scholarly journals Biomechanical head impact characteristics during sparring practice sessions in high school taekwondo athletes

2017 ◽  
Vol 19 (6) ◽  
pp. 662-667 ◽  
Author(s):  
David M. O'Sullivan ◽  
Gabriel P. Fife

OBJECTIVEThe purpose of this study was to monitor head impact magnitude and characteristics, such as impact location and frequency, at high school taekwondo sparring sessions.METHODSEight male high school taekwondo athletes participated in this study. The head impact characteristics were recorded by X-Patch, a wireless accelerometer and gyroscope, during 6 taekwondo sparring sessions. The outcome measures were the peak linear acceleration (g = 9.81 msec2), peak rotational acceleration, rotational velocity, and Head Injury Criterion.RESULTSA total of 689 impacts occurred over 6 sessions involving the 8 athletes. There was an average of 24 impacts per 100 minutes, and there were significant differences in the frequency of impacts among both the sessions and individual athletes. In order of frequency, the most commonly hit locations were the side (38.2%), back (35.7%), and front (23.8%) of the head.CONCLUSIONSThe data indicate that there is a relatively high number of head impacts experienced by taekwondo athletes during sparring practice. According to the rotational acceleration predicting impact severity published in previous research, 17.1% of the impacts were deemed to be a moderate and 15.5% were deemed to be severe.

2019 ◽  
Vol 7 (4) ◽  
pp. 232596711983558 ◽  
Author(s):  
Shane V. Caswell ◽  
Patricia Kelshaw ◽  
Andrew E. Lincoln ◽  
Lisa Hepburn ◽  
Reginald Dunn ◽  
...  

Background: The rate of concussions in boys’ lacrosse is reported to be the third highest among high school sports in the United States, but no studies have described game-related impacts among boys’ lacrosse players. Purpose: To characterize verified game-related impacts, both overall and those directly to the head, in boys’ varsity high school lacrosse. Study Design: Cross-sectional study; Level of evidence, 3. Methods: A total of 77 male participants (mean age, 16.6 ± 1.2 years; mean height, 1.77 ± 0.05 m; mean weight, 73.4 ± 12.2 kg) were instrumented with sensors and were videotaped during 39 games. All verified game-related impacts ≥20 g were summarized in terms of frequency, peak linear acceleration (PLA), and peak rotational velocity (PRV). Descriptive statistics and impact rates per player-game (PG) with corresponding 95% CIs were calculated. Results: Overall, 1100 verified game-related impacts were recorded (PLA: median, 33.5 g [interquartile range (IQR), 25.7-51.2]; PRV: median, 1135.5 deg/s [IQR, 790.0-1613.8]) during 795 PGs. The rate for all verified game-related impacts was 1.38 impacts per PG (95% CI, 1.30-1.47). Of these, 680 (61.8%) impacts (PLA: median, 35.9 g [IQR, 26.7-55.5]; PRV: 1170.5 deg/s [IQR, 803.2-1672.8]) were directly to the head (impact rate, 0.86 impacts/PG [95% CI, 0.79-0.92]). Overall, midfielders (n = 514; 46.7%) sustained the most impacts, followed by attackers (n = 332; 30.2%), defenders (n = 233; 21.2%), and goalies (n = 21; 1.9%). The most common mechanisms for overall impacts and direct head impacts were contact with player (overall: n = 706 [64.2%]; head: n = 397 [58.4%]) and stick (overall: n = 303 [27.5%]; head: n = 239 [35.1%]), followed by ground (overall: n = 73 [6.6%]; head: n = 26 [3.8%]) and ball (overall: n = 15 [1.4%]; head: n = 15 [2.2%]). Direct head impacts were associated with a helmet-to-helmet collision 31.2% of the time, and they were frequently (53.7%) sustained by the players delivering the impact. Nearly half (48.8%) of players delivering contact used their helmets to initiate contact that resulted in a helmet-to-helmet impact. Players receiving a head impact from player contact were most often unprepared (75.9%) for the collision. Conclusion: The helmet is commonly used to initiate contact in boys’ high school lacrosse, often targeting defenseless opponents. Interventions to reduce head impacts should address rules and coaching messages to discourage intentional use of the helmet and encourage protection of defenseless opponents.


2012 ◽  
Vol 28 (2) ◽  
pp. 174-183 ◽  
Author(s):  
Joseph J. Crisco ◽  
Bethany J. Wilcox ◽  
Jason T. Machan ◽  
Thomas W. McAllister ◽  
Ann-Christine Duhaime ◽  
...  

