DMASTR TUTORIAL - 8/3/96
Using DMASTR to run an Experiment:

 

The DMASTR MANUAL is available on Bunyip - k:common\dmastr\dm_man.doc.

NOTE: .RDB and .DBK backup files are overwritten with each UNLOAD or UPDATE (respectively). This means that if some disaster befalls your .DTP or .DAT file (respectively), you will be able to salvage data from these files, however, the data in them will only be that last unloaded from C: or that last incorporated into the .DAT file on A:, not necessarily your entire data set.

USING DMASTR

CREATING THE ITEM FILE

Example of a DISPLAY ONLY Item File

n0 m11 f140 s10
$
! studemo.itm;
! study 10 words plus 6 fillers for 2 seconds each;
e c;
0 %0 @-3 "In this experiment you will see"/
%0 @-2 "a list of words, one at a time."/
%0 "Your task is to learn the words"/
%0 @1 "as your memory of the words"/
%0 @2 "will be tested later."/
@4 "Press NEXT for demonstration.";
e c;
! Demonstration starts here (10 trials plus 3 initial and 3 final fillers);
250 "AUTHOR"/;
250 "DECK"/;
250 "DINNER"/;
$
001 "BABY"/;
002 "BRAIN"/;
003 "SPIRIT"/;
004 "FASHION"/;
005 "GRADE"/;
006 "LIBRARY"/;
007 "MEAT"/;
008 "MISSILE"/;
009 "PENNY"/;
010 "REACH"/;
$
250 "DRAMA"/;
250 "JUMP"/;
250 "KNEE"/;
L "End of demonstration.";
$

Points to Note:

Example of a NAMING Item File

n12 m11 f63 k21
! namdemo.itm;
! naming task with < > warning;
i++ c;
e c;
0 %0 "For this experiment, you will be presented with a series of letter"/
%0 @1 "strings on the screen. Your job is to read these letter strings"/
%0 @2 "aloud as quickly as you can."/
%0 @3 "If the letter string is not an English word,"/
%0 @4 "please pronounce it as if it was simply"/
%0 @5 "an English word unfamiliar to you."/
@7 "Press NEXT for more instructions.";
e c;
0 %0 "Your response will set off the voice key attached to the headset"/
%0 @1 "you are wearing, so please refrain from making a noise"/
%0 @2 "until you are ready to pronounce the letter string."/
@4 "Press NEXT for demonstration.";
e c;
+250 %63 "< >"/*!"ante";
+250 %63 "< >"/*!"itlas";
+250 %63 "< >"/*!"pagoont";
+250 %63 "< >"/*!"scathing";
+250 %63 "< >"/*!"simming";
+250 %63 "< >"/*!"aces";
+250 %63 "< >"/*!"slamming";
+250 %63 "< >"/*!"bredol";
+250 %63 "< >"/*!"hobbies";
+250 %63 "< >"/*!"tasey";
+250 %63 "< >"/*!"hooking";
+250 %63 "< >"/*!"nander";
L "That concludes the demonstration.";

Points to Note:


Example of a LEXICAL DECISION Item File

n12 m14 f63 t2000 k7
! ldtdemo.itm;
! lexical decision task with < > warning;
i++ c;
e c;
mA:%63 "< >"/!*":c;
0 %0 "For this experiment, you will be presented with a series of letter"/
%0 @1 "strings on the screen. Your job is to decide whether the letter"/
%0 @2 "string presented makes up a real word or a nonsense word."/
%0 @3 "If you DO recognize the letter string as a real word,"/
%0 @4 "please press the + key as quickly as you possibly can."/
%0 @5 "If you DO NOT recognize the letter string as a real word,"/
%0 @6 "please press the - key as quickly as you possibly can."/
@8 "Press NEXT for demonstration.";
e c;
+250 %63 "< >"/*!"ante";
- 250 ~Aitlas";
- 250 ~Apagoont";
+250 ~Ascathing";
- 250 ~Asimming";
+250 ~Aaces";
+250 ~Aslamming";
- 250 ~Abredol";
+250 ~Ahobbies";
- 250 ~Atasey";
+250 ~Ahooking";
- 250 ~Anander";
L "That concludes the demonstration.";

