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The Filter Cart provides a powerful way to query and access data for which you may be interested.  

A few points related to the filter cart are important to understand with the NDA Query/Filter implementation: 

First, the filter cart is populated asyncronously.  So, when you run a query, it may take a moment to populate but this will happen in the background so you can define other queries during this time.  

When you are adding your first filter, all data associated with your query will be added to the filter cart (whether it be a collection, a concept, a study, a data structure/elment or subjects). Not all data structures or collections will necessarily be displayed.  For example, if you select the NDA imaging structure image03, and further restrict that query to scan_type fMRI, only fMRI images will appear and only the image03 structure will be shown.  To see other data structures, select "Find All Subject Data" which will query all data for those subjects. When a secord or third filter is applied, an AND condition is used.  A subject must exist in all filters.  If the subject does not appear in any one filter, that subjects data will not be included in your filter cart. If that happens, clear your filter cart, and start over.  

It is best to package more data than you need and access those data using other tools, independent of the NDA (e.g. miNDAR snapshot), to limit the data selected.  If you have any questions on data access, are interested in using avaialble web services, or need help accessing data, please contact us for assistance.  

Frequently Asked Questions

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Emotion Regulation During Frustration

erdf

01

Regulatory attempts are defined as strategic behaviors that have the capacity to modify emotional states. They need not be immediately effective or appropriate to count as a regulatory attempt, as will be clear from the categories and ratings below. The coder identifies whether or not each regulatory attempt occurred during the epoch and then rates the immediate effectiveness of the attempt in regard to its altering emotional state.

