###################################################################### # Brain Workshop configuration file # generated by Brain Workshop 4.8.1 # # To change configuration options: # 1. Edit this file as desired, # 2. Save the file, # 3. Launch Brain Workshop to see the changes. # # Every line beginning with # is ignored by the program. # # Please see the Brain Workshop web site for more information: # http://brainworkshop.sourceforge.net # # The configuration options begin below. ###################################################################### [DEFAULT] # Jaeggi-style interface with default scoring model? # Choose either this option or JAEGGI_MODE but not both. # This mode allows access to Manual mode, the extra sound sets, and the # additional game modes of Brain Workshop while presenting the game in # the more challenging Jaeggi-style interface featured in the original study. # With the default BW sequence generation model, the visual and auditory # sequences are more randomized and unpredictable than they are in Jaeggi # mode. The only effect of this option is to set the following options: # ANIMATE_SQUARES = False, OLD_STYLE_SQUARES = True, # OLD_STYLE_SHARP_CORNERS = True, SHOW_FEEDBACK = False, # GRIDLINES = False, CROSSHAIRS = True, BLACK_BACKGROUND = True, # WINDOW_FULLSCREEN = True, HIDE_TEXT = True, FIELD_EXPAND = True # Default: False JAEGGI_INTERFACE_DEFAULT_SCORING = False # Jaeggi mode? # Choose either this option or JAEGGI_INTERFACE_DEFAULT_SCORING but not both. # This mode emulates the scoring model used in the original study protocol. # It counts non-matches with no inputs as correct (instead of ignoring them). # It also forces 4 visual matches, 4 auditory matches, and 2 simultaneous # matches per session, resulting in less randomized and more predictable # sequences than in the default BW sequence generation model. # Different thresholds are used to reflect the modified scoring system # (see below). Access to Manual mode, additional game modes and sound sets # is disabled in Jaeggi mode. # Default: False JAEGGI_MODE = False # The default BW scoring system uses the following formula: # score = TP / (TP + FP + FN) # where TP is a true positive response, FN is a false negative, etc. All # stimulus modalities are summed together for this formula. # The Jaeggi mode scoring system scores uses the following formula: # score = (TP + TN) / (TP + TN + FP + FN) # Each modality is scored separately, and the score for the whole session # is equal to the lowest score of any modality. # Default: False JAEGGI_SCORING = False # In Jaeggi Mode, adjust the default appearance and sounds of Brain Workshop # to emulate the original software used in the study? # If this is enabled, the following options will be set: # AUDIO1_SETS = ['letters'], ANIMATE_SQUARES = False, # OLD_STYLE_SQUARES = True, OLD_STYLE_SHARP_CORNERS = True, # SHOW_FEEDBACK = False, GRIDLINES = False, CROSSHAIRS = True # (note: this option only takes effect if JAEGGI_MODE is set to True) # Default: True JAEGGI_FORCE_OPTIONS = True # In Jaeggi Mode, further adjust the appearance to match the original # software as closely as possible? # If this is enabled, the following options will be set: # BLACK_BACKGROUND = True, WINDOW_FULLSCREEN = True, # HIDE_TEXT = True, FIELD_EXPAND = True # (note: this option only takes effect if JAEGGI_MODE is set to True) # Default: True JAEGGI_FORCE_OPTIONS_ADDITIONAL = True # Background color: True = black, False = white. # Default: False BLACK_BACKGROUND = False # Begin in full screen mode? # Setting this to False will begin in windowed mode. # Default: False WINDOW_FULLSCREEN = False # Window size in windowed mode. # Minimum recommended values: width = 800, height = 600 WINDOW_WIDTH = 912 WINDOW_HEIGHT = 684 # Skip title screen? SKIP_TITLE_SCREEN = False # Display feedback of correct/incorrect input? # Default: True SHOW_FEEDBACK = True # Hide text during game? (this can be toggled in-game by pressing F8) # Default: False HIDE_TEXT = False # Expand the field (squares) to fill the entire height of the screen? # Note: this should only be used with HIDE_TEXT = True. FIELD_EXPAND = False # Show grid lines and crosshairs? GRIDLINES = True CROSSHAIRS = True # Set the color of the square in non-Color N-Back modes. # This also affects Dual Combination N-Back and Arithmetic N-Back. # 1 = blue, 2 = cyan, 3 = green, 4 = grey, # 5 = magenta, 6 = red, 7 = white, 8 = yellow # Default: [1, 3, 8, 6] VISUAL_COLORS = [1, 3, 8, 6] # Specify image sets here. This is a list of subfolders in the res\sprites# folder which may be selected in Image mode. # The first item in the list is the default which is loaded on startup. IMAGE_SETS = ['polygons-basic', 'national-park-service', 'pentominoes', 'tetrominoes-fixed', 'cartoon-faces'] # This selects which sounds to use for audio n-back tasks. # Select any combination of letters, numbers, the NATO Phonetic Alphabet # (Alpha, Bravo, Charlie, etc), the C scale on piano, and morse code. # AUDIO1_SETS = ['letters', 'morse', 'nato', 'numbers', 'piano'] AUDIO1_SETS = ['letters'] # Sound configuration for the Dual Audio (A-A) task. # Possible values for CHANNEL_AUDIO1 and CHANNEL_AUDIO2: # 'left' 'right' 'center' AUDIO2_SETS = ['letters'] CHANNEL_AUDIO1 = 'left' CHANNEL_AUDIO2 = 'right' # In multiple-stimulus modes, more than one visual stimulus is presented at # the same time. Each of the simultaneous visual stimuli has an ID number # associated with either its color or its image. Which should we use, by # default? # Options: 'color' or 'image' MULTI_MODE = 'color' # Animate squares? ANIMATE_SQUARES = False # Use the flat, single-color squares like in versions prior to 4.1? # Also, use sharp corners or rounded corners? OLD_STYLE_SQUARES = False OLD_STYLE_SHARP_CORNERS = False # Start in Manual mode? # If this is False, the game will start in standard mode. # Default: False MANUAL = False USE_MUSIC_MANUAL = False # Starting game mode. # Possible values: # 2:'Dual', # 3:'P-C-A', # 4:'Dual Combination', # 5:'Tri Combination', # 6:'Quad Combination', # 7:'Arithmetic', # 8:'Dual Arithmetic', # 9:'Triple Arithmetic', # 10:'Position', # 11:'Sound', # 20:'P-C', # 21:'P-I', # 22:'C-A', # 23:'I-A', # 24:'C-I', # 25:'P-C-I', # 26:'P-I-A', # 27:'C-I-A', # 28:'Quad', # 100:'A-A', # 101:'P-A-A', # 102:'C-A-A', # 103:'I-A-A', # 104:'P-C-A-A', # 105:'P-I-A-A', # 106:'C-I-A-A', # 107:'P-C-I-A-A' (Pentuple) # 128+x: Crab mode # 256+x: Double mode (can be combined with crab mode) # 512+x: Triple mode # 768+x: Quadruple mode # Note: if JAEGGI_MODE is True, only Dual N-Back will be available. # Default: 2 GAME_MODE = 2 # Default starting n-back levels. # must be greater than or equal to 1. # Look above to find the corresponding mode number. Add a line for the mode # if it doesn't already exist. Modes not specifically listed here will # use BACK_DEFAULT instead. # # Crab and multi-modes will default to the level associated with the modes # they're based on (if it's listed) or to BACK_DEFAULT (if it's not listed). BACK_DEFAULT = 2 BACK_4 = 1 BACK_5 = 1 BACK_6 = 1 BACK_7 = 1 BACK_8 = 1 BACK_9 = 1 # Use Variable N-Back by default? # 0 = static n-back (default) # 1 = variable n-back VARIABLE_NBACK = 0 # Number of 0.1 second intervals per trial. # Must be greater than or equal to 4 (ie, 0.4 seconds) # Look above to find the corresponding mode number. Add a line for the mode # if it doesn't already exist. Modes not specifically listed here will # use TICKS_DEFAULT instead. # # Crab and multi-modes will default to the ticks associated with the modes # they're based on, *plus an optional bonus*, unless you add a line here to # give it a specific value. Any bonuses will be ignored for specified modes. TICKS_DEFAULT = 30 TICKS_4 = 35 TICKS_5 = 35 TICKS_6 = 35 TICKS_7 = 40 TICKS_8 = 40 TICKS_9 = 40 # Tick bonuses for crab and multi-modes not listed above. Can be negative # if you're a masochist. BONUS_TICKS_CRAB = 0 BONUS_TICKS_MULTI_2 = 5 BONUS_TICKS_MULTI_3 = 10 BONUS_TICKS_MULTI_4 = 15 # The number of trials per session equals # NUM_TRIALS + NUM_TRIALS_FACTOR * n ^ NUM_TRIALS_EXPONENT, # where n is the current n-back level. # Default base number of trials per session. # Must be greater than or equal to 1. # Default: 20 NUM_TRIALS = 20 NUM_TRIALS_FACTOR = 1 NUM_TRIALS_EXPONENT = 2 # Thresholds for n-back level advancing & fallback. # Values are 0-100. # Set THRESHOLD_ADVANCE to 101 to disable automatic level advance. # Set THRESHOLD_FALLBACK to 0 to disable fallback. # FALLBACK_SESSIONS controls the number of sessions below # the fallback threshold that will trigger a level decrease. # Note: in Jaeggi mode, only JAEGGI_ADVANCE and JAEGGI_FALLBACK # are used. # Defaults: 80, 50, 3, 90, 75 THRESHOLD_ADVANCE = 80 THRESHOLD_FALLBACK = 50 THRESHOLD_FALLBACK_SESSIONS = 3 JAEGGI_ADVANCE = 90 JAEGGI_FALLBACK = 75 # Show feedback regarding