Even though the take‐off in ski jumping is decisive, athletes only have a very limited number of training trials on the actual ski jump to practice under real ski jump conditions. Hence, various imitation jumps aiming to mimic the hill jump are performed during daily training. These imitation jumps should therefore mimic the kinematic pattern of hill jumps appropriately. This study aimed to identify imitation jumps that resemble hill jumps regarding four performance‐related biomechanical criteria: maximal vertical take‐off velocity, maximal knee extension velocity, maximal forward‐directed angular momentum and anterior shift of the center of mass. Therefore, a three‐dimensional analysis of the take‐off during six different modalities of imitation jumps as well as hill jumps for validation was carried out in nine professional ski jumpers. Imitation jumps from a rolling platform show better agreement than stationary jumps and three out of the four parameters were best resembled via an imitation jump that included ski jumping boots. Thus, non‐hill take‐off training should be performed with complex imitation jumps to mimic the actual ski jump. Except for the vertical take‐off velocity, we could identify one imitation jump type that is not statistically different to the hill. Consequently, the individual deficiencies of the athletes can be addressed and specifically trained using the appropriate imitation jump. These information about the similarity between imitation jumps and real hill jumps are highly relevant for trainers and athletes in order to effectively design their training programs.
Optic flow perturbations induced by virtual reality (VR) are increasingly used in the rehabilitation of postural control and gait. Here, VR offers the possibility to decouple the visual from the somatosensory and vestibular system. By this means, it enables training under conflicting sensorimotor stimulation that creates additional demands on sensory reweighting and balance control. Even though current VR-interventions still lack a well-defined standardized metric to generate optic flow perturbations that can challenge balance in a repeatable manner, continuous oscillations of the VR are typically used as a rehabilitation tool. We therefore investigated if continuous sensory conflicts induced by optic flow perturbations can challenge the postural system sustainably. Eighteen young adults (m = 8, f = 10, age = 24.1 ± 2.0 yrs) were recruited for the study. The VR was provided using a state-of-the-art head-mounted display including the virtual replica of the real environment. After familiarization in quiet stance without and with VR, bipedal balance was perturbed by sinusoidal rotations of the visual scenery in the sagittal plane with an amplitude of 8° and a frequency of 0.2 Hz. Postural stability was quantified by mean center of mass speed derived from 3D-kinematics. A rmANOVA found increased postural instability only during the first perturbation cycle, i.e., the first 5 s. Succeeding the first perturbation cycle, visual afferents were downregulated to reduce the destabilizing influence of the sensory conflicts. In essence, only the transient beginning of sinusoidal oscillation alters balance compared to quiet standing. Therefore, continuous sinusoidal optic flow perturbations appear to be not suitable for balance training as they cannot trigger persisting sensory conflicts and hence challenge the postural system sustainably. Our study provides rationale for using unexpected and discrete optic flow perturbation paradigms to induce sustainable sensory conflicts.
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