enough in order to optimize race transitions is needed for an ideal performance. Practical Applications Interestingly, visual (and thus video) analysis certainly represents an adequate way to investigate a team pursuit race scheme. For instance, our results indicate a very low intrarater variability for
Samuel Sigrist, Thomas Maier, and Raphael Faiss
Maggi M. Calo, Thomas Anania, Joseph D. Bello, Valerie A. Cohen, Siobhan C. Stack, Meredith D. Wells, Barbara C. Belyea, Deborah L. King, and Jennifer M. Medina McKeon
a screening tool to be used successfully to identify athletes at risk of LE injury, the tool must be reliable and simple to use by clinicians. Three-dimensional (3D) video analysis has long been considered the gold standard for analyzing the kinematics of an individual’s movement, with good to
Annemarie M.H. de Witte, Monique A.M. Berger, Marco J.M. Hoozemans, Dirkjan H.E.J. Veeger, and Lucas H.V. van der Woude
video analysis. Players were filmed and observed during one entire match using an approach previously described by de Witte et al. ( 2016 ). In brief, video footage was collected during four entire games in the Dutch first division competition and five games at the Easter Tournament of Wheelchair
Sakiko Oyama, Araceli Sosa, Rebekah Campbell, and Alexandra Correa
Video recordings are used to quantitatively analyze pitchers’ techniques. However, reliability and validity of such analysis is unknown. The purpose of the study was to investigate the reliability and validity of joint and segment angles identified during a pitching motion using video analysis. Thirty high school baseball pitchers participated. The pitching motion was captured using 2 high-speed video cameras and a motion capture system. Two raters reviewed the videos to digitize the body segments to calculate 2-dimensional angles. The corresponding 3-dimensional angles were calculated from the motion capture data. Intrarater reliability, interrater reliability, and validity of the 2-dimensional angles were determined. The intrarater and interrater reliability of the 2-dimensional angles were high for most variables. The trunk contralateral flexion at maximum external rotation was the only variable with high validity. Trunk contralateral flexion at ball release, trunk forward flexion at foot contact and ball release, shoulder elevation angle at foot contact, and maximum shoulder external rotation had moderate validity. Two-dimensional angles at the shoulder, elbow, and trunk could be measured with high reliability. However, the angles are not necessarily anatomically correct, and thus use of quantitative video analysis should be limited to angles that can be measured with good validity.
Barry S. Mason, Rienk M.A. van der Slikke, Michael J. Hutchinson, Monique A.M. Berger, and Victoria L. Goosey-Tolfrey
Welmoed Sinnema and Daan Crombach for their assistance with the video analysis and to Loughborough University for facilitating the study. References 1. Coutts KD . Dynamics of wheelchair basketball . Med Sci Sports Exerc . 1992 ; 24 ( 2 ): 231 – 234 . PubMed ID: 1532225 doi:10
Diane Richmond, Kathleen Castro, Vaibhavi Rathod, Thais Medeiros da Costa Dias, Nelson Marinho de Lima Filho, Judith Meer, and Smita Rao
. PubMed ID: 25497489 doi: 10.1136/bjsports-2014-094094 25497489 19. Pipkin A , Kotecki K , Hetzel S , Heiderscheit B . Reliability of a qualitative video analysis for running . J Orthop Sports Phys Ther . 2016 ; 46 ( 7 ): 556 – 561 . PubMed ID: 27266886 doi: 10.2519/jospt.2016
Aaron T. Scanlan, Jordan L. Fox, Nattai R. Borges, and Vincent J. Dalbo
Declines in high-intensity activity during game play (in-game approach) and performance tests measured pre- and postgame (across-game approach) have been used to assess player fatigue in basketball. However, a direct comparison of these approaches is not available. Consequently, this study examined the commonality between in- and across-game jump fatigue during simulated basketball game play.
Australian, state-level, junior male basketball players (n = 10; 16.6 ± 1.1 y, 182.4 ± 4.3 cm, 68.3 ± 10.2 kg) completed 4 × 10-min standardized quarters of simulated basketball game play. In-game jump height during game play was measured using video analysis, while across-game jump height was determined pre-, mid-, and postgame play using an in-ground force platform. Jump height was determined using the flight-time method, with jump decrement calculated for each approach across the first half, second half, and entire game.
A greater jump decrement was apparent for the in-game approach than for the across-game approach in the first half (37.1% ± 11.6% vs 1.7% ± 6.2%; P = .005; d = 3.81, large), while nonsignificant, large differences were evident between approaches in the second half (d = 1.14) and entire game (d = 1.83). Nonsignificant associations were evident between in-game and across-game jump decrement, with shared variances of 3–26%.
Large differences and a low commonality were observed between in- and across-game jump fatigue during basketball game play, suggesting that these approaches measure different constructs. Based on our findings, it is not recommended that basketball coaches use these approaches interchangeably to monitor player fatigue across the season.
Scott L. Bruce and Kyra Dorney
inclusion criteria, concussed athletes demonstrated some form of posturing. ▸ Our findings suggest that the 10% loss of consciousness epidemiological estimate in elite football may be low and that future research in identifying posturing at the time of injury or through video analysis is warranted
Edward J. Bradley, Bob Hogg, and David T. Archer
This study examined whether changes in scrum engagement laws from the “crouch-touch-set” in 2013 to the “PreBind” engagement from 2014 onward have led to changes in scrum characteristics, specifically timing, in international rugby union. Duration and outcomes were identified for all scrums occurring in the 2013–16 Six Nations (N = 60 games) using video analysis. Scrum duration increased after the introduction of the PreBind engagement from 59 s in 2013 to 69 s in 2016 (P = .024, effect size = 0.93). A significant increase in mean contact duration per scrum occurred when prebinding was adopted (P < .05), moving from 7.5 s under the crouch-touch-set process to 8.5, 10.0, and 10.8 s with PreBind in 2014, 2015, and 2016 (effect size = 0.71, 2.05, and 3.0, respectively). The number of scrum resets and collapsed scrums, along with early engagement and pulling down infringements, was lower under the PreBind process. Overall, the PreBind engagement resulted in longer scrums with significant increases observed in overall and contact durations, with improved stability-related characteristics. The longer contact time is a consequence of increased stability with a shift from high-energy impact to a sustained push phase with a lower force that is a benefit to player welfare.
Daniella M. DiGuglielmo, Mireille E. Kelley, Mark A. Espeland, Zachary A. Gregory, Tanner D. Payne, Derek A. Jones, Tanner M. Filben, Alexander K. Powers, Joel D. Stitzel, and Jillian E. Urban
each HIT System to record on-field activities. Video analysis was performed to verify the times the athletes were helmeted, to pair recorded impacts of opposing athletes, and to identify characteristics of contact for each contact scenario (Table 2 ). A contact scenario is defined as an event where 2