session performance. # If False, forces USE_MUSIC and USE_APPLAUSE to also be False. USE_SESSION_FEEDBACK = True # Music/SFX options. # Volumes are from 0.0 (silent) to 1.0 (full) # Defaults: True, True, 1.0, 1.0 USE_MUSIC = True USE_APPLAUSE = True MUSIC_VOLUME = 1.0 SFX_VOLUME = 1.0 # Specify an alternate stats file. # Default: stats.txt STATSFILE = stats.txt # Specify the hour the stats will roll over to a new day [0-23] ROLLOVER_HOUR = 4 # Version check on startup (http protocol)? # Default: True VERSION_CHECK_ON_STARTUP = True # The chance that a match will be generated by force, in addition to the # inherent 1/8 chance. High settings will cause repetitive sequences to be # generated. Increasing this value will make the n-back task significantly # easier. The value must be a decimal from 0 to 1. # Note: this option has no effect in Jaeggi mode. # Default: 0.125 CHANCE_OF_GUARANTEED_MATCH = 0.125 # The chance that a near-miss will be generated to help train resolution of # cognitive interference. For example, in 5-back, a near-miss might be # ABCDE-FGDJK--the "D" comes one trial earlier than would be necessary # for a correct match. Near-misses can be one trial short of a match, # one trial late, or N trials late (would have been a match if it was one # "cycle" ago). This setting will never accidentally generate a correct match # in the case of repeating stimuli if it can be avoided. # Default: 0.125 DEFAULT_CHANCE_OF_INTERFERENCE = 0.125 # How often should Brain Workshop panhandle for a donation? After every # PANHANDLE_FREQUENCY sessions, Brain Workshop will annoy you slightly by # asking for money. Set this to 0 if you have a clear conscience. # Default: 100 PANHANDLE_FREQUENCY = 100 # Arithmetic mode settings. ARITHMETIC_MAX_NUMBER = 12 ARITHMETIC_USE_NEGATIVES = False ARITHMETIC_USE_ADDITION = True ARITHMETIC_USE_SUBTRACTION = True ARITHMETIC_USE_MULTIPLICATION = True ARITHMETIC_USE_DIVISION = True ARITHMETIC_ACCEPTABLE_DECIMALS = ['0.1', '0.2', '0.3', '0.4', '0.5', '0.6', '0.7', '0.8', '0.9', '0.125', '0.25', '0.375', '0.625', '0.75', '0.875', '0.15', '0.35', '0.45', '0.55', '0.65', '0.85', '0.95',] # Colors for the color n-back task # format: (red, green, blue, 255) # Note: Changing these colors will have no effect in Dual or # Triple N-Back unless OLD_STYLE_SQUARES is set to True. # the _BLK colors are used when BLACK_BACKGROUND is set to True. COLOR_1 = (0, 0, 255, 255) COLOR_2 = (0, 255, 255, 255) COLOR_3 = (0, 255, 0, 255) COLOR_4 = (48, 48, 48, 255) COLOR_4_BLK = (255, 255, 255, 255) COLOR_5 = (255, 0, 255, 255) COLOR_6 = (255, 0, 0, 255) COLOR_7 = (208, 208, 208, 255) COLOR_7_BLK = (64, 64, 64, 255) COLOR_8 = (255, 255, 0, 255) # text color COLOR_TEXT = (0, 0, 0, 255) COLOR_TEXT_BLK = (240, 240, 240, 255) # input label color COLOR_LABEL_CORRECT = (64, 255, 64, 255) COLOR_LABEL_OOPS = (64, 64, 255, 255) COLOR_LABEL_INCORRECT = (255, 64, 64, 255) # Saccadic eye movement options. # Delay = number of seconds to wait before switching the dot # Repetitions = number of times to switch the dot SACCADIC_DELAY = 0.5 SACCADIC_REPETITIONS = 60 ###################################################################### # Keyboard definitions. # The following keys cannot be used: ESC, X, P, F8, F10. # Look up the key codes here: # http://pyglet.org/doc/api/pyglet.window.key-module.html ###################################################################### # Position match. Default: 97 (A) KEY_POSITION1 = 97 # Sound match. Default: 108 (L) KEY_AUDIO = 108 # Sound2 match. Default: 59 (Semicolon ;) KEY_AUDIO2 = 59 # Color match. Default: 102 (F) KEY_COLOR = 102 # Image match. Default: 106 (J) KEY_IMAGE = 106 # Position match, multiple-stimulus mode. # Defaults: 115 (S), 100 (D), 102 (F) KEY_POSITION2 = 115 KEY_POSITION3 = 100 KEY_POSITION4 = 102 # Color/image match, multiple-stimulus mode. KEY_VIS1 will be used instead # of KEY_COLOR or KEY_IMAGE. # Defaults: 103 (G), 104 (H), 106 (J), 107 (K) KEY_VIS1 = 103 KEY_VIS2 = 104 KEY_VIS3 = 106 KEY_VIS4 = 107 # These are used in the Combination N-Back modes. # Visual & n-visual match. Default: 115 (S) KEY_VISVIS = 115 # Visual & n-audio match. Default: 100 (D) KEY_VISAUDIO = 100 # Sound & n-visual match. Default: 106 (J) KEY_AUDIOVIS = 106 ###################################################################### # This is the end of the configuration file. ######################################################################