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QUANTIFICATION OF ARM JOINT MOTION FOR MONITORING BADMINTON PERFORMANCE USING MEMS BASED WEARABLE SENSOR ALVIN JACOB A/L VADANAYAGAM STEPHEN UNIVERSITI TUN HUSSEIN ONN MALAYSIA

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QUANTIFICATION OF ARM JOINT MOTION FOR

MONITORING BADMINTON PERFORMANCE

USING MEMS BASED WEARABLE SENSOR

ALVIN JACOB A/L VADANAYAGAM STEPHEN

UNIVERSITI TUN HUSSEIN ONN MALAYSIA

QUANTIFICATION OF ARM JOINT MOTION FOR MONITORING

BADMINTON PERFORMANCE USING MEMS BASED WEARABLE

SENSOR

ALVIN JACOB A/L VADANAYAGAM STEPHEN

A thesis submitted in partial

fulfilment of the requirement for the award of the

Degree of Masters of Electrical Engineering

Faculty of Electrical and Electronic Engineering

Universiti Tun Hussein Onn Malaysia

AUGUST 2017

iii

DEDICATION

“To almighty God....”

To my beloved parents,

Vadanayagam Stephen and Elizabeth Ghanam

For being the backbone of my life by supporting me from the very beginning

To my supervisor,

Dr Wan Nurshazwani Wan Zakaria

For their consistent encouragement, guidance and support throughout the research

To my siblings,

Adrian Sarron and Aaron Matthew

For their trust and motivation during my studies

To my friends

For their support and encouragement through all these years

Who understand and guided me through the journey of my study.

And for all who believe in me and keep whispering

“You can do it”

iv

ACKNOWLEDGEMENT

First, above of all, I would like to take this opportunity to express my gratefulness to

Almighty God for the guidance and knowledge that he has granted throughout life’s

journey. With all His blessing, I successfully managed to complete my studies.

My greatest appreciation goes to my beloved family especially my parent

who had given me support in term of moral and financial, throughout my study in

University Tun Hussein Onn Malaysia. In addition, my brothers who had given me

the courage and strength that are necessary for me to carry on with my studies.

I would like to convey my gratitude to my supervisor, Dr Wan Nurshazwani

Wan Zakaria who had guided and supported me throughout the completion of my

studies. I am very grateful for the financial assistance provided throughout the

journey of this research. Without her critics and valuable suggestions, this research

project and thesis writing would have been difficult to be completed in time.

Lastly, my sincere appreciation also extends to all either contributed directly

or indirectly especially to all my colleagues for their cooperation and unflagging

support to complete this research successfully.

Alvin Jacob A/L Vadanayagam Stephen

Batu Pahat, Johor

v

ABSTRACT

Recent advancement in wearable sensor technology has made a significant impact in

the field of sports performance analysis, as it dramatically changes the conventional

ways of training athletes. Sensor based systems help coaches to monitor, interpret

and analyse athlete’s performance, where technology is used to train professionals.

This study aims to develop a Wearable Sensor System (WSS) to monitor and

quantify a badminton players arm motion, especially the wrist and elbow joint when

performing serve and drive strokes. Current monitoring systems are unable to

classify player’s competency level, due to insufficient technology to quantify joint

variables and subsequent analysis on related badminton movement. However,

previous studies suggest the vision-based systems, either using high-speed cameras

or pre-recorded video analysis; but both systems are costly and are inconsistent in

monitoring a badminton player due to environmental conditions (excessive lighting).

Therefore, two monitoring modules are developed for the WSS. First, Hand Wrist

Monitoring Module (HWMM) that uses flex sensors to measure player’s finger

flexion and Inertia Measurement Units (IMU) to measure wrist rotation angle.

Second, Elbow Monitoring Module (EMM) that used one IMU sensor to measure

elbow joint rotation angle. Additionally, Real Time Operating System (RTOS) is

implemented to manage simultaneous sensor data acquisition for synchronisation

between monitoring modules. As a result, the WSS provides reliability and accuracy

up to 95% for static joint motion measurements. Encouragingly, 6 out of 19 players

were found to have improvements in their serve technique, whereas 12 players were

able to perform a drive stroke with more than 80% similarities with the coach.

Therefore, these findings emphasise the importance of a monitoring tool to help

improve a badminton player’s performance, where it contributes by enhancing the

coaching process by providing statistical and quantified movement data.

vi

ABSTRAK

Kemajuan terkini dalam teknologi penderia boleh pakai telah memberi impak yang

besar dalam bidang analisis prestasi sukan, kerana ia secara dramatik mengubah cara

konvensional atlet dilatih. Sistem berasaskan penderia membantu jurulatih untuk

memantau, mentafsir dan menganalisis prestasi pemain. Oleh it, kajian ini

membangunkan Wearable Sensor System (WSS) untuk memantau dan mengukur

pergerakan lengan pemain badminton, terutamanya pergelangan tangan dan siku.

Sistem pemantauan semasa tidak dapat mengklasifikasikan tahap kompetensi

pemain, kerana tiada teknologi yang mencukupi untuk mengkuantifikasi

pembolehubah sendi dan menganalisis pergerakan badminton yang berkaitan. Walau

bagaimanapun, kajian lepas mencadangkan penggunaan sistem penglihatan, tetapi

sistem ini adalah mahal dan tidak konsisten dalam memantau pergerakan pemain

badminton disebabkan oleh keadaan persekitaran (pencahayaan yang berlebihan).

Untuk itu, dua modul pemantauan telah dibangunkan untuk WSS. Pertama, Hand

Wrist Monitoring Module (HWMM) yang menggunakan sensor flex untuk mengukur

sudut fleksi jari pemain dan Inertia Measurement Units (IMU) untuk mengukur

sudut gerakan pergelangan tangan. Kedua, Elbow Monitoring Module (EMM) yang

menggunakan satu sensor IMU untuk mengukur sudut gerakan siku. Di samping itu,

Real Time Operating System (RTOS) telah diimplementasikan bagi menguruskan

pemerolehan data sensor. Hasilnya, WSS memberikan kebolehpercayaan dan

ketepatan sehingga 95% untuk pengukuran pergerakan statik. Didapati bahawa, 6

dari 19 pemain menunjukkan peningkatan dalam teknik serve mereka, manakala 12

pemain mampu melakukan pukulan drive dengan persamaan sebanyak 80% dengan

jurulatih. Oleh itu, penemuan ini menekankan pentingnya alat pemantauan prestasi

bagi membantu meningkatkan prestasi pemain badminton, di mana ia boleh

menyumbang kepada penambahbaikan proses melatih pemain dengan menyediakan

data pergerakan statistik dan kuantitatif.

