Competitive sports became a very high-tech and cutting-edge field. This happens in elite athletes and also in their young talented counterparts. A lot of records, podium, final, and semi-final spots are granted or lost because of “details.” Hence, athletes and coaches are supported by sport scientists that analyze any major or minor technique detail with the aim of helping the athlete to excel. The same reasoning can be used for clinicians (e.g., sports medicine, rehabilitation, physiotherapy). Diagnosis and prescription are evidence-based practices supported on cutting-edge procedures.
The human movement assessment has the following aims: (i) to enhance the participant’s performance, and (ii) to prevent injuries. It involves four main phases
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(Figure 1): (i) preparation of the observation (i.e., understand the theoretical background and the scientific evidence that are the basis of the analysis), (ii) observation of the movement, (iii) diagnosis (i.e., assessment and evaluation of the technique), and (iv) prescription (i.e., delivering feedbacks) to improve the performance [1]. Human movement and technique analysis is a topic especially important in biomechanics, motor learning, and pedagogy. This can be carried out in one of three ways [2]: (i) free observation, (ii) practical observation, or (iii) scientific or systematic observation (Table 1). The scientific or systematic observation seems to be beyond the interest of some practitioners. The equipment, apparatus, and procedures involved in such assessments are often quite complex, time consuming, and less affordable. However, practitioners are currently aware of the importance of the technique analysis to enhance the performance. Free observation might impose a large bias because of intra-participant and inter-participant reliability and accuracy issues. Based on this reasoning, practitioners select less expensive, less time-consuming, and more straightforward procedures to understand the participant’s technique. There are commercially available software and applications (shareware and freeware) to help practitioners in such tasks. Most of those tools are based on the record of the performer, analysis of the movie, and delivery of individual multimedia reports to the participants. These multimedia reports may include pictures (i.e., snapshots), videos, audio, basic 2D kinematic measurements (e.g., angles, distances, and velocities), text, and illustrations to highlight the main points of the motor skill. Hence, these reports are very attractive and an easy way of athletes and patients gathering awareness of their strong and weak points. Analysis can be carried out in both training and competition settings. Athletes and patients might have a briefing with their coaches or physicians who will explain to them the main findings (e.g., causes, consequences, and ways to correct an error or fault). They can bring home those edited videos and do a detailed analysis of their performances. Multimedia motion analysis tools are used on a regular basis by both academics (for research purposes), sports analysts (for control and evaluation of the athlete), and clinicians (for assessment of their patients) (Figure 2). Advances in information technology have allowed computer scientists and engineers to develop these movement-specific feedback systems in cooperation with biomechanists, physiologists, psychologists, and strength and conditioning experts [3]. In the last couple of years, several research papers were published using this affordable software as measuring tools in several settings, sports, and fields of knowledge. Despite popularity among practitioners, to the best of our knowledge, a review with a critical analysis to these multimedia tools was never published. The closest to the review of affordable motion analysis tools to deliver multimedia feedback to athletes and coaches was more than one decade ago [4], and even so, the focus was in other highly challenging or complex motion capture systems besides different biofeedback ones. The aim of this paper was to review and summarize the existing affordable multimedia motion analysis tools for human movement, notably for sports technique, including some fundaments about motor learning and visual feedback, main key features, and application fields. Because long, classical motor behavior theories consider the feedback as a key element to motor learning [5], for example, both Adams and Schmidt theories of motor skill acquisition incorporated concurrent information feedback into closed-loop accounts of motor learning. Information is used in a closed-loop error detection and correction framework. There is a very solid body of knowledge about the fact that feedback is an essential manner to enhance performance [6]. Many research focused on the effect of different types of feedback in the improvement of motor skills. Feedback (Figure 3) is available to the learner both during the ongoing movement sequence (concurrent feedback) and on completion of the movement sequence (terminal feedback) [7]. Feedback can have origin in intrinsic or extrinsic information. Intrinsic feedback is based on kinesthetic response arising from sensory receptors in the skin, tendons, muscles, and joints, which provides performers with information about their movements, whereas extrinsic feedback (also known as augmented feedback) comes from a second party, that is, an external source, such as the coach, the Physical Education teacher, the clinical practitioner, or some sort of equipment. Convincing experimental evidence exists about performance improvements in the absence of augmented feedback, that is, only with intrinsic feedback [6]. In such cases, performers are able to detect their own errors or faults and correct it themselves. Nevertheless, on the flip side, augmented feedback can benefit performers. Augmented feedback should not be used to substitute the intrinsic feedback but rather to complement it though [6]. A meta-analysis (607 effect sizes and 23,663 observations) suggests that feedback improved performance on average of d = 0.41 [8].
