CP_AUTOMATION/CognitivePrism/my-project/cognitive-docs/Doc/RIT.md
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Response Inhibition Task (RIT) - Complete Specification Document

1. Test Overview

1.1 Definition

The Response Inhibition Task (Go/No-Go Task) measures an individual's ability to suppress automatic, dominant, or prepotent responses when they are inappropriate. It evaluates impulse control and the capacity to resist distractions or temptations.

1.2 Core Cognitive Ability Measured

  • Response Inhibition: Capacity to stop oneself from responding impulsively
  • Impulse Control: Ability to hold back automatic reactions
  • Attention Control: Maintaining focus and following rules

1.3 Test Structure Overview

Practice Phase: 7 trials (with feedback)
Main Test: 75 trials across 3 blocks (no feedback)
Total: 82 trials
Duration: ~10-12 minutes

2. Age Group Specifications

2.1 Adolescents (14-18 years)

Stimuli:

  • Magic Potion 🧪 (image file)
  • Bomb 💣 (image file)

Response Window:

  • 2.5 seconds per trial

Language Style:

  • Casual, encouraging, game-like
  • Examples: "Great job!", "Let's go!", "challenge", "game"

Thematic Design:

  • Treasure/magic theme
  • Colorful, engaging visuals
  • Fun, motivating atmosphere

2.2 Adults (18-22 years)

Stimuli:

  • Red Circle (solid color)
  • Blue Circle (solid color)

Response Window:

  • 2.0 seconds per trial

Language Style:

  • Formal, concise, clinical
  • Examples: "Proceed", "Complete", "task", "trial"

Thematic Design:

  • Professional, research-oriented
  • Clean, minimal visuals
  • Clinical atmosphere

3. Test Phases

3.1 Practice Phase

Purpose:

  • Familiarize participants with task mechanics
  • Teach stimulus-response mapping
  • Allow learning without performance pressure

Structure:

Trials: 7
Feedback: YES (after every trial)
Reversals: NOT applicable
Goal: Learn the basic rules

Practice Trial Sequences:

Adolescents:

Trial 1: Bomb (No-Go)
Trial 2: Potion (Go)
Trial 3: Potion (Go)
Trial 4: Bomb (No-Go)
Trial 5: Potion (Go)
Trial 6: Bomb (No-Go)
Trial 7: Potion (Go)

Adults:

Trial 1: Red (Go)
Trial 2: Blue (No-Go)
Trial 3: Red (Go)
Trial 4: Red (Go)
Trial 5: Blue (No-Go)
Trial 6: Blue (No-Go)
Trial 7: Red (Go)

3.2 Main Test Phase

Purpose:

  • Measure actual response inhibition performance
  • Test cognitive flexibility through rule switching
  • Assess adaptation to changing demands

Structure:

Blocks: 3
Trials per Block: 25
Total Trials: 75
Feedback: NO (only blue highlight on response)
Reversals: Rules switch in Block 2, return in Block 3

Block Breakdown:

Block 1: Trials 1-25 (Original rules)
Block 2: Trials 26-50 (REVERSED rules)
Block 3: Trials 51-75 (Back to original rules)

4. Block Structure & Rule Switching

4.1 Block 1 - Baseline Establishment

Purpose: Establish prepotent response pattern

Adolescents Rules:

  • GO: Tap when you see Potion 🧪
  • NO-GO: Don't tap when you see Bomb 💣

Adults Rules:

  • GO: Tap when you see Red Circle
  • NO-GO: Don't tap when you see Blue Circle

Trial Distribution:

  • 15 Go trials (60%)
  • 10 No-Go trials (40%)

Goal: Create automatic habit of responding to one stimulus

4.2 Block 2 - Rule Reversal

Purpose: Test cognitive flexibility and inhibition under interference

Adolescents Rules (REVERSED):

  • GO: Tap when you see Bomb 💣
  • NO-GO: Don't tap when you see Potion 🧪

Adults Rules (REVERSED):

  • GO: Tap when you see Blue Circle
  • NO-GO: Don't tap when you see Red Circle

Trial Distribution:

  • 15 Go trials (60%)
  • 10 No-Go trials (40%)

Challenge: Override established habit from Block 1

4.3 Block 3 - Return to Original

Purpose: Test re-adaptation and measure interference effects

Rules: Same as Block 1 (Original rules restored)

