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Merge pull request #90 from courtois-neuromod/minor_corrections
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added some info to the shinobi part + minor corrections
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pbellec committed Dec 21, 2022
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Expand Up @@ -10,6 +10,7 @@ Some of the files do not follow the main BIDS convention:
Note that BIDS session names have no meaning apart from being data acquired in the same session. The number of runs, the tasks and their order within each session will not match from one participant to another. Note that a few session indices are skipped if the whole session was discarded for various scanning issues.

## Participants

Six healthy participants (aged 31 to 47 at the time of recruitment in 2018), 3 women (`sub-03`, `sub-04` and `sub-06`) and 3 men (`sub-01`, `sub-02` and `sub-05`) consented to participate in the Courtois Neuromod Project for at least 5 years. Three of the participants reported being native francophone speakers (`sub-01`, `sub-02` and `sub-04`), one as being a native anglophone (`sub-06`) and two as bilingual native speakers (`sub-03` and `sub-05`). All participants reported the right hand as being their dominant hand and reported being in good general health.

Exclusion criteria included visual or auditory impairments that would prevent participants from seeing and/or hearing stimuli in the scanner and major psychiatric or neurological problems. Standard exclusion criteria for MRI and MEG were also applied. Lastly, given that all stimuli and instructions are presented in English, all participants had to report having an advanced comprehension of the English language for inclusion.
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## hcptrt

This `cneuromod` dataset is called HCP test-retest (`hcptrt`), because participants repeated 15 times the functional localizers developed by the Human Connectome Project, for a total of approximately 10 hours of functional data per subject. The protocol consisted of seven tasks, described below (text adapted from the [HCP protocol](http://protocols.humanconnectome.org/HCP/3T/task-fMRI-protocol-details.html)). Before each task, participants were given detailed instructions and examples, as well as a practice run. A session was typically composed either of two repetitions of the HCP localizers, or one resting-state run and one HCP localizer. The eprime scripts for preparation and presentation of the stimuli can be found in the [HCP database](https://db.humanconnectome.org/app/action/ChooseDownloadResources?project=HCP_Resources&resource=Scripts&filePath=HCP_TFMRI_scripts.zip). Stimuli and e-prime scripst were provided by the Human Connectome Project, U-Minn Consortium (Principal Investigators: David Van Essen and Kamil Ugurbil; 1U54MH091657) funded by the 16 NIH Institutes and Centers that support the NIH Blueprint for Neuroscience Research, and by the McDonnell Center for Systems Neuroscience at Washington University. Note that in the `cneuromod` DataLad, functional runs are named `func_sub-<participant>_ses-<sess>_task-<task>_run-<run>`, where the `<participant>` tag includes `sub-01` to `sub-06`. For each functional run, a companion file `_events.tsv` contains the timing and type of events presented to the subject. Session tags `<sess>` are `001`, `002` etc, and the number and composition of sessions vary from subject to subject. The `<task>` tags are `restingstate`, `gambling`, `motor`, `social`, `wm`, `emotion`, `language` and `relational`, as described below. Tasks that were repeated twice have separate `<run>` tags (`01`, `02`).
This `cneuromod` dataset is called HCP test-retest (`hcptrt`), because participants repeated 15 times the functional localizers developed by the Human Connectome Project, for a total of approximately 10 hours of functional data per subject. The protocol consisted of seven tasks, described below (text adapted from the [HCP protocol](http://protocols.humanconnectome.org/HCP/3T/task-fMRI-protocol-details.html)). Before each task, participants were given detailed instructions and examples, as well as a practice run. A session was typically composed either of two repetitions of the HCP localizers, or one resting-state run and one HCP localizer. The e-prime scripts for preparation and presentation of the stimuli can be found in the [HCP database](https://db.humanconnectome.org/app/action/ChooseDownloadResources?project=HCP_Resources&resource=Scripts&filePath=HCP_TFMRI_scripts.zip). Stimuli and e-prime scripts were provided by the Human Connectome Project, U-Minn Consortium (Principal Investigators: David Van Essen and Kamil Ugurbil; 1U54MH091657) funded by the 16 NIH Institutes and Centers that support the NIH Blueprint for Neuroscience Research, and by the McDonnell Center for Systems Neuroscience at Washington University. Note that in the `cneuromod` DataLad, functional runs are named `func_sub-<participant>_ses-<sess>_task-<task>_run-<run>`, where the `<participant>` tag includes `sub-01` to `sub-06`. For each functional run, a companion file `_events.tsv` contains the timing and type of events presented to the subject. Session tags `<sess>` are `001`, `002` etc, and the number and composition of sessions vary from subject to subject. The `<task>` tags are `restingstate`, `gambling`, `motor`, `social`, `wm`, `emotion`, `language` and `relational`, as described below. Tasks that were repeated twice have separate `<run>` tags (`01`, `02`).