Points to Note:

 

Example of an INCREMENTAL SENTENCE DISPLAY/LEXICAL DECISION Item File
n10 m11 f21 k7
! incdemo.itm;
! lexical decision task with incremental sentence context;
i++ c;
e c;
mA:P15 ":c;
mB: <:c;
mC:>"*:c;
0 %0 @-3 "In this experiment you will see a series of sentences"/
%0 @-2 "presented one word at a time."/
%0 @-1 "The last word will be presented together"/
%0 "with a word or nonsense word in brackets (< >)."/
%0 @2 "Your task is to decide as quickly as possible"/
%0 @3 "whether the item in < > is a"/
%0 @4 "word (+) or a nonsense word (-) and"/
%0 @5 "press the button accordingly."/
@7 "Press next when ready for demonstration.";
e c;
+250 P15 "The "/!"man "/!"used "/!"to "/!"work "/! "at "/!"the "/!"theatre. <ACTOR>"*;
+250 ~AThe "/!"child "/!"refused "/!"to "/!"eat "/!"his "/!"broccoli.~BPAGE~C;
- 250 ~AThe "/!woman "/!"walked "/!"through "/!"the "/!"field, "/!"picking "/!"the " /!"daisies.~BPODAL~C;
+250 ~AThe "/!"woman "/!"went "/!"to "/!"the "/!"market "/!"to "/!"buy "/!"some "/!"oysters.~BSELDOM~C;
- 250 ~AThe "/!"woman "/!"bent "/!"down "/!"to "/!"tie "/!"up "/!"her " /!"shoe.~BNABBLE~C;
+250 ~AThe "/!"flesh "/!"of "/!"the "/!"dead "/!"animal "/!"was "/!"torn "/!"off " /!"by "/!"the "/!"vulture.~BBEAK~C;
- 250 ~AThe "/!"woman "/!"decided "/!"to "/!"fry "/!"the "/!"salmon.~BTORRY~C;
+250 ~AThe "/!"woman "/!"could "/!"not "/!"resist "/!"browsing "/!"through " /!"her "/!"daughter's "/!"diary.~BREAD~C;
- 250 ~AMark "/!"decided "/!"to "/!"buy "/!"himself "/!"a "/!"new " /!"suit.~BSTOLT~C;
+250 ~AThe "/!"young "/!"woman "/!"was "/!"absolutely "/!"delighted "/!"when " /!"her "/!"grandfather "/!"bought "/
@1 P15"her "/@1!"a "/@1!"stallion.~BANGER~C;
e c;
L "End of demonstration.";


Points to Note:

Example of an GRAPHIC STIMULI/LEXICAL DECISION Item File

n5 m14 t2000
! japdemo.itm;
! lexical decision to kana words;
FW=!= FT== c;
0 "Press NEXT for demonstration";
e c;
+250 %0 x264 g"to"/%0 ! x304 g"i"/ ! x344 g"re"*;
e c;
- 250 %0 x264 g"a"/%0 ! x304 g"pu"/%0 ! x344 g"long"/ ! x384 g"ki"*;
e c;
- 250 %0 x264 g"ka"/%0 ! x304 g"mu"/ ! x344 g"a"*;
e c;
- 250 %0 x264 g"ki"/%0 ! x304 g"bo"/ ! x344 g"u"*;
e c;
+250 %0 x264 g"i"/%0 ! x304 g"ta"/%0 ! x344 g"ri"/! x384 g"a"*;
e c;
L "End of demonstration.";



Points to Note:

CONCLUSION
The information presented in this handout is only a small sample of the wide variety of options available when using DMASTR. A more complete treatment is given in the DMASTR MANUAL, which is available on bunyip and highly recommended.