vii

TABLE OF CONTENTS

TITLE i

DECLARATION ii

DEDICATION iii

ACKNOWLEDGEMENT iv

ABSTRACT v

ABSTRAK vi

TABLE OF CONTENTS vii

LIST OF FIGURES x

LIST OF TABLES xiv

LIST OF SYMBOLS AND ABBREVIATIONS xv

LIST OF APPENDICES xvi

LIST OF PUBLICATIONS xvii

CHAPTER 1 INTRODUCTION 1

1.1 Introduction 1

1.2 Problem statement 4

1.3 Research Contribution 5

1.4 Aim 5

1.5 Objectives 5

1.6 Research Hypothesis 6

1.7 Scope and limitation 6

1.8 Thesis Outline 6

CHAPTER 2 LITERATURE REVIEW 8

2.1 Sports Performance Measurement and Evaluation 8

2.2 Current Technology on Wearable Sports Measurement

Methods 10

2.2.1 Vision-Based Motion Capture Devices 11

viii

2.2.2 Textile-Based Devices 17

2.2.3 Flexion Based Monitoring System 23

2.2.4 MEMS Based Motion Capture Devices 26

2.3 Current Technology on Wearable’s Communication 36

2.4 Wearable Monitoring Technology 38

2.5 Summary 39

CHAPTER 3 FEASIBILITY STUDY 41

3.1 Kinematic Analysis of the Human Arm 42

3.1.1 Kinematic of Hand 43

3.1.2 Kinematic of Wrist 44

3.1.3 Kinematic of Arm 45

3.2 Badminton Grip 46

3.2.1 Importance of a Proper Grip 47

3.2.2 Fundamental Badminton Grips 48

3.3 Movement in Badminton 51

3.4 Fundamental Badminton Stroke 52

3.4.1 Serve Stroke 52

3.4.2 Drive Strokes 55

3.5 Summary 56

CHAPTER 4 DESIGN AND DEVELOPMENT OF WEARABLE

SENSOR SYSTEM 58

4.1 Wearable System Design Criteria 58

4.2 Overall Monitoring System Design 59

4.3 Mobile Measurement Device Hardware Configuration 61

4.3.1 Hand Wrist Monitoring Module (HWMM) 61

4.3.2 Elbow Monitoring Module 73

4.4 Wearable Sensor Data Acquisition 76

4.4.1 Flex Sensor Data Acquisition 77

4.4.2 RTOS Synchronization 79

4.4.3 IMU Data Acquisition 81

4.5 Preliminary Tests 87

4.6 Design of Experiment 88

4.7 Summary 89

ix

CHAPTER 5 RESULTS AND ANALYSIS 90

5.1 Sensor Performance and Reliability 90

5.1.1 Flex Sensor 90

5.1.2 Inertial Measurement Units 96

5.1.3 Communication Tests 101

5.2 Human Motion Measurement 105

5.2.1 Wrist IMU 105

5.2.2 Elbow IMU 110

5.2.3 Grip Type 112

5.3 Experimental Programme 118

5.3.1 Design of Experiment 118

5.3.2 Serve Stroke 119

5.3.3 Drive Stroke 127

5.4 Survey Results 133

5.4.1 Personal Details 133

5.4.2 Developed Hardware 136

5.4.3 Overall Experience 140

5.5 Summary 142

CHAPTER 6 CONCLUSION AND RECOMMENDATION 144

6.1 Overview 144

6.2 Achievements 144

6.3 Future Works 146

REFERENCES 148

Vitae 148

x

LIST OF FIGURES

1.1 The Game of Poona 1

2.1 Process flow for performance measure 10

2.2 An actor is wearing a suit with passive reflective markers 12

2.3 A student wearing a suit with active markers illuminated with

red LED in Virtual Reality Lab of University of Texas 12

2.4 Elbow-shoulder alignment of a spin bowl 13

2.5 (a) Attached markers and (b) MOCAP reanimation data 14

2.6 Configuration of the stereo camera and IMU sensor 14

2.7 The placement of markers on test subject 15

2.8 Smash motion for ground shuttle 16

2.9 Smash motion for in-air shuttle 16

2.10 Knitted stretch sensor (a) and the (b)sensor jacket final design 18

2.11 Novel fabric-based sensor design 19

2.12 Textile with (a)embedded electrodes and (b)snap connector 20

2.13 The developed fabric sensor for (a) elbow 21

2.14 (a) The waistband with (b) integrated pH sensor pocket and (c)

