Article

Biomechanical Analysis of a Bowling Swing

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Abstract

The general objective of this study was to investigate biomechanical characteristics of bowling swing using three-dimensional cinematography. This study focused specifically on movements of the upper body segments during a bowling swing. Eight elite female bowling players participated in this study. Subjects performed bowling swing and their performance was sampled at 60 frame/sec using two high-speed video cameras with a synchronizer. After digitizing images from two cameras, the two-dimensional coordinates were used to produce three-dimensional coordinates of the 12 body segments (20 joint reference makers). The obtained three-dimensional coordinates were fed to a custom-written kinematic and kinetic analyses program (LabView 6.1, National Instrument, Austin, TX, USA). The analyses determined the linear and angular kinematic variables of the body segments with which joint force and torque of the lower and upper trunks and the shoulder were estimated based on the Newton-Euler equations. It was found that during the bowling swing the peak linear velocities of the body segments were reached in sequence the trunk, the shoulder, the elbow, the wrist, and the bowl. This result indicates that linear momentum of the lower body and the trunk transmits to the arm segment during the bowling swing. The joint torques of the torso and the arm occurred almost simultaneously, indicating that bowling swing seem to be a push-like motion, rather than a proximal-distal sequence motion in which many of throwing motions are categorized. The ultimate objective of the bowling swing is to release a heavy-weight bowl with power and consistency. Therefore, the bowling swing observed in this study well agrees with that bowlers use the stepping to increase the linear velocity of the bowl, the simple pendulum system and the push-like segmental motion in the torso and the arm segment to enhance the power at the release of the bowl.

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... The collected data were labeled by Phases through the review of four researchers. Previous studies reported that the linear speed of the ball and wrist was highest between the backswing top and release Phases in bowling (Lee, 2006). Therefore, the speed in the surrounding Phases of release, including forward swing, release, and follow swing, was analyzed. ...
... The Z component, representing the direction of progression in bowling actions, showed the highest mean linear speed at release, measured at 6.474. Previous studies reported a sharp increase in linear speed during the forward swing phase between the backswing and release, with the highest speed occurring at release, a trend also observed in our study (Lee et al., 2006). However, these studies did not use VR equipment and focused solely on female college students, highlighting the need for careful interpretation considering these differences. ...
Conference Paper
This study explores the impact of Virtual Reality (VR) on leisure sports, focusing on the analysis of motion data in VR bowling among adults aged 19-38. Acknowledging the gap in research regarding physical movement characteristics in VR sports, this work aims to contribute to the ergonomic development of VR leisure content for diverse generations. Using the Vive Pro Eye HMD, Vive Tracker 3.0, and the C2 Plus omnidirectional VR treadmill, we captured detailed three-dimensional position and velocity data. The Unity software facilitated motion data collection, while Python was employed for the analysis, particularly concentrating on the velocity features of the dominant hand controller. The analysis revealed that the Z component of velocity reached its highest mean linear speed at 6.474 during the release phase, aligning with the dynamics of traditional bowling yet underscoring VR's distinctive experience. Conclusively, the findings highlight VR's potential to enrich leisure sports, urging broader research across various VR sports contents and demographics. This pursuit is vital for understanding biomechanical and physical human factors in VR, paving the way for technologies that mitigate generational physical differences and foster the development of accessible, enjoyable VR leisure content for all ages.
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Bowling Steps to success
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