Findings have shown that visual feedback facilitates learning in the practice sequence, after early trials of learning [10]. On top of that, demonstration seems to be more effective in improving performance than information and specific practice on the isolated components of the movement dynamics [10]. The roles of instruction and demonstration in the modeling of the coaching practice were already reviewed and can be found somewhere else [11].
Based on this framework, coaches, Physical Education teachers, and health practitioners deliver feedbacks to their athletes, students, and patients, respectively, on a regular basis. Although intrinsic feedback should not be disregarded, extrinsic one plays a major role in motor learning. Evidence suggests that demonstration and visual feedback meaningfully facilitates all process. In this sense, affordable multimedia motion analysis software can and should be used. In a very comprehensive and straightforward way, it is possible to deliver useful and informative details to performers. Society, especially in developed and developing countries, is strongly based on IT tools for everyday tasks. Most of the people are familiar with multimedia applications and software in the user perspective. Thus, the use of multimedia motion analysis tool is mainly an extension of such interest with IT
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tools. ) There are available several (freeware and shareware) multimedia software to analyze human movements. The most cited and selected ones are as follows: (i) TeamPro® (Dartfish, Fribourg, Switzerland), (ii) Kinovea® (v.0.8.15, open source project by Joan Charmant, Bordeaux France), (iii) Quintic video analysis® (v21, Quintic Consultancy Limited, Coventry, UK), (iv) Siliconcoach Pro® (v.7.0, Siliconcoach, Dunedin, New Zealand), and (v) Templo® (v6, Contemplas GmbH, Kempten, Germany). All multimedia motion analysis softwares currently available have fairly the same structure or modules: (i) database and management, (ii) video capture, (iii) video analysis, and (iv) video report (Figure 4). Database and management are used mainly to key in participant´s personal data and import and export, open, and save files. Video capture is related to the video recording, for example, synchronizing different cameras and configuring the video format (AVI, MPG, MP4, MOV, etc.). Video analysis involves the editing of the movies (cut and paste different sections of the movie, use of filters, insert text, graphics, or some basic 2D kinematic measurements). Video report is an individual multimedia file (including the video, complemented with text and optional audio) of the participant’s performance. Regarding the video capture, a key feature is the possibility to input several types of video codecs (e.g., DV, DivX, MPEG, AVI) and have live capture using high-definition camcorders (e.g., HDV, AVCHD, MiniDv), high-speed cameras, and even Webcam or network cameras. A very useful feature is to delay the display of live stream by a few seconds. This allows the participants to perform the motor skill and allow the evaluator to analyze it on the screen together. It is also possible to synchronize more than one camera to have different views of the motor skill. For the video analysis, movies can be displayed in several speeds (i.e., sampling rates) according to the capture settings. It is possible to playback roughly between 1% and 200% of the initial speed or frame by frame. Drawing and text tools allow adding shapes (e.g., lines, arrows, and circles) and short comments about the performance in key frames. A useful tool is the tracking system. It is possible to do a 2D manual or semi-automatic track of an object (e.g., a ball) or anatomical landmarks’ trajectories. Some of the software includes a feature to assess the 2D location of the center of mass of 18-point anatomical models. Basic 2D linear and angular kinematic measurements are also included (distance, angle, speed, and acceleration). For qualitative analysis, an interesting tool is the comparison of different participants or the same participant in different moments. This can be done by either opening the videos side by side or overlaying the videos. Overlaying involves the selection of corresponding frames that calculate video coordinates using advanced image-processing algorithms to combine and blend the content. The software will present a video clip that shows both participants together in one single movie and one single background. After the analysis and editing, a report can be generated. Reports may include video clip with audio, graphics, text, and measurements. Reports can be exported as snapshots (i.e., one frame) of the video clip, a sequence of snapshots, slideshow, or the edited video. Videos might be saved in several extensions (e.g., AVI, MOV, MPEG, and WMV) so that these can be easily opened in any application. Data can also be exported in spreadsheet formats (XLS, XLSX, CSV, and TXT). These items of equipment are a suitable way to analyze the technique in competitive sports (Table 2). Some software products (e.g., Templo®) include specific analysis protocols for several sports, such as golf, gymnastics, swimming, martial arts, team games, athletics, skii, and power training. The default protocols provide predefined analysis patterns and parameters to be measured. Research publications with this type of procedures exist since the early 2000s, but the number of papers published seems to boost around late 2012 and early 2013 (N = 8, 47.05% of all papers found in the sports literature). Most of the research aimed to do kinematical analysis of closed motor skills (N = 14, 77.77%). Interestingly, much attention was dedicated to aquatic sports (e.g., water polo and competitive swimming; N = 4, 22.22%) and with no surprise to gait (e.g., running and sprinting; N = 3, 16.66%). Therefore, these tools are used mainly in translational research, bridging basic or fundamental knowledge with useful practical or applied findings that help to enhance human performance or health. Kinovea® was used to analyze the validity and reliability of an alternative method for measuring the flight time and height of vertical jumping [12], running on a treadmill [13], shot in table tennis [14], and shuttle run [15]. SilliconCoach® was reported as the tool used for the characterization of the temporal aspects of the strongman event “tire flip” [16] and to identify the effect of plyometric training, when added to habitual training regimes, on swim start performance of adolescents [17], and the effect of short-term Swiss ball training on core stability and running economy [18] and water polo swimming patterns [19]. Quintic® was selected to analyze soccer skills [20], swimming starts [21], and Rugby union line-out throw [22]. Templo® was used to assess active drag in swimming [23] and countermovement jump [24]. Dartfish® was selected for the kinematic analysis of the kick in Rugby [25], uphill racewalking [26], start in sprinting [27], and hang power clean [28]. 