Trial Distribution:

  • 15 Go trials (60%)
  • 10 No-Go trials (40%)

Challenge: Switch back after learning reversed pattern


5. Trial Types

5.1 Go Trials (60% of trials)

Definition: Trials requiring an active response

Expected Action: Press key/click screen

Correct Response:

  • Participant responds within time window
  • Score: 1 (correct)

Incorrect Response:

  • Participant fails to respond (timeout)
  • Classification: Omission Error
  • Score: 0 (incorrect)

Example:

Adolescent Block 1: See Potion → Should tap
Adult Block 1: See Red → Should tap

5.2 No-Go Trials (40% of trials)

Definition: Trials requiring response inhibition

Expected Action: Do NOT press key/click screen

Correct Response:

  • Participant withholds response (inhibits successfully)
  • Score: 1 (correct)

Incorrect Response:

  • Participant responds when shouldn't
  • Classification: Commission Error (False Alarm)
  • Score: 0 (incorrect)

Example:

Adolescent Block 1: See Bomb → Should NOT tap
Adult Block 1: See Blue → Should NOT tap

6. Timing Specifications

6.1 Trial Timing Flow

Complete Trial Sequence:

1. Fixation Cross: 0.3 seconds
2. Stimulus Display: 2.5s (adolescent) / 2.0s (adult)
3. Feedback (practice only): 1.0s or 1.5s
4. Inter-Trial Interval: 0.3 seconds

Total per Trial:

  • Practice: ~5-6 seconds
  • Main Test: ~3-4 seconds

6.2 Phase Durations

Fixation Cross:

  • Duration: 300ms
  • Purpose: Alert participant to prepare
  • Display: "+" symbol centered

Stimulus Presentation:

  • Adolescents: 2,500ms
  • Adults: 2,000ms
  • Purpose: Response window
  • Behavior: Accept responses during this window only

Feedback Display (Practice Only):

  • Correct responses: 1,000ms
  • Incorrect responses: 1,500ms
  • Purpose: Learning reinforcement

Inter-Trial Interval:

  • Duration: 300ms
  • Purpose: Brief pause between trials
  • Display: Blank screen

6.3 Timeout Handling

When Stimulus Window Expires:

1. Cancel stimulus display
2. Show "Time is up!" message
3. Display for 1 second
4. Record trial result:
   - Go trial → Omission Error (incorrect)
   - No-Go trial → Correct Inhibition (correct)
5. Proceed to next trial

7. Response Handling

7.1 Response Methods

Accepted Inputs:

  • Spacebar key press
  • Mouse click anywhere on screen
  • Touch tap (mobile devices)

Response Detection:

  • Active only during stimulus display window
  • Ignored during fixation and inter-trial intervals

7.2 Response Confirmation

Visual Feedback:

  • Blue outline/ring appears immediately on response
  • Remains visible for duration of stimulus display
  • No other feedback during main test

Timeout Response:

  • "Time is up!" message displays for 1 second
  • Participant receives no other indication

8. Feedback Rules (Practice Phase Only)

8.1 Correct Go Response

Trigger: Participant pressed when they should

Message: "Good job! You pressed at the right time."

Duration: 1.0 second

Purpose: Reinforce correct active response

8.2 Missed Go Response (Omission Error)

Trigger: Participant didn't press when they should

Message: "Remember to press when you see the Go picture!"

Duration: 1.5 seconds

Optional: Gentle alert tone

Purpose: Remind to respond to Go stimuli

8.3 Incorrect No-Go Response (Commission Error)

Trigger: Participant pressed when they shouldn't

Message: "Try not to press when you see the No-Go picture."

Duration: 1.5 seconds

Purpose: Reinforce inhibition requirement

8.4 Correct No-Go Response

Trigger: Participant successfully inhibited response

Message: "Great! You stopped at the right time."

Duration: 1.0 second

Purpose: Reinforce successful inhibition

8.5 Inactivity Alert

Trigger: No response within 1.5s (adults) or 2s (adolescents) of stimulus onset

Message: "Please respond quickly!"