experimental set-up 22

2.15 Chest band to measure breathing rate 22

2.16 Full finger flexion (0), half extension (1) and full extension (2) 23

2.17 Developed data glove 24

2.18 Glove integrated with flex sensor for (a)hand rehabilitation and

(b) sensorized ball 25

2.19 Block diagram for motion tracking device 27

2.20 Kinematic chain of lower limbs and IMU sensor placement 28

2.21 Overall system configuration for lower limb tracking 29

2.22 Jogging velocity 30

2.23 Sketch map of the walking motion 31

xi

2.24 Major component of the developed wireless MEMS 31

2.25 Placement of IMU sensor 32

2.26 Mobile measure device sensor placement 33

2.27 Sensor position along human arm 34

2.28 Sensor placement for smash stroke tracking 35

3.1 Human hand skeleton model (a) and kinematic configuration of

the human hand (b) 43

3.2 The wrist types of motion 44

3.3 Human arm joint illustration (a) and range of motion for each

joint (b) 45

3.4 Forehand and backhand grip illustrations 48

3.5 Panhandle grip, front view (a) and back view (b) 49

3.6 Thumb grip, front view (a) and back view (b) 50

3.7 Bevel grip, front view (a) and back view (b) 51

3.8 Stroke cycle (a) and range category (b) 51

3.9 Serve Stroke 52

3.10 Low serve trajectory 54

3.11 High serve trajectory 54

3.12 Drive shot trajectory 55

3.13 Forehand drive 55

3.14 Backhand drive 56

3.15 Sensor orientation and placement on the human arm 57

4.1 The final design of monitoring system for badminton player 60

4.2 Hand monitoring module (HMM) 62

4.3 Wrist monitoring module (WMM) 63

4.4 Bend sensor by Spectral Symbols 64

4.5 First HMM prototype 67

4.6 Flow diagram of the master and slave pairing process 69

4.7 First HWMM prototype 71

4.8 HWMM circuit 71

4.9 Final design of the HWMM 72

4.10 Elbow monitoring module (EMM) 73

4.11 EMM circuit 74

4.12 The EMM main controller board and pouch 75

xii

4.13 The final design of EMM 75

4.14 Graphical user interface for the WSS 77

4.15 Flex sensor data acquisition flow chart and pseudo code 78

4.16 General RTOS task state 80

4.17 Priority based task pipelining for HWMM 80

4.18 IMU sensor data acquisition flow chart 81

4.19 Library function (1) for IMU Sensor 82

4.20 Library function (2) for IMU Sensor 83

4.21 Library function (3) for IMU Sensor 84

4.22 Library function (4) for IMU Sensor 85

4.23 IMU sensor data acquisition flow chart (continued) 86

5.1 Flex sensor resistance mean value representation 92

5.2 Comparison between first and second test resistance value 94

5.3 RC filter circuit for the flex sensor 95

5.4 Flex sensor test procedure 95

5.5 Output voltage against measured angle 96

5.6 IMU Sensor axis aligning 97

5.7 IMU testing circuit 97

5.8 IMU sensor calibration procedure 98

5.9 IMU sensor testing procedure 100

5.10 Bluetooth connection timing diagram 102

5.11 Measured time against measured angle 102

5.12 RTOS cooperative context task switching 103

5.13 RTOS measurement for index and middle finger 104

5.14 RTOS measurements for HWMM 105

5.15 Orientations of the human hand (a), (b), (c) and (d) 106

5.16 Elbow (a) flexion and (b) extension 110

5.17 Forehand grip illustration 113

5.18 Forehand finger flexion angle 113

5.19 Backhand grip illustration 114

5.20 Backhand finger flexion angle 114

5.21 Panhandle grip illustration 114

5.22 Thumb grip illustration 115

5.23 Bevel grip illustration 115

xiii

5.24 Grip finger flexion angles 116

5.25 Loose grip 117

5.26 Tight grip 117

5.27 Coach serve stroke 120

5.28 Coach wrist rotation angle 120

5.29 Player 1 serve stroke 121

5.30 Player 1 wrist rotation angle 121

5.31 Player 3 serve stroke 123

5.32 Player 3 wrist rotation angle 123

5.33 Player 6 serve stroke 124

5.34 Player 6 wrist rotation angle 124

5.35 Player 9 serve stroke 125

5.36 Player 9 wrist rotation angle 125

5.37 Low serve test procedure 126

5.38 Coach drive stroke 129

5.39 Coach elbow rotation angle 129

5.40 Player 8 drive stroke 130

5.41 Player 8 elbow rotation angle 130

5.42 Player 9 drive stroke 131

5.43 Player 9 elbow rotation angle 131

5.46 Drive shot test procedure 132

5.47 Players faculty 134

5.48 Players age and gender 135

5.49 Players experience level 135

5.50 Players skill level and dominant hand 136

5.51 Monitoring module user-friendliness 137

5.52 Monitoring module design 137

5.53 Glove sensors visibility 138

5.54 Monitoring module usage experience 138

5.55 Monitoring module future usage 139

5.56 Sports monitoring device future usage 140

5.57 Monitoring device investment 140

5.58 Continues development 141

5.59 Overall experience 142

xiv

LIST OF TABLES

2.1 Types of MOCAP technique 12

2.2 Wireless communications standards 37

2.3 MOCAP Technology Overview 40

2.4 Badminton MOCAP Review 40

3.1 Six stages of performance evaluation 42

3.2 Range of motion (degree) of the wrist 44

3.3 Range of motion (degree) of the elbow 46

4.1 MPU6050 IMU sensor properties 65

4.2 Comparison between the HMM and HWMM prototype 70

5.1 Resistivity to angle measurement 91

5.2 Result of resistance to voltage conversion 93

5.3 IMU sensor raw data 99

5.4 IMU calibration results 101

5.5 Results for hand orientations 107

5.6 Results of wrist flexion and extension 108

5.7 Results of wrist radial and ulnar deviation 109

5.8 Results of elbow flexion 111

5.9 Result of elbow extension 112

5.10 Maximum and minimum grip values 117

5.11 Serve stroke accuracy test results 127

5.13 Drive stroke accuracy test results 132

xv

LIST OF SYMBOLS AND ABBREVIATIONS

IBF - International Badminton Federation

UTHM - Universiti Tun Hussein Onn Malaysia

MEMS - Microelectromechanical Systems

GUI - Graphical User Interface

IMU - Inertia Measurement unit

MM - Monitoring Module

MIMU - Miniature Inertial Measurement Unit

MMD - Mobile Measuring Device

LED - Light Emitter Diode

MOCAP - Motion Capture

I2C - Inter-Integrated Circuit

ADC - Analogue Digital Converter

YPR - Yaw, Pitch and Roll

BSN - Body Sensor Network

WSS - Wearable Sensor System

WSMS - Wireless Sports Monitoring System

WSN - Wireless Sensor Network

HMM - Hand Monitoring Module

WMM - Wrist Monitoring Module

EMM - Elbow Monitoring Module

HWMM - Hand Wrist Monitoring Module

xvi

LIST OF APPENDICES

A Flex Sensor 158

B Flex sensor test data 159

C Bluetooth communication test data 160

D HWMM design and development 161

E MPU6050 IMU Sensor 163

F Flex Sensor Program Code 164

G MPU6050 Library 165

H HC-05 Bluetooth Module 169

I RTOS Code 170

J Survey Form 172

K Student Name List 178

L Players Group Analysis Data 179

xvii

LIST OF PUBLICATIONS

Jacob, A., Zakaria, W. N. W., & Tomari, M. R. B. M. (2015). Implementation of

Bluetooth Communication in Developing a Mobile Measuring Device to

Measure Human Finger Movement. ARPN Journal of Engineering and Applied

Sciences, 10(19), 8520–8524.

Jacob, A., Zakaria, W. N. W., & Tomari, M. R. B. M. (2016). Evaluation of I2C

Communication Protocol in Development of Modular Controller Boards. ARPN

Journal of Engineering and Applied Sciences, 11(8), 4991–4996.

Jacob, A., Zakaria, W. N. W., & Tomari, M. R. B. M. (2016). Implementation of

IMU sensor for elbow movement measurement of Badminton players. In IEEE

(Ed.), 2016 2nd IEEE International Symposium on Robotics and Manufacturing

Automation (ROMA) (pp. 1–6). Ipoh: IEEE.

Jacob, A., Zakaria, W. N. W., & Tomari, M. R. B. M. (2016). Quantitative Analysis

of Hand Movement in Badminton. Lecture Notes in Electrical Engineering (Vol.

362, pp. 439–448). Phuket: Springer International Publishing.

CHAPTER 1

INTRODUCTION

1.1 Introduction

Badminton is a modern version of an ancient game which was played around 2000

years back in the ancient Greece, China, and India where it was called the battledore

(bat or paddle) and shuttlecock (Boga, 2008). Back in the 1600s, the Battledore and

Shuttlecock was an upper-class pastime in England and many European countries

where these two games were played by two people simply hitting a shuttlecock

backwards and forwards with a single bat as many times as they could without

allowing it to hit the ground (Guillain, 2004). Later in the 1800s, the game was called

‘Poona’ or ‘Poonah’, which was played throughout India, this version of the match

had a net in between and players hit the shuttlecock across the net (Guillain, 2004).

