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Hugo Farajallah authored
Web port had the task semantically wrong (framed as lexical decision / real-word judgment). Unity VisualOrtho is a press-and-hold same/different visual orthographic comparison on 5-character consonant strings (B D F G K L N S T) plus a symbol phase. Reauthored from scratch. Trial mechanic: PointDown -> fixation -> stimuli -> PointUp -> answer panel (= / !=). All five Unity outcome states recorded (not_recorded_too_early, not_recorded_no_start, triggered_softtimer, correct, incorrect). Stimuli: shipped Forms A/B/C verbatim from VisualOrthoManager.cs (_configs_A/B/C_letters and _symbols, 40 trials each: 20 SAME / 10 TL / 10 SUB) plus the 8-trial _configs_unaided practice. Sequences are frozen as Unity plays them, not regenerated from VisualOrthoGenerator. Symbol phase: ships the bespoke target_<L>_symbol.png sprite atlas from Assets/Sprites/VisualOrtho/ for B/D/F/G/K/L/N/S/T (CSS filter:invert to render white on dark). Replaces the scaleX(-1) rotate(180deg) hack. Audio: 120 OGGs (DE/FR/IT, no EN VO in Unity) copied verbatim from Assets/Addressables/VoiceOver/VisualOrtho/. Per-screen Replay button. Practice feedback plays aided_right/wrong/tooLate/tooEarly/noStart. Localisation: 4 locales (FR/IT/DE/EN). Strings are verbatim Unity I2 under _VisualOrtho/visualortho_*; cells empty in DE / EN I2 are omitted from the locale dict and t() falls back to the verbatim FR string at runtime, mirroring Unity's I2 culture-chain. Tutorial condensed to single instructions screen + 8-trial unaided practice with feedback (no Auto/Aided/criterion-retry).
Hugo Farajallah authoredWeb port had the task semantically wrong (framed as lexical decision / real-word judgment). Unity VisualOrtho is a press-and-hold same/different visual orthographic comparison on 5-character consonant strings (B D F G K L N S T) plus a symbol phase. Reauthored from scratch. Trial mechanic: PointDown -> fixation -> stimuli -> PointUp -> answer panel (= / !=). All five Unity outcome states recorded (not_recorded_too_early, not_recorded_no_start, triggered_softtimer, correct, incorrect). Stimuli: shipped Forms A/B/C verbatim from VisualOrthoManager.cs (_configs_A/B/C_letters and _symbols, 40 trials each: 20 SAME / 10 TL / 10 SUB) plus the 8-trial _configs_unaided practice. Sequences are frozen as Unity plays them, not regenerated from VisualOrthoGenerator. Symbol phase: ships the bespoke target_<L>_symbol.png sprite atlas from Assets/Sprites/VisualOrtho/ for B/D/F/G/K/L/N/S/T (CSS filter:invert to render white on dark). Replaces the scaleX(-1) rotate(180deg) hack. Audio: 120 OGGs (DE/FR/IT, no EN VO in Unity) copied verbatim from Assets/Addressables/VoiceOver/VisualOrtho/. Per-screen Replay button. Practice feedback plays aided_right/wrong/tooLate/tooEarly/noStart. Localisation: 4 locales (FR/IT/DE/EN). Strings are verbatim Unity I2 under _VisualOrtho/visualortho_*; cells empty in DE / EN I2 are omitted from the locale dict and t() falls back to the verbatim FR string at runtime, mirroring Unity's I2 culture-chain. Tutorial condensed to single instructions screen + 8-trial unaided practice with feedback (no Auto/Aided/criterion-retry).
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