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Mobile Eye-tracking and Behavioral Coding

139 Shared Subjects

N/A
Clinical Assessments
Behavior
09/29/2017
itrac01
01/10/2019
View Change History
01
Query Element Name Data Type Size Required Description Value Range Notes Aliases
subjectkey GUID Required The NDAR Global Unique Identifier (GUID) for research subject NDAR*
src_subject_id String 20 Required Subject ID how it's defined in lab/project
interview_date Date Required Date on which the interview/genetic test/sampling/imaging/biospecimen was completed. MM/DD/YYYY
interview_age Integer Required Age in months at the time of the interview/test/sampling/imaging. 0::1440 Age 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.
sex String 20 Required Sex of subject at birth M;F; O; NR M = Male; F = Female; O=Other; NR = Not reported gender
dode String 10 Recommended Date of Data Entry cbrscoddate
Query cbrsperiod Integer Recommended CBRS Time Period of Coded Interaction cbrperiod
Query baseline_state Integer Recommended Child's state at beginning of assessment 1 :: 5 1 = Tired/drowsy; 2 = alert/calm; 3= Alert/active; 4 = fussy; 5 = crying
Query bodily_codes_onset Integer Recommended Milliseconds from the starting time when the bodily expression starts to display 0 :: 1000000 The coder defines the onset time
Query bodily_codes_offset Integer Recommended Milliseconds from the starting time when the bodily expression ends 0 :: 1000000 The coder defines the offset time
Query bodily_codes_bodily_freeze Integer Recommended Code "freezing" (=2) when some part of or whole body of the child becomes still or rigid in response to the Stranger. Limbs may appear stiff and lifeless or frozen in an awkward position. Freezing is also coded (=1) when we see a sudden decrease in the activity level of the child in response to the Stranger. Freezing or decrease of activity level must last for more than 2 seconds. It is not coded for when a child pauses or shows stillness for less than 2 seconds in the presence of the Stranger. 0::2 0 = No freezing; 1 = A sudden decrease in the child's activity level; 2 = coded when freezing is observed
bodily_codes_bodily_pleas String 2 Recommended Bodily pleasure generally is any body expression to display pleasure. 0; e; p 0 = No bodily pleasure; e = Exuberance - Child moves body with much energy in response to pleasure. May clap, throw up hands, or jump; p = Pride - Similar to Exuberance in that Pride includes, clapping, jumping, but might also include arms raised above the head. Most likely it will be in response to some previous action and may be accompanied with vocalizations.
Query behavior_codes_onset Integer Recommended Milliseconds from the starting time when the target behavior starts to display 0 :: 1000000 The target behaviors are coded in 5-second intervals
Query behavior_codes_offset Integer Recommended Milliseconds from the starting time when the target behavior ends 0 :: 1000000 The target behaviors are coded in 5-second intervals
Query behavior_codes_engage Integer Recommended Engaged in Activity is coded for when the child is actively playing with or attempting to play with toys or task provided during the episode. 0::1 0 = Engaged in activity is not observed; 1 = Engaged in activity is observed
Query behavior_codes_fidget Integer Recommended Fidgeting includes behaviors such as tapping or wiggling feet, tapping fingers or wringing hands, scratching body (that seems in nervous manner), swaying head, etc. It is an ACTIVE behavior. It may be most noticeable when a child also appears nervous. 0::1 0 = Fidgeting is not observed; 1 = Fidgeting is observed
Query behavior_codes_selfstim Integer Recommended Self-Stimulation is self-initiated behaviors that include stimulation of certain part(s) of one's body. It is an ACTIVE behavior. This includes sucking on thumb or fingers, twirling hair in fingers, rocking back and forth, or rhythmically stroking one's clothing. Appears to be unconscious and for soothing purposes to calm self. The behavior must last longer than 2 seconds. If it is less than 2 seconds score for Self-Touching. 0::1 0 = Self-stimulation is not observed; 1 = Self-stimulation is observed
Query behavior_codes_selftouch Integer Recommended Self-Touching is coded when one's two body parts touches each other - e.g. the child is rest his face in his hands, or his arms. Self-Touching is an INACTIVE behavior. 0::1 0 = Self-touching is not observed; 1 = Self-touching is observed
Query behavior_codes_controlsit Integer Recommended Controlling Situation is coded when the child touches the Stranger (e.g. pulls on hands or arms of the Stranger, sit in the lap of the Stranger), and tries to physically engage the Stranger. This is coded when the child acknowledges the Stranger and then proceeds to do what he likes. 0::1 0 = Controlling situation is not observed; 1 = Controlling situation is observed.