The purpose of this study was to quantify the severity of head impacts sustained by individual collegiate football players and to investigate differences between impacts sustained during practice and game sessions, as well as by player position and impact location. Head impacts (N = 184,358) were analyzed for 254 collegiate players at three collegiate institutions. In practice, the 50th and 95th percentile values for individual players were 20.0 g and 49.5 g for peak linear acceleration, 1187 rad/s2 and 3147 rad/s2 for peak rotational acceleration, and 13.4 and 29.9 for HITsp, respectively. Only the 95th percentile HITsp increased significantly in games compared with practices (8.4%, p = .0002). Player position and impact location were the largest factors associated with differences in head impacts. Running backs consistently sustained the greatest impact magnitudes. Peak linear accelerations were greatest for impacts to the top of the helmet, whereas rotational accelerations were greatest for impacts to the front and back. The findings of this study provide essential data for future investigations that aim to establish the correlations between head impact exposure, acute brain injury, and long-term cognitive deficits.


Author(s):  
Nicholas J Cecchi ◽  
Derek C Monroe ◽  
Theophil J Oros ◽  
Steven L Small ◽  
James W Hicks

The SIM-G is a waterproof head impact sensor that has been previously evaluated for use in a headband, but not yet in a mode of attachment suitable for water polo. For this study, a CADEX linear impactor was used to impact a Hybrid III headform while wearing either a headband or modified water polo cap, each housing a SIM-G. In both headgears, the SIM-G consistently underestimated peak linear acceleration ( p < .001) and peak rotational velocity ( p < .001), and consistently overestimated peak rotational acceleration ( p < .001) relative to the headform. These inaccuracies are consistent with previous evaluations of the SIM-G, but notably, impact magnitudes did not differ between the different modes of attachment ( p > .198). The proprietary SIM-G algorithm used for classifying false/true positives performed poorly at the back and crown impact locations in both the water polo cap and headband, but accuracy of this algorithm did not significantly differ between the water polo cap and headband (60.5% vs 49.4%, respectively). The SIM-G’s ability to correctly predict impact location also performed poorly in both headgears when impacts occurred at the crown location, but was significantly better overall in the water polo cap than the headband (80.2% vs 55.6%, respectively). These results demonstrate that the SIM-G exhibits shared limitations and a similar performance overall when placed in either a headband or water polo cap. Potential explanations for the inaccuracies of the SIM-G, as well as methods of optimizing its application in sports, are discussed.


Neurology ◽  
2018 ◽  
Vol 91 (23 Supplement 1) ◽  
pp. S2.2-S2
Author(s):  
Mirellie Kelley ◽  
Jillian Urban ◽  
Derek Jones ◽  
Alexander Powers ◽  
Christopher T. Whitlow ◽  
...  

Approximately 1.1–1.9 million sport-related concussions among athletes ≤18 years of age occur annually in the United States, but there is limited understanding of the biomechanics and injury mechanisms associated with concussions among lower level football athletes. Therefore, the objective of this study was to combine biomechanical head impact data with video analysis to characterize youth and HS football concussion injury mechanisms. Head impact data were collected from athletes participating on 22 youth and 6 HS football teams between 2012 and 2017. Video was recorded, and head impact data were collected during all practices and games by instrumenting players with the Head Impact Telemetry (HIT) System. For each clinically diagnosed concussion, a video abstraction form was completed, which included questions concerning the context in which the injury occurred. Linear acceleration, rotational acceleration, and impact location were used to characterize the concussive event and each injured athlete's head impact exposure on the day of the concussion. A total of 9 (5 HS and 4 youth) concussions with biomechanics and video of the event were included in this study. The mean [range] linear and rotational acceleration of the concussive impacts were 62.9 [29.3–118.4] g and 3,056.7 [1,046.8–6,954.6] rad/s2, respectively. Concussive impacts were the highest magnitude impacts for 6 players and in the top quartile of impacts for 3 players on the day of injury. Concussions occurred in both practices (N = 4) and games (N = 5). The most common injury contact surface was helmet-to-helmet (N = 5), followed by helmet-to-ground (N = 3) and helmet-to-body (N = 1). All injuries occurred during player-to-player contact scenarios, including tackling (N = 4), blocking (N = 4), and collision with other players (N = 1). The biomechanics and injury mechanisms of concussions varied among athletes in our study; however, concussive impacts were among the highest severity for each player and all concussions occurred as a result of player-to-player contact.


