Gamification of a psychological test for assessing students’ self-control with Kinect sensor1

The gestures and movement recognition technology might support and improve measurements of psychological constructs as self-control, that it is considered a personality trait or an ability of preferring delayed consequences. Traditionally, their assessment is executed with surveys and performance on...

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Tipo de recurso:
Article of journal
Fecha de publicación:
2019
Institución:
Universidad Católica de Pereira
Repositorio:
Repositorio Institucional - RIBUC
Idioma:
spa
OAI Identifier:
oai:repositorio.ucp.edu.co:10785/9762
Acceso en línea:
https://revistas.ucp.edu.co/index.php/entrecienciaeingenieria/article/view/384
http://hdl.handle.net/10785/9762
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Derechos de autor 2019 Entre Ciencia e Ingeniería
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network_acronym_str RepoRIBUC2
network_name_str Repositorio Institucional - RIBUC
repository_id_str
dc.title.eng.fl_str_mv Gamification of a psychological test for assessing students’ self-control with Kinect sensor1
dc.title.spa.fl_str_mv Gamificación de una prueba psicológica para la evaluación del autocontrol en estudiantes con el sensor Kinect
dc.title.por.fl_str_mv Ludificação de uma prova psicológica para a avaliação do autocontrole em estudantes com o sensor Kinect
title Gamification of a psychological test for assessing students’ self-control with Kinect sensor1
spellingShingle Gamification of a psychological test for assessing students’ self-control with Kinect sensor1
title_short Gamification of a psychological test for assessing students’ self-control with Kinect sensor1
title_full Gamification of a psychological test for assessing students’ self-control with Kinect sensor1
title_fullStr Gamification of a psychological test for assessing students’ self-control with Kinect sensor1
title_full_unstemmed Gamification of a psychological test for assessing students’ self-control with Kinect sensor1
title_sort Gamification of a psychological test for assessing students’ self-control with Kinect sensor1
description The gestures and movement recognition technology might support and improve measurements of psychological constructs as self-control, that it is considered a personality trait or an ability of preferring delayed consequences. Traditionally, their assessment is executed with surveys and performance on specific tasks. In this study selfcontrol was measured with a 16-PF test and the choice pattern was assessed with different values of responses from the Iowa Gambling Task. A sample of 85 students of Psychology played in a human computer interface using the Kinect sensor. It was found that the participants had similar earnings and differential time reaction (F (2, 8049) = 3.058, p < .005) and taking play or pass decisions (p < .001) particularly between low and medium self-control rank. The findings point that the use of sensor Kinect is useful to improve technology for classifying choice performance corresponding to psychological concepts.
publishDate 2019
dc.date.issued.none.fl_str_mv 2019-06-17
dc.date.accessioned.none.fl_str_mv 2022-06-01T19:08:28Z
dc.date.available.none.fl_str_mv 2022-06-01T19:08:28Z
dc.type.spa.fl_str_mv Artículo de revista
dc.type.coar.fl_str_mv http://purl.org/coar/resource_type/c_2df8fbb1
dc.type.coar.none.fl_str_mv http://purl.org/coar/resource_type/c_6501
dc.type.coarversion.none.fl_str_mv http://purl.org/coar/version/c_970fb48d4fbd8a85
dc.type.driver.none.fl_str_mv info:eu-repo/semantics/article
dc.type.version.none.fl_str_mv info:eu-repo/semantics/publishedVersion
format http://purl.org/coar/resource_type/c_6501
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dc.identifier.none.fl_str_mv https://revistas.ucp.edu.co/index.php/entrecienciaeingenieria/article/view/384
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/10785/9762
url https://revistas.ucp.edu.co/index.php/entrecienciaeingenieria/article/view/384
http://hdl.handle.net/10785/9762
dc.language.none.fl_str_mv spa
language spa
dc.relation.none.fl_str_mv https://revistas.ucp.edu.co/index.php/entrecienciaeingenieria/article/view/384/387
dc.rights.spa.fl_str_mv Derechos de autor 2019 Entre Ciencia e Ingeniería
https://creativecommons.org/licenses/by-nc/4.0/deed.es_ES
dc.rights.uri.spa.fl_str_mv https://creativecommons.org/licenses/by-nc/4.0/deed.es_ES
dc.rights.accessrights.spa.fl_str_mv info:eu-repo/semantics/openAccess
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rights_invalid_str_mv Derechos de autor 2019 Entre Ciencia e Ingeniería
https://creativecommons.org/licenses/by-nc/4.0/deed.es_ES
http://purl.org/coar/access_right/c_abf2
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.spa.fl_str_mv Universidad Católica de Pereira
dc.source.eng.fl_str_mv Entre ciencia e ingeniería; Vol 10 No 20 (2016); 108-116
