- Fujiwara No Mokou(Indirect Recipient Of Eternal Life)
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- Curious Fixation: An Infinite Runner Mac Os Catalina
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This tutorial is part of an OpenSesame workshop that will take place at the Center for Mind/ Brain Sciences at the University of Trento on May 7th, 9:00.
Figure 1. Rovereto Castle. (Source).
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Overview
Rovereto workshop. This tutorial is part of an OpenSesame workshop that will take place at the Center for Mind/ Brain Sciences at the University of Trento on May 7th, 9:00. A list of my open source contributions include co-founding Linuxserver.io, the Self-Hosted podcast, blogging extensively about open source software (blog.ktz.me) and work for Red Hat. I say this not to be 'look at me' but to show that I try to put my money where my mouth is. I wonder what the other commenters have contributed.
Requirements
Expertise
- A basic knowledge of experimental design is assumed.
- No prior experience with OpenSesame is assumed.
- No prior experience with Python is assumed for the main tutorial. The ‘Extra' sections require a basic understanding of Python syntax.
Equipment
- University computers on which OpenSesame is pre-installed will be available during the workshop.
- If you bring your own laptop, please install OpenSesame before the workshop.
- OpenSesame is available for Windows XP/ 7/ 8, Linux, and Mac OS. If you are running Mac OS, you are advised to verify beforehand that OpenSesame runs properly on your system, because Mac OS support is still experimental.
- If you have an Android tablet or phone, you can bring it along to run your experiment on a tablet! If you bring an Android device, please install the OpenSesame runtime for Android before the workshop.
Materials
- The primary resource for the workshop is this page, which can be downloaded in
.pdf
format from here. Print-outs will be available for attendees.
Introduction
You can download the introduction slides from here.
About
We will create a simple animal-filled multisensory integration task, in which participants see a picture of a dog, cat, or capybara. In addition, a meowing or barking sound is played. To make things more fun, we will design the experiment so that you can run it on an Android device, using the OpenSesame runtime for Android. You will see that this requires hardly any additional effort.
The participant's task is to report whether a dog or a cat is shown, by tapping (or clicking) on the left (dog) or right (cat) side of the screen. No response should be given when a capybara is shown (i.e. those are catch trials). The prediction is simple: Participants should be faster to identify dogs when a barking sound is played, and faster to identify cats when a meowing sound is played. In other words, we expect a multisensory congruency effect. A secondary prediction is that when participants see a capybara, they are more likely to report seeing a dog when they hear a bark, and more likely to report seeing a cat when they hear a meow.
Figure 2. Don't be fooled by meowing capybaras! (Source)
Step 1: Download and start OpenSesame
OpenSesame is available for Windows, Linux, Mac OS (experimental), and Android (runtime only). This tutorial is written for OpenSesame 2.8.1 or later. You can download OpenSesame from here:
When you start OpenSesame, you will be given a choice of template experiments, and a list of recently opened experiments (if any, see %FigStartup).
Figure 3. The OpenSesame window on start-up.
The ‘Droid template' provides a good starting point for creating Android-based experiments. However, in this tutorial we will create the entire experiment from scratch. Therefore, we will continue with the ‘default template', which is already loaded when OpenSesame is launched (Figure 4).
Figure 4. The structure of the 'Default template' as seen in the overview area.
Background box 1
Let's introduce the basics: OpenSesame experiments are collections of items. An item is a small chunk of functionality that, for example, can be used to present visual stimuli (the sketchpad
item) or record key presses (the keyboard_response
item). Items have a type and a name. For example, you might have two keyboard_response
items, which are called t1_response and t2_response. To make the distinction between the type and the name of an item clear, we will use code_style
for types, and italic_style for names.
To give structure to your experiment, two types of items are especially important: the loop
and the sequence
. Understanding how you can combine loop
s and sequence
s to build experiments is perhaps the trickiest part of working with OpenSesame, so let's get that out of the way first.
A loop
is where, in most cases, you define your independent variables. In a loop
you can create a table in which each column corresponds to a variable, and each row corresponds to a single run of the ‘item to run'. To make this more concrete, let's consider the following block_loop (unrelated to this tutorial):
Figure 5. An example of variables defined in a loop table. Tactical chef mac os. (This example is not related to the experiment created in this tutorial.)