:::{important}
The duration of BOLD series are slightly varying across participants and repetitions. If consistent length is required by analysis, series can be trimmed at the end to match duration, task being aligned to the first TR.
Expand Down Expand Up @@ -97,19 +98,27 @@ This dataset contains a single session per participant (N=5) when they read chap
## shinobi_training

This is a pure behavioral dataset collected while participants trained at home on the videogame Shinobi III The Return of the Ninja Master.
No training regimen was imposed to the participant making that dataset highly heterogeneous. It consists of sessions of gameplay as collections of bk2 files recorded by the [gym-retro](https://github.com/openai/retro) API.
A subset of 3 levels of the game was selected for their difference in terms of game mechanics, requiring to acquire different skills in each.
A subset of 3 levels of the game was selected for their similarity in terms of core gameplay although some mechanics were specific to each level. These levels were the same than those used in the `shinobi` dataset.

The participants were first introduced to the game by playing the Level-1 at least once. This level introduces the basic game mechanics (moving from left to right, avoid or kill enemies) at an abordable difficulty level for most players. Then, the participants were able to freely choose the level on which they played as well as the training sessions frequency. No training regimen was imposed to the participants making that dataset highly heterogeneous. The dataset consists of sessions of gameplay as collections of `.bk2` files recorded by the [gym-retro](https://github.com/openai/retro) API.

This dataset can be used to analyze learning or individual game-play styles, and can be investigated in conjunction with the fMRI dataset.

## shinobi

This dataset contains about 10h of gameplay on the videogame Shinobi III The Return of the Ninja Master, for N=4 participants (`sub-01`, `sub-02`, `sub-04` and `sub-06`). Participants used a custom-built fully fiber-optic MRI controller, designed by the team and described in [Harel et al. (2022)](https://psyarxiv.com/m2x6y/). In each run, participants played 3 levels in cycles and always in the same order. These levels were selected in the game to have fairly homogeneous game mechanics (see the [Sega documentation](https://sega.fandom.com/wiki/Shinobi_III:_Return_of_the_Ninja_Master) for more details on game structure):
* `Level-1` corresponded to round 1of the original game, "Zeed's Resurrection". It included one mini-boss and one boss fight.
This dataset contains about 10h of gameplay on the videogame Shinobi III The Return of the Ninja Master, for N=4 participants (`sub-01`, `sub-02`, `sub-04` and `sub-06`). Participants used a custom-built fully fiber-optic MRI controller, designed by the team and described in [Harel et al. (2022)](https://psyarxiv.com/m2x6y/). In each run, participants played 3 levels in cycles and always in the same order. These levels were selected in the game to have fairly homogeneous core game mechanics (see the [Sega documentation](https://sega.fandom.com/wiki/Shinobi_III:_Return_of_the_Ninja_Master) for more details on game structure):
* `Level-1` corresponded to round 1 of the original game, "Zeed's Resurrection". It included one mini-boss and one boss fight.
* `Level-4` corresponded to the beginning of round 4 of the original game, "Destruction". It included no mini-boss or boss fight.
* `Level-5` corresponded to the beginning of round 5 of the original game, "Electric demon". It included one mini-boss fight and no boss fight.

Participants moved to the next level if they successfully completed a level, or lost three lives. A new level was then initiated unless 10 minutes had elapsed from the start of the run, at which point the run ended. The duration of each run is thus variable to a degree, with a minimum of ten minutes. Due to the fixed order in the cycle, `Level-1` was repeated more often than `Level-2` and `Level-3`.
Participants moved to the next level if they successfully completed a level, or lost three lives. A new level was then initiated unless 10 minutes had elapsed from the start of the run, at which point the run ended. The duration of each run is thus variable to a degree, with a minimum of ten minutes. Due to the fixed order in the cycle, `Level-1` was repeated more often than `Level-4` and `Level-5`.

In this dataset and the related documentation, we use the term `run` to designate a single functional sequence acquisition (per the usual in neuroimaging). The term `repetition` is used to designate the play of a single level (from start to either completion or the loss of three lives). As such, each run contains around 3 to 5 repetitions.

For each functional run, a companion file `_events.tsv` contains the timing and duration of each repetition played, as well as a `_annotated_events.tsv` file that additionally contains richer annotations, including button presses, handcrafted annotations (Kills, Health losses), and frame-wise RAM values. Additional documentation on the available annotations can be [found here](https://github.com/courtois-neuromod/shinobi/blob/annotations/code/annotations/ANNOTATIONS.md).

The companion `.bk2` files can be found in the `<participant>/<sess>/gamelogs` folder.

:::{important}
Due to a programming error a certain number of game recording files were lost during acquisition, these repetitions are still listed in the events file but have a `stim_file` is left blank. Choice is left to the user whether to exclude the corresponding fMRI volumes or not for their analysis
Due to a programming error a certain number of game recording files were lost during acquisition, these repetitions are still listed in the events file but their `stim_file` field is left blank. Choice is left to the user whether to exclude the corresponding fMRI volumes or not for their analysis.
:::

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