813 resultados para Computer and Video Games
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Pós-graduação em Educação - IBRC
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The purpose of this research is to contribute to the literature on organizational demography and new product development by investigating how diverse individual career histories impact team performance. Moreover we highlighted the importance of considering also the institutional context and the specific labour market arrangements in which a team is embedded, in order to interpret correctly the effect of career-related diversity measures on performance. The empirical setting of the study is the videogame industry, and the teams in charge of the development of new game titles. Video games development teams are the ideal setting to investigate the influence of career histories on team performance, since the development of videogames is performed by multidisciplinary teams composed by specialists with a wide variety of technical and artistic backgrounds, who execute a significant amounts of creative thinking. We investigate our research question both with quantitative methods and with a case study on the Japanese videogame industry: one of the most innovative in this sector. Our results show how career histories in terms of occupational diversity, prior functional diversity and prior product diversity, usually have a positive influence on team performance. However, when the moderating effect of the institutional setting is taken in to account, career diversity has different or even opposite effect on team performance, according to the specific national context in which a team operates.
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Victor Sazonov (Russia). Video Games and Aggression in Teenagers. Mr. Sazonov works as a psychologist at the Obninsk Linguistic College and worked on this research from July 1996 to June 1997. Mr. Sazonov conducted a survey of 200 tenth and eleventh graders in Moscow (94 boys and 106 girls), in which they were asked to estimate the total amount of time they spent playing video games each week and which games were the most popular. Aggression was also assessed using two measures, the first dealing with manifest physical aggression and the second with aggressive behavioural delinquency. The data collected showed that 62% of teenagers spend at least one hour a week playing video games, with 10% spending over seven hours on them. Girls tended to play less than boys (1.6 and 2.8 hours on average respectively). Eight of the ten most popular games require the player to perform acts of a violent nature. Boys also scored higher on the index of aggressive behavioural delinquency, with a mean of 7.0 compared to 4.6 for girls. The results of the correlation analysis between time spent playing video games and measures of aggression were mixed. No relation was found between manifest physical aggression and time spent on the games, although in the case of aggressive behavioural delinquency the link was significant, which seems to indicate that aggressive teenagers spend more time playing video games. While the lack of significant correlations between violent games and aggression suggest that video games may not in fact be as great a menace as their critics suggest, Mr. Sazonov admits that these findings may be influenced by the high number of teenagers who do not play games at all or play relatively little. He also suggests that the abstract nature of the violence in games (often directed against aliens or spaceships) may make it less of a risk than the more realistic violence seen on television. In summary, however, he concludes that his results provide more support for the theories saying that violent video games provide a stimulus to violent action, than for those which suggest that they may help defuse violent tendencies.
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This study investigated the effect that the video game Portal 2 had on students understanding of Newton’s Laws and their attitudes towards learning science during a two-week afterschool program at a science museum. Using a pre/posttest and survey design, along with instructor observations, the results showed a statistically relevant increase in understanding of Newton’s Laws (p=.02<.05) but did not measure a relevant change in attitude scores. The data and observations suggest that future research should pay attention to non-educational aspects of video games, be careful about the amount of time students spend in the game, and encourage positive relationships with game developers.
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It is sometimes unquantifiable how hard it is for most people to deal with game addiction. Several articles have equally been published to address this subject, some suggesting the concept of Educational and serious games. Similarly, researchers have revealed that it does not come easy learning a subject like math. This is where the illusive world of computer games comes in. It is amazing how much people learn from games. In this paper, we have designed and programmed a simple PC math game that teaches rudimentary topics in mathematics.
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This manuscript details a technique for estimating gesture accuracy within the context of motion-based health video games using the MICROSOFT KINECT. We created a physical therapy game that requires players to imitate clinically significant reference gestures. Player performance is represented by the degree of similarity between the performed and reference gestures and is quantified by collecting the Euler angles of the player's gestures, converting them to a three-dimensional vector, and comparing the magnitude between the vectors. Lower difference values represent greater gestural correspondence and therefore greater player performance. A group of thirty-one subjects was tested. Subjects achieved gestural correspondence sufficient to complete the game's objectives while also improving their ability to perform reference gestures accurately.