Query behavior_codes_reltension Integer Recommended Releasing Tension is coded when child releases laughter, high-pitched giggling, or body "wiggles" which does not appear to be the result of pleasure or delight, but rather mild confusion, nervousness, or a startle response. Most often Releasing Tension is scored when a child seems really tense and lets out a big sigh. This code is also used when child elicits high-energy behaviors, which do not have an instrumental focus. These behaviors may occur after some indication of a build-up of tension and be followed by a return of sustained attention to the Stranger. 0::1 0 = Releasing tension is not observed; 1 = Releasing tension is observed
Query behavior_codes_leavetake Integer Recommended Leave-Taking is coded when the child waves, says "bye-bye," or goes to the door in an attempt to leave before the episode is completed. This behavior must be distinguished from exploration of the door or use of the door as a distraction object. 0::1 0 = Leave-taking is not observed; 1 = Leave-taking is observed
Query behavior_codes_hover Integer Recommended Hovering is coded when the child is standing focused on the Stranger but seems hesitant as to whether he can begin an interaction. Often the child seems ambivalent as if they are unsure whether to approach or withdraw. 0::1 0 = Hovering is not observed; 1 = Hovering is observed
Query behavior_codes_offtask Integer Recommended Off Task should only refer to times when the child is not in the room mentally and totally beyond ignoring the task presented. 0::1 0 = Off-task is not observed; 1 = Off-task is observed
Query proximity_codes_onset Integer Recommended Milliseconds from the starting time when the proximity to the Stranger is coded 0 :: 1000000 Proximity to the Stranger is coded in 5-second intervals
Query proximity_codes_offset Integer Recommended The offset timestamp, counted as milliseconds from the starting time 0 :: 1000000 Proximity to the Stranger is coded in 5-second intervals
Query proximity_codes_stim Integer Recommended Proximity to Stimulus is coded when the child increases or maintains proximity to the Stranger. Code for the peak proximity (the closest distance between the child and the Stranger) during the 5-second interval 0::2 0 = the child stays at the same position as in the beginning of the episode. The child maintains proximity to the Stranger; 1 = the child moves closer to the Stranger; 2 = the child touches the Stranger
Query withdraw_codes_onset Integer Recommended Milliseconds from the starting time when the child starts to take the withdrawal movement 0 :: 1000000 The coder defines the onset time
Query withdraw_codes_offset Integer Recommended Milliseconds from the starting time when the withdrawal movement ends 0 :: 1000000 The coder defines the offset time
Query withdraw_codes_w_intensity Integer Recommended Withdraw is coded when the child moves away or makes attempts to distance him/herself from the Stranger. Withdraw behavior is a very ACTIVE behavior. It should be scored only when the action of withdrawal is made. For Withdraw, score the maximum intensity of the behavior when it occurs in the context of the end result of the behavior. 1 :: 3 1 = Low withdraw, turns or leans away from the Stranger; 2 = Moderate withdraw, takes one or two steps away from the Stranger; 3 = Intense withdraw, goes to far corner or tries to leave the room
Query approach_codes_onset Integer Recommended Milliseconds from the starting time when the child starts to approach the Stranger 0 :: 1000000 The coder defines the onset time
Query approach_codes_offset Integer Recommended Milliseconds from the starting time when the approach behavior ends. 0 :: 1000000 The coder defines the offset time
Query approach_codes_a_intensity Integer Recommended Approach is coded when the child initiates behaviors to decrease the distance from the Stranger. Approach behavior is a very ACTIVE behavior. It should be scored only when the action of approach is made. For Approach, score the maximum intensity of the behavior when it occurs in the context of the end result of the behavior. 1 :: 3 1 = The child turns or leans toward the Stranger; 2 = The child takes one or two hesitant steps toward the Stranger; 3 = The child Takes one or two non-hesitant steps toward the Stranger, or initiates action to get close to the Stranger
approach_codes_a_type String 2 Recommended Style of child's approach: direct or indirect d; i d = Child approaches the Stranger directly; i = Approaching non-directly is coded when a child approaches the Stranger by non-direct route, or with attention focused elsewhere (not toward the Stranger).