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Element NameData TypeSizeRequiredDescriptionValue RangeNotesAliases
subjectkeyGUIDRequiredThe NDAR Global Unique Identifier (GUID) for research subjectNDAR*
src_subject_idString20RequiredSubject ID how it's defined in lab/project
interview_dateDateRequiredDate on which the interview/genetic test/sampling/imaging/biospecimen was completed. MM/DD/YYYYRequired field
interview_ageIntegerRequiredAge in months at the time of the interview/test/sampling/imaging.0 :: 1260Age is rounded to chronological month. If the research participant is 15-days-old at time of interview, the appropriate value would be 0 months. If the participant is 16-days-old, the value would be 1 month.
sexString20RequiredSex of the subjectM;FM = Male; F = Femalegender
version_formString100RecommendedForm used/assessment name
baseline_a_002String100RecommendedInterview Start Time:
aescodeIntegerRecommendedStaff code number of person completing this form
comments_miscString4,000RecommendedMiscellaneous comments on study, interview, methodology relevant to this form data
commentsString4,000RecommendedComments about assessment
e1_behaviorIntegerRecommendedEpoch 1: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e1_newsameIntegerRecommendedEpoch 1: New/Same1;21 = New; 2 = Same
e1_focusIntegerRecommendedEpoch 1: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e1_effectivenessIntegerRecommendedEpoch 1: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e1_codeString4RecommendedEpoch 1: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e1_strategy_codeIntegerRecommendedEpoch 1: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments1String1,000RecommendedComments 1
e2_behaviorIntegerRecommendedEpoch 2: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e2_newsameIntegerRecommendedEpoch 2: New/Same1;21 = New; 2 = Same
e2_focusIntegerRecommendedEpoch 2: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e2_effectivenessIntegerRecommendedEpoch 2: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e2_codeString4RecommendedEpoch 2: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e2_strategy_codeIntegerRecommendedEpoch 2: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments2String1,000RecommendedComments 2
e3_behaviorIntegerRecommendedEpoch 3: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e3_newsameIntegerRecommendedEpoch 3: New/Same1;21 = New; 2 = Same
e3_focusIntegerRecommendedEpoch 3: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e3_effectivenessIntegerRecommendedEpoch 3: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e3_codeString4RecommendedEpoch 3: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e3_strategy_codeIntegerRecommendedEpoch 3: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments3String1,000RecommendedComments 3
e4_behaviorIntegerRecommendedEpoch 4: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e4_newsameIntegerRecommendedEpoch 4: New/Same1;21 = New; 2 = Same
e4_focusIntegerRecommendedEpoch 4: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e4_effectivenessIntegerRecommendedEpoch 4: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e4_codeString4RecommendedEpoch 4: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e4_strategy_codeIntegerRecommendedEpoch 4: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments4String1,000RecommendedComments 4
e5_behaviorIntegerRecommendedEpoch 5: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e5_newsameIntegerRecommendedEpoch 5: New/Same1;21 = New; 2 = Same
e5_focusIntegerRecommendedEpoch 5: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e5_effectivenessIntegerRecommendedEpoch 5: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e5_codeString4RecommendedEpoch 5: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e5_strategy_codeIntegerRecommendedEpoch 5: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments5String200RecommendedComments 5
e6_behaviorIntegerRecommendedEpoch 6: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e6_newsameIntegerRecommendedEpoch 6: New/Same1;21 = New; 2 = Same
e6_focusIntegerRecommendedEpoch 6: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e6_effectivenessIntegerRecommendedEpoch 6: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e6_codeString4RecommendedEpoch 6: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e6_strategy_codeIntegerRecommendedEpoch 6: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments6String200RecommendedComments 6
e7_behaviorIntegerRecommendedEpoch 7: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e7_newsameIntegerRecommendedEpoch 7: New/Same1;21 = New; 2 = Same
e7_focusIntegerRecommendedEpoch 7: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e7_effectivenessIntegerRecommendedEpoch 7: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e7_codeString4RecommendedEpoch 7: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e7_strategy_codeIntegerRecommendedEpoch 7: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments7String200RecommendedComments 7
e8_behaviorIntegerRecommendedEpoch 8: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e8_newsameIntegerRecommendedEpoch 8: New/Same1;21 = New; 2 = Same
e8_focusIntegerRecommendedEpoch 8: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e8_effectivenessIntegerRecommendedEpoch 8: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e8_codeString4RecommendedEpoch 8: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e8_strategy_codeIntegerRecommendedEpoch 8: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments8String200RecommendedComments 8
e9_behaviorIntegerRecommendedEpoch 9: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e9_newsameIntegerRecommendedEpoch 9: New/Same1;21 = New; 2 = Same
e9_focusIntegerRecommendedEpoch 9: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e9_effectivenessIntegerRecommendedEpoch 9: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e9_codeString4RecommendedEpoch 9: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e9_strategy_codeIntegerRecommendedEpoch 9: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments9String200RecommendedComments 9
e10_behaviorIntegerRecommendedEpoch 10: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e10_newsameIntegerRecommendedEpoch 10: New/Same1;21 = New; 2 = Same
e10_focusIntegerRecommendedEpoch 10: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e10_effectivenessIntegerRecommendedEpoch 10: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e10_codeString4RecommendedEpoch 10: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e10_strategy_codeIntegerRecommendedEpoch 10: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments10String200RecommendedComments 10
e11_behaviorIntegerRecommendedEpoch 11: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e11_newsameIntegerRecommendedEpoch 11: New/Same1;21 = New; 2 = Same
e11_focusIntegerRecommendedEpoch 11: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e11_effectivenessIntegerRecommendedEpoch 11: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e11_codeString4RecommendedEpoch 11: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e11_strategy_codeIntegerRecommendedEpoch 11: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments11String200RecommendedComments 11
e12_behaviorIntegerRecommendedEpoch 12: Behavior Code0::6;990 = No codable behavior; 1 = Defiance ; 2 = Problem Solve ; 3 = Distraction ; 4 = Self-Soothe ; 5 = Play Activity ; 6 = Talk; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e12_newsameIntegerRecommendedEpoch 12: New/Same1;21 = New; 2 = Same
e12_focusIntegerRecommendedEpoch 12: Focus1::31 = Wants; 2 = Doesn't Want; 3 = Neutral
e12_effectivenessIntegerRecommendedEpoch 12: Effectiveness0::3;9;990 = not at all effective; 1 = attempts were slightly or somewhat effective; 2 = attempts were greatly effective; 3 = neutrality maintained; 9 = no regulatory strategy occurred; 99 = Child's face/body completely obstructed for 15 consecutive seconds
e12_codeString4RecommendedEpoch 12: Behavior CodeODD ; ODO ; S ; V ; AF ; AF-A ; D1 ; D2 ; O ; L ; FD ; I ; ODDt ; D1v ; D2v ; FDtODD = Other Directed, Demand ; ODO = Other Directed, Other ; S = Self-soothing ; V = Self-directed Verbalization ; AF = Attempts to Fix ; AF-A = Attempts to Fix-Alternate Strategy (only in Lock Box) ; D1 = Distraction, Level 1 ; D2 = Distraction, Level 2 ; O = Object engagement ; L = Leave-taking ; FD = Focus on the Demand ; I = Immobilized ; ODDt = Other Directed, Demand (t) for touching demand/prohibited object ; D1v = Distraction, Level 1 (v) for verbalization ; D2v = Distraction, Level 2 (v) for verbalization ; FDt = Focus on the Demand (t) for touching demand/prohibited object
e12_strategy_codeIntegerRecommendedEpoch 12: Behavior Strategy Code1::31 = strategy occurred and was self-initiated; 2 = strategy occurred and was disruptive; 3 = strategy occurred and was adult-initiated
comments12String200RecommendedComments 12
e1_emotion_codeIntegerRecommendedEpoch 1: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e1_intensityIntegerRecommendedEpoch 1: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e1_cuesString100RecommendedEpoch 1: Emotional Cues
e2_emotion_codeIntegerRecommendedEpoch 2: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e2_intensityIntegerRecommendedEpoch 2: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e2_cuesString100RecommendedEpoch 2: Emotional Cues
e3_emotion_codeIntegerRecommendedEpoch 3: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e3_intensityIntegerRecommendedEpoch 3: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e3_cuesString100RecommendedEpoch 3: Emotional Cues
e4_emotion_codeIntegerRecommendedEpoch 4: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e4_intensityIntegerRecommendedEpoch 4: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e4_cuesString100RecommendedEpoch 4: Emotional Cues
e5_emotion_codeIntegerRecommendedEpoch 5: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e5_intensityIntegerRecommendedEpoch 5: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e5_cuesString100RecommendedEpoch 5: Emotional Cues
e6_emotion_codeIntegerRecommendedEpoch 6: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e6_intensityIntegerRecommendedEpoch 6: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e6_cuesString100RecommendedEpoch 6: Emotional Cues
e7_emotion_codeIntegerRecommendedEpoch 7: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e7_intensityIntegerRecommendedEpoch 7: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e7_cuesString100RecommendedEpoch 7: Emotional Cues
e8_emotion_codeIntegerRecommendedEpoch 8: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e8_intensityIntegerRecommendedEpoch 8: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e8_cuesString100RecommendedEpoch 8: Emotional Cues
e9_emotion_codeIntegerRecommendedEpoch 9: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e9_intensityIntegerRecommendedEpoch 9: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e9_cuesString100RecommendedEpoch 9: Emotional Cues
e10_emotion_codeIntegerRecommendedEpoch 10: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e10_intensityIntegerRecommendedEpoch 10: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e10_cuesString100RecommendedEpoch 10: Emotional Cues
e11_emotion_codeIntegerRecommendedEpoch 11: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e11_intensityIntegerRecommendedEpoch 11: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e11_cuesString100RecommendedEpoch 11: Emotional Cues
e12_emotion_codeIntegerRecommendedEpoch 12: Emotion Code0::4;90 = Neutral; 1 = Happy; 2 = Sad; 3 = Angry; 4 = Anxious; 9 = Non-codable (emotion not included in coding system or child's face invisible/voice inaudible)
e12_intensityIntegerRecommendedEpoch 12: Intensity0::30 = No sign of any cue for this emotion; 1 = Mild; 2 = Moderate; 3 = Intense
e12_cuesString100RecommendedEpoch 12: Emotional Cues
sack_frustratedString1RecommendedSack Task - How much did [child] feel frustrated?a;b;ca = Not frustrated; b = A little frustrated; c = Frustrated a lot
sack_sadString1RecommendedSack Task - How much did [child] feel sad?a;b;ca = Not sad; b = A little sad; c = Sad a lot
sack_afraid_nervousString1RecommendedSack Task - How much did [child] feel afraid or nervous?a;b;ca = Not afraid or nervous; b = A little afraid or nervous; c = Afraid or nervous a lot
sack_happyString1RecommendedSack Task - How much did [child] feel happy?a;b;ca = Not happy; b = A little happy; c = Happy a lot
box_frustratedString1RecommendedBox Task - How much did [child] feel frustrated?a;b;ca = Not frustrated; b = A little frustrated; c = Frustrated a lot
box_sadString1RecommendedBox Task - How much did [child] feel sad?a;b;ca = Not sad; b = A little sad; c = Sad a lot
box_afraid_nervousString1RecommendedBox Task - How much did [child] feel afraid or nervous?a;b;ca = Not afraid or nervous; b = A little afraid or nervous; c = Afraid or nervous a lot
box_happyString1RecommendedBox Task - How much did [child] feel happy?a;b;ca = Not happy; b = A little happy; c = Happy a lot
visitString50RecommendedVisit name
Data Structure