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In sport psychology research about emotional contagion in sport teams has been scarce (Reicherts & Horn, 2008). Emotional contagion is a process leading to a specific emotional state in an individual caused by the perception of another individual’s emotional expression (Hatfield, Cacioppo & Rapson, 1994). Apitzsch (2009) described emotional contagion as one reason for collapsing sport teams. The present study examined the occurrence of emotional contagion in dyads during a basketball task and the impact of a socially induced emotional state on performance. An experiment with between-subjects design was conducted. Participants (N=81, ♀=38, M=21.33 years, SD=1.45) were randomly assigned to one of two experimental conditions, by joining a confederate to compose a same gender, ad hoc team. The team was instructed to perform a basketball task as quickly as possible. The between-factor of the experimental design was the confederate’s emotional expression (positive or negative valence). The within-factor was participants’ emotional state, measured pre- and post-experimentally using PANAS (Krohne, Egloff, Kohlmann & Tausch, 1996). The basketball task was video-taped and the number of frames participants needed to complete the task was used to determine the individual performance. The confederate’s emotional expression was appraised in a significantly different manner across both experimental conditions by participants and video raters (MC). Mixed between-within subjects ANOVAs were conducted to examine the impact of the two conditions on participants’ scores on the PANAS subscales across two time periods (pre- and post-experimental). No significant interaction effects but substantial main effects for time were found on both PANAS subscales. Both groups showed an increase in positive and a reduction in negative PANAS scores across these two time periods. Nevertheless, video raters assessment of the emotional states expressed by participants was significantly different between the positive (M=3.23, SD=0.45) and negative condition (M=2.39, SD=0.53; t=7.64, p<.001, eta squared=.43). An independent-samples t-test indicated no difference in performance between conditions. Furthermore, no significant correlation between the extent of positive or negative emotional contagion and the number of frames was observed. The basketball task lead to an improvement of the emotional state of participants, independently of the condition. Even though participants PANAS scores indicated a tendency to emotional contagion, it was not statistically significant. This could be explained by the low task duration of approximately three minutes. Moreover, the performance of participants was unaffected by the experimental condition or the extent of positive or negative emotional contagion. Apitzsch, E. (2009). A case study of a collapsing handball team. In S. Jern & J. Näslund (Eds.), Dynamics within and outside the lab. Proceedings from The 6th Nordic Conference on Group and Social Psychology, May 2008, Lund, pp. 35-52. Hatfield, E., Cacioppo, J. T. & Rapson, R. L. (1994). Emotional contagion. Cambridge: University Press. Krohne, H. W., Egloff, B., Kohlmann, C.-W. & Tausch, A. (1996). Untersuchungen mit einer deutschen Version der „Positive und Negative Affect Schedule“ (PANAS). Diagnostica, 42 (2), 139-156. Reicherts, M. & Horn, A. B. (2008). Emotionen im Sport. In W. Schlicht & B. Strauss (Eds.), Enzyklopädie der Psychologie. Grundlagen der Sportpsychologie (Bd. 1) (S. 563-633). Göttingen: Hogrefe.
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This paper presents the development history and specification of a 3D game engine titled "Spark Engine". The term "engine" is used to describe a complex graphics software suite that streamlines application development and provides efficient rendering functionality. A game engine specifically provides tools to simplify game development. Spark Engine is fully shader driven and is built on top of Microsoft's XNA Framework. It is a reusable and flexible platform that can be used to build any type of graphics application ranging from gaming to simulation. The engine was released as open source software under the New BSD License with an interest in furthering its development.
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This descriptive systematic review describes intervention trials for children and youth that targeted screen time (ST) as a way to prevent or control obesity and measured ST, and at least one of the following: physical activity, dietary intake, and adiposity. Both “hands-on” (e.g., video games) and “hands free” (e.g., television viewing) ST were included. Published, completed intervention trials (k=12), not-yet-published, completed trials (k=6), and in-progress trials (k=11) were identified through searches of electronic databases, including trial registries and bibliographies of eligible study reports. Study characteristics of the 29 identified trials were coded and presented in evidence tables. Considerable attention was paid to the type of ST addressed, measures used, and the type of interventions. Based on the number of in-progress and not-yet-published trials, the number of completed, published reports will double in the next three years. Most of the studies were funded by federal sources. General populations, not restricted by race, gender, or weight status, were targets of most interventions with children ages 9-12 yeas as the modal age group. Most trials used randomized control trials in which the majority of control or comparison group received an intervention. The mean number of participants was 242.8 (SD=314.7) and interventions were delivered over an average of 10.5 months and consisted of approximately 16 sessions, with a total time of about eight hours. The majority of completed trials evaluate each of the four constructs, however, most studies have more than one measure to assess each construct (e.g., BMI and tricep skinfold thickness to evaluate adiposity) and rarely did studies use the same measures. This is likely why the majority of studies produced at least one significant intervention effect on each outcome that was assessed. The four major outcomes should be evaluated in all interventions attempting to reduce screen time in order to determine the mechanisms involved that may contribute to obesity. More importantly researchers should work together to determine the best measures to evaluate the four main constructs to allow studies to be compared. Another area for consensus is the definition of ST. ^