Query svocal_codes_onset Integer Recommended Milliseconds from the starting time when the Stranger starts an utterance 0 :: 1000000 The coder defines the onset time
Query svocal_codes_offset Integer Recommended Milliseconds from the starting time when the Stranger finishes the utterance 0 :: 1000000 The coder defines the offset time
svocal_codes_transcribe String 500 Recommended The utterance that the Stranger said A transcript of what the Stranger said. The Stranger's speech is scripted.
svocal_codes_svocal_type String 2 Recommended The Stranger either asks a question, or make a statement that contributes to the conversation q; c q = the utterance is a question; c = the utterance is a part of a conversation
Query cvocal_codes_onset Integer Recommended Milliseconds from the starting time when the child starts an utterance 0 :: 1000000 The coder defines the onset time
Query cvocal_codes_offset Integer Recommended Milliseconds from the starting time when the child finishes the utterance 0 :: 1000000 The coder defines the offset time
cvocal_codes_transcribe String 500 Recommended The utterance that the child said A transcript of what the child said.
cvocal_codes_referent String 2 Recommended What the child is talking about c; s; e; t c = Child himself / herself; s = The Stranger; e = The Experimenter; t = The child's toy(s)
cvocal_codes_audience String 2 Recommended To whom the child is directing vocalizations s; e; m s = The stranger; e = The experimenter; m = Monologue. This is to be used in cases where the child talks to himself or herself as though he or she were thinking aloud, without addressing someone else
cvocal_codes_valence String 5 Recommended The emotional quality of the vocalization. Each vocalization should be evaluated by the content of what the child has said and tone of voice. Always use the content of a statement first to determine positive and negative valence. Thus if the content of a vocalization is positive ("I love bubbles!") then it is coded as having a positive valence. It is only in the case of neutral vocalizations that the tone must be considered in deciding the valence. pos; neg; neu pos = Positive vocalization; neg = Negative vocalization; neu = Neutral vocalization
cvocal_codes_response_type String 2 Recommended The type of the child's vocalization in response to the Stranger a; n; s a = The child's response is contingent and he/she is actually answering or responded to what was said to the question/conversation that the Stranger made; n = The child's responds to the Stranger's question/conversation with a noncontingent remark that does not make sense in the context of the conversation or has nothing to do with what was asked. s = Spontaneous response. Presence of any utterance that is NOT prompted by a statement or questions by the Stranger / Experimenter, but is directed at the Stranger / Experimenter
Query cnonverb_codes_onset Integer Recommended Milliseconds from the starting time when the child starts making a nonverbal response 0 :: 1000000 The coder defines the onset time
Query cnonverb_codes_offset Integer Recommended Milliseconds from the starting time when the child finishes the nonverbal response 0 :: 1000000 The coder defines the offset time
Query cnonverb_codes_headnod Integer Recommended Headnod is coded when the child nods his / her head in response to the Stranger's / Experimenter's prompt 0::1 0 = The child did not nod his/her head; 1 = The child nods his/her head
Query cnonverb_codes_headshake Integer Recommended Headshake is coded when the child shakes his / her head in response to the Stranger's / Experimenter's prompt 0::1 0 = The child did not shake his/her head; 1 = The child shakes his/her head
Query cnonverb_codes_laughter Integer Recommended Laughter is coded when the child makes a laughter that can be spontaneous or as a response to the Stranger 0::1 0 = The child did not make a laughter; 1 = The child makes a laughter
Query cnonverb_codes_crying Integer Recommended Whimpering or crying that is obviously due to distress. Need to rate the peak intensity of crying 0::3 0 = No crying; 1 = Definite whimpering, limited to a short (1-2 second) duration, or longer whining, fussing, or mild protest; 2 = Low-intensity cry (cry has extended or rhythmic quality), or definite non-muted crying; 3 = Full intensity cry/scream (terrified)
Query info_codes_duration Integer Recommended Total duration of coded recording In seconds
Query stimulus_codes_onset Integer Recommended The coder defines the onset time. Continuous coding - the onset is 1ms after the previous offset - Milliseconds from the starting time when the Stranger enters the room where the child is 0 :: 1000000
