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与3D动作捕捉相比,FullTrack人工智能应用程序用于确定板球投球线路和长度的可靠性和有效性。

Reliability and validity of the fulltrack AI application to determine cricket bowling line and length compared to 3D motion capture.

作者信息

Tissera Kevin, Shorter Kathleen A, Huynh Minh, Benson Amanda C

机构信息

Department of Health Sciences and Biostatistics, School of Health Sciences; Sport Innovation Research Group, Swinburne University of Technology, Melbourne, Australia.

Allied Health and Human Performance, University of South Australia, Adelaide, Australia.

出版信息

Sports Biomech. 2024 Jul 30:1-17. doi: 10.1080/14763141.2024.2381108.

DOI:10.1080/14763141.2024.2381108
PMID:39081093
Abstract

This study examined reliability and validity of the application to identify cricket ball landing position (line, length). Nine hundred and thirty-two deliveries were compared to 3D motion capture, the criterion measure, with 836 included in analysis (516 bowled (pace = 420, spin = 96), 320 Sidearm; 301 facing a batter). Agreement analysis indicated an intraclass correlation coefficient of >0.96 for raw and filter 3D line and length data, compared to . The coefficient of variation was acceptable for length (<10%) and larger for line (23.82%), albeit with a smaller standard error of measurement (SEM = 0.05 m), improving with outliers removed. Bland-Altman plots confirmed good statistical agreement between devices, with limits of agreement largely within maximal allowable difference values. There are potential practical application considerations, given SEM = 0.47 m for length (diameter of seven cricket balls); with greater variability detecting length closer to the batters-end, and line closer to the bowlers-end. Validity, using a generalised additive model, showed no significant differences between devices ( > 0.05), with no condition-based interaction effects. The application enables ecologically valid assessment of bowling performance. Considering the trade-off between this and the accuracy of information is warranted when deciding how best to apply it to coaching environments to support augmented feedback.

摘要

本研究检验了用于识别板球落球位置(线路、长度)的应用程序的可靠性和有效性。将932次投球与作为标准测量方法的三维动作捕捉进行比较,分析纳入了836次投球(516次常规投球(快速球 = 420次,旋转球 = 96次),320次侧臂投球;301次面对击球手)。一致性分析表明,原始和经过滤波的三维线路和长度数据的组内相关系数均>0.96。长度的变异系数可接受(<10%),线路的变异系数较大(23.82%),不过测量标准误差较小(SEM = 0.05米),去除异常值后有所改善。布兰德 - 奥特曼图证实了不同设备之间具有良好的统计学一致性,一致性界限大多在最大允许差值范围内。考虑到长度的SEM为0.47米(七个板球的直径),在靠近击球手一端检测长度时变异性更大,在靠近投球手一端检测线路时变异性更大,因此存在一些潜在的实际应用考量。使用广义相加模型进行的效度分析表明,不同设备之间无显著差异(>0.05),不存在基于条件的交互作用效应。该应用程序能够对投球表现进行生态效度评估。在决定如何最好地将其应用于教练环境以支持增强反馈时,有必要权衡此应用与信息准确性之间的关系。

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