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Purpose. To determine the usability of two video games to prevent type 2 diabetes and obesity among youth through analysis of data collected during alpha-testing. ^ Subjects. Ten children aged 9 to 12 were selected for three 2-hour alpha testing sessions.^ Methods. "Escape from Diab" and "Nanoswarm" were designed to change dietary and physical inactivity behaviors, based on a theoretical framework of mediating variables obtained from social cognitive theory, self-determination theory, elaboration likelihood model, and behavioral inoculation theory. Thirteen mini-games developed by the software company were divided into 3 groups based on completion date. Children tested 4-5 mini-games in each of three sessions. Observed game play was followed by a scripted interview. Results from observation forms and interview transcripts were tabulated and coded to determine usability. Suggestions for game modifications were delivered to the software design firm, and a follow-up table reports rationale for inclusion or exclusion of such modifications.^ Results. Participants were 50% frequent video game players and 20% non game-players. Most (60%) were female. The mean grade (indicating likeability as a subset of usability) across all games given by children was significantly greater than a neutral grade of 80% (89%, p < 0.01), indicating a positive likeability score. The games on average also received positive ratings for fun, helpfulness of instructions and length compared to neutral values (midpoint on likert scales) (all p < 0.01). Observation notes indicated that participants paid attention to the instructions, did not appear to have much difficulty with the games, and were "not frustrated", "not bored", "very engaged", "not fidgety" and "very calm" (all p < 0.01). The primary issues noted in observations and interviews were unclear instructions and unclear purpose of some games. Player suggestions primarily involved ways to make on screen cues more visible or noticeable, instructions more clear, and games more elaborate or difficult.^ Conclusions. The present study highlights the importance of alpha testing video game components for usability prior to completion to enhance usability and likeability. Results indicate that creating clear instructions, making peripheral screen cues more eye-catching or noticeable, and vigorously stating the purpose of the game to improve understandability are important elements. However, future interventions will each present unique materials and user-interfaces and should therefore also be thoroughly alpha-tested. ^
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Study 1: Schools provide a range of opportunities for youth to be active, however, over the past decade, these opportunities have been declining. Sports teams are a promising venue to promote physical activity yet limited research has examined the gender an ethnic differences in sport participation. The purpose of this study is to examine trends in sport participation from 1991-2009 among US high school students. Secondly, we examined the association between gender and ethnicity with sports over time. This serial cross-sectional study used surveillance data from the Youth Risk Behavior Survey, a probability based sample weighted to represent gender and race/ethnic subpopulations of US high school students. The findings of this paper reveal persistent gender and ethnic disparities for sports participation among US youth. Since sports teams may provide a substantial source of physical activity, greater efforts should be undertaken to increase the participation of girls, especially minorities, in sports teams. ^ Study 2: Sports team participation is congruent with teaching and supporting healthy eating, yet limited research has examined the association between sports participation and dietary behaviors. This study aims to determine the association between youth sports participation and dietary behaviors among elementary-aged children. Significant dose-response associations were observed between number of sports teams and consumption of most fruits and vegetables. The likelihood of eating fruit for boys increased with the number of sports teams (1 team: OR=1.89; 3 teams: OR=3.44, p<0.001) and the likelihood of consuming green vegetables for girls was higher with the number of sports teams (1 team: OR=1.50; 3 teams: OR=2.39; p<0.001). For boys, the odds of consuming fruit-flavored drinks was higher ( p=0.019) and the odds of drinking soda was lower (p=0.018) with participation in increasing number of sports teams whereas for girls, sports participation was positively associated with diet soda consumption (p=0.006). ^ Study 3: Parents and peers have been shown to have a strong influence over the physical activity, dietary, and sedentary behaviors of youth. Youth sports teams have the potential to offer physical activity, displace sedentary behaviors, and promote a healthy diet. The purpose of this study is to assess how peer and parental support for physical activity and healthy eating, coupled with sport participation, is associated obesity related risk factors including diet and sedentary behaviors. A secondary analysis of data from the School Physical Activity and Nutrition study, a state-representative survey, was conducted. Eighth (n=3,931) and 11th (n=2,785) grade students were categorized into four groups based upon the level of peer and parental support derived from a three item scale and their participation in sports (sports/high support, sports/low support, no sports/high support, no sports/low support). Linear models were conducted to determine the