6pt) In clinical settings, these tolls can be used for gait analysis, ergonomics, injury prevention, fitness testing, prosthetics and orthopedics, podiatry, physiotherapy, and physical medicine (Table 3). Most of the research found in the literature goes back to 2006, although a large number of papers were published in the last couple of years (i.e., 2012 and 2013; N = 16, 69.56%). Most of the motor skills assessed are related to daily activities, such as walking, standing, or seating, in a wide variety of diseases, conditions, and syndromes (N = 12, 52.17%). A good share of attention was devoted to the injury prevention of competitive athletes (N = 4, 17.39%) and assessment of the measurement accuracy (N = 4, 17.39%). Kinovea was used for the analysis of the supination and pronation movements of the forearm assembling jewelry, that is, in ergonomics setting [29], measurement of functional heel pad behavior in-shoe during gait using orthotic embedded ultrasonography [30], or the hyoid and larynx swallowing [31] and mastication [32]. A 2D video analysis using Siliconcoach® was developed and validated to measure core ability in healthy athletes [33] and also to assess dynamic knee joint range of motion [34]. Quintic® motion analysis was reported as the apparatus used to assess the mechanical properties of lower-limb prosthesis technology [35], whole-body vibration training [36], gait in Parkinson’s patients [37], and knee valgus [38]. Templo® was reported to be used for the analysis of a human upper limb robotic system [39,40] and a knee orthosis [41,42]. Podiatry research, such as the effect of foot orthoses on rearfoot motion [43], injury prevention in Cricket [44], knee hyperextension in patients after stroke [45], and knee valgus [46], was evaluated using Siliconcoach®. Dartfish® was reportedly used in several studies in clinical settings to assess joint angles during functional testing [47-48], posture in pregnant women [49], patients with postural backache [50], and the relation between perception and visual-motor skills [51]. These motion analysis tools can be used for the development of observational skills by Physical Education trainee teachers and Sport Science students.
Such tools can also be used in Physical Education classes to give students immediate or delayed visual feedback about a performance or a motor skill and may provide visual feedback in the classroom, which is a straightforward way to become aware of a performance and skill compared with a verbal description by the teacher [52].
For education purposes, some software (e.g., Quintic®) provides comprehensive tutorials, sport-specific questions, and a library of approximately 300 video clips from more than 21 different sports so that a teacher can demonstrate and teach technique, motor skill, and human movement in an interactive manner. Evidence suggests that video feedback may be an effective instructional technology that can be used within the secondary physical education setting to improve the technical aspects of skills and skill performances
[53]. However, the use of these teaching tools is not a standard procedure in most schools even in developed countries [54]. The findings show the high level of enthusiasm of the trainees, university tutors, and school‐based Physical Education teachers for making more use of this technology in teaching and learning Physical Education and their willingness to make changes in their practice to accommodate this. The findings also reveal a severe shortage of participant‐specific professional development and a widespread lack of understanding of needs, which was felt to have contributed to the lack of relevant resources to which most school departments had access [55]. The report of other software and applications falls beyond the aim of this paper. However, tablets and smartphones are very popular IT equipment in some countries. Several developers designed and have commercially available comprehensive apps for educational purposes. As it happens with a personal computer, it is possible to record, save, edit, and analyze motor skills. This might be more convenient in some educational settings because such tablets and smartphones are available to many students. Nevertheless, evidence from pedagogy research to clear out the real effects of these tools in the effectiveness of the teaching-learning process should be carried out in the near future. Sports, education, and health practitioners have a strong focus on human movement. All of them strive to deliver useful feedbacks to athletes, students, and patients about their performances. Recent developments in information technology boosted the access to affordable and straightforward tools to assess human movement in lab and field settings. Besides that, performers are provided immediately, on the spot, or in a very short period with comprehensive and useful multimedia reports. Concurrent intrinsic and augmented feedback from those reports is expected to help participants to improve the motor skills efficiency and enhance their performances. From an academic point of view, in the last couple of years, the number of papers reporting the use of such tools increased in a very meaningful way, especially in the so-called applied or translational research, both in competitive sports and health sciences fields. In a society that has become quite advanced in technology, where items of IT and multimedia equipment are available to most people, the easy access to multimedia motion analysis tool might become widespread even more in a near future and become a common practice among researchers and practitioners. This paper highlights the fact that multimedia motion analysis software is a tool for research and a part of the daily practice of sports and health professionals.