Figure 1.1 illustrates how to play a game of ‘Poona’.

Figure 1.1: The Game of Poona (Guillain, 2004)

2

In the mid-1800s the British officers stationed in India took this game back to

England. After being adopted and played, badminton became popular in England and

the first badminton championship match held in 1898. Then in 1934, the

International Badminton Federation was formed, with the first members including

England, Wales, Ireland, Scotland, Denmark, Holland, Canada, New Zealand and

France, with India joining as an affiliate in 1936 (Federation, 2006). In 1966,

badminton was added to the Commonwealth Games and later in 1992 introduced to

the Olympic Games.

Badminton is a fast and dynamic sport that can be classified as one of the

fastest racket sports, with the fastest recorded badminton hit in a competition at 408

km/h achieved by Lee Chong Wei from Malaysia in 2015 (Guinness World Records,

2015). Movements performed by badminton players are a combination of different

type of motions that consists of hard smashes, short drop and long clears where all

these movements force the player to act and react in an extremely rapid manner.

About 20% of the attacks performed during a game are smashes, and jump smashes

(Tong & Hong, 2000). Badminton is played by anyone regardless of the age or

experience; professional players spend hours training to improve their playing skills.

Proper playing technique is crucial, and it is the deciding factor between

winning and losing a badminton game. Experienced badminton players have

different stroke techniques and faster stroke rate compared to amateur players or

beginners which are results of continues training. However, it can be a tedious and

long process for beginners just to sit back and watch the professional players play to

discover the exact difference in the motion performed. This is because of the

difference in movement speed and strokes complexity demonstrated by the

professional players. This data is important and can be used to determine player’s

competence level. Coaches can improve their teaching and training methods if the

competence level of the player is known beforehand.

Scientific research on tactics, strategy, or playing patterns of international

level badminton players are, however very limited and restricted by confidentiality

issues (Tong et al., 2000). On the contrary, researchers have been conducting

research focusing on measuring the speed of the badminton smash stroke, which is

pigeonholed as the winning shot. This statement is supported by the research carried

out by Salim et al. (2010) to identify the difference of forehand overhead smash

performed by male and female players. The researchers concluded that the upper arm

3

rotation contributes the most to achieving a rapid smash and that male subject

reaches higher racket velocity faster than female subjects do. Similarly, another

research was performed to investigating the upper limb movement during a

badminton smash conducted by Shan et al. (2015), where the author concluded that

the wrist movement contributes the most when performing a badminton smash.

Since badminton, strokes are fast paced; it is certain that the human eye alone

is not capable of interpreting the rapid movement of a badminton player. Generally,

high dynamics movements are usually analysed using high-speed optometric systems

such as high-speed video as demonstrated by Salim et al. (2010) in their research.

They conducted arm motion analysis for smash stroke on male and female players,

by using four Oqus high-speed cameras by Qualisys (Qualisys, 2004) to record the

markers placed on the players. However, due to the technical limitations (e.g. high

amount of light) that exist when using this method, these measurements are often

performed in a laboratory setting. Hence, this does not comply well with the real

competition or training conditions (Jaitner & Gawin, 2010). Furthermore, Optometric

systems are expensive and require high-speed equipment’s to operate.

As a result, researchers began experimenting with the development of

electromechanical based speed and orientation sensors to overcome previous

limitations (Fong et al., 2004; Senanayake, 2004; Zatsiorsky, 1998). The miniature

sensors allow data collection at high sample rates with wider measuring range when

connected to a microcontroller. Furthermore, the light weight and small size of the

sensors does not restrict the performance of the player (Jaitner & Gawin, 2007).

Therefore, based on previous study comparisons, the best method suggested to

successfully capture a badminton players motion data while still offering flexibility

and keeping the cost low is by using wearable sensors.

This concept has been implemented and is being used in other sports type, for

example in golf by King et al. (2008) where MEMS-based accelerometer has been

used to measure the speed of a golf club swing. Wearable sensors are becoming

popular in many fields to measure human movement and dynamics, where it can be

used to monitor the body’s physiological response and the kinematic aspects of

performance. Continues performance monitoring is the key for players to improve in

the court, to monitor this in a natural way there is a need for integrated sensors that

are straightforward to use and comfortable to wear (Coyle et al., 2009). The

measurement and evaluation process is necessary to make players feel motivated to

4

perform better, and it helps coaches to analyse and improve the performance of their

players (Henao & Fruett, 2009; Morrow et al., 2005).

1.2 Problem statement

The ability to acquire and develop skills is very crucial for badminton, where the

difference between winning and losing is often determined by the level of skill and

techniques utilised by the players. Although, badminton is one of the most played

racket sports in Malaysia; however, with the lack of proper and inadequate training

the younger generation seems to be having problems in acquiring professional-level

skills. In an interview session with a Badminton coach, the coach expressed that

there is no specific tool to measure the skill and competency level of the players

except for visual classification by the coach or players them self (Sazali, personal

communication, July, 2015; Shan et al., 2015).

The coach stated that by knowing the competency level of each player, it

would be easier to categorise them into groups of beginners, intermediate and

advance level players. It is essential, as specialised training programs could be

designed and provided to improve players skill sets (Shan et al., 2015; Sen et al.

2015). However, a scientific study carried out to perform this classification are very

less as most study focuses on badminton stroke analysis of professional players. In

fact, numerous studies have been conducted to measure and analyse the properties of

a smash stroke, where the analysis focusses more on the shoulder and elbow joint

(Jaitner et al., 2010; Kiang et al., 2009). Due to this, it is not practical to use the

system to analyse the wrist joint. Moreover, some researchers have conducted studies

to identify the type badminton stroke used by players; however, they all focus on the

stroke analysis rather than on the execution.

One of the major problem for beginner level players is the incorrect way of

gripping the badminton racket (Sazali, personal communication, July, 2015).

Therefore, a method to classify the recommended grip method for each badminton

stroke is required. However, to the best of author’s knowledge, no research has been

carried out so far to perform this classification. As a result, the grip type

identification is a novelty to the proposed monitoring system. Furthermore, current

systems are mostly based on vision tracking systems, which requires the use of high-

5

speed camera and high processing power computers. However, they are costly,

require longer set up time and is limited to laboratory conditions. Thus, it is

necessary to conduct a research to overcome aforementioned problems.

1.3 Research Contribution

Most of the current research related to badminton performance measurement is

focused mainly on the smash stroke and players playing pattern analysis. However,

very little attention has been given to the methods required to classify 1) players

according to competency level and 2) different badminton strokes. Therefore, this

research provides insight on the method used to quantify player’s movement mainly

for serve and drive badminton strokes. Moreover, this is the first attempt made to

identify and classify the different grip types used by badminton player. Finally, the

proposed Wearable Sensor System (WSS) focuses on establishing a comprehensive

individual database of the player’s movement data. This research provides coaches

with a monitoring tool for performance analysis to help and motivate players to

perform better.