Query stimulus_codes_offset Integer Recommended The coder defines the offset time. Continuous coding - the offset is 1ms before the next onset - Milliseconds from the starting time when the Stranger starts leaving the room 0 :: 1000000
Query stimulus_codes_presence Integer Recommended The code indicates whether the Stranger is present in the room or not 0::1 0 = The stranger is not present.; 1 = The stranger is present / visible
Query stimulus_mov_codes_onset Integer Recommended The coder defines the onset time. Continuous coding - the onset is 1ms after the previous offset - Milliseconds from the starting time when the Stranger begins to move in the room 0 :: 1000000
Query stimulus_mov_codes_offset Integer Recommended The coder defines the offset time. Continuous coding - the offset is 1ms before the next onset - Milliseconds from the starting time when the Stranger stops moving 0 :: 1000000
stimulus_mov_codes_type String 8 Recommended The type of the Stranger's movement e; w; st; si e = enter.; w = walk.; st = stand.; si = sit
Query calibration_codes_onset Integer Recommended Calibration: The starting timestamp of the coded segment of the recording - Milliseconds from the starting time when the coded segment begins 0 :: 1000000
Query calibration_codes_offset Integer Recommended Calibration: The end timestamp of the coded segment of the recording - Milliseconds from the starting time when the coded segment ends 0 :: 1000000
Query calibration_codes_quality Integer Recommended The coder notes the quality of calibration based on the calibration and verification procedure. 1::3 1 = good calibration.; 2 = satisfactory calibration.; 3 = bad calibration
Query gaze_correct_codes_onset Integer Recommended Gaze: The starting timestamp of the coded segment of the recording - Milliseconds from the starting time when the coded segment begins 0 :: 1000000
Query gaze_correct_codes_offset Integer Recommended Gaze: The end timestamp of the coded segment of the recording - Milliseconds from the starting time when the coded segment ends 0 :: 1000000
Query gaze_correct_codes_x Integer Recommended The gaze correction degree is determined in Pupil Player - Gaze correction degree in x coordinate
Query gaze_correct_codes_y Integer Recommended The gaze correction degree is determined in Pupil Player - Gaze correction degree in y coordinate
Query fixation_codes_onset Integer Recommended The coder defines the onset time. Continuous coding - the onset is 1ms after the previous offset - Milliseconds from the starting time when the child starts looking at a defined area of interest (AOI) 0 :: 1000000
Query fixation_codes_offset Integer Recommended The coder defines the offset time. Continuous coding - the offset is 1ms before the next onset - Milliseconds from the starting time when the child stops looking at the Area of Interest (AOI) 0 :: 1000000
fixation_codes_aoi String 10 Recommended This is frame-by-frame coding. A fixation to an Area of Interest (AOI) is valid if the fixation dot is on the AOI for 3 continuous frames or more for 30 frames/second recording, or 5 continuous frames or more for 60 frames/second recording sf; sb; self; r sf = the face of the stimulus (i.e. Stranger).; sb = the body of the stimulus (i.e. Stranger).; self = the child.; r = the background room object
Query phenotype String 200 Recommended Phenotype/diagnosis for the subject diag_group
txgroup String 50 Recommended Treatment group exp_group
Query timepoint Integer Recommended Timepoint
0::8
0=Screening; 1=Intake; 2=3 months; 3=6 months; 4=9 months; 5=12 months; 6=24 months; 7 = pre-intervention; 8 = post-intervention
task_type String 7 Recommended Whether the item was part of the static image viewing or dyamic video viewing task. static; dynamic
item_name String 5 Recommended The text/number string used to identify the item in the study.
item_unique String 6 Recommended Whether the item appeared at a single (novel) or multiple (repeat) timepoints. novel; repeat
target_obj String 20 Recommended The correct gazed-at object in the scene.
plaus_nont_obj String 20 Recommended An object near the target object in the scene, but not gazed-at.
imp_nont_obj_1 String 20 Recommended An object farther away from the target object in the scene and not gazed-at.
imp_nont_obj_2 String 20 Recommended An object farther away from the target object in the scene and not gazed-at.
bd_r String 20 Recommended The participant's 4-alterantive forced-choice response. Varies by question and is identical to one the following variables: target_obj, plaus_nont_obj, imp_nont_obj1, and imp_nont_obj2 response
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