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使用橄榄球联盟比赛视频片段验证可穿戴传感器记录的头部撞击:一项初步研究。

Verifying Head Impacts Recorded by a Wearable Sensor using Video Footage in Rugby League: a Preliminary Study.

作者信息

Carey Lauchlan, Stanwell Peter, Terry Douglas P, McIntosh Andrew S, Caswell Shane V, Iverson Grant L, Gardner Andrew J

机构信息

Centre for Stroke and Brain Injury, School of Health Sciences, Faculty of Health, University of Newcastle, Callaghan, New South Wales, Australia.

Department of Physical Medicine and Rehabilitation, Harvard Medical School, Boston, MA, USA.

出版信息

Sports Med Open. 2019 Mar 14;5(1):9. doi: 10.1186/s40798-019-0182-3.

Abstract

BACKGROUND

Rugby league is a full-contact collision sport with an inherent risk of concussion. Wearable instrumented technology was used to observe and characterize the level of exposure to head impacts during game play.

PURPOSE

To verify the impacts recorded by the x-patch™ with video analysis.

STUDY DESIGN

Observational case series.

METHODS

The x-patch™ was used on eight men's semi-professional rugby league players during the 2016 Newcastle Rugby League competition (five forwards and three backs). Game day footage was recorded by a trained videographer using a single camera located at the highest midfield location to verify the impact recorded by the x-patch™. Videographic and accelerometer data were time synchronized.

RESULTS

The x-patch™ sensors recorded a total of 779 impacts ≥ 20 g during the games, of which 732 (94.0%) were verified on video. In addition, 817 impacts were identified on video that did not record an impact on the sensors. The number of video-verified impacts ≥ 20 g, per playing hour, was 7.8 for forwards and 4.8 for backs (range = 3.9-19.0). Impacts resulting in a diagnosed concussion had much greater peak linear acceleration (M = 76.1 g, SD = 17.0) than impacts that did not result in a concussion (M = 34.2g, SD = 18.0; Cohen's d = 2.4).

CONCLUSIONS

The vast majority (94%) of impacts ≥ 20 g captured by the x-patch™ sensor were video verified in semi-professional rugby league games. The use of a secondary source of information to verify impact events recorded by wearable sensors is beneficial in clarifying game events and exposure levels.

摘要

背景

橄榄球联盟是一项全接触式碰撞运动,存在脑震荡的固有风险。可穿戴仪器技术被用于观察和描述比赛中头部撞击的暴露水平。

目的

通过视频分析验证x-patch™记录的撞击情况。

研究设计

观察性病例系列。

方法

在2016年纽卡斯尔橄榄球联盟比赛期间,x-patch™被用于8名男子半职业橄榄球联盟球员(5名前锋和3名后卫)。比赛日的录像由一名训练有素的摄像师使用位于中场最高位置的单个摄像机进行拍摄,以验证x-patch™记录的撞击情况。视频图像和加速度计数据进行了时间同步。

结果

x-patch™传感器在比赛中总共记录了779次≥20g的撞击,其中732次(94.0%)在视频中得到验证。此外,在视频中识别出817次撞击,这些撞击在传感器上未记录到。每比赛小时经视频验证的≥20g撞击次数,前锋为7.8次,后卫为4.8次(范围=3.9-19.0)。导致诊断为脑震荡的撞击的峰值线性加速度(M=76.1g,标准差=17.0)比未导致脑震荡的撞击(M=34.2g,标准差=18.0;科恩d值=2.4)大得多。

结论

在半职业橄榄球联盟比赛中,x-patch™传感器捕获的绝大多数(94%)≥20g的撞击在视频中得到了验证。使用辅助信息源来验证可穿戴传感器记录的撞击事件,有助于澄清比赛事件和暴露水平。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e744/6419663/44e1cd0c9dfe/40798_2019_182_Fig1_HTML.jpg

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