StimulusComponent

Stimuli can comprise multiple components. This table describes each component of a stimulus.

Key

stimulus_id id

A reference to the primary key id of the Stimulus table.

Range

id in the corresponding Stimulus table (same subject/session/activity).


index index

A 1-based index indicating the stacking order of stimulus components. A stimulus component with a higher index is displayed on top of those with lower values, similar to CSS z-index property.

Range

1-based indices

If the presented options have no specific temporal or spatial order, leave this field empty or assign the same index to all options, e.g., index=1.

Where

x_screen integer

X coordinates of the stimulus component relative to the left edge of the screen in pixels.

Range

pixels

In BDM, the preferred position is the center of the object. However, specific implementations of the tasks may use other locations such as the top-left corner. If this is the case, it should be explicitly stated in the codebook.


y_screen integer

Y coordinates of the stimulus component relative to the top edge of the screen in pixels.

Range

pixels


x_viewport float

X coordinates of the stimulus component relative to the left edge of the screen expressed as a fraction of the screen width.

Range

0 to 1 (inclusive)


y_viewport float

Y coordinates of the stimulus component relative to the top edge of the screen expressed as a fraction of the screen height.

Range

0 to 1 (inclusive)

What

description string

A human readable, compact description of the component.


symbol_name string

The human-readable name of the displayed symbol.


symbol_count integer

The number of symbols represented in this component.


symbol_layout enum

How the symbols are laid out.

Range

  • vertical: along the Y axis.
  • horizontal: along the X axis.
  • diagonal_top_left
  • diagonal_top_right
  • square
  • ring
  • cross
  • two_columns

If none of the predefined layouts apply, leave this field empty or use a custom human-readable label. Make sure custom labels are clearly defined in the codebook.


color_name string

The human-readable name of the component color, e.g., red.

To maintain clarity and consistency, BDM recommends using CSS-style naming conventions for colors (e.g., “lightgray”).


color_hex string

The hexadecimal RGB color code of the component (e.g., #FF0000 for red) with optional alpha channel for transparency.

Range

#000000 to #FFFFFF


orientation enum

Indicates the symbol orientation.

Range

  • north: bottom to top.
  • north_east
  • east: left to right.
  • south_east
  • south: top to bottom.
  • south_west
  • west: right to left
  • north_west
  • free: no specific orientation.

If none of the predefined orientations apply, leave this field empty or use a custom human-readable label. Make sure custom labels are clearly defined in the codebook.

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