Biomechanical Analysis of Two Techniques Performed in Table Tennis

2012 ◽  
Vol 182-183 ◽  
pp. 1658-1661 ◽  
Author(s):  
Bi Jian Mao

Table tennis, as one of the most popular sports in China, has grown considerably since its developed in the 19th century in England. The biomechanics of the research methods in many sports has been widely used, for understanding of sports and technology and improve sports played an important role Fast break and curving ball technology is this game’s core technology. In this study, we based on fast break and curving ball features of kinematic to reveal the table tennis forehand techniques. Eight male volunteers were participated in this tests, the speed of the racket during the playing was recorded through Vicon Motion Capture System. The action was divided into three major phases: back swing, attack and follow through. At the end of back swing stage, break and curl technologies, the speed parameter shows some differences. While the peak speed in ball contact frame, the speed of curling ball was significantly higher than the fast break. Further study could be carried out in detailing analysis at sub-stage of the action for integral considering.

2012 ◽  
Vol 166-169 ◽  
pp. 3106-3109 ◽  
Author(s):  
Bi Jian Mao

Ping Pong has been considered as one of the most popular sports in the world. Fast break and curving ball technology is this game’s core technology, it will be very important to deeply understand this through biomechanical study. In this research, we based on fast break and curving ball features of kinematic to reveal the table tennis forehand techniques. High speed motion analysis was recorded from eight male subjects. The action was divided into three major phases: back swing, attack and follow through. At the end of back swing stage, break and curl technologies, the speed parameter shows some differences. While the fastest speed in ball contact frame, the speed of curling ball was significantly higher than the fast break. Further study could be carried out in detailing analysis at sub-stage of the action for integral considering.


Author(s):  
Jakub Otworowski ◽  
Tomasz Walczak ◽  
Adam Gramala ◽  
Jakub K. Grabski ◽  
Maurizio Tripi ◽  
...  

2013 ◽  
Vol 650 ◽  
pp. 518-522
Author(s):  
Juan Xiao

Main characteristics of recent human motion capture systems are analyzed in the paper firstly. Based on that, a new multi-user aerobics wireless human motion capture system based on MEMS is proposed. Design of its framework and core technology solutions including large-scale data obtain, multi-hop wireless sensor and high-frequency real-time transmission are put forward. Finally, three-dimensional real-time reconstructions of the multi-user aerobics wireless motion capture system are showed in the paper.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Chuan He ◽  
Xiaoquan Zhang ◽  
Yulong Gui ◽  
Yang Liu ◽  
Wei Zhang

Digital sports training based on digital video image processing promises to reduce the reliance on the experience of coaches in the table tennis training process and to achieve a more general physical education base. Based on this approach, this paper describes the specific forms of exercise content, movement characteristics, and skill levels in the table tennis framework and specifies the calculation methods of motion capture and movement characteristics suitable for table tennis. Meanwhile, to further improve the accuracy of the inertial motion capture system in restoring the position posture of the trainees, this paper improves the original inertial motion capture system from two aspects: contact judgment of both feet and correction of the position posture based on the contact position constraint. The simulation results show that the corrected human posture has good action smoothness. This paper first proposes a knowledge-based generic sports-assisted training framework based on generalizing the traditional sports training model. The framework contains four main modules: domain knowledge, trainees, sport evaluation, and controller. The domain knowledge module is a digital representation of the knowledge of the exercise content, improvement instructions, and skill indicators of the sport; the trainee module is the active response of the trainee to the exercise content and improvement instructions; the motion evaluation module uses motion capture technology to obtain the raw motion data of the trainee and further calculates the motion characteristics; the controller module proposes improvement instructions to the trainee or makes him/her practice new content based on the results of the motion evaluation. Based on the results of the motion evaluation, the controller module proposes improvement instructions or makes the trainee practice new content until the trainee achieves the desired goal.


2021 ◽  
Author(s):  
◽  
F. J. Rodal Martínez

Virtual Reality is defined as an interactive and multisensory computer system in which an environment is simulated in real time, and there can be two categories: Immersive Virtual Reality and Non-Immersive Virtual Reality. To date, Virtual Reality has been used in different areas such as education, entertainment and rehabilitation. The WHO estimates that around 15% of the world's population suffers from a disabling condition. This organization in conjunction with the ISPO determined that about 0.5% of the world's population requires an orthotic or prosthetic system. In Mexico, in the National Survey of Demographic Dynamics it is estimated that 10.9% of the population has difficulty walking or moving. The objective of this project is to design a Virtual Reality system that allows training transhumeral amputees in the use of the prosthesis. 2 virtual environments and 8 3D-characters were created so that the subjects to be trained can select between these possibilities to carry out the training sessions. The subjects control these 3D-characters in real time through a motion capture system, which also generates a biomechanical analysis of the movement of the shoulder during the execution of the movements.


2013 ◽  
Vol 631-632 ◽  
pp. 1452-1456
Author(s):  
Li Juan Wang ◽  
Jia Yuan Zhu

A new aerobics intelligent motion capture system using MEMS is proposed based on analyzing key technology of recent human motion capture system which is most benefit for intelligent tutoring system. Architecture of aerobics intelligent motion capture system is designed. And core technology solutions of the system including large-scale aerobics tutoring and training motion data obtain system, multi-position micro-electro-mechanical sensors system based on wireless network and multi-source data fusion and processing system with high-frequency real-time data transmission system are put forward.


2019 ◽  
Vol 41 (1) ◽  
pp. 39-55
Author(s):  
Takashi Takekoshi

In this paper, we analyse features of the grammatical descriptions in Manchu grammar books from the Qing Dynasty. Manchu grammar books exemplify how Chinese scholars gave Chinese names to grammatical concepts in Manchu such as case, conjugation, and derivation which exist in agglutinating languages but not in isolating languages. A thorough examination reveals that Chinese scholarly understanding of Manchu grammar at the time had attained a high degree of sophistication. We conclude that the reason they did not apply modern grammatical concepts until the end of the 19th century was not a lack of ability but because the object of their grammatical descriptions was Chinese, a typical isolating language.


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