This study aimed to quantify and analyze the acceleration and rotation of the upper limb during three fundamental techniques in table tennis. The chosen instrument is the inertial sensor K-TRACK, (K-Sport Montelabbate, Italy) equipped with 3D sensors capable of reading up to 4000 Hz (operating at 200 Hz). The experimental group for this research comprised athletes from the National Table Tennis Team of San Marino. The experimentation involved each of the six athletes executing 100 forehand topspin shots, 100 backhand topspin, and 100 serves, resulting in a total analysis of 1800 shots. From an extensive review carried out, we can state that it is the first time that the specific tools have been used in table tennis and that the quantity and quality of the data collected have approved a significant impact and revision of the methodological issues used up to now in the training structure of table tennis. The specific elements on which we have concentrated are those that have been deemed decisive for better establishing the working times of the training elements such as the acceleration of elbow and wrist rotations, of the dominant limb, for each of the fundamentals analyzed. From the surveys of forehand topspin, for example, it has been established that the upper limb almost exclusively plays a directional role and a little propulsive one, while the lower limbs and the back impart most of the acceleration to the ball and if up to date this concept could have been presupposed now this fact is incontrovertible and above all quantifiable. The difficult step of abandoning, at least in a constructive phase of training programming, experientiality, and personal idea, in favor of an objective and scientific analysis, is increasingly evident, numbers instead of opinions, as in part already happens at the today high level. However, the experience will return to play its decision-making role for the final choice and in the tactical-strategic setting as the predominant element in game management.

Examining key components in table tennis performance involves analyzing accelerations in elbow and wrist rotations through a physical assessment of technical gestures utilizing inertial sensors an exploratory approach

IZZO R.
;
CRUCIANI A.;GIOVANNELLI M.;HOSSEINI VARDE’I C.
2023

Abstract

This study aimed to quantify and analyze the acceleration and rotation of the upper limb during three fundamental techniques in table tennis. The chosen instrument is the inertial sensor K-TRACK, (K-Sport Montelabbate, Italy) equipped with 3D sensors capable of reading up to 4000 Hz (operating at 200 Hz). The experimental group for this research comprised athletes from the National Table Tennis Team of San Marino. The experimentation involved each of the six athletes executing 100 forehand topspin shots, 100 backhand topspin, and 100 serves, resulting in a total analysis of 1800 shots. From an extensive review carried out, we can state that it is the first time that the specific tools have been used in table tennis and that the quantity and quality of the data collected have approved a significant impact and revision of the methodological issues used up to now in the training structure of table tennis. The specific elements on which we have concentrated are those that have been deemed decisive for better establishing the working times of the training elements such as the acceleration of elbow and wrist rotations, of the dominant limb, for each of the fundamentals analyzed. From the surveys of forehand topspin, for example, it has been established that the upper limb almost exclusively plays a directional role and a little propulsive one, while the lower limbs and the back impart most of the acceleration to the ball and if up to date this concept could have been presupposed now this fact is incontrovertible and above all quantifiable. The difficult step of abandoning, at least in a constructive phase of training programming, experientiality, and personal idea, in favor of an objective and scientific analysis, is increasingly evident, numbers instead of opinions, as in part already happens at the today high level. However, the experience will return to play its decision-making role for the final choice and in the tactical-strategic setting as the predominant element in game management.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11576/2725752
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