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		<title>Data analysis - Stellar Prospector - Revision history</title>
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		<id>https://www.autismcollaborative.org/wiki/index.php?title=Data_analysis_-_Stellar_Prospector&amp;diff=624&amp;oldid=prev</id>
		<title>Belmonte: New page: &#039;&#039;&#039;Stellar Prospector&#039;&#039;&#039;  The game begins with SP_Phase1Begin (9) and comprises three phases, in this order:&lt;br&gt; Phase 1: Visual cue-change signal.  Targets only, no distractors.&lt;br&gt; Phase...</title>
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				<updated>2011-06-13T17:34:00Z</updated>
		
		<summary type="html">&lt;p&gt;New page: &amp;#039;&amp;#039;&amp;#039;Stellar Prospector&amp;#039;&amp;#039;&amp;#039;  The game begins with SP_Phase1Begin (9) and comprises three phases, in this order:&amp;lt;br&amp;gt; Phase 1: Visual cue-change signal.  Targets only, no distractors.&amp;lt;br&amp;gt; Phase...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Stellar Prospector&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The game begins with SP_Phase1Begin (9) and comprises three phases, in this order:&amp;lt;br&amp;gt;&lt;br /&gt;
Phase 1: Visual cue-change signal.  Targets only, no distractors.&amp;lt;br&amp;gt;&lt;br /&gt;
Phase 2: Visual cue-change signal.  Targets and distractors.&amp;lt;br&amp;gt;&lt;br /&gt;
Phase 3: Auditory-visual cue-change signal.  Targets and distractors.&lt;br /&gt;
&lt;br /&gt;
The task is to respond with a down-arrow key-press to high-value targets at fixation, whilst simultaneously monitoring for lower-value targets in the four sectors surrounding fixation in the upper visual hemifield, and responding with an up-arrow key-press to these.  At any given time, exactly one of the four sectors is the cued sector, in which 80% of targets will appear.&lt;br /&gt;
&lt;br /&gt;
Depending on the numbers of trials available, data can be pooled across Phases 2 and 3, or even across all three phases.  (However, this matter of data pooling is for the experimenters to decide; the processing software should keep the phase-marker events intact.)  For translation of context-sensitive to context-free event codes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table BORDER=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;		Original Event		&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;	following event							&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;	classification	&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td ROWSPAN=&amp;quot;3&amp;quot;&amp;gt;	SP_CentralStimulusSpawn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_CentralStimulusResponsePressed CentralStimulus=&amp;lt;u&amp;gt;active&amp;lt;/u&amp;gt;	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	hit		&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;						&amp;lt;td&amp;gt;		SP_PeripheralStimulusResponsePressed CentralStimulus=&amp;lt;u&amp;gt;active&amp;lt;/u&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	response error	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;						&amp;lt;td&amp;gt;		SP_MissedCentralStimulus					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	miss		&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td ROWSPAN=&amp;quot;3&amp;quot;&amp;gt;	SP_PeripheralStimulusSpawn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_CentralStimulusResponsePressed CentralStimulus=&amp;lt;u&amp;gt;inactive&amp;lt;/u&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	response error	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;						&amp;lt;td&amp;gt;		SP_PeripheralStimulusResponsePressed PeripheralStimulus=&amp;lt;u&amp;gt;active&amp;lt;/u&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	hit		&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;						&amp;lt;td&amp;gt;		SP_MissedPeripheralStimulus					&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	miss		&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td ROWSPAN=&amp;quot;2&amp;quot;&amp;gt;	SP_DistractorSpawn	&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_PeripheralStimulusResponsePressed PeripheralStimulus=&amp;lt;u&amp;gt;inactive&amp;lt;/u&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;false alarm	&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;						&amp;lt;td&amp;gt;		SP_DistractorDisappear						&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	correct rejection&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also re-code the associated response into a hit, a response error, or a miss based on the re-coding of the stimulus.  Response events that are not associated with any stimulus by the above rules and occur with PeripheralStimulus=&amp;lt;u&amp;gt;inactive&amp;lt;/u&amp;gt; should be re-coded as false alarms.  (These will be quite rare in Phase 1, but more common in Phases 2 and 3 which involve distractors.)&lt;br /&gt;
&lt;br /&gt;
For each of the three phases separately, and also for phases 2 and 3 pooled without phase 1, compute the following:&amp;lt;br&amp;gt;&lt;br /&gt;
Trial-by-trial values, mean, and standard deviation of:&amp;lt;br&amp;gt;&lt;br /&gt;
Reaction times to central stimuli&amp;lt;br&amp;gt;&lt;br /&gt;