1.4 Aim

The primary aim of this research is to develop a Wearable Sensor System to assist in

monitoring badminton player’s performance.

1.5 Objectives

The objectives of this study are:-

1) To assess the fundamental joint movements; 1) hand, 2) wrist and 3)

elbow of a badminton player.

2) To develop a Wearable Sensor System (WSS) to quantify different grip

types and badminton strokes based on identified joint movement.

3) To analyse and evaluate the performance of the developed WSS via a

series of test and experimental program.

6

1.6 Research Hypothesis

The developed WSS could have a significant impact on quantifying a badminton

player’s movement to increase their competency level.

1.7 Scope and limitation

The scope and limitation of this project are as follows:

1) The targeted area for this research is badminton singles.

2) This research focused on two badminton strokes, which is the service, and

drive stroke.

3) The measurement is limited to three parameters, which are; finger flexion

angle, wrist and elbow rotation angle.

4) The experimental study involved 19 badminton players age between 22 to

26 years old.

5) The developed WSS is validated using the following equipment’s, 1)

goniometer, 2) Angle protractor and 3) Digital Multimeter.

1.8 Thesis Outline

This thesis is organised as follows:-

Chapter 1 gives an introduction to badminton sport and an overview of sports

monitoring systems that are being used. Also, the research background, problem

statement, objective and scopes are presented.

Chapter 2 discusses the related work that has been done in sports monitoring area

and presents the current technology being used to measure sports performance.

Moreover, examples of performance measurement and communication technology

used are also discussed.

7

Chapter 3 elaborates in-depth about the kinematic analysis of the human arm related

to badminton stroke and also investigates the major strokes used in badminton.

Chapter 4 discussed the development process of the WSS and the overall

monitoring system. Furthermore, the development of the individual sensor modules

is presented.

Chapter 5 elaborates on the experiments designed to test the developed WSS

system, where the results obtained from the system is analysed by making a

performance comparison between the players and coach.

Chapter 6 summarises the presented work and outlines the conclusions of the

results. Moreover, the research contribution and future work related to this research

are discussed.

CHAPTER 2

LITERATURE REVIEW

Recent advancements in wearable sensor technology have made a significant impact

in the field of sports technology, where it has influenced the development of many

specific sports training equipment’s used to enhance an athlete’s performance.

Therefore, the conventional ways of training an athlete are dramatically changed

with the help of technology. A review of the recent technologies currently used in

sports has been performed to acquire information related to the research subject.

Importantly, this information and methodologies are used as guidelines for selecting

suitable and appropriate features for the proposed monitoring system development

and the data acquisition. The monitoring system, with which athletes can be

monitored and analysed; would help athletes in developing skill and performance in

their respective area. Briefly, this research is trying to develop more badminton

professionals with the aid of technology.

2.1 Sports Performance Measurement and Evaluation

Performance measurement in sports is a process of collecting and analysing

information concerning the performance of an individual or a group. It involves

studying and analysing processes to determine whether output received are in line

with what was intended or should have been achieved. This research aims to quantify

the movement data of a badminton coach using the developed monitoring system to

help players to learn and improve their skills based on the data, where players and

coaches can compare data to understand if they are in line. Analysing and evaluating

the measured data, the difference between a normal player and a professional player

9

should be noticeable. One major difference between a normal and a professional

player can be observed by the level of dedication and effort expressed by the players

towards training. Evaluation is a process of making decisions based on statements of

quality, merit or value about what is being assessed (Morrow, Jackson, & Disch,

2011). Once an athlete’s performance is evaluated based on how well a task is

executed, training programs designed to enhance the ability of the athlete largely

dependents upon satisfying the performance aims associated with it (MacKenzie,

1997). Though sport performance measurements are necessary, questions remain on

why should it be performed or evaluated. According to Morrow et al. (2011), there

are six general purposes for performing these measurements:

1) Placement - Grouping players according to their ability based on testing and

evaluations done by a professional trainer speeds up the training process, as

they have a similar starting point and can improve consistently.

2) Diagnosis - Test results provide plenty information about the physiology

aspect of a player. Evaluating these results enables the coach to determine the

weakness or deficiencies of a player to help them perform better.

3) Prediction - One of the main goals for measuring human performance is to

be able to use present or past data to predict the future outcomes.

4) Motivation - Test results can be used as encouragement to achieve more;

where players need the stimulation and feedback from their evaluation to be

able to achievements and perform better.

5) Achievement - Improving human performance is important in a training

program, where players strive to achieve a predetermined goal.

6) Program Evaluation - Measurement data taken using players from different

competence level of the same training program can be compared with data

from another training program to validate the effectiveness of the training

program.

10

Training programs are designed to train athletes and they have predefined

goals for the athletes to achieve, this motivates them individually to perform better.

As mentioned beforehand, this research aims to develop a WSS that is capable of

monitoring the moves of a badminton player. The collected data helps coaches to

place players into groups with same skills level, which would speed up training time

and help players to develop self-confidence. Coaches play an important role, as all

the testing and measurements done; are just ways of collect information. Moreover,

the data is used as the baseline for performance evaluation and decision making on

the types of training to be provided. Hence, knowing the reason why performance

measurements are done, next is to investigate how these measurements are

performed and monitored.

2.2 Current Technology on Wearable Sports Measurement Methods

The motivations to measure an athlete’s performance may depend on the six reasons

discussed beforehand, but a professional coach or a trainer determines the parameters

where these performance measurements are conducted. According to Bartlett (2007),

there are three essential parts in taking a measurement as shown in Figure 2.1. First,

there should be a method or a device used for measuring the parameter needed.

Second, a system that interprets all the data obtained. This system may in the form of

a human being or a computer system that interprets the raw data obtained from the

measuring devices to provide feedback. Third, a method to provide feedback that

could be in the form of visual or practical training. Baca & Kornfeind (2006) quotes

that “elite sports training programs use rapid feedback systems to acquire and present

relevant performance data shortly after motion execution using embedded sensors

and devices.” Thus, the present study investigates how basic human movement is

recorded and what type of measurement method researchers use to measure athlete

performance from various forms of sport.

Figure 2.1: Process flow for performance measure

Device Interpreter Feedback

11

2.2.1 Vision-Based Motion Capture Devices

In the 1970s and 1980s, the photogrammetric analysis was used as motion capture

tool in research (Generation, 1995). Later around the 20th century, usage of video

capture devices was introduced; where it could capture the continuous motion of an

object (Fischer, 2013). For example, research conducted by Tong & Hong (2000)

uses taped video of total ten recorded match from the 1996 Hong Kong Badminton

Open Tournament to analysis the percentage distribution of different shot types

utilised by players in a badminton game. Interestingly, the use of computers to

analyse human motion is gaining popularity in the field of motion capture. Moreover,

the most important part of motion capture is the task of registering the motion

performed, a process known as human motion capture (Moeslund & Granum, 2001).