difference in means between these groups for the following outcome variables: previous day fruit and vegetable intake, scores for an unhealthy and healthy food index, and hours spent watching television, playing video games, and working on a computer. Eighth graders had significantly greater levels of parental support for healthy eating and physical activity compared to 11th grade. Both 8 th and 11th graders in the sport/high support for healthy eating from peers and parents scored significantly higher on the healthy food index than other groups. Eighth and 11th graders in the sport/high support for physical activity from peers participated in fewer hours of sedentary behaviors than any other group (p ≤ 0.032). Although it is thought that sport participation may offer opportunities to support a healthy diet and displace sedentary time by offering providing physical activity, our study found that parental and peer support for activity and healthy eating may further attenuate this association. Parents and peer support should be an important target when developing strategies to improve healthy diets and reduce sedentary time among youth, especially in the context of youth sports. (Abstract shortened by UMI.)^
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In this paper we propose an innovative approach to tackle the problem of traffic sign detection using a computer vision algorithm and taking into account real-time operation constraints, trying to establish intelligent strategies to simplify as much as possible the algorithm complexity and to speed up the process. Firstly, a set of candidates is generated according to a color segmentation stage, followed by a region analysis strategy, where spatial characteristic of previously detected objects are taken into account. Finally, temporal coherence is introduced by means of a tracking scheme, performed using a Kalman filter for each potential candidate. Taking into consideration time constraints, efficiency is achieved two-fold: on the one side, a multi-resolution strategy is adopted for segmentation, where global operation will be applied only to low-resolution images, increasing the resolution to the maximum only when a potential road sign is being tracked. On the other side, we take advantage of the expected spacing between traffic signs. Namely, the tracking of objects of interest allows to generate inhibition areas, which are those ones where no new traffic signs are expected to appear due to the existence of a TS in the neighborhood. The proposed solution has been tested with real sequences in both urban areas and highways, and proved to achieve higher computational efficiency, especially as a result of the multi-resolution approach.
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In recent years, the increasing sophistication of embedded multimedia systems and wireless communication technologies has promoted a widespread utilization of video streaming applications. It has been reported in 2013 that youngsters, aged between 13 and 24, spend around 16.7 hours a week watching online video through social media, business websites, and video streaming sites. Video applications have already been blended into people daily life. Traditionally, video streaming research has focused on performance improvement, namely throughput increase and response time reduction. However, most mobile devices are battery-powered, a technology that grows at a much slower pace than either multimedia or hardware developments. Since battery developments cannot satisfy expanding power demand of mobile devices, research interests on video applications technology has attracted more attention to achieve energy-efficient designs. How to efficiently use the limited battery energy budget becomes a major research challenge. In addition, next generation video standards impel to diversification and personalization. Therefore, it is desirable to have mechanisms to implement energy optimizations with greater flexibility and scalability. In this context, the main goal of this dissertation is to find an energy management and optimization mechanism to reduce the energy consumption of video decoders based on the idea of functional-oriented reconfiguration. System battery life is prolonged as the result of a trade-off between energy consumption and video quality. Functional-oriented reconfiguration takes advantage of the similarities among standards to build video decoders reconnecting existing functional units. If a feedback channel from the decoder to the encoder is available, the former can signal the latter changes in either the encoding parameters or the encoding algorithms for energy-saving adaption. The proposed energy optimization and management mechanism is carried out at the decoder end. This mechanism consists of an energy-aware manager, implemented as an additional block of the reconfiguration engine, an energy estimator, integrated into the decoder, and, if available, a feedback channel connected to the encoder end. The energy-aware manager checks the battery level, selects the new decoder description and signals to build a new decoder to the reconfiguration engine. It is worth noting that the analysis of the energy consumption is fundamental for the success of the energy management and optimization mechanism. In this thesis, an energy estimation method driven by platform event monitoring is proposed. In addition, an event filter is suggested to automate the selection of the most appropriate events that affect the energy consumption. At last, a detailed study on the influence of the training data on the model accuracy is presented. The modeling methodology of the energy estimator has been evaluated on different underlying platforms, single-core and multi-core, with different characteristics of workload. All the results show a good accuracy and low on-line computation overhead. The required modifications on the reconfiguration engine to implement the energy-aware manager have been assessed under different scenarios. The results indicate a possibility to lengthen the battery lifetime of the system in two different use-cases.
