25 research outputs found

    Using Microsoft HoloLens to improve memory recall in anatomy and physiology: A pilot study to examine the efficacy of using augmented reality in education

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    This paper explores the use of augmented reality (AR) to improve memory recall and learning experiences in human anatomy and physiology. In particular, the opportunity to assess new computer technologies to improve learning environments may allow for an improvement in self-efficacy and a reduction in test anxiety. Twenty-two undergraduates participated in one of two study groups, the Microsoft HoloLens group (HLNS) or the traditional projector-based Microsoft Power Point group (PPT). Each group completed a five-minute, three-subject anatomy identification and brain physiology memory test. After a three-minute time delay, participants completed a fill-in-the-blank anatomy identification test and brain physiology question test, followed by questionnaires for systems self-efficacy and test anxiety. Results indicated the PPT group significantly outperformed the HLNS group in the brain lobe identification portion of the exam and had reported higher mean test anxiety scores (though not high enough to be considered unhealthy levels). However, the HLNS group showed a significantly higher preference to the learning experience compared to the PPT group based on the systems self-efficacy questionnaire. This pilot study demonstrates an opportunity for the HLNS to use used in learning environments to improve the psychological aspects of studying and test taking

    Quantification of Information Transmission in Signal Play-calling for NCAA Division 1 College Football: A Comprehensive Literature Review

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    Background: To gain a competitive advantage in National Collegiate Athletic Association (NCAA) Division 1 American college football, teams often use a coded, hand/body gesture-based play-calling system to communicate calls to student-athletes on the field. Objective: The purpose of this study is to apply cognitive engineering concepts toward the improvement of signal transmission such that a realistic amount of data signaled will be received and understood by the student-athlete. Methods: Partnering with an NCAA coaching staff, information transmitted via signal-based communication pathways were quantified to inform the design of their signal system. Quality control coaches, practitioners of football signalling characterization and design, used an autoethnographic frame to train researchers on the communication protocol standards. A comprehensive literature review of sources from 1900 to 2019 was conducted to examine information transmission, signal-gesture taxonomies, sign-language recognition, and code design. Findings were applied to the signal system to quantify the information contained in the transmission between the signalling coaches and the student-athletes. Results: Results found that the observed signal system transmits an average of 12.62 bits of information on offense and 12.92 bits on defense with 23% and 12% redundancy, respectively. Conclusion: Recommendations were provided to the coaching staff regarding code optimization and gesture design to improve student-athlete performance

    Brain Injuries in American Football: Understanding the Injury, Difficulty in Helmet Optimization, and Current Communication Practices – A Narrative Review

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    Background: Over 2.7 million people suffer traumatic brain injuries (TBIs) annually in the United States. TBI involves the application and generation of external forces and impulse loads respectively to the head whereby the brain moves relative to the skull. Despite numerous studies, further understanding of TBIs is necessary, requiring consistent attention. Objective: The purpose of this article is to investigate the history of American football helmets and provide an academic and practitioner review as it relates to TBIs. This study is a literature review that also considers perspectives from an autoethnographic frame. Method: An extensive literature review was performed to assess the history of TBI as it relates to American football. This article evaluates helmet design optimization and American football safety as well as an exploration into the sports’ education methods for players and staff alike. Results: Despite developing helmet designs that can better attenuate impact forces, reducing linear and rotational movement, the skull and brain move very differently relative to one another. Helmet designs and tools for measuring forces require further validation techniques to determine resultant forces and movement for the brain. Current biomechanics research lacks sufficient methodology for defining TBI thresholds, making helmet optimization difficult. Conclusion: According to past research, no helmet can eliminate all TBI risk; however, processes are in place lead by the National Football League (NFL) and NFL Players Association to educate players, coaches, and staff at all levels of competition of the protective capabilities of available helmet options

    IERC 2012 Paper Formatting Guidelines

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    Abstract As organizations traverse the demographic shift occurring between retiring employees (Baby Boomers) and members of the younger generation taking their place (Gamers), the two largest issues organizations face are employee retention and knowledge transfer. For repetitive work processes that utilize ruggedized handheld computing tools, both of these issues can be remediated through the adoption of modern technology. Some ruggedized handheld device manufacturers, however, have been hesitant to embrace consumer-implemented solutions such as the removal of all physical keys in order to incorporate touchscreen only input. This hesitation is derived from the fear of the risks that industrial work environments are too destructive for consumer-like features and members of the aging workforce would be too hesitant, unwilling, or unskilled enough to accept a change of this magnitude. Using Baby Boomer and Gamer-aged workers from a large transportation company experienced with ruggedized handheld devices, a time and error evaluation was performed to determine which input type is best by generation. This study will help determine if ruggedized device adoption of touchscreen only input over physical keys is best for aiding the demographic shift