This block_loop will execute trial_sequence four times. Once while soa
is 100 and target
is ‘F', once while soa
is 100 and target
is ‘H', etc. The order in which the rows are walked through is random by default, but can also be set to sequential in the top-right of the tab.
A sequence
consists of a series of items that are executed one after another. A prototypical sequence
is the trial_sequence, which corresponds to a single trial. For example, a basic trial_sequence might consist of a sketchpad
, to present a stimulus, a keyboard_response
, to collect a response, and a logger
, to write the trial information to the log file.
Figure 6. An example of a sequence
item used as a trial sequence. (This example is not related to the experiment created in this tutorial.)
You can combine loop
s and sequence
s in a hierarchical way, to create trial blocks, and practice and experimental phases. For example, the trial_sequence is called by the block_loop. Together, these correspond to a single block of trials. One level up, the block_sequence is called by the practice_loop. Together, these correspond to the practice phase of the experiment.
Step 2: Making your experiment Android-ready
Click on ‘New experiment' in the overview area to open a tab that has some general options for the experiment. To make our experiment work on Android devices, we need to select the droid back-end in the ‘back-end' pull-down menu.
Change the resolution to 1280 x 800 px. You don't have to worry about the actual resolution of the phone/ tablet that you will run the experiment on, because the display will be scaled automatically. But 1280 x 800 px is the resolution that you will develop with.
That's it. You have now made the necessary changes to run your experiment on Android!
Background box 2
The back-end is the layer of software that controls the display, input devices, sound, etc. Many experiments will work with all back-ends, but there are reasons to prefer one back-end over the other, mostly related to timing and cross-platform support. For more information about back-ends, see:
Step 3: Add a block_loop and trial_sequence
The default template starts with three items: A notepad
called getting_started, a sketchpad
called welcome, and a sequence
called experiment. We don't need getting_started and welcome, so let's remove these right away. To do so, right-click on these items and select ‘Delete'. Don't remove experiment, because it is the entry for the experiment (i.e. the first item that is called when the experiment is started).
Our experiment will have a very simple structure. At the top of the hierarchy is a loop, which we will call block_loop. The block_loop is the place where we will define our independent variables (see also Background box 1). To add a loop
to your experiment, drag the loop
icon from the item toolbar onto the experiment item in the overview area.
Because a loop
item always needs another item to run, a dialog will appear that asks whether you want to create a new item for the loop
or whether you want to select an existing item. We want to create a new sequence
for our loop, so select sequence
in the pull-down menu labeled ‘Create new item to use' and click on the ‘Create' button.
By default, items have names such as sequence, loop, _sequence, etc. These names are not very informative, and it is good practice to rename them. Item names must consist of alphanumeric characters and/ or underscores. To rename an item, right-click on the item in the overview area and select ‘Rename'. Rename sequence to trial_sequence to indicate that it will correspond to a single trial. Rename loop to block_loop to indicate that will correspond to a block of trials.
The overview area of our experiment now looks as in Figure 7.
Figure 7. The overview area at the end of Step 3.
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Tip – Deleted items are still available in the ‘Unused items' bin, until you select ‘Permanently delete unused items' in the ‘Unused items' tab. You can re-add deleted items to a sequence
using the ‘Append existing item' button.
Step 4: Import images and sound files
For this experiment, we will use images of cats, dogs, and capybaras. We will also use sound samples of meows and barks. You can download all the required files from here:
Download stimuli.zip
and extract it somewhere (to your desktop, for example). Next, in OpenSesame, click on the ‘Show file pool' button in the main toolbar (or: Menu →View → Show file pool). This will show the file pool, by default on the right side of the window. The easiest way to add the stimuli to the file pool is by dragging them from the desktop (or wherever you have extracted the files to) into the file pool. Alternatively, you can click on the ‘+' button in the file pool and add files using the file-selection dialog that appears. The file pool will automatically be saved with your experiment if you save your experiment in the .opensesame.tar.gz
format (which is the default format).
After you have added all stimuli, your file pool looks as in Figure 8.
Figure 8. The file pool at the end of Step 4.
