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Introduction to Sports Biomechanics: Analysing Human Movement ...

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INTRODUCTION TO SPORTS BIOMECHANICS<br />

116<br />

INTRODUCTION<br />

In this chapter we will mostly explore the use of video analysis – videography – in the<br />

study of sports movement patterns, including the equipment and methods used,<br />

experimental procedures and data processing. Videography is by far the most likely<br />

method of recording movement patterns that an undergraduate student will come<br />

across. The increasing computer control of our main data collection equipment in<br />

sports biomechanics, along with much more accessible software, has lessened our need<br />

for repetitive and tedious calculations, and made mathematical skills less important for<br />

many movement analysts. Basic mathematical skills can improve our understanding of<br />

sports performance in some cases, two of which are introduced <strong>to</strong>wards the end of this<br />

chapter; the first is projectile motion, and the second examines how rotation of a body<br />

generates linear velocities and accelerations. Symbolic representations are used in this<br />

chapter (some people, mistakenly, call this mathematics), but mathematical derivations<br />

are avoided.<br />

BOX 4.1 LEARNING OUTCOMES<br />

After reading this chapter you should be able <strong>to</strong>:<br />

understand the importance of videography in the study of sports movements<br />

undertake a quantitative video analysis of a sports technique of your choice<br />

understand the important features of video equipment for recording movements in sport<br />

outline the advantages and limitations of two- and three-dimensional recording of sports<br />

movements<br />

list the possible sources of error in recorded movement data<br />

describe and implement experimental procedures that would minimise measurement<br />

inaccuracy in a study of an essentially two-dimensional movement<br />

appreciate how these procedures can be extended and modified <strong>to</strong> record a threedimensional<br />

movement<br />

understand how ‘noise’ can be removed from videographic data<br />

appreciate the need for accurate body segment inertia parameter data, and some ways in<br />

which these can be obtained<br />

explain the differences between vec<strong>to</strong>rs and scalars<br />

calculate the maximum vertical displacement, flight time, range and optimum projection<br />

angle of a simple projectile for specified values of the three projection parameters<br />

understand simple rotation kinematics, including vec<strong>to</strong>r multiplication, and the calculation of<br />

linear velocities and accelerations caused by rotation.

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