2019 ◽  
Vol 24 (5) ◽  
pp. 213-216 ◽  
Author(s):  
John M. Rosene ◽  
Christian Merritt ◽  
Nick R. Wirth ◽  
Daniel Nguyen

Subconcussive head impacts in sport may have a greater impact on neurological degradation versus concussive hits given the repetitive nature of these head impacts. The purpose of this investigation was to quantify the frequency, magnitude, and location of head impacts in an NCAA Division III men’s lacrosse team. There was no significant difference (p ≤ .05) in peak linear acceleration, peak rotational acceleration, and peak rotational velocity between games and practices. There was no significant difference (p ≤ .05) for PLA among player position and location of head impact. The quantity and intensity of subconcussive head impacts between practices and games were similar. These multiple subconcussive head impacts have the potential to lead to future neurological impairments.


Neurology ◽  
2020 ◽  
Vol 95 (20 Supplement 1) ◽  
pp. S1.1-S1
Author(s):  
Abigail Swenson ◽  
Logan Miller ◽  
Jillian Urban ◽  
Joel Stitzel

ObjectiveThe objective of this pilot study was to characterize head impact exposure in a sample of youth boys' ice hockey using a novel instrumented mouthpiece, improving accuracy.BackgroundFrom 2010 to 2018 youth ice hockey saw a 15% increase in participation, despite growing concerns for concussion risk in contact sports. While contact sports with similar rates of concussion have been subjected to rigorous study, head impact exposure in youth ice hockey has been largely underexplored. Existing youth studies have utilized helmet-mounted sensors, which are associated with error due to poor coupling with the skull.Design/MethodsCustom mouthpieces containing a tri-axial accelerometer and gyroscope were fit to seven enrolled athletes, and monitored during practices and games throughout the season. Linear acceleration and rotational velocity of the head were recorded for 60 ms when 5 g was exceeded on any axis for at least 3 ms. Time-synchronized film was reviewed to identify the contact scenario and head contact. Summary statistics of kinematics were calculated by scenario and presence of head contact.ResultsA total of 465 events were recorded over 25 weeks. Of these events 25% involved head contact; 92% of all contact scenarios were board checks, falls, or ice checks. Events involving head contact (i.e., head impacts) had median [95th percentile] peak linear acceleration, rotational velocity, and angular acceleration of 8.1 [30.9] g, 7.9 [20.2] rad/s, and 614 [2673] rad/s2, respectively. Events not involving head contact had median [95th percentile] peak linear acceleration, rotational velocity, and angular acceleration of 6.6 [43.8] g, 6.5 [17.5] rad/s, and 455 [4115] rad/s2, respectively.ConclusionsThe majority of the recorded events could be classified as board checks, falls, or ice checks. Median peak kinematics were higher for head impacts than non-head impact events. In contrast, 95th percentile linear and angular accelerations were greater for impacts not involving head contact.


2020 ◽  
Author(s):  
Kyle Kercher ◽  
Jesse A. Steinfeldt ◽  
Jonathan T. Macy ◽  
Keisuke Ejima ◽  
Keisuke Kawata

ABSTRACTPurposeUSA Football established five levels of contact (LOC) to guide the intensity of high school football practices. However, it remains unclear whether head impact exposure differs by LOC. The purpose of this study was to examine head impact frequency and magnitude by LOC in the overall sample and three position groups.MethodsThis longitudinal observational study included 24 high school football players during all practices and games in the 2019 season. Players wore a sensor-installed mouthguard that monitored head impact frequency, peak linear acceleration (PLA), and rotational head acceleration (PRA). Practice/game drills were filmed and categorized into 5 LOCs (air, bags, control, thud, live), and head impact data were assigned into 5 LOCs. Player position was categorized into linemen, hybrid, and skill.ResultsA total of 6016 head impacts were recorded during 5 LOCs throughout the season. In the overall sample, total number of impacts, sum of PLA, and PRA per player increased in an incremental manner (air<bags<control<thud<live), with the most head impacts in live (113.7±17.8 hits/player) and the least head impacts in air (7.7±1.9 hits/player). The linemen and hybrid groups had consistently higher impact exposure than the skill group. Average head impact magnitudes by position group were higher during live drills (PLA (41.0-45.9g) and PRA (3.3-4.6 krad/s2) per head impact), whereas other LOCs had lower magnitudes (PLA (18.2-23.2g) and PRA (1.6-2.3krad/s2) per impact).ConclusionOur data suggest that LOC may influence cumulative head impact exposure in high school football, with players incurring frequent head impacts during live, thud, and control. The data indicate the importance of considering LOCs to refine practice guidelines and policies to minimize head impact burden in high school football athletes.


2017 ◽  
Vol 45 (10) ◽  
pp. 2379-2387 ◽  
Author(s):  
Nelson Cortes ◽  
Andrew E. Lincoln ◽  
Gregory D. Myer ◽  
Lisa Hepburn ◽  
Michael Higgins ◽  
...  