Reaction times to validly cued peripheral stimuli (where the value of the &amp;lt;u&amp;gt;Sector&amp;lt;/u&amp;gt; parameter for the SP_PeripheralStimulusSpawn event is the same as the value of the &amp;lt;u&amp;gt;Sector&amp;lt;/u&amp;gt; parameter for the most recent SP_CueChange)&amp;lt;br&amp;gt;&lt;br /&gt;
Reaction times to all invalidly cued peripheral stimuli&lt;br /&gt;
&lt;br /&gt;
When listing out the trial-by-trial values for the peripheral stimuli, also list the stimulus&amp;#039;s polar coordinates &amp;lt;i&amp;gt;(r, &amp;amp;theta;)&amp;lt;/i&amp;gt;, the number of the sector in which the stimulus appeared, and the number of the currently cued sector (from the most recent SP_CueChange).  Use this information to compute multiple regression coefficients of reaction time against the stimulus&amp;#039;s &amp;lt;i&amp;gt;r&amp;lt;/i&amp;gt; (its distance from fixation) and against the absolute value of the &amp;lt;u&amp;gt;difference&amp;lt;/u&amp;gt; between the stimulus&amp;#039;s &amp;amp;theta; and the &amp;amp;theta; that runs along the centre of the cued sector (-3&amp;amp;pi;/8, -&amp;amp;pi;/8, pi;/8, 3pi;/8; in general the formula is &amp;lt;u&amp;gt;Sector&amp;lt;/u&amp;gt;&amp;amp;times;&amp;amp;pi;/4 - 3&amp;amp;pi;/8).  Also compute statistical significances for these regression coefficients.&lt;br /&gt;
&lt;br /&gt;
For the peripheral stimluli only (not the central stimuli), in Phases 2 and 3 only (exlcuding Phase 1), in two separate computations one for the currently cued sector and the other for the currently uncued sectors, complute d&amp;#039; (&amp;quot;d prime&amp;quot;) using the tallies of hits, correct rejections, false alarms and misses.  (If any of these tallies is zero, estimate d&amp;#039; by increasing it to 1.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table BORDER=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	1&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_PeripheralStimulusResponsePressed&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;PeripheralStimulus=&amp;lt;i&amp;gt;{inactive, active}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;CentralStimulus=&amp;lt;i&amp;gt;{inactive, active}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Gather=&amp;lt;i&amp;gt;{inactive, active}&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The up-arrow key has been pressed, indicating a response to a peripheral stimulus (as this response might be a false alarm, a peripheral stimulus may or may not actually have been active); the parameters indicate the current activity of the central and any peripheral stimuli, and whether the game will be responsive to this key press or whether it&amp;#039;s temporarily inactive as a penalty for a previous, incorrect key press.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	2&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_CentralStimulusResponsePressed&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;PeripheralStimulus=&amp;lt;i&amp;gt;{inactive, active}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;CentralStimulus=&amp;lt;i&amp;gt;{inactive, active}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Gather=&amp;lt;i&amp;gt;{inactive, active}&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The down-arrow key has been pressed, indicating a response to the central (fixation) stimulus (as this response might be a false alarm, the central stimulus may or may not actually have been active); the parameters indicate the current activity of the central and any peripheral stimuli, and whether the game will be responsive to this key press or whether it&amp;#039;s temporarily inactive as a penalty for a previous, incorrect key press.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	5, 6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_Start_Menu_Action&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	At the beginning of the game, a selection has been made from the menu. (These codes should not be being transcribed onto the parallel port and thus should not be appearing in the EEG log.)&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	7&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_MenuSelectButtonPressed&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The player has pressed the space bar in response to an instruction prompt&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	9&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_Phase1Begin&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Phase 1 of the game has begun: visual cues only (no simultaneous auditory cue), targets only (no distractors)&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	10&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_Phase2Begin&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Phase 2 of the game has begun: visual cues only (no simultaneous auditory cue), 50% targets and 50% distractors&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	11&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_Phase3Begin&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Phase 3 of the game has begun: simultaneous visual and auditory cues, 50% targets and 50% distractors&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_End&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The game has ended; the player has collected enough peripheral stimuli (and ejected enough central stimuli) to fill the power bar&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	