Step 5: Define the experimental variables in the block_loop
Conceptually, our experiment has a fully crossed 3x2 design: We have three types of visual stimuli (cats, dogs, and capybaras) which occur in combination with two types of auditory stimuli (meows and barks). However, we have five exemplars for each stimulus type: five meow sounds, five capybara pictures, etc. From a technical point of view, it therefore makes sense to treat our experiment as a 5x5x3x2 design, in which picture number and sound number are factors with five levels.
OpenSesame is very good at generating full-factorial designs. First, open block_loop by clicking on it in the overview area. Next, click on the ‘Variable wizard' button. The variable wizard is a tool for generating full-factorial designs. It works in a straightforward way: Every column corresponds to an experimental variable (i.e. a factor). The first row is the name of the variable, the rows below contain all possible values (i.e. levels). In our case, we can specify our 5x5x3x2 design as shown in Figure 9.
Figure 9. The loop wizard generates full-factorial designs.
After clicking ‘Ok', you will see that there is a loop
table with four rows, one for each experimental variable. There are 150 cycles (=5x5x3x2), which means that we have 150 unique trials. Your loop
table now looks as in Figure 10.
Figure 10. The loop
Fear the light mac os. table at the end of Step 5.
Step 6: Add items to the trial sequence
Open trial_sequence. You will see that the sequence
is empty. It's time to add some items! Our basic trial_sequence is:
- A
sketchpad
to display a central fixation dot for 500 ms. - A
sampler
to play an animal sound. - A
sketchpad
to display an animal picture. - A
touch_response
to collect a response. - A
logger
to write the data to file.
To add these items, simply drag them one by one from the item toolbar onto the trial_sequence. If necessary, you can open trial_sequence and re-order it by dragging the newly added items by their grab-handle (i.e. the four-square icon on the left). Once all items are in the correct order, give each of them a sensible name. The overview area now looks as shown in Figure 11.
Figure 11. The overview area at the end of Step 6.
Step 7: Define the central fixation dot
Click on fixation_dot in the overview area. This will open a basic drawing board that you can use to design your stimulus displays. To draw a central fixation dot, first click on the fixation-dot icon (with the small gray circle) and then click on the center of the display, i.e. at position (0, 0).
We also need to specify for how long the fixation dot is visible. To do so, change the duration from ‘keypress' to 495 ms, in order to specify a 500 ms duration. (See Background box 4 for an explanation.)
The fixation_dot item now looks as in Figure 12.
Figure 12. The fixation_dot item at the end of Step 7.
Background box 4
Why specify a duration of 495 if we want a duration of 500 ms? The reason for this is that the actual display-presentation duration is always rounded up to a value that is compatible with your monitor's refresh rate. This may sound complicated, but for most purposes the following rules of thumb are sufficient:
- Choose a duration that is possible given your monitor's refresh rate. For example, if your monitor's refresh rate is 60 Hz, it means that every frame lasts 16.7 ms (=1000 ms/60 Hz). Therefore, on a 60 Hz monitor, you should always select a duration that is a multiple of 16.7 ms, such as 16.7, 33.3, 50, 100, etc.
- In the duration field of the
sketchpad
specify a duration that is a few milliseconds shorter than what you're aiming for. So if you want to present asketchpad
for 50 ms, choose a duration of 45. If you want to present asketchpad
for 1000 ms, choose a duration of 995. Etcetera.
For a detailed discussion of experimental timing, see:
Step 8: Define the animal sound
Open animal_sound. You will see that the sampler
item provides a number of options, the most important one of which is the sound file that is to be played. Click on the browse button to open the file-pool selection dialog, and select one of the sound files, such as bark1.ogg
.
Of course, we don't want to play the same sound over-and-over again. Instead, we want to select a sound based on the variables sound
and sound_nr
that we have defined in the block_loop (Step 5). To do this, simply replace the part of the string that you want to have depend on a variable by the name of that variable between square brackets. More specifically, ‘bark1.ogg' becomes ‘[sound][sound_nr].ogg', because we want to replace ‘bark' by the value of the variable sound
and ‘1' by the value of sound_nr
.
We also need to change the duration of the sampler
. By default, the duration is ‘sound', which means that the experiment will pause while the sound is playing. Change the duration to 0. This does not mean that the sound will be played for only 0 ms, but that the experiment will advance right away to the next item, while the sound continues to play in the background. The item animal_sound now looks as shown in Figure 13.