Background: Wearable sensors are increasingly used to quantify the frequency and magnitude of head impact events in multiple sports. There is a paucity of evidence that verifies head impact events recorded by wearable sensors. Purpose: To utilize video analysis to verify head impact events recorded by wearable sensors and describe the respective frequency and magnitude. Study Design: Cohort study (diagnosis); Level of evidence, 2. Methods: Thirty male (mean age, 16.6 ± 1.2 years; mean height, 1.77 ± 0.06 m; mean weight, 73.4 ± 12.2 kg) and 35 female (mean age, 16.2 ± 1.3 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) players volunteered to participate in this study during the 2014 and 2015 lacrosse seasons. Participants were instrumented with GForceTracker (GFT; boys) and X-Patch sensors (girls). Simultaneous game video was recorded by a trained videographer using a single camera located at the highest midfield location. One-third of the field was framed and panned to follow the ball during games. Videographic and accelerometer data were time synchronized. Head impact counts were compared with video recordings and were deemed valid if (1) the linear acceleration was ≥20 g, (2) the player was identified on the field, (3) the player was in camera view, and (4) the head impact mechanism could be clearly identified. Descriptive statistics of peak linear acceleration (PLA) and peak rotational velocity (PRV) for all verified head impacts ≥20 g were calculated. Results: For the boys, a total recorded 1063 impacts (2014: n = 545; 2015: n = 518) were logged by the GFT between game start and end times (mean PLA, 46 ± 31 g; mean PRV, 1093 ± 661 deg/s) during 368 player-games. Of these impacts, 690 were verified via video analysis (65%; mean PLA, 48 ± 34 g; mean PRV, 1242 ± 617 deg/s). The X-Patch sensors, worn by the girls, recorded a total 180 impacts during the course of the games, and 58 (2014: n = 33; 2015: n = 25) were verified via video analysis (32%; mean PLA, 39 ± 21 g; mean PRV, 1664 ± 619 rad/s). Conclusion: The current data indicate that existing wearable sensor technologies may substantially overestimate head impact events. Further, while the wearable sensors always estimated a head impact location, only 48% of the impacts were a result of direct contact to the head as characterized on video. Using wearable sensors and video to verify head impacts may decrease the inclusion of false-positive impacts during game activity in the analysis.


2020 ◽  
Vol 8 (4_suppl3) ◽  
pp. 2325967120S0021
Author(s):  
Patricia R. Combs ◽  
Cassie B. Ford ◽  
Elizabeth F. Teel ◽  
Erin B. Wasserman ◽  
Michael J. Cools ◽  
...  

Background: Body checking is the most common injury mechanism in ice hockey. Rule changes have sought to mitigate body checking exposure among youth players. In 2011, USA Hockey changed the legal body checking age from Pee Wee (11/12-year-olds) to Bantam (13/14-year-olds). Interestingly, Bantam players with checking experience during Pee Wee had a lower concussion risk relative to Bantam players without checking experience in a sample of Canadian youth hockey players. Understanding the head impact biomechanics underlying these findings could further elucidate the consequences of this rule change. Purpose: To determine the association between Pee Wee checking exposure and head impact biomechanics in a cohort of Bantam players. Methods: We prospectively collected data on Bantam ice hockey players during the 2006/07-2009/10 seasons and the 2012-2013 season. The 2006/07-2009/10 cohort (n= 61, age=13.9±0.5 years, height=168.2±8.7 cm, mass=59.9±10.4 kg) was allowed to body check (BC) as a Pee Wee player. The 2012-2013 cohort (n=15, age=13.3±0.4 years, height=167.5±7.4 cm, mass=57.5±8.6 kg) was not permitted to body check (NBC) as a Pee Wee player. Over the course of each season, head impacts were measured using in-helmet accelerometers. Only head impacts with linear acceleration ≥10 g were included in our analysis. Main outcome measures were mean linear acceleration (g) and rotational acceleration (rad/s2). Levene’s tests assessed equality of variance between groups. We employed mixed effects models to assess group differences in mean linear and rotational acceleration between BC and NBC groups. Results: The BC and NBC groups did not differ in height (t74=0.28, p=0.78) or mass (t74=0.84, p=0.40). When assessing group differences in head impact biomechanics, the NBC experienced significantly greater linear acceleration (F1,74=4.36, p=0.04) and greater rotational acceleration (F1,74=21.2, p<0.001) relative to the BC group. On average, the NBC group experienced 23.1 ± 0.87 g linear acceleration and 1993.5 ± 68.4 rad/s2 rotational acceleration compared to the BC group, which experienced 21.2 ± 0.30 g linear acceleration and 1615.9 ± 45.2 rad/s2 rotational acceleration. Conclusions: Bantam ice hockey players without body checking experience during their Pee Wee years experienced greater average linear and rotational acceleration relative to players with Pee Wee body checking experience. While removing body checking from Pee Wee ice hockey may reduce short-term injury risk, these athletes may demonstrate more high-risk head impact biomechanics when legally allowed to body check. Future research should continue to examine the influence of policy changes on head impact biomechanics and injury risk in youth ice hockey. [Figure: see text]