This page displays the data structure defined for the measure identified in the title and structure short name. The table below displays a list of data elements in this structure (also called variables) and the following information:

  • Element Name: This is the standard element name
  • Data Type: Which type of data this element is, e.g. String, Float, File location.
  • Size: If applicable, the character limit of this element
  • Required: This column displays whether the element is Required for valid submissions, Recommended for valid submissions, Conditional on other elements, or Optional
  • Description: A basic description
  • Value Range: Which values can appear validly in this element (case sensitive for strings)
  • Notes: Expanded description or notes on coding of values
  • Aliases: A list of currently supported Aliases (alternate element names)
  • For valid elements with shared data, on the far left is a Filter button you can use to view a summary of shared data for that element and apply a query filter to your Cart based on selected value ranges

At the top of this page you can also:

  • Use the search bar to filter the elements displayed. This will not filter on the Size of Required columns
  • Download a copy of this definition in CSV format
  • Download a blank CSV submission template prepopulated with the correct structure header rows ready to fill with subject records and upload

Please email the The NDA Help Desk with any questions.

Distribution for DataStructure: erdf01 and Element:
Chart Help

Filters enable researchers to view the data shared in NDA before applying for access or for selecting specific data for download or NDA Study assignment. For those with access to NDA shared data, you may select specific values to be included by selecting an individual bar chart item or by selecting a range of values (e.g. interview_age) using the "Add Range" button. Note that not all elements have appropriately distinct values like comments and subjectkey and are not available for filtering. Additionally, item level detail is not always provided by the research community as indicated by the number of null values given.

Filters for multiple data elements within a structure are supported. Selections across multiple data structures will be supported in a future version of NDA.