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Page Revision: 2011/12/03 08:09


Element Icon Material Library
Info
Category: Structural Object
Role: Store stimulus materials

Every experiment created with EventIDE has its own data storage, called Material Library. Library may contain multiple items organized in a hierarchical folder structure, like a standard file system. Any stimulus material, such as picture, sound and video or custom data can be loaded from external files and added into Library. Then materials can be organized, previewed/edited and made to use anywhere in experiment.


Things To Know

  • Each library item is created over a loaded file. The original file can be extracted from Library and saved back to a hard disk just by drag and dropping an item to Windows Explorer
  • All Library content is stored together with the parent experiment, inside of a '.eve' file. Thus, migration of any experiment with all materials to another computer is done just by copying a single file.
  • Library items are shown in a sorted alphabetical list
  • Each library item is an unique object which, however, can be reused in different parts of an experiment. If necessary, an item can be duplicated with copy-paste, e.g. for making multiple copies of the same image in Library
  • At any moment you can load new items, delete unused ones and, most importantly, update the existing items that are already used in an experiment. It allows you to easily change your stimuli without modification of the experiment itself
  • The storage capacity of the library is limited only by the available disk space but working with very large files (e.g long movies) can reduce responsiveness of the EventIDE GUI
  • Resources have different types which can be used by different elements, for instance, the Rendered element is capable to visualize any resource with a static graphical content. The Audio clip element can play only the audio resources. Different elements can recognize and use only resources of the appropriate type

Recognized file formats

EventIDE automatically recognizes and supports a vast range of file formats that may contain stimulus materials. TO by extension of the loaded file.

GUI

Snapshot 1

Snapshot 1

Snapshot 2

Snapshot 2


Practical Use

Adding Items

Different resources (see supported file types under specific Elements sections) can be imported into the library from external files using the main menu command Library-Add Resources. Alternatively, you can simply drag and drop files into the Library Panel from a Windows explorer (and, visa versa, if you need to export a certain resource to a file). EventIDE attempts to detect a type of each imported resource by analyzing its file content. If the type cannot be detected this way it is determined by the file extension. If the type is still unknown importing is aborted.

Once resources have been added to the Library they can be viewed on the right hand side of the EventIDE main window in the Library panel. From there they can be attached to the designated element. Use drag and drop from the library panel to the element panel. To initiate the drag and drop, press the left mouse button and hold it pressed over the selected resources. When the mouse cursor changes its shape to the cross, move a mouse to the designated element in the Element panel and drop the dragged resources. Multiple items can be dragged to a single element (provided that it has an appropriate element type e.g. image or sound) and the element supports the resource lists. You can easily see which resources are currently in the element resource list by clicking on the arrow next to the element's name.

Making Items To Use



Updating Items

Editing XAML items

XAML scripts are the special type of resources that can be not only imported from the .xaml files but also directly created in EventIDE. Use the menu command Library-Custom XAML resource, under which you can choose one of the predefined shapes, or select the Blank option and start your own XAML script. The pop-out editor for a XAML resource with a dynamic preview becomes available if you press a rectangular icon located on each XAML resource in the Library.

 // Check the trial outcome. Result and RT just other user variables
// insert code snippet here..

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