Figure 13. The item animal_sound at the end of Step 8.
Background box 5
For more information about using variables, see:
Step 9: Define the animal picture
Open animal_picture. This will again open a sketchpad
drawing board. Now select the image tool by clicking on the button with the aquarium-like icon. Click on the center of the screen (0, 0). The ‘Select file from pool' dialog will appear. Select the file capybara1.png
and click on ‘Select'. The capybara will now lazily stare at you from the center of the screen. But of course, we don't always want to show the same capybara. Instead, we want to have the image depend on the variables animal
and pic_nr
that we have defined in the block_loop (Step 5).
We can use the basic same trick as we did for animal_sound, although things work slightly differently for images. First, right-click on the capybara and select ‘Edit'. This will allow you to edit the following line of OpenSesame script that corresponds to the capybara picture:
Now change the name of image file from ‘capybara.png' to ‘[animal][pic_nr].png' …
… and click on ‘Ok' to apply the change. The capybara is now gone, and OpenSesame tells you that one object is not shown, because it is defined using variables. Don't worry, it will be shown during the experiment!
To remind the participant of the task, we will also add two response circles, one marked ‘dog' on the left side of the screen, and one marked ‘cat' on the right side. I'm sure you will able to figure out how to do this with the sketchpad
drawing tools. My version is shown in Figure 14. Note that these response circles are purely visual, and we still need to explicitly define the response criteria (see Step 10).
Finally, set ‘Duration' field to ‘0'. This does not mean that the picture is presented for only 0 ms, but that the experiment will advance to the next item (the touch_response) right away. Since the touch_response waits for a response, but doesn't change what's on the screen, the target will remain visible until a response has been given.
Figure 14. The animal_picturesketchpad
at the end of Step 9.
Background box 6
Tip – OpenSesame can handle a wide variety of image formats. However, some (non-standard) .bmp
formats are known to cause trouble. If you find that a .bmp
image is not shown, you may want to consider using a different format, such as .png
. You can convert images easily with free tools such as GIMP.
Step 10: Define the touch response
Open the touch_response item. The touch_response collects a tap (for devices with a touch screen) or a mouse click (for devices with a mouse) and automatically recodes the response coordinates into discrete response values based on a grid. This may sound a bit abstract, but it simply means the following. The display is divided into a grid and each cell in the grid gets a number. The value of the response is the number of the cell that is tapped/ clicked. For example, if you divide the display into four columns and three rows and the participant taps the cell labeled ‘7', then the response
variable will have the value ‘7' (see Figure 15).
Figure 15. The touch_response
item records display taps and mouse clicks and assigns a response value based on a grid.
In our case, we simply divide the screen into a left and a right side, which means that we have to set the number of columns to 2 and the number of rows to 1 (it is by default). Following the logic shown in Figure 15, the left side of the display now corresponds to a 1 response, and the right side corresponds to a 2 response. (Note that we are therefore much more liberal than the visual response circles of Figure 14 suggest, because we accept taps/ clicks anywhere on the screen.)
Finally, we have to make it possible for participants not to respond, because the response should be withheld on capybara trials. To do so, we change the ‘Timeout' field from ‘infinite' to ‘2000'. This means that the response will automatically time out after 2000 ms. When this happens, the response will be set to ‘None' and the experiment will continue.
The touch_response now looks as in Figure 16.
Figure 16. The touch_response at the end of Step 10.
Step 11: Define the correct response
So far, we haven't defined what the correct response is for each stimulus. Typically, this is done by defining a correct_response
variable in the loop
table. Response items, such as the touch_response will automatically use this variable to decide whether a response was correct or not, unless a different correct response is explicitly provided in the item.
Fujiwara No Mokou(Indirect Recipient Of Eternal Life)
Open the block_loop. Click on ‘Add variable' and add a variable named ‘correct_response'. This will add a long empty column to the table. On rows where animal
is ‘dog', set correct_response
to 1 (i.e. left-side tap). Where animal
is ‘cat', set correct_response
to 2 (i.e. right-side tap). Where animal
is ‘capybara' set correct_response
to ‘None' (i.e. a timeout). I recommend using some clever copy-pasting to save some time!