Duration: 1.0 second

Audio: "Beep" tone plays

Purpose: Encourage faster responding

Note: This is distinct from timeout - it's a mid-trial warning


9. Main Test Differences

9.1 No Feedback Display

During Main Test:

  • No verbal feedback messages shown
  • No correctness indication
  • No performance updates

Only Visual Confirmation:

  • Blue highlight on response (shows action was registered)
  • "Time is up!" on timeout

Purpose:

  • Measure performance without learning aid
  • Reduce anxiety about errors
  • Focus on natural response patterns

9.2 Block Instructions

When Displayed:

  • Before Block 1 starts
  • Before Block 2 starts (after Block 1 completion)
  • Before Block 3 starts (after Block 2 completion)

Content:

  • Current block number
  • Rule explanation
  • Reminder of task goals
  • "Let's Go!" button to begin

10. Trial Sequences (Exact Order)

10.1 Block 1 Trial Order - Adolescents

Trial 1-25:
Bomb(N), Potion(G), Potion(G), Bomb(N), Potion(G),
Potion(G), Bomb(N), Bomb(N), Potion(G), Potion(G),
Potion(G), Potion(G), Bomb(N), Potion(G), Bomb(N),
Potion(G), Potion(G), Bomb(N), Potion(G), Bomb(N),
Potion(G), Potion(G), Bomb(N), Potion(G), Bomb(N)

G = Go trial, N = No-Go trial
Total: 15 Go, 10 No-Go

10.2 Block 2 Trial Order - Adolescents

Trial 26-50:
Bomb(G), Potion(N), Bomb(G), Bomb(G), Potion(N),
Bomb(G), Potion(N), Potion(N), Bomb(G), Bomb(G),
Bomb(G), Potion(N), Bomb(G), Bomb(G), Potion(N),
Bomb(G), Potion(N), Bomb(G), Bomb(G), Potion(N),
Bomb(G), Potion(N), Bomb(G), Bomb(G), Potion(N)

Rules REVERSED: Bomb=Go, Potion=No-Go
Total: 15 Go, 10 No-Go

10.3 Block 3 Trial Order - Adolescents

Trial 51-75:
Bomb(N), Potion(G), Potion(G), Bomb(N), Potion(G),
Bomb(N), Potion(G), Potion(G), Bomb(N), Potion(G),
Bomb(N), Potion(G), Bomb(N), Potion(G), Potion(G),
Bomb(N), Potion(G), Bomb(N), Potion(G), Potion(G),
Bomb(N), Potion(G), Bomb(N), Potion(G), Potion(G)

Rules BACK TO ORIGINAL: Potion=Go, Bomb=No-Go
Total: 15 Go, 10 No-Go

10.4 Block 1 Trial Order - Adults

Trial 1-25:
Red(G), Blue(N), Red(G), Red(G), Red(G),
Red(G), Blue(N), Blue(N), Red(G), Red(G),
Blue(N), Red(G), Blue(N), Red(G), Blue(N),
Red(G), Red(G), Blue(N), Red(G), Blue(N),
Red(G), Red(G), Blue(N), Red(G), Blue(N)

G = Go trial, N = No-Go trial
Total: 15 Go, 10 No-Go

10.5 Block 2 Trial Order - Adults

Trial 26-50:
Blue(G), Red(N), Blue(G), Blue(G), Red(N),
Blue(G), Red(N), Red(N), Blue(G), Blue(G),
Blue(G), Red(N), Blue(G), Blue(G), Red(N),
Blue(G), Red(N), Blue(G), Blue(G), Red(N),
Blue(G), Red(N), Blue(G), Blue(G), Red(N)

Rules REVERSED: Blue=Go, Red=No-Go
Total: 15 Go, 10 No-Go

10.6 Block 3 Trial Order - Adults

Trial 51-75:
Blue(N), Red(G), Red(G), Blue(N), Red(G),
Red(G), Red(G), Blue(N), Blue(N), Red(G),
Red(G), Blue(N), Red(G), Blue(N), Red(G),
Red(G), Blue(N), Red(G), Blue(N), Red(G),
Red(G), Blue(N), Red(G), Blue(N), Red(G)

Rules BACK TO ORIGINAL: Red=Go, Blue=No-Go
Total: 15 Go, 10 No-Go

11. Scoring and Accuracy

11.1 Trial Scoring Logic

Go Trial Scoring:

if (trialType === 'go') {
  if (responded)  score = 1 (correct)
  if (!responded)  score = 0 (omission error)
}

No-Go Trial Scoring:

if (trialType === 'no-go') {
  if (responded)  score = 0 (commission error)
  if (!responded)  score = 1 (correct inhibition)
}