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Este trabajo de investigación trata de aportar luz al estudio del tiempo de reacción (TR) en velocistas con y sin discapacidad auditiva desde las Ciencias del Deporte. El planteamiento del presente estudio surgió al cuestionarnos la existencia de las diferencias en cuanto al TR visual y auditivo aplicado a velocistas con y sin discapacidad auditiva, pensando en el desarrollo futuro de competiciones inclusivas entre ambos colectivos. Por ello, este estudio trata de resolver las dificultades que los velocistas con discapacidad se encuentran habitualmente en las competiciones. A priori, los atletas con discapacidad auditiva compiten en inferioridad de condiciones como consecuencia de una salida que no parece la más adecuada para ellos (desde los tacos, han de mirar hacia la pistola del juez o el movimiento de un rival). El documento se divide en tres partes. En la primera parte se realiza la pertinente revisión del marco teórico y justificación del estudio. La segunda parte se centra en los objetivos de la investigación, el material y el método, donde se muestran los resultados, discusión y conclusiones del estudio realizado, así como las limitaciones del presente trabajo y sus futuras líneas de investigación. La tercera parte corresponde a la bibliografía y la cuarta parte a los anexos. En la primera parte, presentamos el marco teórico compuesto por cinco capítulos organizan la fundamentación que hemos realizado como revisión sobre los aspectos más destacados del TR, determinado por las características de la tarea y otros factores que influyen en el TR como objeto de nuestro estudio. Después exponemos los principales aspectos estructurales y funcionales del sistema nervioso (SN) relacionados con el TR visual y auditivo. Tras ello se expone la realidad del deporte para personas con discapacidad auditiva, indagando en sus peculiaridades y criterios de elegibilidad que tiene ese colectivo dentro del ámbito deportivo. A continuación abordamos el estudio de la salida de velocidad en el atletismo, como aspecto clave que va a guiar nuestra investigación, especialmente los parámetros determinantes en la colocación de los tacos de salida para atletas con y sin discapacidad auditiva, la posición de salida y la propia colocación de los estímulos en dicha situación. Es la segunda parte se desarrolla el trabajo de investigación que tiene como objetivos estudiar los valores de TR visual simple manual, TR en salida de tacos y los tiempos de desplazamiento a los 10m y 20m de velocistas con y sin discapacidad auditiva, así como analizar las posibles diferencias en TR según posición y tipo de estímulo luminoso, respecto a ambos grupos de atletas. Como tercer objetivo de estudio se evalúa cualitativamente, por parte de los propios atletas, el dispositivo luminoso utilizado. La toma de datos de este estudio se llevó a cabo entre los meses de febrero y mayo del 2014, en el módulo de atletismo del Centro de Alto Rendimiento Joaquín Blume (Madrid), con dos grupos de estudio, uno de 9 velocistas con discapacidad auditiva (VDA), conformando éstos el 60% de toda la población en España, según el número de las licencias de la FEDS en la modalidad de atletismo (velocistas, pruebas de 100 y 200 m.l.), en el momento del estudio, y otro de 13 velocistas sin discapacidad (VsDA) que se presentaron de manera voluntaria con unos mismos criterios de inclusión para ambos grupos. Para la medición y el registro de los datos se utilizaron materiales como hoja de registro, Medidor de Tiempo de Reacción (MTR), tacos de salida, ReacTime®, dispositivo luminoso conectado a los tacos de salida, células fotoeléctricas, ordenador y software del ReacTime, y cámara de video. La metodología utilizada en este estudio fue de tipo correlacional, analizando los resultados del TR simple manual según vía sensitiva (visual y auditiva) entre los dos grupos de VDA y VsDA. También se estudiaron los TR desde la salida de tacos en función de la colocación del dispositivo luminoso (en el suelo y a 5 metros, vía visual) y pistola de salida atlética (vía auditiva) así como el tiempo de desplazamiento a los 10m (t10m) y 20m (t20m) de ambos grupos de velocistas. Finalmente, se desarrolló y llevó a cabo un cuestionario de evaluación por parte de los atletas VDA con el objetivo de conocer el grado de satisfacción después de haber realizado la serie de experimentos con el dispositivo luminoso y adaptado para sistemas de salida en la velocidad atlética. Con el objetivo de comprobar la viabilidad de la metodología descrita y probar en el contexto de análisis real el protocolo experimental, se realizó un estudio piloto con el fin de conocer las posibles diferencias del TR visual desde los tacos de salida en velocistas con discapacidad auditiva, usando para dicha salida un estímulo visual mediante un dispositivo luminoso coordinado con la señal sonora de salida (Soto-Rey, Pérez-Tejero, Rojo-González y Álvarez-Ortiz, 2015). En cuanto a los procedimientos estadísticos utilizados, con el fin de analizar la distribución de los datos y su normalidad, se aplicó la prueba de Kolmogorov-Smirnof, dicha prueba arrojó resultados de normalidad para todas las variables analizadas de las situaciones experimentales EA, EVsuelo y