Due to the increase of popularity of the interscholastic athletic activities on the past few years, several researches process, recommendation, and manuals have been developed by diverse organizations such as the American college of sports medicine, and the national athletic trainer association. These organizations and their members have been working extensively to develop awareness over the importance of providing high quality medical service which can improve the medical outcome of the patient. At the same time, these organization developed regulations to standardize the medical service offered by the sport medicine team; especially by athletic trainers.
Sports Medicine is a medical field that specializes with physical fitness, treatment and prevention of injuries related to sports and exercise. It was introduced around the early Greek and Roman era when the first modern Olympic Games took place. The Greek felt they could do something to help heal and prevent injuries that the athletes were receiving. Now in sports medicine, certain injuries can only be assessed and treated by specific physicians. These physicians can include physical therapists, athletic trainers, and strength and conditioning coaches. Although sports physicians are most commonly seen by athletes after they are hurt so they can be treated, there are some physicians that are seen before an injury occurs so that they can learn how to prevent injuries.
In this common adapted physical education (APE) class there are paraeducators who work on every student individually, so they are the ones that spend more time with each student. Although, they are defined as a related service that includes support the student movement and focus, keep the student focus and provide verbal cues. A pyramid going from less supportive to more supportive can be used to determine how to use a paraeducator in a class. The first level of the pyramid is based on a direct support to the student with disabilities. Other studies have shown that direct support decreases social interaction when paraeducators are always too close helping the student. The second level is similar to the first, but the paraeducator helps the student with extra equipment and may be paired with the student for safety. In the level number three the support by the paraeducator is at the top because video modeling is used as an instructional method. In video modeling the paraeducator works in an individual setting watching a video of the skill and helping the child at the same time. In order to complete this process three steps are followed. The first step declares that separating the class according to learner needs and level of support is an important part of modeling. The second step states that media has to be created for the lesson to target the student needs. The third step says paraeducators have to be able to use video modeling, so a designed training is obligatory. This process is enabled by having a well-developed communication between the physical education teacher and the paraeducator. The benefits of video modeling are interesting for the paraeducator. One of the benefits would be keeping the paraeducator busy during the in...
... physical education (J. Sproule, Ed.). Retrieved February 25, 2014, from Sage Journal website: http://epe.sagepub.com/content/11/3/257.short#cited-by
Teachers and coaches can use video analysis to identify areas of improvements in their students and athletes. In addition, students and athletes themselves can also learn to use videos to analyse their own performance and perform self and/or peer assessments. They will also learn and apply oberservation skills such as identifying key elements, positioning of video camera, naming body parts involved and even identifying the different phases of a skill. These would help to make them a more self-directed learner who can reflect and improve on their own
Visualization is a type of mind- body therapy used in athletics to enhance, relax, and control athletes behavior or control physiological responses (1). The main goal of visualization or guided imagery is to have the imagined and desired outcome occur (1). Using repetitive visualization exercises, much like the above, is an example of how vivid and sensually explicit imagery can influence behavior. The generalized imaginary technique begins with the visualizer taking an active role- first in generalized relaxation and then producing vivid and detailed images of specific movements or broad scenes (2). Th...
While not many acute injuries, or injuries that are associated with a traumatic event can be prevented, nearly all overuse injuries can be! Nevertheless, sports medicine physicians receive training to treat any kind of injury; acute, chronic, overuses or even psychogenic pain. Sports medicine dates back to Susruta of India who was the first “recorded” physician to prescribe moderate daily exercise around 600 B.C. (Tipton). Since then, professionals have redesigned and renovated the techniques and equipment used in this field. Sports medicine physicians go through years of education and training in order to effectively treat and interact with patients, as well as thrive in any workplace they are needed.