Motion capture covers many aspects, but it is primarily used in capturing

large scale body movements, which include movements of the head, arms, torso, and

legs (Moeslund et al., 2001). Vision-based Motion Capture is a large topic and has

been popularly used through the world in many fields (Moeslund, Hilton, & Krüger,

2006). However, in the recent decade; it has been employed in the animation and

movie industries especially to produce Computer-generated imagery (CGI). Motion

Capture (MOCAP) is the process of recording the movements of a subject or an

object, whereas it is often called performance capture when a living subject is

involved (Noiumkar & Tirakoat, 2013). Many research has been conducted by

integrating this technology into the development of better sports equipment’s, which

proved to be beneficial to the sports industry (Mirabella et al., 2011; Nam, Kang, &

Suh, 2014; Shingade & Ghotkar, 2014).

In sports, vision-based MOCAP technique is usually used to create animation

model of a human performing certain movement, where the data obtained is

reanimated into a 3D model for data analysis (Noiumkar et al., 2013). Table 2.1

shows two basic MOCAP techniques that are used in sports. Vision-based MOCAP

system uses data captured from image sensors of two or more camera to triangulate

the 3D position of a subject, where reflective markers provide tracking algorithm

with points to build a skeleton model of the subject (Moeslund et al., 2001).

Advancements in marker technology have enabled MOCAP systems to generate

accurate data by tracking surface features (Moeslund et al., 2006).

12

Table 2.1: Types of MOCAP technique

Passive Markers

The subject wears a suit fitted with

retro-reflective coated markers as

shown in Figure 2.2. Cameras emit

light, which is reflected by these

markers to detect the position of the

marker. The intensity of the light

produces is controlled so that only

the reflective markers are sampled,

eliminating skin and fabric

(Generation, 1995).

Figure 2.2: An actor is wearing a suit with

passive reflective markers

Active Markers

The subject wears a suit fitted with

LED-illuminated markers; these

markers are tracked using high-

speed cameras for the position of

the wearer as in Figure 2.3. The

illuminated marker results in lower

marker jitter and an increase in high

measurement resolution that allows

the system to track the marker

position precisely. Some systems

have multi coloured LED markers

to distinguish different parts on the

human body

Figure 2.3: A student wearing a suit with

active markers illuminated with red LED in

Virtual Reality Lab of University of Texas

(Johnson, 2011)

The two different MOCAP method shown in Table 2.1 are popularly being

used in many research to record and map human motion into 3D models, where the

model can then be analysed to extract further information like movement angles,

speed and body physiology. For example, Montazerian et al. (2008) used passive

13

markers to capture the 3D animation of a full ball delivery action by the Imperial

College cricket team bowlers. The goal was to obtain the 3D kinematics of the

bowler's elbow angle during the ball swing. Therefore, Euler angles for the arm

rotation was calculated in the sequence of zx’y” where z is flexion-extension, x is

abduction-adduction and y is the internal-external rotational. Figure 2.4 shows the

graphically rendered bowler's upper torso skeleton model, where the motion is

represented by obtaining the position of markers.

Figure 2.4: Elbow-shoulder alignment of a spin bowl (Montazerian et al., 2008)

Noiumkar & Tirakoat (2013) conducted a research using the same passive

marker MOCAP method to record the motion of hitting a golf ball. The researchers

integrated optical MOCAP technology to capture the swing stroke motion to

represent and remodel it into a 3D model. Therefore, Noiumka et al. (2013) used

three different MOCAP marker set configurations, which is optimised 24-point,

animation 28-point, and normal 42-point. The 3D character model animation is

rendered from the data obtained from the three marker sets, where the results indicate

the optimised 24-point and animation 28-points were equally good and is suitable to

be used to model the golf player. Whereas, the 42-point rendering required more time

and resources and showed delays for real-time applications. The transaction from the

motion data skeleton model to the fully rendered 3D character modelling of the

player is shown in Figure 2.5. The researcher concluded that the usage of optical

MOCAP is suitable to capture the movements in sports given that the suitable marker

optimisation method is used to track the movement of players.

14

Figure 2.5: (a) Attached markers and (b) MOCAP reanimation data (Noiumkar et

al., 2013)

In another research, Nam et al. (2014) utilised the same concept by using

optical MOCAP to track a golf club swing motion. Although the MOCAP method is

the same as the previous research, the marker technology used is different. For

instance, Nam et al. (2014) used active markers where an infrared LED illuminates

each marker. Eight infrared LED’s are mounted on a “T” shaped panel, which is

attached to the lower part of the golf club as shown in Figure 2.6.

Figure 2.6: Configuration of the stereo camera and IMU sensor (Nam et al., 2014)

Additionally, the marker set is tracked using two stereo cameras fixed to an

adjustable height rig. However, the usage of active marker system is to provide the

initial position and heading information only, whereas the speed and position of the

gold club is measured using a XSENS Inertia Measurement Units (IMU). The

15

researcher aims to use the sensor fusion data to illustrate the feasibility of the motion

tracking setup. The developed hardware was tested for a full golf swing where the

maximum club speed recorded during the experiment was 6.5m/s upon ball contact.

Besides golf, researchers have also conducted experiments to implement the

usage of vision-based MOCAP to capture the motion of a badminton player. Salim et

al. (2010) used four Oqus cameras (high-speed camera) from Qualisys to record and

analyse the motion of players when performing badminton strokes. Experiments

were conducted involving student from UniMAP (Perlis) whom have basic

badminton knowledge and were between 22 to 28 years old. Figure 2.7 shows the

placement of markers on the player's arm and racket, eight markers were placed

along the arm. In this experiment, the researcher aims to investigate the difference

between forehand overhead smash performed by male and female in a mixed double

game. After a series of testing, Salim et al. (2010) concluded that a male player

achieves higher racket velocity than a female player. The male players were able to

reach racket velocity of 10.52 m/s, while female players reached racket velocity of 9

m/s. This is mainly due to the physiological difference between male and female.

Figure 2.7: The placement of markers on test subject (Salim et al., 2010)

Further research was conducted by Yang (2013) to investigate and analyse

the parameters related to forehand smash motion, where analysis for torso rotation

magnitude measurement is focused. In this research, video analysis was used to

obtain the coordinates of the human arm joint for a forehand smash stroke, from

where the torso rotational angle is calculated. Experiments were conducted using ten

Markers

16

badminton players, where their torso rotational and hand velocity data were collected

and analysed. Yang (2013) stated that of all other techniques, the forehand smash

uses the most power and is an important badminton stroke that is being used to win

points.