EV5m. Es por ello que en el presente trabajo de investigación se utilizó estadística paramétrica. Como medidas descriptivas, se calcularon el máximo, mínimo, media y la desviación estándar. En relación a las situaciones experimentales, para estudiar las posibles diferencias en las variables estudiadas dentro de cada grupo de velocistas (intragrupo) en la situación experimental 1 (MTR), se empleó una prueba T de Student para muestras independientes. En las situaciones experimentales 2, 3 y 4, para conocer las diferencias entre ambos grupos de velocistas en cada situación, se utilizó igualmente la prueba T para muestras independientes, mientras que un ANOVA simple (con post hoc Bonferroni) se utilizó para analizar las diferencias para cada grupo (VDA y VsDA) por situación experimental. Así mismo, se utilizó un ANOVA de medidas repetidas, donde el tipo de estímulo (situación experimental) fue la variable intra-grupo y el grupo de velocistas participantes (VDA y VsDA) la entre-grupo, realizándose esta prueba para evaluar en cada situación el TR, t1m0 y t20m y las interacciones entre las variables. Para el tratamiento estadístico fue utilizado el paquete estadístico SPSS 18.0 (Chicago, IL, EEUU). Los niveles de significación fueron establecidos para un ≤0.05, indicando el valor de p en cada caso. Uno de los aspectos más relevantes de este trabajo es la medición en diferentes situaciones, con instrumentación distinta y con situaciones experimentales distintas, del TR en velocistas con y sin discapacidad auditiva. Ello supuso el desarrollo de un diseño de investigación que respondió a las necesidades planteadas por los objetivos del estudio, así como el desarrollo de instrumentación específica (Rojo-Lacal, Soto-Rey, Pérez-Tejero y Rojo-González, 2014; Soto-Rey et al., 2015) y distintas situaciones experimentales que reprodujeran las condiciones de práctica y competición real de VsDA y VDA en las pruebas atléticas de velocidad, y más concretamente, en las salidas. El análisis estadístico mostró diferencias significativas entre los estímulos visuales y sonoros medidos con el MTR, siendo menor el TR ante el estímulo visual que ante el sonoro, tanto para los atletas con discapacidad auditiva como para los que no la presentaron (TR visual, 0.195 s ± 0.018 vs 0.197 s ± 0.022, p≤0.05; TR sonoro 0.230 s ± 0.016 vs 0.237 s ± 0.045, p≤0.05). Teniendo en cuenta los resultados según población objeto de estudio y situación experimental, se registraron diferencias significativas entre ambas poblaciones, VDA y VsDA, siendo más rápidos los VDA que VsDA en la situación experimental con el estímulo visual en el suelo (EVsuelo, 0.191 ±0.025 vs 0.210 ±0.025, p≤0.05, respectivamente) y los VsDA en la situación experimental con el estímulo auditivo (EA, 0.396 ±0.045 vs 0.174 ±0.021, p≤0.05), aunque sin diferencias entre ambos grupos en la situación experimental con el estímulo visual a 5m de los tacos de salida. Es de destacar que en el TR no hubo diferencias significativas entre EA para VsDA y EVsuelo para VDA. El ANOVA simple registró diferencias significativas en todas las situaciones experimentales dentro de cada grupo y para todas las variables, por lo que estadísticamente, las situaciones experimentales fueron diferentes entre sí. En relación al de ANOVA medidas repetidas, la prueba de esfericidad se mostró adecuada, existiendo diferencias significativas en las varianzas de los pares de medias: el valor de F indicó que existieron diferencias entre las diferentes situaciones experimentales en cuanto a TR, incluso cuando éstas se relacionaban con el factor discapacidad (factor interacción, p≤0,05). Por ello, queda patente que las situaciones son distintas entre sí, también teniendo en cuenta la discapacidad. El η2 (eta al cuadrado, tamaño del efecto, para la interacción) indica que el 91.7% de la variación se deben a las condiciones del estudio, y no al error (indicador de la generalización de los resultados del estudio). Por otro lado, la evaluación del dispositivo luminoso fue positiva en relación a la iluminación, comodidad de uso, ubicación, color, tamaño, adecuación del dispositivo y del equipamiento necesario para adaptar al sistema de salida. La totalidad de los atletas afirman rotundamente que el dispositivo luminoso favorecería la adaptación al sistema de salida atlética para permitir una competición inclusiva. Asimismo concluyen que el dispositivo luminoso favorecería el rendimiento o mejora de marca en la competición. La discusión de este estudio presenta justificación de las diferencias demostradas que el tipo de estímulo y su colocación son clave en el TR de esta prueba, por lo que podríamos argumentar la necesidad de contar con dispositivos luminosos para VDA a la hora de competir con VsDA en una misma prueba, inclusiva. El presente trabajo de investigación ha demostrado, aplicando el método científico, que el uso de estos dispositivos, en las condiciones técnicas y experimentales indicadas, permite el uso por parte del VDA, usando su mejor TR visual posible, que se muestra similar (ns) al TR auditivo de VsDA, lo que indica que, para competiciones inclusivas, la salida usando el semáforo (para VDA) y la salida habitual (estímulo sonoro) para VsDA, puede ser una solución equitativa en base a la evidencia