11.2 Accuracy Metrics

Overall Accuracy:

(Total Correct Responses / Total Trials) × 100

Go Trials Accuracy:

(Correct Go Responses / Total Go Trials) × 100

No-Go Trials Accuracy:

(Correct No-Go Responses / Total No-Go Trials) × 100

Hit Rate:

(Correct Go Responses / Total Go Trials) × 100
Same as Go Trials Accuracy

12. Error Classification

12.1 Commission Errors (False Alarms)

Definition: Responding when should inhibit

When It Occurs:

  • No-Go trial + participant responds

Significance:

  • Primary measure of response inhibition failure
  • Higher count = poorer impulse control

Commission Error Rate:

(Commission Errors / Total No-Go Trials) × 100

12.2 Omission Errors

Definition: Failing to respond when should

When It Occurs:

  • Go trial + participant doesn't respond (timeout)

Significance:

  • Indicates inattention or slow processing
  • Can result from being too cautious

Omission Error Rate:

(Omission Errors / Total Go Trials) × 100

13. Reaction Time Metrics

13.1 Response Time Recording

When RT is Recorded:

  • Only when participant makes a response
  • Measured from stimulus onset to response action
  • Recorded in milliseconds

RT Not Recorded When:

  • No response given (timeout)
  • Response outside stimulus window

13.2 RT Calculations

Go Trials Mean RT:

Average RT for all correct Go trial responses
Excludes omission errors (no RT to average)

No-Go Trials Mean RT:

Average RT for commission errors only
Shows how quickly participant made inhibition failures

Overall Task Mean RT:

Average RT across all responses
Includes both correct Go and commission errors

RT Interpretation:

  • Faster Go RT = better processing speed
  • Faster No-Go RT on errors = impulsive responding
  • Slower Go RT = cautious/careful approach

14. Data Recording Structure

14.1 Per-Trial Data

Essential Fields:

{
  trialNumber: 1-82,
  phase: 'practice' | 'main',
  blockNumber: 0 | 1 | 2 | 'practice',
  trialInBlock: 1-25,
  stimulus: 'potion' | 'bomb' | 'red' | 'blue',
  trialType: 'go' | 'no-go',
  currentRule: "description",
  participantResponse: 'responded' | 'no-response' | 'timeout',
  responseTime: number | null,
  responseAccuracy: 0 | 1,
  feedbackShown: string | null,
  timestamp: number
}

14.2 Summary Statistics

Performance Metrics:

  • Total Trials: 75 (main test)
  • Total Correct: Sum of all correct responses
  • Total Incorrect: Sum of all errors
  • Overall Accuracy %
  • Hit Rate %
  • False Alarm Rate %

Error Counts:

  • Commission Errors: Total count
  • Omission Errors: Total count
  • Commission Error Rate %
  • Omission Error Rate %

Timing Metrics:

  • Mean Go RT
  • Mean No-Go RT (commission errors)
  • Overall Mean RT
  • Fastest RT
  • Slowest RT

15. Instructions Text

15.1 Generic Instructions (Both Groups)

"In this game, you'll see simple symbols appear on the screen. Your job is to react quickly when the rules tell you to tap, and to hold back when the rules say not to tap. The rules may change as you go, so stay focused and be ready to adjust. Let's begin!"

"Before the main game starts, you'll do a few practice rounds to get familiar with the task. Try to respond quickly and correctly!"

"Each time you see a plus sign (+), get ready and pay close attention for the next round."

15.2 Practice Instructions - Adolescents

"In this practice round, tap the screen as fast as you can when you see a Potion 🧪, and don't tap when you see a Bomb 💣. Try to respond quickly and correctly — let's see how well you can follow the rules!"

"When you feel set to take on the challenge, tap 'Let's Go!' below and the game begins!"

15.3 Practice Instructions - Adults

"In this practice round, tap the screen when you see a Red circle, and don't tap when you see a Blue circle. Respond quickly and accurately to learn the task!"

"When you're prepared to begin the task, press 'Let's Go!' below to start."

15.4 Practice Complete - Adolescents

"Great job finishing the practice! Now get ready for the real task. Tap 'Let's Go!' below and the game begins!"

15.5 Practice Complete - Adults

"Great job finishing the practice! Now get ready for the real task. Tap 'Let's Go!' below and the game begins!"


