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Science of Motion Captuer

Motion Capture

Definition: Recording of motion for immediate or delayed analysis and playback.
Developed to record animal and human locomotion.
- Still photography
- Video to High speed
- Motion capture marker systems.

2D STANDARD VIDEO:

PAL 50 hz (25 frames per second)
NTSC 60 hz (30 frames per second)

Standard video limitations:

- capturing of fast or critical events in movement often require faster capture rate of 25 frames (50hz).
- Human movement occurs in 3 planes.
- Cannot make decisions about motion from one view.
- cannot measure rotational movements.

3D Motion Analysis:

VICON Motion Analysis System:
- 2 or more cameras to reconstruct image into 3D.

Used by:
- Sports biomechanists
- Clinical Biomechanists
( Cereberal palsy, ACL injuries, osteoarthritis, amputees)
- Animal biologists
- Industry
- Film, TV & animation

Projectile Motion

Projectile Motion:

Projectile motion: form of linear kinematics (curvilinear), shows changes in velocity and acceleration are going to occur once the object leaves the ground, hand, foot etc.
Linear motion that here are X & Y components, vertical and horizontal components.

Gravity:

Gravity results in constant vertical acceleration which is 9.8 m/s/s.
this does not affect horizontal velocity. Gravity and air resistance act on an object in air (air resistance is negligible).

Projectile Horizontal velocity component:

Horizontal velocity is constant (you end with what you start with).
Gravity plays no role in horizontal motion (ie. no acceleration)
Only displacement, velocity and time are the variables in horizontal velocity.
Acceleration only works vertically (ie. gravity -9.8m/s/s)

Projectile Vertical Velocity Component:

Vertical factor decreases as ball goes up and increases with ball coming down.
vertical velocity = 0 at peak.
The horizontal velocity remains that same (ignoring air resistance and no gravity/acceleration).
Vf (peak) = 0
time it takes for the ball to go up and down is the same as the time it takes for the ball to fly to the other side.
(Time of ball up and down = time of flight)


Projectile Vertical Velocity Component: 

Above diagram shows that there is no change in horizontal velocity.
There is an increase in vertical velocity as the ball comes down because it is affected by gravity/acceleration (-9.8m/s/s).
vertical component decreases as the bal goes up and increases as it comes down.
the gravity parabola occurs.

Key Concepts:

A projectile is any object upon which the only force is gravity.
Projectiles travel with a parabolic trajectory due to the influence of gravity.
There are no horizontal forces acting upon projectiles and thus no horizontal acceleration.
The horizontal velocity of  projectile is constant (a never changing in value).
There is a vertical acceleration caused by gravity, its value is 9.8m/s/s, down (negative).
The vertical velocity of a projectile changes by 9.8 m/s each second.
The horizontal motion of a projectile is independent of its vertical motion.
Centre of mass (CM) of projectile will travel in a parabolic path - regardless of the motion of the individual body segments.
Vertical velocity at the peak of the projectile's flight will b exactly zero.
Total Time up = Total time down (for same release and landing)

Factors influencing trajectory:

Release velocity.
Release angle.
Release height.

* air resistance is ignored.

Three factors (velocity, height, angle) determines how fast, high, long and far a projectile travels.


Release Velocity:

Most important factor in projectile motion.
Increase in speed of release (release velocity) increases two release parameters.
Increase in Vh increases distance Sh = Vh x t total.
Increase in Vv increases time of flight t total = 2 x Vv/g


Release Height:

Height only affects the time down.
Only a portion of one parameter is affected:
t total = t up + t down  - only t down is affected.


Release Angle:

Determines shape of trajectory. Trade off between Vv & Vh.
If 0 degrees = latter half of parabola. (if above landing height)

Release angle, height and speed interactions:

For any constant height: increase in speed results in optimum angle approaching 45 degrees.
For any constant speed, increase in release height results in decrease in optimum angle.
Velocity is Important! 

Theoretical Vs Optimal angles in Long Jump


Conversion of Vh to Vv

Running Sumersalt: Maintains the horizontal velocity while developing vertical velocity.
General Principles in throwing and hitting

Basketball and high jump.
Theory is 60 degrees but a practical angle is 50 degrees.


Basketball:

Velocity is the best variable to change for best results.

Equations of constant acceleration:



Outcomes:

Problems:

A baseball ball leaves the bat at 32.6m/s at an angle of 54 degrees. If the boundary fence is 8m from impact will the ball clear the fence?



Angular Kinematics

Angular Kinematics

Describing angular motion or displacement?

Angular Distance and Displacement:

Units of measurement: radians (1 rad=57,3 degrees), degree, revolutions (revs)

Angular Velocity ( w ) - Time rate of change of angular displacement (rad/s, deg/s, rev/s)
Linear velocity = change in displacement over time.
Angular velocity = change in angle over time.

Angular Acceleration:

Linear acceleration = a = change in velocity over time.
Angular equivalent = a = change in angular velocity over time.
Linear Velocity Endpoint (Implement) = Angular Velocity (w) x Radius of Rotation (r)
* Must only work in radians.

Object's COM which has a linear velocity it must be added to the equation.
Vball = V shoulder + (W x r)

Lecture Outcomes:
- Vball = Vankle + (W (angular velocity) x r (radius of rotation))
Real World Problem:
A Softballer rotates the bat horizontally at 10rad/s. If her shoulder is moving forward at 2m/s and the distance of the point of impact with the ball and her shoulder is 1m, what is the forward velocity of the end of the bat at the point of impact?

Equation that needs to be used:
Vball = Vshoulder + (W x r)
Vball = 2 + (10 x 1)
- Vshoulder = expressed in linear velocity (m/s)
- W = is angular velocity
- r = the shoulder radius of rotation

* Vball = 12m/s