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Step 12: Define the logger
Actually, we don't need to configure the logger
, but let's take a look at it anyway. Click on logger in the overview to open it. You will see that the option ‘Automatically detect and log all variables' is selected. This means that OpenSesame logs everything, which is fine.
Background box 8
The one tip to rule them all – Always triple-check whether all the necessary variables are logged in your experiment! The best way to check this is to run the experiment and investigate the resulting log files.
Step 13: Add per-trial feedback
It is good practice to inform the participant of whether the response was correct or not. To avoid disrupting the flow of the experiment, this type of immediate feedback should be as unobtrusive as possible. Here, we will do this by briefly showing a green fixation dot after a correct response, and a red fixation dot after an incorrect response.
First, add two new sketchpad
s to the end of the trial_sequence. Rename the first one to feedback_correct and the second one to feedback_incorrect. Of course, we want to select only one of these items on any given trial, depending on whether or not the response was correct. To do this, we can make use of the built-in variable correct
, which has the value 0 after an incorrect response, and 1 after a correct response. (Provided that we have defined correct_response
, which we did in Step 11.) To tell the trial_sequence that the feedback_correct item should be called only when the response is correct, we use the following run-if statement:
The square brackets around correct
indicate that this is the name of a variable, and not simply the string ‘correct'. Analogously, we use the following run-if statement for the feedback_incorrect item:
We still need to give content to the feedback_correct and feedback_incorrect items. To do this, simply open the items and draw a green or red fixation dot in the center. Also, don't forget to change the durations from ‘keypress' to some brief interval, such as 195.
The trial_sequence now looks as shown in Figure 17.
Figure 17. The trial_sequence at the end of Step 13.
Background box 9
For more information about conditional ‘if' statements, see:
Step 14: Add instructions and goodbye screens
A good experiment always start with an instruction screen, and ends by thanking the participant for his or her time. The easiest way to do this in OpenSesame is with form_text_display
items.
Drag two form_text_display
s into the main experimentsequence
. One should be at the very start, and renamed to form_instructions. The other should be at the very end, and renamed to form_finished. Now simply add some appropriate text to these forms, for example as shown in Figure 18.
Figure 18. The form_instructions item at the end of Step 15.
Background box 10
Tip – Forms, and text more generally, support a subset of HTML tags to allow for text formatting (i.e. colors, boldface, etc.). This is described here:
Step 15: Finished!
Your experiment is now finished! Click on the ‘Run fullscreen' (Control+R
) button in the main toolbar to give it a test run. If you have an Android device, you can transfer the experiment file to the device (typically to the SD card), launch the OpenSesame runtime for Android, and select the experiment file to launch it.
Background box 11
Tip – A test run is executed even faster by clicking the orange ‘Run in window' button, which doesn't ask you how to save the logfile (and should therefore only be used for testing purposes).
Extra (easy): A smarter way to define the correct response
In Step 11, we have defined correct_response
variable manually. This works, but it takes time and is prone to mistakes. A smarter way is to use an inline_script
and a bit of deductive logic to determine the correct response for a given trial. First, open block_loop and remove the correct_response
column, because we don't need it anymore. Next, drag an inline_script
item from the item toolbar to the start of the trial_sequence. Open the prepare tab of the inline_script
and add the following script:
So what's going on here? First things first: The reason for putting this code in the prepare tab is that every item in a sequence
is called twice. The first phase is called the prepare phase, and is used to perform time consuming tasks before the time-critical run phase of the sequence
. Determining the correct response is exactly the type of preparatory stuff that you would put in the prepare phase. During the run phase, the actual events happen. To give a concrete example, the contents of a sketchpad
are created during the prepare phase, and during the run phase they are merely ‘flipped' to the display. For more information about the prepare-run strategy, see:
The script itself is almost human-readable language, at least if you know the following. Firstly, to retrieve an experimental variable in an inline_script
, you need to use self.get()
. So where you would write [animal]
in OpenSesame script, you write self.get('animal')
in a Python inline_script
. Secondly, to define an experimental variable, you need to use exp.set()
. Therefore, to set the variable correct_response
to 2
, you call exp.set('correct_response', 2)
. For more information, see:
We can summarize the script as follows: If the picture is a dog, the correct response is 1. But if the picture is a cat, the correct response is 2. If the picture is neither (and by exclusion must therefore be a capybara), the correct response is no response, or a timeout (indicated by ‘None').
