Cheng Kuangyou B, Hubbard Mont
Institute of Physical Education, Health and Leisure Studies, National Cheng Kung University, Tainan, Taiwan.
Hum Mov Sci. 2008 Feb;27(1):80-95. doi: 10.1016/j.humov.2007.05.004. Epub 2007 Oct 24.
The role of arms in compliant-surface jumping for maximizing backward somersault rotations is studied using multi-segment models and is applied to springboard diving. The surface (springboard) is modeled by a rigid bar with a rotational spring with a hinged end and point mass at the tip. Planar four- and five-segment human models are used (with the fifth segment representing the arms) and are driven by torque actuators at the ankle, knee, hip, and shoulder. Each joint torque is the product of maximum isometric torque and three variable functions depending on instantaneous joint angle, angular velocity, and activation level, respectively. Movement simulation starts from a balanced initial posture and ends at jump takeoff. The objective is to find joint torque activation patterns during board contact so that the number of backward rotations in flight is maximized. Kinematic differences in jumps with and without arms are mainly in smaller takeoff vertical velocity and more flexed knee and hip in the former. In both jumps, joint torque/activations are similar in their minor flexion-full extension patterns. Maximum hip torque is larger with arms but maximum knee torque is larger without arms. Except at the knee, more joint work can be done with arm swing. Total angular momentum is increased considerably by arm motion because of its remote contribution. Consequently segment remote contributions to total angular momentum are much larger in jumping with arms. Shoulder strength helps generate angular momentum only to a certain limit. If more work is used to generate horizontal velocity away from the board, the amount of total angular momentum is reduced.
利用多节段模型研究了手臂在顺应性表面跳跃中对最大化向后翻腾旋转的作用,并将其应用于跳板跳水。表面(跳板)由一个带有旋转弹簧的刚性杆模拟,该杆一端铰接,末端有质点。使用平面四节段和五节段人体模型(第五节段代表手臂),并由脚踝、膝盖、臀部和肩部的扭矩致动器驱动。每个关节扭矩是最大等长扭矩与分别取决于瞬时关节角度、角速度和激活水平的三个可变函数的乘积。运动模拟从平衡的初始姿势开始,到跳跃起飞结束。目标是找到板接触期间的关节扭矩激活模式,以使飞行中的向后旋转次数最大化。有手臂和无手臂跳跃的运动学差异主要在于前者的起飞垂直速度较小,膝盖和臀部更弯曲。在两种跳跃中,关节扭矩/激活在其轻微屈曲-完全伸展模式中相似。有手臂时最大臀部扭矩更大,但无手臂时最大膝盖扭矩更大。除了膝盖,手臂摆动可以完成更多的关节功。由于手臂运动的远程贡献,总角动量显著增加。因此,在有手臂跳跃中,节段对总角动量的远程贡献要大得多。肩部力量仅在一定限度内有助于产生角动量。如果使用更多功来产生远离跳板的水平速度,总角动量的量就会减少。