    Jumping Performance of Elite NCAA Division 1 Student-athletes: The Effect of Basketball Shoe Design – Part I

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    Background: Assessment of basketball shoes as personal protection equipment (PPE) at the collegiate level is unique. Objective: The purpose of Part I in this pilot study was to examine the effect of shoe design on jump height in elite male and female National Collegiate Athletic Association (NCAA) Division 1 basketball student-athletes. Method: Each team selected two pairs of AdidasTM branded shoes. The male student-athletes selected the AdidasTM Harden Vol. 3 and the AdidasTM SM Pro basketball shoes. The female student-athletes selected the AdidasTM Harden Vol. 3 and the AdidasTM Captain Marvel basketball shoes. A total of sixteen basketball student-athletes (six males, ten females) performed an acute series of four styled basketball jumps on two ForceDecksTM Force Platforms while trying to maximize jump height by tapping VertecTM Jump Vanes. Two trials were performed in each shoe and for each type of jump which included a countermovement jump, drop jump from 30cm, step and jump, and a series of plyometric jumps. Results: The results of this pilot study indicated a non-significant effect of basketball shoe design on jump height while performing an acute series of basketball style jumps for either the male or female basketball student-athletes. However, there were significant differences in jump height and peak power between the male and female basketball student-athletes (p = 0.001). Conclusion: In addition to the results, the use of quantitative performance testing on the effectiveness of basketball shoe designs as PPE may assist in the mitigation of non-contact ankle and lower limb injuries

    Using K-means Clustering to Create Training Groups for Elite American Football Student-athletes Based on Game Demands

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    Background: American football and the athletes that participate have continually evolved since the sport’s inception. The fluidity of the sport, as well as the growth of the body of knowledge pertaining to American football, requires evolving training techniques. While performance data is being garnered at very high rates by elite level sports organizations, the limiting factor to the value of data can be the limited known uses for the data. Objective: This study introduces a technique that can be used in tandem with data collected from wearable technology to better inform training decisions. Method: The K-means clustering technique was used to group athletes from two seasons worth of data from an NCAA Division 1 American football team that is in the “Power 5.” The data was obtained using Catapult Sports OPTIMEYE S5 TM in games played against only other “Power 5” programs. This data was then used to create average game demands of each student-athlete, which was then used to create training groups based upon individual game demands as previously mentioned. Results: The resultant groupings from the single-season analyses of seasons one and two showed results that were similar to traditional groupings used for training in American football, which worked as validation of the results, while also offering insights on individuals that may need to consider training in a non-traditional group based upon their game demands. Conclusion: This technique can be brought to `athletic training and be useful in any organization that is dealing with training multitudes of athletes

    Wearable Applications in Rugby for Performance Quantification and Player Health Assessment: A Brief Review

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    Background: Wearable technology use in sports has amassed increased attention in recent years. Technological advancements have provided less labor-intensive methods for practitioners and athletes to track kinematic movements, workload metrics, and biometric markers to assess performance and safety. As such, wearables research has spread to a variety of sports; however, the specific wearable technologies used in the rugby codes—rugby league and rugby union—have not been reviewed. Objective: Herein, we present a review that aims to understand the use of wearable technology for performance demand quantification and player health assessment in rugby league and rugby union. Method: We classify extant scientific wearable literature into four research categories: Prehabilitation (preventative rehabilitation), Performance, Rehabilitation, and Data Analysis. Results: Eighteen articles were found using predefined inclusion and exclusion criteria and were grouped into these four research categories. Through this review process, Global Positioning System or GPS-based wearables were found to be utilized more when compared to all other wearable devices associated with peer-reviewed studies for the sport of rugby. In general, wearables were found to be used to support player and practitioner efforts to promote health and ensure peak performance prior to competition. Wearables were also used to determine injury severity and mitigation strategies—such as collision monitoring—and to develop positional activity profiles. Conclusion: Data collected through wearable technology may enhance rugby conditioning programs by enabling the tracking of numerous aspects of training performance and safety in competitive match play. Future research is warranted for standardization of player evaluation and injury predictive modeling