In another research done by Jiang & Wang (2013), in-depth analysis of the

smashing motion was further performed by identifying two different type of smashes

in badminton; which is the ground and in-air shuttle smash. Figure 2.8 and Figure 2.9

illustrates the smash motion captures for ground and in-air shuttle respectively. The

researcher used six QUALISYS-MCU500 high-speed infrared cameras to capture the

accurate 3D movement made by players when performing the smash. Hence, using

data from the MOCAP software, the velocity of the arm is calculated to determine

the arm joints stress level. Jiang & Wang (2013) stated that by obtaining this

information, the spiking action of players jumping to hit the shuttlecock is regulated.

Figure 2.8: Smash motion for ground shuttle (Jiang et al., 2013)

Figure 2.9: Smash motion for in-air shuttle (Jiang et al., 2013)

17

Analysis of the serve stroke has also been carried out by researchers

collectively, as it is one of the most important and basic stroke in the game of

Badminton (Ahmed et al., 2011; Loong Teng & Paramesran, 2011; Nagasawa et al.,

2012; Tsai et al., 2000). On the other hand, Ahmed et al. (2011) performed analysis

on the arm movements for forehand long and short serve using Canon Legria HF S10

high-speed cameras. For this, six male badminton player from Aligarh Muslim

University was required asked to perform forehand long and short service strokes a

few times repetitively. The recorded video footage was segmented and analysed

using the “Silicon Coach Pro 7” motion analysis software to extract biomechanical

variables. Ahmed et al. (2011) indicated that the elbow joint influenced the

shuttlecock velocity for the service stroke significantly.

The advantages of using vision-based MOCAP technology is noticeable in

the increasing number of studies using this technology. Current MOCAP devices that

are used by researchers are Kinect (Microsoft, 2010), Vicon Motion Camera (Vicon,

2004), Markerless Organic Motion (Organic Motion, 2006) and Qualisys Motion

Camera (Qualisys, 2004). These MOCAP technologies are widely being used to

reanimate the motions of a subject into 3D models because the post processing of

marker based MOCAP is smoother than videography. Although many research have

been conducted on analysing the movement and motion of a badminton player using

vision-based MOCAP technology, all of them have one disadvantage in common

which is an environmental limitation. The measurements are often performed in a

laboratory or studio setting, which does not comply well with the real competition or

training conditions (Yuan & Chen, 2014). Although, advancements in camera

technology might overcome this limitation, but then the operating cost of such

system would be higher. Furthermore, specific hardware and software are required to

process the data that also leads to higher operating cost.

2.2.2 Textile-Based Devices

Wearable technology refers to portable computers or electronic devices that are

incorporated into clothing or accessories which are comfortable to be worn on the

human body (Pantelopoulos & Bourbakis, 2010). Textile-based sensory devices are

referred to as embedded electronics that are integrated into wearables sports clothing

such as a wristband, knee guard, and elbow cap. This textile-based wearable

technology has seen significant advancement over the years where sensors can

18

provide sensory and scanning details such as biofeedback and tracking of

physiological functions (Salazar et al., 2010). Wearable sensors are mostly used to

monitor the human body’s physiological response to exercise and also to measure the

kinematic aspect of performance in some cases (Morris et al., 2009). Textile-based

sensors are used to monitor the movements of an athlete naturally with integrated

sensors attached to the parts of the body that need to be analysed.

Monitoring human motion using accelerometers attached to clothing has been

the fundamental design in many research that has been carried out to measure sports

movements (Bekdash et al., 2015; Fitzgerald et al., 2007; Pantelopoulos et al., 2010;

Salazar et al., 2010). Farringdon et al. (1999) demonstrates two methods to measure

human motion using textile-based sensors; first is by developing a sensor badge

system using two ADXL05 accelerometers stitched to a chest band to detect the

motion of the wearer. The developed sensor badge was successfully able to detect

only five different motion of the wearer mainly sitting, standing, lying, walking and

running. As a result, the researcher referred the first three movements as a simple

exercise, where fewer data samples were needed to differentiate the motion being

performed. However, the walking and running motion required a minimum of twenty

samples per second to be represented. Second, a sensor jacket which aims to detect

the posture and movement of the wearer using knitted conductive fabric. The

illustration of the knitted stretch sensor is shown in Figure 2.10, where the resistivity

increases when the fabric is stretched, and it is capable of being stretched over fifty

percent of its original length.

Figure 2.10: Knitted stretch sensor and the sensor jacket final design (Farringdon et

al., 1999)

Stretch

Sensor

Knitted conductive

tracking

Attached Stretch Sensor

19

The sensor strips are stitched on top of a jacket in eleven predetermined

positions mostly focusing on the shoulder and elbow joint as shown in Figure 2.10.

The analogue output of each sensor is converted using analogue to digital converter

because the output is used as input for the kinematic geometry model; where the

mobility of the wearer is mathematically modelled. Although the developed system

is capable of detecting human motion, further work is needed if this concept is to be

adapted for multimodal human-computer interfaces. In another study, Salazar et al.

(2010) expanded the idea of using sensor badge by Farringdon et al. (1999) by using

multiple sensor badges connected which are referred to as body sensor network

(BSN). The BSN system consists of two sensor badges that use a Freescale

MMA7260QT accelerometer and an InvenSense IDG-300 gyroscope; these sensors

are interconnected using conductive fabric.

The system was tested for usability in sports by conducting experiments,

where tests were performed by measuring the motion of a human walking, running,

playing tennis and swimming. Salazar et al. (2010) added the approach of using BSN

in signal monitoring is gaining a new foothold in sports performance analysis with

the numerous advances in integrated circuits (IC), wireless communications and

textile technology. Previous studies have primarily focused on using conductive

textile to integrate electronic sensors into wearable clothing. In particular, the usage

of accelerometer and gyroscope which require mechanical plug-ins to position the

sensor on the garment which is usually uncomfortable and complex (Shyr et al.,

2014). Therefore, an alternative method of using fabric-based sensor is proposed by

Jayaraman & Park (2005) as shown in Figure 2.11.

Figure 2.11: Novel fabric-based sensor design (US6970731 B1, 2005)

20

This concept eliminated the need to use adhesives and hard wiring to attach

the sensors to the human body to monitor vital signs and electrical impulses of the

wearer, as snap connector are used to transfer the electrical impulses received.

Although, the usage of these micromechanical sensors are required to measure the

angular acceleration and position. It is not appropriate for measuring biological

aspects of the human body like a heartbeat, breathing rate, sweat composition or

body fatigue level.

The number of research conducted using textile sensors has been increasing

over the decade because they are comfortable to wear, flexible and stretchable

(Carvalho et al., 2014, US6970731 B1, 2005; Shyr et al., 2014). Furthermore, they

can be used daily for continued health monitoring. Having the same objective,

Carvalho et al. (2014) conducted experiments by using fabric integrated electrodes to

monitor the electrocardiographic (ECG) and electromyography (EMG) signals.

