very simple and looks like this:
var preload = {
type: jsPsychPreload,
auto_preload: true,
};
Then I slot this preload
trial into my timeline just after the consent screen, to preload the stimuli at that point. You’ll notice that I have specified auto_preload: true
in the preload trial. Each jsPsych plugin flags up some parameters for preloading - for instance in the audio-button-response
plugin it’s the stimulus
parameter that is marked up to be preloaded (similarly, in an image-button-response
trial it’s the image stimulus that is marked for preloading). So by specifying auto_preload: true
I am telling the preloading trial to go and find those stimuli in the timeline that are flagged in this way and preload them - it’ll do that for us, so all our audio stimuli will be preloaded and should play seamlessly when we get to the audio trials.
You might notice that when you run through the experiment that the images in the buttons take a moment to load at the start of each trial - this will be particularly pronounced if you are on a slow network. Why is that happening if we have a preload trial in our timeline?? That’s because audio-button-response
doesn’t know that it needs to look out for images buried among the trial choices - audio-button-response
just marks the stimulus
parameter for preloading, but it doesn’t automatically preload our button images, because they don’t appear in a place it expects to have to preload (and actually knowing that they are images would involve some fairly complicated inference looking at the button_html
parameter, so it’s not surprising it doesn’t try). It is actually possible to tell jsPsych to preload extra stimuli, which you can do by adding a manual preload list of images or audio to the preload trial - check out the the documentation for the preload trial, and look in particular at the images
parameter of the plugin and the example titled “Manually preloading an image” to see how to add an images
parameter to the preload trial.
Attempt these problems. After you have attempted them you can look at [my notes)(oels_practical_wk7_notes.md).
perceptuallearning_data.csv
file to make sure it makes sense to you. You can also compare the data saved in the server with the data dumped in the browser. Run the code again and see what happens to that file, and think about how you might want to save your data for a real experiment.perceptual_learning_stims.csv
file to see the full list of stimuli).audio-button-response
plugin is interruptible - if you click part-way through the audio it will register your response and move to the next trial. Can you fix it to produce a non-interruptible audio, i.e. you can’t click until the audio is done? Hint: the trick here is going to look at the documentation) for the audio-button-response
plugin.save_questionnaire_data
, which runs at the end of the questionnaire trial and saves that data to a file on the server? You can just dump it into a file as an undigested string (i.e. with various curly brackets etc in there), or if you are feeling ambitious you can try to save some more nicely formatted data using the same tricks we use in save_perceptual_learning_data
, in which case the first thing you are probably going to want to do is use console.log
to get a look at the data generated by the questionnaire trial and take it from there. Once you have attempted this, you can look at my thoughts on how it could be done - this covers this question and the next.selection_trials
, e.g. using a for-loop to work through the trials in selection_trials
, extract the image names from the choices
of each trial, and add them to a preload list. Once you have attempted this, you can look at my thoughts on how it could be done.All aspects of this work are licensed under a Creative Commons Attribution 4.0 International License.