Tracking Quantitative Characteristics of Cutting Maneuvers with Wearable Movement Sensors during Competitive Women’s Ultimate Frisbee Games

Citation Author(s):
Paul
Slaughter
Vanderbilt University
Peter
Adamczyk
University of Wisconsin - Madison
Submitted by:
Paul Slaughter
Last updated:
Thu, 10/15/2020 - 17:59
DOI:
10.21227/zfxd-kw88
Data Format:
License:
0
0 ratings - Please login to submit your rating.

Abstract 

(1) Ultimate frisbee involves frequent cutting motions, which have a high risk of ACL injury, especially for female players. This study investigated the in-game cutting maneuvers performed by female ultimate frisbee athletes to understand the movements that could put them at risk of ACL injury. (2) Lower-body kinematics and movement around the field were reconstructed from wearable lower-body inertial sensors worn by 12 female players during 16 league-sanctioned ultimate frisbee games. (3) 422 cuts were identified from speed and direction change criteria. The mean cut had approach speed of 3.4 m/s, approach acceleration of 3.1 m/s2, cut angle of 94 degrees, and ground-contact knee flexion of 34 degrees. Shallow cuts from 30 to 90 degrees were most common. Speed and acceleration did not change based on cut angle. Players on more competitive teams had higher speed and acceleration and reduced knee flexion during cutting. (4) This study demonstrates that a lower-body set of wearable inertial sensors can successfully track an athlete’s motion during real games, producing detailed biomechanical metrics of behavior and performance. These in-game measurements can be used to specify controlled cutting movements in future laboratory studies. These studies should prioritize higher-level players since they may exhibit higher-risk cutting behavior. 

Instructions: 

This data is for a project that captured the lower body kinematics of 16 participants during ultimate frisbee games. The Raw Data folder contains the Xsens files that were collected. Each collection represents 1 point of ultimate frisbee.

                The first 4 numbers are the participant’s ID number.

                The middle two characters represent different tournaments where these collections took place.

                The final three numbers represent the file number for a given participant at a given tournament.

                If the data was faulty and not analyzed, the file name ends with the word “removed”.

The MVN files in this dataset can only be viewed, to my knowledge, in XSens software. There are also example videos of cutting maneuvers from these reconstructions.

In the MATLAB material folder, there are the scripts that were used to graph and statistically analyze the cutting motions that were located in the data set. This is mostly done through the “Master_Cut_Analysis.m” file. This initial folder also contains MATLAB data including a structure of all analyzed cuts and information about the participants.

In this MATLAB material folder, there is a “Struct Creation Code” folder. This folder contains the code and data to create the structure in the MATLAB material folder that contains data on all cuts. In this struct creation folder, there are lots of code scripts, with the main one called “Master_Data_Struct.m”. This code runs through and analyzes the data that is kept in the “Data trees from MVNX” folder. In this final folder, all of the position data is kept for each of the analyzed ultimate frisbee points.