Hence, Carvalho et al. (2014) used electrodes made of silver chloride electrode

(Ag/AgCl) covered in knitted multi filament polyamide yarn which has a low

resistance value and could withstand dimension modification. Figure 2.12 shows the

developed electrodes attached to a t-shirt, where snap connectors are used to extract

the electrical impulse when the sensor is in contact with the skin.

Figure 2.12: Textile with (a) embedded electrodes and (b) snap connector (Carvalho

et al., 2014)

The resistivity value of the sensor seen in Figure 2.12 (a) changes every time

the wearer breathes as this motion makes the knitted fabric sensor to expand and

contract. Carvalho et al. (2014) stated that one of the advantages of using fabric-

based sensors is the possibilities of reusing them with minimal maintenance. On the

other hand, Shyr et al. (2014) developed an experimental textile strain sensor. This

21

sensor consists of two electrodes and a substrate covered in elastic conductive

webbing, which works on the same principle as a textile sensor. The aim was to build

a wearable gesture-sensing device to monitor a player’s elbow and knee flexion

angles. Figure 2.13 shows the placement of the developed fabric strain sensor

attached to the player’s body using woven fabric, referred to as steady fabric.

Figure 2.13: The developed (a) fabric sensor for elbow (Shyr et al., 2014)

Based on the experimental results, Shyr et al. (2014) state that a good linear

relationship was obtained between the elastic conducting webbing resistance value

and the flexion angle during the stretch-recovery cycle. So far, all the studies that

have been discussed use the textile-based sensor to measure human motion, but they

are all limited to measuring only one parameter. Morris et al. (2009) and Coyle et al.

(2009) conducted a study on a full body system that can measure the physiological

signals and body kinematics of an athlete by using textile-based wearable sensors.

The developed whole body system is divided into three main sensor category. First,

measuring the body fluids mainly sweat. Sweating is a good sign, but an important

factor in athletic performance is rehydration (Morris et al., 2009). Therefore, an

athlete’s dehydration level is measured by the difference in their sweat pH value.

Hence, Coyle et al. (2009) developed a waistband that can monitor in real-

time the sweat activity produced by athletes as shown in Figure 2.14 (a). The pH

value of sweat is determined by analysing the colour change using LED-based

optical detection sensor. Coyle et al. (2009) mentioned that using the waistband to

obtain useful physiological information has an advantage of being non-invasive and

does not disturb the player's movement. Figure 2.14 (c) shows the experimental setup

to test the wearable pH sensor, where the data obtained from the pH sensor is

processed and transmitted wirelessly to a personal computer to display the sweat

composition in real-time. Bromocresol purple (BCP) dye is used to exhibit a colour

22

change from yellow to purple, depending on the sweat pH level. Therefore, the LED

optical detection is sampled every 0.2Hz to allows precise colour change detection.

Figure 2.14: (a) the waistband with (b) integrated pH sensor pocket and (c)

experimental set-up (Coyle et al., 2009)

Secondly, Morris et al. (2009) developed a chest band which is used to detect

and monitor an athletes breathing pattern. This band integrates into clothing worn by

athletes, where the data collected could indicate how well the athlete is handling

particular types of exercise. The breathing pattern is determined by measuring the

extension and contraction of the rib cage using stretchable Lycra PPy sensor, which

is fabric based conducting polymer polypyrrole (PPy) that changes conductivity

when stretched. The developed chest band with the sensor is shown in Figure 2.15,

where the system can detect breathing patterns of the athletes in real time.

Figure 2.15: Chest band to measure breathing rate (Morris et al., 2009)

(a)

(b)

(c)

23

Thirdly, Morris et al. (2009) proposed using fabric bend sensor to measure

joint flexion angles, especially human hand joints. The sensors were made by

attaching and stitching a few pieces of stretchable conductive fabric together. The

developed fabric bend sensor works on the same principle as a stretchable fabric

sensor, where the resistance value increases as it is bent or stretched (Carvalho et al.,

2014, US6970731 B1, 2005; Pantelopoulos et al., 2010; Shyr et al., 2014). Figure

2.16 shows a glove integrated with the developed bend sensor which is designed for

rehabilitation purposes, where it is used to detect patients finger movements after

experiencing a stroke (Morris et al., 2009). The author mentioned that this approach

could be developed further and be applied to evaluate any joint movements

depending on the required sports movements for various sports.

Figure 2.16: Full finger flexion (0), half extension (1) and full extension (2) (Morris

et al., 2009)

2.2.3 Flexion Based Monitoring System

A goniometer was the only available method to measure human joint angles during

dynamic movements before the introduction of vision and sensor-based measuring

device (Norkin & White, 2009). A goniometer is a type of instrument that measures

angles between two corresponding objects, where it can be used to measure the

flexion, abduction, extension and adduction of a human joint (Morrey, Askew, &

Chao, 1981). In the 1980’s the human joints were measured using a ruler goniometer

for many application such as medical and sports. Later in the 1990’s the usage of a

digital goniometer was implemented. However, it was not until the 2000’s where

measurements using sensors were taken.

Morrey et al. (1981) used a ruler goniometer to study the normal elbow

motion required to perform fifteen activities of daily living on thirty-three healthy

adults. The goniometer was attached to the subject's arm using velcro and was

24

required to perform the given task. However, one disadvantage was discovered

during testing; the goniometer was bulky since it had two rulers pivoted together at

the centre of an angle-measuring protractor. Therefore, researchers began searching

for other methods to perform this measurement and started experimenting with

stretchable fabric to measure joint angles (Gemperle et al., 1998, US6970731 B1,

2005). An example has been discussed previously, where Morris et al. (2009) used

stretchable fabric to measure stroke patients finger flexion.

However, advancements in sensor technology have enabled newer and more

advanced sensor with high precision capability to be developed; this contributed to

the development of flex sensors. Flex sensors are fabricated from film sensor

substrate which causes a mechanical stress on the conductive pattern that leads to

change in electrical resistance (Saggio et al., 2016). The flex sensor has widely been

used in many different types of research to control machines, artificial devices, and

physical activity measurements. More importantly, flex sensors have played a major

role in the development of many rehabilitation hardware for stroke patients

(Borghetti, Sardini, & Serpelloni, 2014). A general idea of how flex sensors are used

to measure finger flexion can be seen in the research done by Saggio (2011), which

investigates the total number of sensors needed to measure the human hand motion

successfully. Flex sensors have been used extensively in biomedical systems, and

Saggio (2011) aims to build a data glove for rehabilitation purpose. Figure 2.17

shows the developed data glove with flex sensors integrated into the glove surface.

Figure 2.17: Developed data glove (Saggio, 2011)

Saggio (2011) mentioned that the experiment results demonstrated good

performance in term of accuracy and repeatability of measures. The author also

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