If motion capture is able to help produce the most accurate and powerful shot, after analyzing and collecting data from multiple lacrosse athletes, it could potentially improve the game. Some athletes could attend a sports program to produce the “perfect” shot. They would be taught how to exactly position their arm muscles, torso and joints to follow through with the swing of the stick creating the best motion of the ball. This study could potentially be a huge advancement in the game of lacrosse, furthering the popularity of the game. It could help advance the overall background of neuromechanics to the game. Furthering the research on motor control and biomechanics in the game of lacrosse.
To be a successful teacher not only in physical education but in all classroom settings you must be able to fully stimulate your students to think critically about the problem at hand. In sports thinking critically and making split second decisions can be the difference between winning and losing; through repetition students will be able to better identify which situations call for which moves. This ability to identify one's current situation in a given activity and react appropriately is referred to as tactical awareness; this is the basis for the tactical games model. Through implementing the tactical games model in your classroom your students will better understand not only the games being played but the tactics that are universal to all sports.
Learning how to produce an effective motor skill takes time and practice. You must also analyze each individual moving part of the body during the action. An example of learning a motor skill could be seen by analyzing a baseball swing. It can be broken down into four small parts. The first movement we analyze would be the initial step toward the pitcher. Next, a rotation of the hips should be observed. The arms should be observed extending out toward the ball after the hip rotation. Finally, the follow through must culmi...
Athletic Trainers play a crucial part in today’s professional sports. They also help on lower levels of sports in high school, and college level teams. The job of an athletic trainer is simple yet very important, they are charged with treating, and preventing injuries. A trainer does this by developing therapies to reduce pain, and improve mobility (“Athletic Trainer Salaries”). They have to stand for long periods of time, work well with athletes of different sizes, move or carry equipment around, good mobility and communication skills to give instructions (“Athletic Trainer, Healthcare Program”). These trainers serve as a crucial part of an athlete getting back into their sport. Athletic trainers usually work under the direction of a physician, so they are like the Doctor’s healing hands in action.
Sport performance is commonly represented by the ability of an athlete to carry out a predetermined outcome with maximum proficiency. As a result, a criticism of sport performance analysis is that it is too focused on outcomes rather than the underlying process and mechanism that produce those outcomes (Torrents & Balague, 2006). In recent years, the constraints-led perspective on movement variability has taken abundance throughout the literature. Constraints are informational or physical limits that enable behaviors. As adjuncts to the overall construct of the dynamical systems theory, this new avenue of research advocates for fluctuations and perturbations in movement as a pertinent contributor to accurate and adaptive motor behaviors during
When coaching athletes of the many things you do not want to happen is overlearning. Overlearning is when the practice goes beyond the amount needed to achieve a certain performance criterion. Extended practice of relatively simple skills could result in learners not continuing to engage in appropriate amounts of cognitive efforts. Players will being to daze off, become lazy in their efforts and not pay attention because they find the practice irrelevant. To prevent overlearning use a distributed practice technique, hold shorter practices and greater number of sessions with breaks in between. Next, you need to organize how complex you want your practice to be. If it is complex, start slow with isolation on the parts of the skill and progress to doing the entire skill, if simple then do the whole skill. Use any keys necessary in order to help the athletes learning process, visual, virtual, or written. Another way to improve practices is to make sure athletes have plenty of mental practice or strength. Have them mentally visualize themselves doing the skills that they performed in practice, it will help them to remember what they learned better and possibly increase their performance next time in
I am taking this class because I plan on becoming a physical education teacher as well as a coach. For this activity I am going to be looking at it from a coaching perspective with high school student athletes because baseball is a bad physical education game and because I want to coach baseball. I will be teaching this skill as it were in a game situation because as a coach that’s what our main goal is.
It can increase effort, motivation, or engagement to reduce this discrepancy, and/or it can increase cue searching and task processes that lead to understanding (thus reducing this discrepancy)”. The feedback given in each stage of learning will be specific to that stage, in the associative stage, I should receive feedback that focuses on technical aspects in order improve in my performance. There are two types of feedback; Intrinsic and extrinsic. Intrinsic feedback relies on information from the senses such as visual, auditory, and tactile. The proprioception of a movement will indicate if it was a success or failure. Extrinsic feedback is feedback “received from an external source and is divided into two main categories: knowledge of result and knowledge of performance” (Amezdroz et al,