Ticking Clock Game

The game

The software required is like a very simple game. The player will be shown an image for a very short amount of time (less than half a second) and will decide whether they saw or did not a see a particular target object (for example, a target red ball in a field of orange balls). The player first indicates whether they saw the target in the image (yes/no). Then the player will click a point on a line to indicate how certain they are that they either saw or did not see the target object in the image. The line would look something like this:

100% certain I did not see it Unsure 100% certain that I did see it


There will be ten images that are shown in a random order and several pieces of data will need to be recorded for each one: 1) whether the player saw the target (yes/no); 2) the point clicked on the line as a number between -100 and +100; 3) the time taken between seeing the image and clicking yes or no; 4) the time taken between clicking yes/no and clicking on the line; 3) the time taken between clicking on the line and clicking 'next' to bring up the next image.

The ticking clock

The game shows the same set of ten images (in random order) several times and each set has a different time condition. The screen displays 5 objects: 1) a space where the images flashes up, 2) a yes/no dialogue for "Did you see the target?"; 3) the number line for "How certain are you that you did or did not see the target?" from -100% to +100%; 4) a "next" button; and 5) a ticking clock that both moves and makes sound (very important).

Each set of ten randomised images has a different time condition but the player is not aware of any change. The clock ticks normally for the first set of ten images (60 beats per minute). Then the following sets appear in random order (random images AND random sets of images): 1) clock ticks slow and steady (50 beats per minute); 2) clock ticks fast and steady (70 beats per minute); 3) clock ticks slowly and steadily gets faster (from 50 beats per minute up to 70 beats per minute); 4) clock ticks faster and steadily slows down (from 70 down to 50 beats per minute); 5) clock ticks unsteadily at an average of 60 beats per minute with a range between 50 and 70 beats per minute.

The clock needs to stop ticking between each set so that the player is less likely to notice the change in ticking speed. The different screen appears during the pause between each set saying only "The same 10 images will now appear in a different order. Good luck!" The player clicks on a "Start" button to begin the next set.

Other details

This is intended as a scientific tool and will need to be easily modified during the initial testing phase. Several variables will need to be manipulated on a prior "setup" screen: 1) the length of time the image is displayed; 2) the minimum and maximum beats per minute (50 and 70 are only a guide); and 3) the ticking volume. The images used will also need to be easily changed. The clock itself should be small compared to the image frame which should take up most of the screen. The number line from -100% to +100% should be as wide as possible.


Project will need to be completed in 4-5 weeks


The software will need to be internet compatible (embedded in a website)

Compétences : PHP, Architecture Logicielle

en voir plus : ten second, software testing tool, software testing space, software testing how to start, red point, game stop, 100.3 the sound, testing game, sound space, Game sound, click random game, small project embedded, php orange, compatibility testing, php small game, setup phase, project testing phase, 100 balls game, 100 balls, short dialogue, recorded game, number game, image game, set game, details testing tool

Concernant l'employeur :
( 0 commentaires ) Glen Iris, Australia

Nº du projet : #1667615

6 freelance font une offre moyenne de $437 pour ce travail


I can deliver the codes for the requirement stated

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Hello. I can do it. Please, check PM.

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Kindly Check PMB

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Hello, Pleas check PMB.

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