... | ... | @@ -27,7 +27,7 @@ For MapFactors you do not specify the factor's ``Levels`` directly but pick leve |
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* Condition orders etc. can be randomized, see the [randomization](Randomization) page
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* Add dependent variables to the phase(1)\
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Dependent variables represent whatever you want to measure in each nondition (combination of levels for al factors). They should have a unique name (2). Furthermore they can be specified as required (3), which means that a condition cannot be finished without having collected data for that variable.
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Dependent variables represent whatever you want to measure in each condition (combination of levels for al factors). They should have a unique name (2). Furthermore they can be specified as required (3), which means that a condition cannot be finished without having collected data for that variable.
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* Whenever you have gathered information for that variable, pass it on to the system with
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* ``USFGameInstance::Get()->LogData(DependentVarName, Value)`` or
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* ``USFLoggingBPLibrary::LogData(DependentVariableName, Value)`` (easier to call within a blueprint)
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... | ... | @@ -37,6 +37,7 @@ Dependent variables represent whatever you want to measure in each nondition (co |
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* For these you should define ``SubVariableNames`` since you want to potentially store multiple values together for one trial (for example: question, response and response time)
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* You should use ``LogTrialData(DependentVarName, Values)`` where ``Values`` is a ``TArray<FString>`` with one entry per ``SubVariable``
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* The data to these is not stored in the ``Phase_[...].csv`` file but in a separate file ``Phase_[...]_[DependentVariableName].csv``
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* ``LogTrialData`` can and should be called multiple times during the same condition, and each time the data is stored and (in contrast to ``USFDependenVariable``) nothing is overwritten.
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* In the Condition List (during execution) only the number of recorded trials is shown but not the data itself for better overview
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* This is the required study setup, but there are some more options there to explore.
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* \
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