Although active workstations may result in some decrement in performance, their ability to increase daily energy expenditure may make them a feasible solution for workplace inactivity.
BackgroundWearable sensors are portable measurement tools that are becoming increasingly popular for the measurement of joint angle in the upper limb. With many brands emerging on the market, each with variations in hardware and protocols, evidence to inform selection and application is needed. Therefore, the objectives of this review were related to the use of wearable sensors to calculate upper limb joint angle. We aimed to describe (i) the characteristics of commercial and custom wearable sensors, (ii) the populations for whom researchers have adopted wearable sensors, and (iii) their established psychometric properties.MethodsA systematic review of literature was undertaken using the following data bases: MEDLINE, EMBASE, CINAHL, Web of Science, SPORTDiscus, IEEE, and Scopus. Studies were eligible if they met the following criteria: (i) involved humans and/or robotic devices, (ii) involved the application or simulation of wearable sensors on the upper limb, and (iii) calculated a joint angle.ResultsOf 2191 records identified, 66 met the inclusion criteria. Eight studies compared wearable sensors to a robotic device and 22 studies compared to a motion analysis system. Commercial (n = 13) and custom (n = 7) wearable sensors were identified, each with variations in placement, calibration methods, and fusion algorithms, which were demonstrated to influence accuracy.ConclusionWearable sensors have potential as viable instruments for measurement of joint angle in the upper limb during active movement. Currently, customised application (i.e. calibration and angle calculation methods) is required to achieve sufficient accuracy (error < 5°). Additional research and standardisation is required to guide clinical application.Trial RegistrationThis systematic review was registered with PROSPERO (CRD42017059935).
High impact forces during gymnastic landings are thought to contribute to the high rate of injuries. Lower limb joint flexion is currently limited within gymnastic rules, yet might be an avenue for reduced force absorption. This study investigated whether lower limb flexion during three gymnastic landings was related to force. Differences between landings were also explored. Twenty-one elite women's artistic gymnasts performed three common gymnastic techniques: drop landing (DL), front and back somersaults. Ankle, knee, and hip angles, and vertical ground reaction force [(vGRF) magnitude and time to peak], were measured using three-dimensional motion analysis and force platform. The DL had significantly smaller peak vGRF, greater time to peak vGRF and larger lower limb flexion ranges than landing from either somersault. Peak vGRF and time to peak vGRF were inversely related. Peak vGRF was significantly reduced in gymnasts who landed with greater hip flexion, and time to peak was significantly increased with increasing ankle, knee, and hip flexion. Increased range of lower limb flexion should be encouraged during gymnastic landings to increase time to peak vGRF and reduce high impact force. For this purpose, judging criteria limitations on lower limb flexion should be reconsidered.
Electronic games (e-games) are widely used by children, often for substantial durations, yet to date there are no evidence-based guidelines regarding their use. The aim of this paper is to present guidelines for the wise use of e-games by children based on a narrative review of the research. This paper proposes a model of factors that influence child-e-games interaction. It summarises the evidence on positive and negative effects of use of e-games on physical activity and sedentary behaviour, cardio-metabolic health, musculoskeletal health, motor coordination, vision, cognitive development and psychosocial health. Available guidelines and the role of guidelines are discussed. Finally, this information is compiled into a clear set of evidence-based guidelines, about wise use of e-games by children, targeting children, parents, professionals and the e-game industry. These guidelines provide an accessible synthesis of available knowledge and pragmatic guidelines based on e-game specific evidence and related research.
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