Reach to Target Experiment - shanaam/VisuomotorExperimentFramework GitHub Wiki

Documentation WIP

Description of how it works

Each turn consists of the user reaching the dock ball and then the home ball which are always in the same position. After that the user then needs to reach for the target ball which are always in a different position.

Setup:

  • GameObject.Find's all necessary gameobjects in task prefab.
  • Sets the dock position.
  • Sets the home position.
  • Sets the position of the target according to the JSON.
  • Enables the obstacle according to the JSON.
  • Sets the presence and depth of water in the trial based on the JSON file.

Step 0:

The user moves the ball to the dock position ball, which is the only one currently in the scene.

  • Dock ball is visually enabled
  • User reaches the dock ball position
  • Increments step.

Step 1:

The home ball will be enabled after the water animation is finished (if there is water in the current trial).

  • If there is water in the current trial the animation will need to reach the end
  • Home ball is visually enabled.
  • User reaches the home ball position
  • Increments step.

Step 2:

Final target ball to be reached.

  • Target ball is visually enabled
  • Increments step.

List of JSON parameters

Key Value Description
optional_params vr, return_visible include to toggle
track_score Boolean Whether the "score" of the task is logged to result
per_block_type "nocursor" or "aligned" or "rotated" or "clamped"
per_block_rotation Float Perturbation angle
per_block_distance Float TBA
per_block_hand String Which controller hand in VR is being used to control
per_block_targetListToUse List of floats TBA
per_block_waterPresent List of floats if water is present and the depth of the water
per_block_timerTime Floats TBA

instruction: Replaces trial with instruction trial that uses per_block_instruction.

aligned: Move-to-target trial. Perturbation is disabled.

nocursor: Move-to-target trial. Open loop trial (no visual feedback of hand position).

rotated: Move-to-target trial. Perturbation is enabled. Visual hand path is influenced by per_block_rotation.

clamped: Move-to-target trial. Visual hand path is clamped to a rotation set by per_block_rotation, relative to a direct path to target.

Tracked Parameters

  • Cursor path
  • Real hand path

Logged Parameters

  • Rotation
  • Target location (angle and distance)
  • Trial type
  • Visual feedback