Abstract

Biomechanical feedback is a relevant key to improving sports and arts performance. Yet, the bibliometric keyword analysis on Web of Science publications reveals that, when comparing to other biofeedback applications, the real-time biomechanical feedback application lags far behind in sports and arts practice. While real-time physiological and biochemical biofeedback have seen routine applications, the use of real-time biomechanical feedback in motor learning and training is still rare. On that account, the paper aims to extract the specific research areas, such as three-dimensional (3D) motion capture, anthropometry, biomechanical modeling, sensing technology, and artificial intelligent (AI)/deep learning, which could contribute to the development of the real-time biomechanical feedback system. The review summarizes the past and current state of biomechanical feedback studies in sports and arts performance; and, by integrating the results of the studies with the contemporary wearable technology, proposes a two-chain body model monitoring using six IMUs (inertial measurement unit) with deep learning technology. The framework can serve as a basis for a breakthrough in the development. The review indicates that the vital step in the development is to establish a massive data, which could be obtained by using the synchronized measurement of 3D motion capture and IMUs, and that should cover diverse sports and arts skills. As such, wearables powered by deep learning models trained by the massive and diverse datasets can supply a feasible, reliable, and practical biomechanical feedback for athletic and artistic training.

Highlights

  • The datasets that are available for developing deep learning models have to reflect the diversity, because the depth and specialization must come from training the deep learning algorithms with the massive and diverse data collected from sports and arts motor skills

  • Through a review on the past and current state of biomechanical feedback studies in sports and arts performance, this paper introduced a two-chain model with six IMUs that are powered with deep learning technology

  • The framework can serve as a basis for developing real-time biomechanical feedback training in practice

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Summary

Biofeedback and Its Types

Biofeedback is usually gained by connecting human body to electrical sensors that receive information (feedback) about human body (bio). To the end of the search, scarcity of articles occurs when the keyword “sport” is substituted by “dancing”, i.e., only one article is found (Table 1) These results would suggest that, when comparing to other biofeedback applications, the real-time biomechanical feedback application lag far behind in sports and arts practice. When considering the booming popularity of wearables in sports as well as in health-related applications, the number of biomechanical inquiries appears to be disproportionately low The rarity of this occurrence could be a product of both facts that there is a lack of a general biomechanical model for feedback motor learning and that researchers are still searching for methodological breakthroughs to link biomechanical quantification and human motor learning in real-time

Milestones of Biofeedback Training in Human Motor Skill Learning and Training
Historical Overview
The Present Aspects
Unique Aspects of Biomechanical Feedback
Challenges Faced by Developing Wearables for Biomechanical Feedback
Significant Gaps in the Current Research
Method fordesire
Themotor-skills’
AI for AI
Findings
Conclusions
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