    Perception of Comfort, Fit, and Jumping Performance of Elite NCAA Division 1 Student-athletes: The Effect of Basketball Shoe Design – Part II

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    Background: Assessing basketball shoe comfort and fit as personal protection equipment (PPE) at the collegiate level is unique. Objective: The purpose of Part II in this pilot study was to examine the effect of shoe design on the perception of comfort and fit after performing an acute series of jumps in elite male and female National Collegiate Athletic Association (NCAA) Division 1 basketball student-athletes. Method: A total of sixteen basketball student-athletes (six males, ten females) performed two rounds of acute series of four styled basketball jumps on two ForceDecksTM Force Platforms while trying to maximize jump height by tapping VertecTM Jump Vanes. The male student-athletes selected the AdidasTM Harden Vol. 3 and the AdidasTM SM Pro basketball shoes. The female student-athletes selected the Adidas Harden Vol. 3 and the Adidas Captain Marvel basketball shoes. Upon completion of each round of jumps, the student-athlete recorded their perception of comfort on a 110mm Visual Analog Scale (VAS) and fit on a seven-point Likert rating scale based against their most comfortable basketball shoes ever worn. Results: Results of this pilot study reported, on average, the male student-athletes preferred comfort and fit of the Adidas SM Pro basketball shoes and the female student-athletes preferred the Adidas Harden Vol. 3 basketball shoe, though differences were non-significant at p > 0.05. Conclusion: The use of a human factors assessment tool to evaluate basketball shoe comfort and fit and the influence of rated comfort and fit parameters on basketball jumping performance proved viable

    Comprehension and Selective Visual Attention in Play-calling Signage in NCAA Division 1 Football: A Comprehensive Literature Review

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    Background: The huddle in American college football has been replaced by hand-signals, play-cards, and other forms of nonverbal communication to deliver information from the sidelines to the field. These communication methods serve a dual-purpose of capturing the student-athletes’ attention while perplexing the opposition. Objective: The purpose of this study is to apply cognitive engineering concepts toward the improvement of signage and play-calling such that coaches can more effectively transmit information to players on the field during competitions. Methods: This comprehensive literature review investigates strategies for successful visual play-calling systems in sports communication. Collaboration occurred with a National Collegiate Athletic Association (NCAA) Division 1 football coaching staff to understand communication processes on field. Existing literature related to visual language processing, selective attention, and signal comprehension were compiled for recommendations. Results: Research findings suggest positive correlations between speed, clarity, and simplicity of signage in addition to effective sideline communication. The results of this review can be used to develop guidelines that increase the accuracy and speed of play-calling during games, such as clearly designed imagery and simplified play calls; coaches may establish strategies that are consistently understood by student-athletes. Conclusion: In addition to the findings, this study also identifies visual communication methods and mediums that can be used in any sport or work field where transmitting and comprehending information from a distance is critical for task completion

    Closing the Wearable Gap: Mobile Systems for Kinematic Signal Monitoring of the Foot and Ankle

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    Interviews from strength and conditioning coaches across all levels of athletic competition identified their two biggest concerns with the current state of wearable technology: (a) the lack of solutions that accurately capture data “from the ground up” and (b) the lack of trust due to inconsistent measurements. The purpose of this research is to investigate the use of liquid metal sensors, specifically Liquid Wire sensors, as a potential solution for accurately capturing ankle complex movements such as plantar flexion, dorsiflexion, inversion, and eversion. Sensor stretch linearity was validated using a Micro-Ohm Meter and a Wheatstone bridge circuit. Sensors made from different substrates were also tested and discovered to be linear at multiple temperatures. An ankle complex model and computing unit for measuring resistance values were developed to determine sensor output based on simulated plantar flexion movement. The sensors were found to have a significant relationship between the positional change and the resistance values for plantar flexion movement. The results of the study ultimately confirm the researchers’ hypothesis that liquid metal sensors, and Liquid Wire sensors specifically, can serve as a mitigating substitute for inertial measurement unit (IMU) based solutions that attempt to capture specific joint angles and movements
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