2019 ◽  
Vol 7 (3_suppl) ◽  
pp. 2325967119S0000
Author(s):  
Landon B. Lempke ◽  
A. Faith Bartello ◽  
Melissa N. Anderson ◽  
Rachel S. Johnson ◽  
Julianne D. Schmidt ◽  
...  

Background: There is growing fear among healthcare professionals and parents regarding youth tackle football, likely due to highly publicized concerns about potential long-term physical and cognitive health of professional football players. Parents and advocacy groups are pushing for state legislation to ban youth tackle football in favor of flag football to avoid repetitive head impacts that are potentially associated with late-life cognitive deficits. Although the head impact burden experienced during flag football is likely lower than tackle, no research has compared head impact exposure between youth tackle and flag football. Therefore, our purpose was to examine head impact exposure and magnitudes between youth tackle and flag football players. Methods: Twenty-seven tackle (age=11.0±1.5y, height=145.8±11.9 cm, mass=45.0±14.9 kg) and 29 flag football players (age=8.6±1.1y, height=133.9±8.4 cm, mass=33.9±9.5 kg) were enrolled in this prospective cohort study. Participants were fitted with head impact sensors (Triax Sim-G) worn throughout the entire 2017 season that recorded impact frequency and magnitude (linear [g] and rotational acceleration [rad/s2]). Athlete exposure was defined as one player participating in one session. Impact rates (IR) were calculated as impacts per one athlete exposure. Game, practice, and combined IR were compared between groups using impact rate ratios (IRR). IRR with 95% confidence intervals (CI) not containing 1.0 were considered statistically significant. Acceleration values were binned into low- and high-magnitude categories (linear split at 40 g, rotational split at 4,600rad/s2). Magnitude category frequencies were compared between groups using Chi-square test of association (p<0.05), and 90th percentile acceleration values are presented. Results: One-thousand nine-hundred and eight tackle (735 game, 1173 practice; 70.66 impacts/player) and 169 flag (101 game, 68 practice; 5.83 impacts/player) football head impacts were recorded. Tackle players experienced a higher impact rate during games versus practices (IRR=1.41; 95%CI:1.29 -1.55) while flag players experienced a lower impact rate (IRR=0.60; 95%CI:0.44-0.81). Practice and game head impacts combined resulted in tackle players (IR=3.06) accruing 4.61 times the impact rate (95%CI:3.94-5.40) of flag players (IR=0.66). Tackle players sustained a significantly greater head impact rate than flag players during games (tackle IR=3.83, flag IR=0.55; IRR=6.90; 95%CI:5.60-8.49) and practices (tackle IR=2.72, flag IR=0.93; IRR=2.91; 95%CI:2.28-3.72). Tackle 90th percentile linear acceleration was 53.32 g (median=32.50 g) and flag was 53.32 g (median=32.65 g). Tackle 90th percentile rotational acceleration was 7,000 rad/s2 (median=3,200rad/s2) while flag was 8,300 rad/s2 (median=4,100rad/s2). Tackle experienced a significantly higher frequency of low-magnitude rotational acceleration impacts (71.6% vs. 57.4%) and lower frequency of high-magnitude impacts than flag (28.4% vs 42.6%;?2=15.15, p<0.001). There were no significant associations for linear acceleration (p=0.75). Conclusions/Significance: Our results indicate youth flag football head impact rates are 82%-88% lower compared to tackle. Contrary to general belief, youth flag football players experienced numerous head impacts with a greater tendency for high-magnitude rotational acceleration head impacts. Although fewer head impacts occur during youth flag football, parents and coaches should be aware that head impacts do occur during practices and games. Whether high-magnitude or high-frequency head impacts influence long-term health remains unknown. Our findings provide novel evidence into the head impact exposure occurring during youth tackle and flag football. Longitudinal studies examining head impact biomechanics and advanced neuroimaging in youth tackle and flag football players nationwide is warranted to ensure long term cognitive health.


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