VPRL/Virginia-Philosophy-Reality-Lab

Data Full Exhaustive List

JShull opened this issue ยท 21 comments

Study CheckList

โญ• Go for it!
โŒ› Working on it
๐Ÿ› A Bug
โœ”๏ธ Complete

Status
โญ• โŒ› ๐Ÿ› โœ”๏ธ
Assigned To Qualtrics Code Study Type Handle Training Barrel Training Moral Control Result Study Result
๐Ÿ› ๐Ÿ”ง @Kisselphil 100000 Switch Bridge Barrel Push Pass Kill 1
โœ”๏ธ @Kisselphil 100002 Switch Curve Barrel Push Pass Kill 1
โœ”๏ธ @Kisselphil 100004 Switch Bridge No Barrel Pass Kill 1
โœ”๏ธ @Kisselphil 100006 Switch Curve No Barrel Pass Kill 1
โœ”๏ธ @Kisselphil 100008 Switch Bridge Barrel Push Fail Kill 1
๐Ÿ› @Kisselphil 100010 Switch Curve Barrel Push Fail Kill 1
โœ”๏ธ @Kisselphil 100012 Switch Bridge No Barrel Fail Kill 1
โญ• @Kisselphil 100014 Switch Curve No Barrel Fail Kill 1
โญ• @Kisselphil 100016 Switch Bridge Barrel Push Pass Kill 5
โญ• @Kisselphil 100018 Switch Curve Barrel Push Pass Kill 5
โญ• @Kisselphil 100020 Switch Bridge No Barrel Pass Kill 5
โœ”๏ธ @JShull 100022 Switch Curve No Barrel Pass Kill 5
โœ”๏ธ @JShull 100024 Switch Bridge Barrel Push Fail Kill 5
โœ”๏ธ @JShull 100026 Switch Curve Barrel Push Fail Kill 5
โญ• @JShull 100028 Switch Bridge No Barrel Fail Kill 5
โญ• @JShull 100030 Switch Curve No Barrel Fail Kill 5
โญ• @JShull 300001 Push Bridge Barrel Push Pass Kill 1
โญ• @JShull 300003 Push Curve Barrel Push Pass Kill 1
โญ• @JShull 300005 Push Bridge No Barrel Pass Kill 1
โญ• @JShull 300007 Push Curve No Barrel Pass Kill 1
โญ• @JShull 300009 Push Bridge Barrel Push Fail Kill 1
โญ• @JShull 300011 Push Curve Barrel Push Fail Kill 1
๐Ÿ› @KRechowicz 300013 Push Bridge No Barrel Fail Kill 1
๐Ÿ› @KRechowicz 300015 Push Curve No Barrel Fail Kill 1
๐Ÿ› @KRechowicz 300017 Push Bridge Barrel Push Pass Kill 5
โญ• @KRechowicz 300019 Push Curve Barrel Push Pass Kill 5
โญ• @KRechowicz 300021 Push Bridge No Barrel Pass Kill 5
โญ• @KRechowicz 300023 Push Curve No Barrel Pass Kill 5
โญ• @KRechowicz 300025 Push Bridge Barrel Push Fail Kill 5
โญ• @KRechowicz 300027 Push Curve Barrel Push Fail Kill 5
โญ• @KRechowicz 300029 Push Bridge No Barrel Fail Kill 5
โญ• @KRechowicz 300031 Push Curve No Barrel Fail Kill 5

@KRechowicz and @Kisselphil

This is the only way I could think of keeping track of this.
Edit the issue to update the status and just use the markdown format to change the icon

Bug Report- Qualtrics Code 100000- Closing audio question asked me why I chose NOT to pull the switch, even though I chose to pull the switch

Bug Report- Qualtrics Code 100000- Closing audio question asked me why I chose NOT to pull the switch, even though I chose to pull the switch

Can confirm that the data was pulled correctly and matches what you said. Killed 1 save the 5 aka did pull the switch. Looking into your event logs now to see if I can trace the last piece of that process = best guess right now, old code item still has hooks and is coming right after the new modifications I made this past week.

Bug Report- Qualtrics Code 100000- Closing audio question asked me why I chose NOT to pull the switch, even though I chose to pull the switch

Can confirm that the data was pulled correctly and matches what you said. Killed 1 save the 5 aka did pull the switch. Looking into your event logs now to see if I can trace the last piece of that process = best guess right now, old code item still has hooks and is coming right after the new modifications I made this past week.

Found the issue - when I renamed some items this week one of the items was referenced in a public event - this has been fixed - going to confirm on my end by repeating 100000 and will then provide and updated APK @Kisselphil

300013 Red text on the screen sometimes overlaps the captions.

I know it may be late but captions to fulfill the purpose should be always in front of me. When I don't look at the screen I cannot see what is being said. This potentially should be an option controlled from the watch

300013 The oculus button doesn't position me in front of the computer. I need to rotate my chair. It worked well in the tower.

300013 I didn't know to look where the barrels are and I saw the person at the last second the train was about to go into the curve, so I reacted without thinking.

300013 I was confused while taking the survey. Question 1 and 2 I didn't know the difference. Where is the question about assistive tech?

300013 second run: ST: Push, Handle Training: BRIDGE, Barrel training: YES (@Kisselphil said I need to push when I am asked to push), MC: Fail, Study result: Barrel was replenished, then the worker showed up, went through the barrel on the right, to the empty spot on the right and fell on the tracks without me pushing.

200008- Not a bug, but perhaps an issue. I pushed the barrel during training EXTREMELY early, and the train stopped when it had barely left the tunnel. This may be a problem for the experiment as it could imply that pushing the person on to the track could stop it without killing him.

