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Page Revision: 2012/10/16 18:46



Interface



  • Modern interactive GUI
  • Visual scenario designer
  • Graphical scene editor (WYSIWYG)
  • Material library and editor
  • Resolution independent layout
  • Automatic pixel-degree conversion

  • High performance and millisecond precision timing on standard PC hardware.
  • Integrated compiler and code editor for the user's code (with a choice of preferable programming languages: C++, C#, Visual Basic, etc.).
  • Visual description of experiment scenario.
  • User-friendly designers for experiment content.
  • Virtual file system integrated to each experiment for storing stimulus data (with auto-recognition of the most of graphic, audio and video formats).
  • Support of popular experimental hardware (joysticks, computer ports, network, multiple monitors, touchscreens, eye-trackers, response boxes, data acquisition and sound cards)

Stimuli

  • The most up-to-date graphical engine for visual rendering via DirectX with the support of visual layers, transparency, masks, pixel shaders, etc.
  • Ultra-fast generation of popular stimuli (gabors, gratings, random dots) via graphics hardware.
  • Multiple screen resolutions with the color depth from 8 to 10 bits (DeepColor) per channel on standard graphics hardware.
  • Static and programmable vector graphics engines for building and manipulating the scale-invariant visual stimuli.
  • Four audio playback engines, including the DirectSound and ASIO for most precise timing.
  • Multiple video playback options with statistics of timing accuracy for each frame.
  • Real-time speech synthesis and recognition.

Runtime

  • Runtime control of the pre-designed content in user's code.
  • Explicit statistics of timing precision.
  • Programmable status window for a runtime monitoring of the experiment's progress, participant's behaviour and intermediate statistical results.
  • Embedded data collection mechanism with a number of exporting options and protection against failures.
  • Seamless integration of multiple positional inputs in experiments.
  • Real-time eye-tracking (EyeLink, SMI, Tobii, JazzNovo and a number of analog systems are supported) with calibration, logging and templates for many tracking paradigms.

Other

  • Easy integration of user's extensions and third-party libraries.

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