Explore projects
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Example code for moral sentiment and action tendencies task, based on Antidepressant Advisor Study version but with addition of anger / punishing oneself.
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Bandit game, part of a PhD project at Philiastides Lab, The University of Glasgow. In this game, participants select between pair of slot machines (overall 4 stimuli) with the aim to maximise the total points won.
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In this task participants are required to memorise and recall number series in order. Participants start out with three 3-digit sequences. If participants correctly recall 2 out of 3 three sequences, they progress to 4-digit sequence trials and so on. If participants respond incorrectly on 2/3 trials the experiment terminantes. This experiment is based on the original digit span experiment by Jacobs (1887).
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In this task participants are required to write down as many words as possible beginning with letters "S" and "C". This experiment is a short version of Thurstone & Thurstone (1938) Chicago word fluency test.
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In this experiment, you will see a set of colored squares. On half of the trials, a cue will direct you to maintain items in either the left or right visual field after a brief delay.
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This is a temporal bisection task with a PANAS questionnaire and an SATQ questionnaire.
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The purpose is the test which kind of emotion affects memory Using images with relative music for test memory
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Multicultural faces Cows instead of primates Faces first then animals
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