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
- If you have just turned on the PC, and C:\> does not appear
on the experimenters screen, type mode mono.
- Use the cd (change directory) command to move to the
directory where you have your .ITM files. You can make new
directories using the md (make directory) command.
- Once in your directory, type dmtge expt.itm to run the
experiment. The message EXPERIMENT READY will appear
on the subjects screen. Press the NEXT key on the
keypad to clear this screen and bring up the instructions.
- Options available in DMASTR are displayed in the menu at the
top of the experimenters screen. In some cases, you may be
asked for a password - type in XX.
- This version of DMASTR automatically saves the data and
returns you to DOS.
- To unload data to disk, type dmtge, then U for
unload, then control C to exit DMASTR.
- To change to A drive, type A:, to return to C drive,
type C:.
- The command cd.. moves you up one directory. Once you
are back to C:\, type park and it is safe to turn off the
PC.
CREATING THE ITEM FILE
- To create your item file, you will need to use EDIT - a very
simple word processing package. Type in edit expt.itm and
press esc to clear the initial dialogue box. The alt
key activates the various menus, which you select by entering the
appropriate letter. The tab key moves you around the menu
dialogue boxes, and esc will clear these.
- While there is a vast array of item files that can be produced
and run using DMASTR, the following template item files and
accompanying comments should give some idea of the appropriate
structure of item files for a variety of different experiments.
However, the majority item files will have: i) a correct response
indicator, which denotes the correct response to that item; and
ii) item numbers, which are used to denote the different
conditions in the experiment when using DATMAK. The program
INUM produces a specified list of numbers with a specified
response indicator, which can then be read into your .ITM file as
item numbers, saving a lot of extra typing!
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:
- The Parameter Line:
This is the initial line of the item file and the options
specified here are intended to be the default conditions for the
entire experiment.
n0 -the number of items to which a response is expected,
including practice items. As this is a display only item file, no
responses are expected.
m11 -represents "Method of Display Word". In this case, we
have selected no feedback as no responses are required (m1) and
continuous running to eliminate the need for the subject to press
the NEXT key for each new trial (m10). Together, this yields
m11.
f 140 -stands for the frame duration in clock ticks
- 1 tick=14.3ms. Thus, f140 displays each frame for 2 seconds.
s=10 -scramble blocksize. As there is only one block of ten
items, s=10.
- Display-control switches:
$ -controls scrambling. The information enclosed in $s
will not be scrambled.
! -comments switch. Everything between ! and the next
semi-colon will be ignored by DMASTR, allowing you to insert
comments in your item file.
; -item delimiter which must follow every instruction and
item in the item file.
e -erases the display area. This is the easiest way to
erase multi-line displays (such as instructions) and graphics
images.
c -tells DMASTR to move on to the next "item" without waiting
for a NEXT button press request. While this switch is not
necessary for stimulus items when the m10 (continuous running)
option is selected, it is necessary after other switches such as
e.
0 -putting 0 at the beginning of a line overrides the m10
(continuous running) option, and DMASTR will wait for a NEXT
button press request before displaying the next item, allowing the
instructions to remain on the screen.
%0 -used when you wish to display more than one line per
screen and wish them to appear together. Essentially, %0 makes
DMASTR wait until it has assembled the next frame in that item,
before displaying both frames simultaneously. Thus, %0 is not
necessary in the last line of the instructions, as it is the last
frame.
@-3 -means the line will be displayed two lines above the
middle of the screen, @3 two lines below.
/ -frame delimiter, which marks the boundary of each frame
within an item.
" " -double quotation marks must surround the text you wish
to appear on the screen.
L -indicates last frame of the item file. Causes a tone to
sound at the end of the experiment.
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:
- The Parameter Line:
k21 -determines the inputs that DMASTR will receive. In
this case, we want input from the NEXT key (k1) and the VOX switch
(k20) to be received, thus k=21.
- Display-control switches:
i++ -invokes a smaller font for display than the usual
default font. More information on changing font type and size is
given in the DMASTR Manual.