demostrada en este estudio. De esta manera, y como referencia, indicar que la media de los TR de los velocistas en la final de los 100 m.l. en los Juegos Olímpicos de Londres 2012 fue de 0.162 ±0.015. De esta manera, creemos que estos parámetros sirven de referencia a técnicos deportivos, atletas y futuros trabajos de investigación. Las aplicaciones de este trabajo permitirán modificaciones y reflexiones en forma de apoyo al entrenamiento y la competición para el entrenador, o juez de salida en la competición que, creemos, es necesaria para proporcionar a este colectivo una atención adecuada en las salidas, especialmente en situaciones inclusivas de práctica. ABSTRACT This research aims to study of reaction time (RT) in sprinters with and without hearing impairment from the Sports Science perspective. The approach of this study came asking whether there were differences in the visual and auditory RT applied to sprinters with and without hearing impairment, thinking about the future development of inclusive competition between the two groups. Therefore, this study attempts to resolve the difficulties commonly founded by sprinters with hearing impairments during competitions. A priori, sprinters with hearing impairment would compete in a disadvantage situation as a result of the use of a staring signal not suitable for them (from the blocks, they have to look to the judge´s pistol or the movement of an opponent). The document is divided into three parts. In the first part of the review of relevant theoretical framework and justification of the study is presented. The second part focuses on the research objectives, material and method, where results, discussion and conclusions of the study, as well as the limitations of this study and future research are presented. The third part contains references and the fourth, annexes. In the first part, we present the theoretical framework consisting of five chapters, organizing the state of the art of RT, determined by the characteristics of the task and other factors that influence the RT as object of our study. Then we present the main structural and functional aspects of the nervous system associated with visual and auditory RT. After that, sport for people with hearing disabilities is presented, investigating its peculiarities and eligibility criteria is that group within the deaf sport. Finally, we discuss the theoretical foundation of the study of start speed in athletics as a key aspect that will guide our research, especially the determining parameters in placing the starting blocks for athletes with and without hearing impairment, the starting position and the actual placement of stimuli in such a situation. The second part of the research aims to study the values of simple manual visual RT, RT start from blocks and travel times up to 10m and 20m of sprinters with and without hearing impairment, and to analyze possible differences in RT as position and type of light stimulus with respect to both groups of athletes. The third objective of the study is to assess the pertinence of the lighting device developed and used in the study, in a qualitatively way by athletes themselves. Data collection for this study was carried out between February and May 2014, in the Athletics module at the High Performance Centre Joaquin Blume (Madrid) with the two study groups: 9 sprinters with hearing impairments(VDA, reaching 60% of the population in Spain, according to the number of licenses for athletics at FEDS: sprint, 100 and 200 m.l., at the time of the study), and another 13 sprinters without disability (VsDA) who voluntarily presented themselves, with same inclusion criteria for both groups. For measuring and data collection materials such as recording sheet, gauge reaction time (MTR), starting blocks, ReacTime®, luminous device connected to the starting blocks, photocells, computer and software ReacTime, and video camera were used. The methodology used in this study was correlational, analyzing the results of simple manual RT according sensory pathway (visual and auditory) between the two groups (VsDA and VDA). Also auditory and visual RT was studied depending the placement of the start light signal (on the ground and 5 meters, visual pathway) and athletic start gun signal (auditory pathway, conventional situation) and travel time up to 10m (t10m) and 20m (t20m) for both groups of sprinters. Finally, we developed and carried out an evaluation questionnaire for VDA athletes in order to determine the degree of satisfaction after completing the series of experiments with lighting device and adapted to start systems in athletic speed. In order to test the feasibility of the methodology described and tested in the context of real analysis of the experimental protocol, a pilot study in order to know the possible differences visual RT from the starting blocks in sprinters with hearing impairments was performed, to said output using a visual stimulus coordinated by a lighting device with sound output signal (Soto-Rey Perez-Tejero, Rojo-González y Álvarez-Ortiz, 2015). For the statistical procedures, in order to analyze the distribution of the data and their normality, Kolmogorov-Smirnov test was applied, this test yielded normal results for all variables analyzed