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Finally, let's consider the following variation of the script above: Mac storage manager download.
Here we allow for the possibility that an animal is neither a dog, nor a cat, nor a capybara. And if we encounter such an exotic creature, we abort the experiment with an error message, by raising an Exception
. This may feel like a silly thing to do, because we have programmed the experiment ourselves, and we (think we) know with 100% certainty that it includes only cats, dogs, and capybaras. But it is nevertheless good practice to add these kinds of sanity checks to your experiment, to protect yourself from typos, logical errors, etc. The more complex your experiment becomes, the more important these kinds of checks are. Never assume that your code is bug-free!
Extra (medium): Add breaks and per-block feedback
Right now, our experiment consists of a single, very long block of trials. In most experiments, you would keep your block_loop https://myfree-torrent.mystrikingly.com/blog/no-name-yet-mac-os. short (30 trials, say) and repeat it several times with a short break after each block.
However, this approach doesn't work here, because we have a lot of unique trials (150 to be exact), and there is no straightforward way to divide these trials into multiple blocks. Therefore, we will use the following trick: We will add a feedback
item to our trial_sequence, and use a run-if statement to call it only after every 50 trials. This is moderately advanced, but follow me!
First add a feedback
item to the end of the trial_sequence. Next, assign the following run-if statement to it:
Note that this run-if statement starts with an =
sign. This means that it is Python syntax, instead of the simplified OpenSesame script that you used before (e.g. [correct] = 0
is OpenSesame script). The use of Python gives us a lot of extra flexibility. Next, we retrieve the value of the experimental variable count_trial_sequence
. The count_[item name]
variables are built-in variables that keep track of how often an item has been called, starting from 0. In other words, count_trial_sequence
corresponds to the trial number. Finally, we take the modulo 50 of the trial number and check whether it equals 49. Modulo is a mathematical operator that returns the remainder of an integer division. For example, 13 % 5 equals 3, because 5 goes twice into 12 and leaves 3.
Why does this work? If we start counting at 0, we want to insert a break after trials 49, 99, and 149. These trial numbers have in common that their modulo 50 is 49. This is why this run-if statement works. Get it?
We still need to add some content to the feedback item. OpenSesame automatically keeps track of certain feedback variables, which you can use to inform the participant of his or her performance. For example, the variable avg_rt
contains the average response time, and acc
contains the percentage of accurate response. An example of a good feedback display is shown in Figure 19.
Figure 19. An example feedback
display.
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For more information about feedback, see:
Extra (difficult): Limit the presentation duration
Right now, the animal picture stays on the screen until the participant gives a response. But let's say that we want to limit the presentation duration of the picture to 1000 ms. If we want to remove the picture during the response interval, we have to do things in parallel. And because of the purely serial way in which OpenSesame works, this is a bit tricky. Let's take a look at one way to do this, by replacing both the animal_picture and touch_response items by an `inline_script.
First, remove animal_picture and touch_response from the trial_sequence, and add a single inline_script
in their place. Now add the following code to the prepare phase of the inline_script
(see the code comments for an explanation):
The script above creates a canvas
with the animal picture, an empty canvas
, and a mouse
object. But so far it's all preparation–The script doesn't do anything visible. Which brings us to the run phase of the inline_script
:
If you aren't very familiar with Python and OpenSesame, the script above may look overwhelmingly difficult. But the logic is actually quite simple:
- Present the animal picture
- Collect a response until the animal picture must be removed (i.e. 1000 ms)
- If a response was received in step 2, sleep for the remainder of the time that the animal picture should be visible
- Remove the animal picture (i.e. present a blank canvas)
- If a response was not received in step 2, try to collect a response again
That's it. Once you're able to see understand this logic, and you understand how this logic can be implemented in an inline_script
, you will pretty much be able to implement every experiment you want!
References
Mathôt, S., Schreij, D., & Theeuwes, J. (2012). OpenSesame: An open-source, graphical experiment builder for the social sciences. Behavior Research Methods, 44(2), 314–324. doi:10.3758/s13428-011-0168-7