+ -indicates a positive response is expected to that
item. In the case of a naming task, this means any response to
that item is correct.
%63 -means display for that frame will continue for 63
ticks or 900ms.
* -clock-on signal, which indicates the point at which to
start the timer. This signal should be located in the frame to
which a response is expected, however its relative position within
that frame is irrelevant.
! -when used in this way, the ! symbol means that that
frame should be overlaid onto the previous frame, and thus stops
the previous frame from being erased, as it usually would be. This
allows the < > signal to remain on the screen when the
letter string appears.
- Conditional Naming
If the above task were to be made a conditional naming task
(i.e. name if a word), then exactly the same item file could be
used as for the standard naming task, simply by changing the
instructions and replacing the + response indicator (response
expected) to the ^ response indicator (no response expected).
- FILE
Both .DTP and .DAT files can be modified using the DMASTR program
FILE. This is usually required in naming experiments to enter
errors which can then be excluded from subsequent analyses.
However, FILE is not as user friendly as most of the other DMASTR
programs, so study the manual very
carefully before using FILE.
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:
- The Parameter Line:
m14 -selects wrong feedback only (m4) and continuous
running (m10).
t2000 -timeout period in milliseconds. This is how long
DMASTR will wait for the subject to respond before moving onto the
next item. If this parameter is not specified, the default timeout
period of 4000 milliseconds is assumed.
k7 -input from the NEXT key (k1), the negative response
button (k2) and the positive response button (k4).
- Display-control switches:
+ -indicates a positive response is expected to that
item. In the case of a lexical decision task, this means a
positive response button press.
- - indicates a negative response is expected, i.e. a
negative response button press.
- MACROS
mA:%63 "< >"/!*":c; -inserts individual frame
timer, warning signal in double quotes, frame delimiter,
non-erasing frame option, clock-on signal and initial double quote
for the target item.
The above bold text represents the macro used in the example
lexical decision item file. The first item in the file shows what
each item would look like without the macro, while for all
subsequent items the information contained in mA is represented by
~A. When DMASTR encounters ~A, it inserts all the information
contained in the macro between the initial and final colons
(including spaces) at that point. Thus, macros are essentially a
labour saving way of writing your item files - instead of
repeatedly typing in the same sequence(s) of display control
switches for each item, you can get DMASTR to insert them for
you.
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:
- Display-control switches:
P15 -this option allows incremental display. The number
15 represents the number of spaces from the left of the screen
before the text is to begin. The rate of the display is the frame
duration specified in the parameter line - in the above example
the rate is 21 ticks or 300ms. Note that when an incremental
display is greater than one line, the P switch must be included at
the beginning of each new line.
@1 -when an incremental display is greater than one line,
the line control switch must be included in every frame.
- Macros
mA -inserts the fixed position/incremental display
switch P15 and the initial double quotation mark for the first
frame.
mB -inserts two spaces and the initial bracket in front of
the target.
mC -inserts the final bracket after the target and the
clock-on signal.
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:
- Display-control switches:
FW=!= -the F switch denotes that you are specifying the
feedback message to be given. In this case, when an incorrect
response is made, ! will be displayed instead of the "Wrong"
feedback message given by selecting m14. FC is used to
specify feedback for correct responses. The feedback message is
enclosed in = signs.
FT== -suppresses the "No response" feedback message given
by selecting m14 by entering a pair of = signs.
x -determines the pixel position of a graphics image from
the left of the screen. The x coordinates are required to be a
multiple of 8 in order to speed up the display. The y
switch determines graphics image position from the top of the
screen. This parameter is not required here, as all graphics
images are to be displayed across the middle of the screen.
g"to" -the g switch alerts DMASTR to the fact that the
frame to be displayed is a graphics image. It is followed by the
name of the .IMG file in which the graphics image is stored,
enclosed in double quotes.
- .IMG Files
Important: Due to the extra processing requirements
involved in presenting graphics, both your item files and
accompanying .IMG files should be stored in the same directory on
C:.
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.