16. Block-Specific Instructions

16.1 Block 1 Instructions - Adolescents

"Welcome! In this game, you'll see two designs appear — a magic potion 🧪 or a bomb 💣. • If you see a potion 🧪, tap it as fast as you can. • If you see a bomb 💣, don't touch the screen. • You'll need to react quickly. • Stay sharp! Sometimes you'll need to act, and sometimes you'll need to stop yourself. • There are three rounds. Let's begin the first one — good luck!"

16.2 Block 1 Instructions - Adults

"Welcome! This is a quick reaction game. You'll see a red circle or a blue circle appear. • If it's red, tap it fast. • If it's blue, don't tap. • You won't have much time, so react quickly before the game moves on. • There are three rounds — let's start with the first one!"

16.3 Block 2 Instructions - Adolescents

"Great job! Now the rules are changing. • This time, if you see a bomb 💣, you must tap it fast. • If you see a potion 🧪, don't tap. • Keep your focus — the game is trickier now!"

16.4 Block 2 Instructions - Adults

"Nice work on Round 1! The rules are changing now. • If it's blue, tap it fast. • If it's red, don't tap. • Stay alert."

16.5 Block 3 Instructions - Adolescents

"Final round! The rules are back to how they were at the beginning. • Tap for potion 🧪, don't tap for bomb 💣. • Play carefully and finish strong!"

16.6 Block 3 Instructions - Adults

"Final round! We're going back to the first rule. • Tap when you see red. • Don't tap when you see blue. • Be quick and accurate to finish strong!"


17. Completion Messages

17.1 Task Complete - Adolescents

"Awesome work! You've completed this challenge — stay sharp, the next one is coming up!"

17.2 Task Complete - Adults

"Well done! You've successfully finished this task — let's move on to the next part."


18. Key Behavioral Measures

18.1 Response Inhibition Capacity

Measured By: No-Go trial accuracy

Interpretation:

  • High accuracy = strong inhibition ability
  • Low accuracy = weak impulse control
  • Commission errors indicate failures

18.2 Cognitive Flexibility

Measured By: Performance change across blocks

Interpretation:

  • Block 2 accuracy drop = difficulty adapting
  • Block 3 recovery = good flexibility
  • Persistent errors = rigid thinking

18.3 Processing Speed

Measured By: Mean reaction time on Go trials

Interpretation:

  • Faster RT = quicker processing
  • Very fast RT with errors = impulsive
  • Slow RT = cautious approach

18.4 Sustained Attention

Measured By: Consistency across trials and blocks

Interpretation:

  • Stable accuracy = good attention
  • Declining accuracy = attention fatigue
  • Omission errors = attention lapses

19. Clinical Relevance

19.1 Applications

Research Areas:

  • ADHD assessment
  • Impulse control disorders
  • Executive function evaluation
  • Cognitive development studies
  • Neuropsychological assessment

What It Reveals:

  • Ability to suppress automatic responses
  • Adaptation to changing rules
  • Attention maintenance
  • Processing speed under time pressure

19.2 Performance Patterns

Healthy Performance:

  • High Go trial accuracy (>90%)
  • Moderate-high No-Go accuracy (>75%)
  • Quick Go trial RT (~400-600ms)
  • Good adaptation in Block 2

Impaired Inhibition:

  • High commission errors (>30%)
  • Fast RT on commission errors
  • Difficulty in Block 2 and 3
  • Inconsistent performance

Attention Issues:

  • High omission errors
  • Variable RT
  • Declining accuracy over time
  • Similar errors across all blocks

20. Test Validity Requirements

20.1 Administration Standards

Must Follow:

  • Exact trial sequences from specification
  • Precise timing for each phase
  • Consistent instructions
  • No interruptions during test

Must NOT:

  • Provide hints or coaching
  • Show performance during main test
  • Allow breaks mid-block
  • Modify trial order or timing

20.2 Data Quality Indicators

Valid Test Administration:

  • All 82 trials completed
  • No technical errors recorded
  • Response times within plausible range (100-2500ms)
  • No extended pauses between trials

Invalid Data Flags:

  • Participant not paying attention
  • Technical failures
  • Interruptions during test
  • RT patterns suggest random responding

This completes the comprehensive specification of the Response Inhibition Task, covering all essential details for accurate understanding and implementation of the test protocol.