13&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_PeripheralStimulusSpawn Sector=&amp;lt;i&amp;gt;{0, 1, 2, 3}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{X, Y}=&amp;lt;i&amp;gt;screen coordinates&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ThetaRadians=&amp;lt;i&amp;gt;angle from fixation in polar coordinates [&amp;amp;mdash;&amp;amp;pi/2;, &amp;amp;pi/2;]&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;RadialDistanceInPixels=&amp;lt;i&amp;gt;display-coordinates distance from fixation&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ScreenDistanceInCm=&amp;lt;i&amp;gt;linear distance from fixation (cm)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;RhoRadians=&amp;lt;i&amp;gt;anglular distance from fixation (radians)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;AzimuthPhiRadians=&amp;lt;i&amp;gt;azimuth from fixation (radians)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ElevationLambdaRadians=&amp;lt;i&amp;gt;elevation from fixation (radians)&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	A lower-value stimulus in one of the four peripheral sectors, away from fixation, has appeared;&amp;lt;br&amp;gt;the parameters give distance from the fixation point in several redundant coordinate systems&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	14&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_CentralStimulusSpawn&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The high-value stimulus at the fixation point has activated&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_DistractorSpawn&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Sector=&amp;lt;i&amp;gt;{0, 1, 2, 3}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{X, Y}=&amp;lt;i&amp;gt;screen coordinates&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ThetaRadians=&amp;lt;i&amp;gt;angle from fixation in polar coordinates [&amp;amp;mdash;&amp;amp;pi/2;, &amp;amp;pi/2;]&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;RadialDistanceInPixels=&amp;lt;i&amp;gt;display-coordinates distance from fixation&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ScreenDistanceInCm=&amp;lt;i&amp;gt;linear distance from fixation (cm)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;RhoRadians=&amp;lt;i&amp;gt;anglular distance from fixation (radians)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;AzimuthPhiRadians=&amp;lt;i&amp;gt;azimuth from fixation (radians)&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;ElevationLambdaRadians=&amp;lt;i&amp;gt;elevation from fixation (radians)&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	A distractor in one of the four peripheral sectors, away from fixation, has appeared;&amp;lt;br&amp;gt;the parameters give distance from the fixation point in several redundant coordinate systems&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	16&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_CueChange&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Sector=&amp;lt;i&amp;gt;{0, 1, 2, 3}&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Sound=&amp;lt;i&amp;gt;{true, false}&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The visual cue has changed to the designated sector;&amp;lt;br&amp;gt;it is accompanied by an auditory cue iff Sound=true&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	17&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_MissedPeripheralStimulus&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The currently active peripheral (low-value) stimulus has timed out and disappeared without a response&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_MissedCentralStimulus&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The currently active central (high-value) stimulus has timed out and disappeared without a response&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;	19&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	SP_DistractorDisappear&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	The currently active distractor has disappeared&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Data can be epoched by the stimulus events SP_CueChange, SP_CentralStimulusSpawn, SP_PeripheralStimulusSpawn, SP_DistractorSpawn.  ICA can be run either separately on each of these classes of epochs, or on all pooled, or on grouped subsets (for example pooling SP_PeripheralStimulusSpawn with SP_DistractorSpawn).  Epochs should be long enough to include the associated behavioural response events.&lt;br /&gt;
&lt;br /&gt;
ERPs and ERSPs can be computed to each of these stimulus events.  Difference waves between SP_PeripheralStimulusSpawn and SP_DistractorSpawn may also be of interest.  In addition, response errors (see above for definitions) can be analysed for the error-related negativity.&lt;br /&gt;
&lt;br /&gt;
(Originally the intent was to flicker the backgrounds in the four sectors at different fundamental frequencies, so that covert attention to a particular sector would be encoded in the EEG frequency spectrum via a slight increase in SSVEP amplitude at that fundamental frequency.  However, many subjects found the flickering distracting, and in addition some autism-spectrum subjects found it painful.  The flickering therefore was disabled for most subjects.)&lt;/div&gt;</summary>
		<author><name>Belmonte</name></author>	</entry>

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