dc.source.spa.fl_str_mv Entre Ciencia e Ingeniería; Vol. 10 Núm. 20 (2016); 108-116
dc.source.por.fl_str_mv Entre ciencia e ingeniería; v. 10 n. 20 (2016); 108-116
dc.source.none.fl_str_mv 2539-4169
1909-8367
institution Universidad Católica de Pereira
repository.name.fl_str_mv Repositorio Institucional de la Universidad Católica de Pereira - RIBUC
repository.mail.fl_str_mv bdigital@metabiblioteca.com
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spelling 2022-06-01T19:08:28Z2022-06-01T19:08:28Z2019-06-17https://revistas.ucp.edu.co/index.php/entrecienciaeingenieria/article/view/384http://hdl.handle.net/10785/9762The gestures and movement recognition technology might support and improve measurements of psychological constructs as self-control, that it is considered a personality trait or an ability of preferring delayed consequences. Traditionally, their assessment is executed with surveys and performance on specific tasks. In this study selfcontrol was measured with a 16-PF test and the choice pattern was assessed with different values of responses from the Iowa Gambling Task. A sample of 85 students of Psychology played in a human computer interface using the Kinect sensor. It was found that the participants had similar earnings and differential time reaction (F (2, 8049) = 3.058, p < .005) and taking play or pass decisions (p < .001) particularly between low and medium self-control rank. The findings point that the use of sensor Kinect is useful to improve technology for classifying choice performance corresponding to psychological concepts.La tecnología de reconocimiento de gestos y movimiento puede soportar y mejorar las mediciones de constructos psicológicos como el autocontrol, el cual es considerado como un rasgo de personalidad o una habilidad para preferir consecuencias demoradas. Tradicionalmente, la evaluación es realizada con encuestas y la ejecución de tareas específicas. En este estudio el autocontrol fue medido con la prueba 16 PF y el patrón de elección fue evaluado con los diferentes valores de respuesta del Iowa Gambling Task. Una muestra de 85 estudiantes de psicología jugaron en una interfaz de humano-computador usando el sensor Kinect. Se encontró que los participantes tuvieron similares ganancias y un tiempo de reacción diferente (F (2, 8049) = 3.058, p < .005) y al tomar decisiones de jugar o pasar (p < .001) particularmente entre quienes puntuaron bajo y medio autocontrol. Estos hallazgos indican que el uso del sensor Kinect es útil para mejorar la tecnología para clasificar la ejecución de elecciones correspondientes a conceptos psicológicos.A tecnologia de reconhecimento de gestos e movimentos pode suportar e melhorar as medições de construtores psicológicos como o autocontrole, o qual é considerado como um rasgo de personalidade ou uma habilidade para preferir consequências demoradas. Tradicionalmente, a avaliação é realizada com pesquisas e a execução de tarefas específicas. Neste estudo o autocontrole foi medido com a prova 16 PF e o padrão de eleição foi avaliado com os diferentes valores de respostas do Iowa Gambling Task. Uma amostra de 85 estudantes de psicologia jogou numa interface de humano- computador usando o sensor Kinect. Encontrou-se que os participantes tiveram similares ganhos e um tempo de reação diferente (F (2, 8049) = 3.058, p <<<<. 005) e ao tomar decisoes de jogar ou passar (p<0.001) particularmente entre quem pontuou baixo e médio autocontrole. Estes achados indicam que o uso do sensor Kinect é útil para melhorar a tecnologia para classificar a execução de eleições correspondentes a conceitos psicológicos.application/pdfspaUniversidad Católica de Pereirahttps://revistas.ucp.edu.co/index.php/entrecienciaeingenieria/article/view/384/387Derechos de autor 2019 Entre Ciencia e Ingenieríahttps://creativecommons.org/licenses/by-nc/4.0/deed.es_EShttps://creativecommons.org/licenses/by-nc/4.0/deed.es_ESinfo:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2Entre ciencia e ingeniería; Vol 10 No 20 (2016); 108-116Entre Ciencia e Ingeniería; Vol. 10 Núm. 20 (2016); 108-116Entre ciencia e ingeniería; v. 10 n. 20 (2016); 108-1162539-41691909-8367Gamification of a psychological test for assessing students’ self-control with Kinect sensor1Gamificación de una prueba psicológica para la evaluación del autocontrol en estudiantes con el sensor KinectLudificação de uma prova psicológica para a avaliação do autocontrole em estudantes com o sensor KinectArtículo de revistahttp://purl.org/coar/resource_type/c_6501http://purl.org/coar/resource_type/c_2df8fbb1http://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionParrado Corredor, FelipeOspina Toro, DanielaPublication10785/9762oai:repositorio.ucp.edu.co:10785/97622025-01-27 19:01:06.103https://creativecommons.org/licenses/by-nc/4.0/deed.es_ESDerechos de autor 2019 Entre Ciencia e Ingenieríametadata.onlyhttps://repositorio.ucp.edu.coRepositorio Institucional de la Universidad Católica de Pereira - RIBUCbdigital@metabiblioteca.com