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  • 學位論文

動作意象與虛擬實境棒球揮擊運動學分析

The kinematic analysis of baseball swing in motor imagery and virtual reality batting tasks

指導教授 : 相子元

摘要


隨著科技進步,棒球揮擊模擬訓練也發展出許多不同的方式,從傳統的拋球揮擊、動作意象,到影片投影以及現今的虛擬實境技術,運動訓練更加科技化,然而這些不同情境的模擬訓練可能存在動作上的差異,因此本研究企圖以動作分析的觀點了解在各訓練情境間,揮擊外角、中間和內角球路時,人體運動學參數的變化以及在動作上有何種改變。實驗招募10名大專公開一、二級棒球選手,進行拋球揮擊、動作意象、影片投影與虛擬實境之揮棒。以二因子重複量數變異數分析,比較情境與位置間的關節角度差異,並將空間中棒頭軌跡投影在實驗室座標平面上。結果顯示虛擬實境在動作準備期的骨盆內旋與上半身左旋角度顯著高於所有情境,影片投影也顯著高於其它情境,但影片投影在揮擊不同位置的球之擊球瞬間,雙側手肘屈曲角度與身體旋轉角度沒有差異;拋球揮擊在揮擊中間球之擊球瞬間,雙側手肘屈曲角度顯著高於所有情境,且棒頭軌跡在擊球後有較向前與向外的情形;動作意象在擊球瞬間的前腳屈曲角度顯著高於拋球揮擊與影片投影。本結果認為使用虛擬實境揮棒,在準備動作上有較佳的模擬投手投球動作效果,影片投影也有相似的效果,但無法反應擊球瞬間揮擊不同位置的球之動作變化;拋球揮擊在擊球瞬間較多的手肘彎曲為面對真實球路接近身體的動作反應,且真實擊中球的過程有助於揮棒時的棒頭延伸;以動作意象進行揮棒,擊球瞬間的前膝會有較為彎曲且延伸較少的情形。本研究認為虛擬實境有較好的模擬投手投球動作效果,但在擊球動作的反應上仍與實際拋球打擊有所差異,建議未來在運動訓練的實務上,能加入擊中球的撞擊效果,能有助於擊球後的棒頭延伸。

並列摘要


With the advancement of technology, baseball swing simulation training system has also developed in many different ways, from toss batting, motor imagery, to film projection and virtual reality, making sports training more technological. However, there may be difference in the movement among these simulated training. Thus, this study attempts to understand the changes in the kinematic parameters of the human body during the swing of the middle as well as outside and inside corners from the perspective of motion analysis. This study recruited 10 college baseball players to perform baseball swing using toss batting, motor imagery, film projection, and virtual reality. The difference in joint angle between each condition was analyzed by two-way analysis of variance, and the bat head trajectory was projected on the laboratory coordinate plane. The results showed that the pelvic internal rotation and the upper body left rotation angles during the preparation period under virtual reality were significantly higher than all other conditions, and the film projection was also significantly higher than other situations, but there was no difference between bilateral elbow and body rotation angles among different batting zone under film projection; the bilateral elbow flexion angle at the ball contact under toss bating was significantly higher than all other conditions, and the bat head trajectory revealed a more forward and outward situation after the real impact; the lead knee flexion angle at the ball contact under motor imagery was significantly higher than the toss batting and film projection. These results indicated that virtual reality is the best way to stimulate pitcher’s pitching motion, the film projection also has a similar effect, but it cannot respond to the action of swing in different position; the bilateral elbow movement with more flexion under toss bating is the action response facing the real inside ball, and the process of actually hitting the ball helps to extend the bat. This study suggests that the virtual reality training system has a better effect to simulate pitcher pitching, but the reaction of the batting movement is still different from the toss batting task.

參考文獻


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