during EA, EVsuelo and EV5m experimental situations. Parametric statistics were used in this research. As descriptive measures, the maximum, minimum, mean and standard deviation were calculated. In relation to experimental situations, to study possible differences in the variables studied in each group sprinters (intragroup) in the experimental situation 1 (MTR), a Student t test was used for independent samples. Under the experimental situations 2, 3 and 4, to know the differences between the two groups of sprinters in every situation, the T test for independent samples was used, while a simple ANOVA (with post hoc Bonferroni) was used to analyze differences for each group (VDA and VsDA) by experimental situation. Likewise, a repeated measures ANOVA, where the type of stimulus (experimental situation) was variable intra-group and participants sprinters group (VDA and VsDA) the variable between-group, was performed to assess each situation for RT, t10m and t20m, and also interactions between variables. For the statistical treatment SPSS 18.0 (Chicago, IL, USA) was used. Significance levels were set for ≤0.05, indicating the value of p in each case. One of the most important aspects of this work is the measurement of RT in sprinters with and without hearing impairment in different situations, with different instrumentation and different experimental situations. This involved the development of a research design that responded to the needs raised by the study aims and the development of specific instrumentation (Rojo-Lacal, Soto-Rey Perez-Tejero and Rojo-Gonzalez, 2014; Soto-Rey et al., 2015) and different experimental situations to reproduce the conditions of practical and real competition VsDA and VDA in athletic sprints, and more specifically, at the start. Statistical analysis showed significant differences between the visual and sound stimuli measured by the MTR, with lower RT to the visual stimulus that for sound, both for athletes with hearing disabilities and for those without (visual RT, 0.195 s ± 0.018 s vs 0.197 ± 0.022, p≤0.05; sound RT 0.230 s ± 0.016 vs 0.237 s ± 0.045, p≤0.05). Considering the results according to study population and experimental situation, significant differences between the two populations, VDA and VsDA were found, being faster the VDA than VsDA in the experimental situation with the visual stimulus on the floor (EVsuelo, recorded 0.191 s ± 0.025 vs 0.210 s ± 0.025, p≤0.05, respectively) and VsDA in the experimental situation with the auditory stimulus (EA, 0.396 s ± 0.045 vs 0.174 s ± 0.021, p≤0.05), but no difference between groups in the experimental situation with the 5m visual stimulus to the starting blocks. It is noteworthy that no significant differences in EA and EVsuelo between VsDA to VDA, respectively, for RT. Simple ANOVA showed significant differences in all experimental situations within each group and for all variables, so statistically, the experimental situations were different. Regarding the repeated measures ANOVA, the sphericity test showed adequate, and there were significant differences in the variances of the pairs of means: the value of F indicated that there were differences between the different experimental situations regarding RT, even when they were related to the disability factor (factor interaction, p≤0.05). Therefore, it is clear that the situations were different from each other, also taking into account impairment. The η2 (eta squared, effect size, for interaction) indicates that 91.7% of the variation is due to the conditions of the study, not by error (as indicator of the generalization potential of the study results). On the other hand, evaluation of the light signal was positively related to lighting, ease of use, location, color, size, alignment device and equipment necessary to adapt the start system. All the athletes claim strongly in favor of the lighting device adaptation system to enable athletic competition inclusive. Also they concluded that light device would enhance performance or would decrease their RT during the competition. The discussion of this study justify the type of stimulus and the start light positioning as key to the RT performance, so that we could argue the need for lighting devices for VDA when competing against VsDA the same competition, inclusive. This research has demonstrated, applying the scientific method, that the use of these devices, techniques and given experimental conditions, allows the use of the VDA, using his best visual RT, shown similar (ns) auditory RT of VsDA, indicating that for inclusive competitions, the start signal using the light (for VDA) and the usual start (sound stimulus) to VsDA can be an equitable solution based on the evidence shown in this study. Thus, and as a reference, indicate that the average of the RT sprinters in the 100 m. final at the 2012 Summer Olympic Games was 0.162 s ± 0.015. Thus, we believe that these parameters become a reference to sports coaches, athletes and future research. Applications of this work will allow modifications and reflections in the form of support for training and competition for the coach, or judge, as we believe is necessary to provide adequate attention to VDA in speed starts, especially in inclusive practice situations.