2019
DOI: 10.1177/1747954119833477
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Analysis of ball carrier head motion during a rugby union tackle without direct head contact: A case study

Abstract: Rugby union players can be involved in many tackles per game. However, little is known of the regular head loading environment associated with tackling in rugby union. In particular, the magnitude and influencing factors for head kinematics during the tackle are poorly understood. Accordingly, the goal of this study was to measure head motion of a visually unaware ball carrier during a real game tackle to the upper trunk with no direct head contact, and compare the kinematics with previously reported concussiv… Show more

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Cited by 6 publications
(7 citation statements)
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References 32 publications
(81 reference statements)
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“…35 Human body models could be further validated for sports impacts using motion capture laboratory trials and/ or real-world impact modeling using multiple camera view video footage. [36][37][38] The model used in this study is a passive model, and hence, active neck muscles could not be simulated or assessed. The development of active human body models has become a promising prospect in sport impact analysis.…”
Section: Discussionmentioning
confidence: 99%
“…35 Human body models could be further validated for sports impacts using motion capture laboratory trials and/ or real-world impact modeling using multiple camera view video footage. [36][37][38] The model used in this study is a passive model, and hence, active neck muscles could not be simulated or assessed. The development of active human body models has become a promising prospect in sport impact analysis.…”
Section: Discussionmentioning
confidence: 99%
“…Technological advances in 3D motion capture technology offer the potential for in-game rugby-style tackle technique to be assessed in future research. Model-based image matching is one such emerging technology that uses multiple 2D video camera views and applies a multibody skeletal model to estimate ingame 3D player kinematics [51] or 3D head velocity Reference [22] reported data as medians and upper and lower quartiles [23]; reported as absolute median (25% and 95% confidence interval) [25]; reported data as mean ± SD/SEM or as a mean and an effect size [26]; reported data as mean ± SD [27]; reported data as mean (95% confidence interval) or as r [28]; reported data as either mean (95% confidence interval) or odds ratio (95% confidence interval) or as a mean during a tackle in rugby union [52] and American football [53]. This manual process also takes 60 h to complete a single case study [54].…”
Section: Theme Three-3d Data Collectionmentioning
confidence: 99%
“…Markerless image processing technology to estimate 3D joint angles is valid [51] but not 3D head velocity [54]. It is recommended that due to the low sampling rate of the broadcast video of 100 Hz [54] or game video footage of 25 Hz in rugby union [52] or 60 or 120 Hz in American football [53], neither head velocity nor acceleration should be calculated from broadcast video as its low sampling rate violates Nyquist sampling theorem based on spectral analysis. An alternative technology measuring head acceleration is wearable sensors such as instrument mouthguards [55].…”
Section: Theme Three-3d Data Collectionmentioning
confidence: 99%
“…45 These could be gained from motion capture laboratory trials and/or real-world impact modeling using multiple camera view video footage. [46][47][48] Given the above, contextualizing the results in terms of direct injury risk is a challenge. Additionally, neck injury criterion are typically based on vehicle impacts and may have limited applicability to non-automotive scenarios.…”
Section: Limitationsmentioning
confidence: 99%