200008- Not a bug, but perhaps an issue. I pushed the barrel during training EXTREMELY early, and the train stopped when it had barely left the tunnel. This may be a problem for the experiment as it could imply that pushing the person on to the track could stop it without killing him.

I can reduce this time. At the moment there's a small collision box just before the tunnel that activates the barrel manager to "release" I can move this up. This then reduces the window of decision making. If you have a spatial way of conceptualizing this that would be helpful. E.g. how much distance between guy on the track and the train is needed. Currently I believe I've matched the time/distance associated with barrel training and pushing guy but this is something I should also double check.

200008- Not a bug, but perhaps an issue. I pushed the barrel during training EXTREMELY early, and the train stopped when it had barely left the tunnel. This may be a problem for the experiment as it could imply that pushing the person on to the track could stop it without killing him.

I can reduce this time. At the moment there's a small collision box just before the tunnel that activates the barrel manager to "release" I can move this up. This then reduces the window of decision making. If you have a spatial way of conceptualizing this that would be helpful. E.g. how much distance between guy on the track and the train is needed. Currently I believe I've matched the time/distance associated with barrel training and pushing guy but this is something I should also double check.

@JShull Is it the barrel push that triggers the train stopping? It would be good if you could push the barrel as early as you would like (the current timing on that front is great), but that the train always stops on the curve in front of tower. That way, we ensure that the man you push off the tower would HAVE to get hit (and die) in order for the train to stop.

Possibility: pushing the barrel triggers a collider to appear just below the tower on the tracks. The train then stops when it enters the collider.

Bug Report- Qualtrics Code 100010- Messed with the lamp too much and it unhinged from its anchor point (while waiting for barrel push training). This one is very minor and low on the priority list as far as I'm concerned.

300015 ST: Push, HT: Bridge instead of Curve, Barrel T: Barrel instead of No Barrel, MC: Fail, The worker fell by himself after passing through the barrel on the right.

Issue: 5 workers stayed in red on the screen after the MC.

Took 300015 again to see if what happens when I don't push the barrel when the train is coming. Didn't finish the second run once I found out :)

300017 ST: Push, HT: Bridge, BT: Push, MC: Fail I thought that it is for the study result so I let the train kill them so it should be PASS on my end, SR: I couldn't let them die because the worker fell and blocked the train. I am retaking it again because of my mistake with MC. :)

200008- Not a bug, but perhaps an issue. I pushed the barrel during training EXTREMELY early, and the train stopped when it had barely left the tunnel. This may be a problem for the experiment as it could imply that pushing the person on to the track could stop it without killing him.

I can reduce this time. At the moment there's a small collision box just before the tunnel that activates the barrel manager to "release" I can move this up. This then reduces the window of decision making. If you have a spatial way of conceptualizing this that would be helpful. E.g. how much distance between guy on the track and the train is needed. Currently I believe I've matched the time/distance associated with barrel training and pushing guy but this is something I should also double check.

@JShull Is it the barrel push that triggers the train stopping? It would be good if you could push the barrel as early as you would like (the current timing on that front is great), but that the train always stops on the curve in front of tower. That way, we ensure that the man you push off the tower would HAVE to get hit (and die) in order for the train to stop.

Possibility: pushing the barrel triggers a collider to appear just below the tower on the tracks. The train then stops when it enters the collider.

Realized what you wanted - this is going to take more work. I got pretty creative in timing some stuff tied to when we "touched" something vs. when the item hit vs when we stopped the train. By altering this I just have to test a few items to make sure my timing doesn't get messed up - but totally makes sense and needs to be in before the IRB. Should have this in Sunday Night.

300013 Red text on the screen sometimes overlaps the captions.

This is now fixed in the updated version.

300015 ST: Push, HT: Bridge instead of Curve, Barrel T: Barrel instead of No Barrel, MC: Fail, The worker fell by himself after passing through the barrel on the right.

Issue: 5 workers stayed in red on the screen after the MC.

Took 300015 again to see if what happens when I don't push the barrel when the train is coming. Didn't finish the second run once I found out :)

Fixed all text on screen/board not reflecting actual status.

200008- Not a bug, but perhaps an issue. I pushed the barrel during training EXTREMELY early, and the train stopped when it had barely left the tunnel. This may be a problem for the experiment as it could imply that pushing the person on to the track could stop it without killing him.

I can reduce this time. At the moment there's a small collision box just before the tunnel that activates the barrel manager to "release" I can move this up. This then reduces the window of decision making. If you have a spatial way of conceptualizing this that would be helpful. E.g. how much distance between guy on the track and the train is needed. Currently I believe I've matched the time/distance associated with barrel training and pushing guy but this is something I should also double check.

@JShull Is it the barrel push that triggers the train stopping? It would be good if you could push the barrel as early as you would like (the current timing on that front is great), but that the train always stops on the curve in front of tower. That way, we ensure that the man you push off the tower would HAVE to get hit (and die) in order for the train to stop.
Possibility: pushing the barrel triggers a collider to appear just below the tower on the tracks. The train then stops when it enters the collider.

Realized what you wanted - this is going to take more work. I got pretty creative in timing some stuff tied to when we "touched" something vs. when the item hit vs when we stopped the train. By altering this I just have to test a few items to make sure my timing doesn't get messed up - but totally makes sense and needs to be in before the IRB. Should have this in Sunday Night.

This is now how it happens. In the newest version

Going to kill this issue as all of these original fantastic items were addressed