Publications by authors named "Xingman Li"

Background: Although the spatio-temporal structure of muscle activation in cutting have been studied extensively, including time-varying motor primitives and time-invariant motor modules under various conditions, the factorisation methods suitable for cutting are unclear, and the extent to which each factorisation method loses information about movement during dimensionality reduction is uncertain.

Research Question: To clarify the extent to which NMF, PCA and ICA retain information about movement when downscaling, and to explore the factorisation method suitable for cutting.

Methods: The kinematic data during cutting was captured with a Vicon motion capture system, from which the kinematic features of the pelvic centre of mass were calculated.

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The jump smash is badminton's most aggressive technical manoeuvre, which is often the key to winning a match. This paper aims to explore the neuromuscular control strategies of advanced and beginner players when jumping smash in different ways. Collecting sEMG and kinematic data from 18 subjects with different motor experiences when jumping smash.

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The jump smash is the most aggressive manoeuvre in badminton. Racket parameters may be the key factor affecting the performance of jump smash. Previous studies have focused only on the biomechanical characteristics of athletes or on racket parameters in isolation, with less observation of the overall performance of the human-racket system.

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Muscle synergy containing temporal and spatial patterns of muscle activity has been frequently used in prediction of kinematic characteristics. However, there is often some discrepancy between the predicted results based on muscle synergy and the actual movement performance. This study aims to propose a new method for compensating muscle synergy that allows the compensated synergy signal to predict kinematic characteristics more accurately.

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Introduction: Sports decision-making is a complex process and plays a decisive role in sports performance. Virtual simulation technology is one of the popular sports decision making training tools. The application of virtual reality technology in sports decision making training has received widespread attention.

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Cutting is an offensive technique commonly used in football and basketball to pass the opponent's defence by changing direction quickly in running. This paper aims to investigate the effect of experience and angle on the neuromuscular control strategies of the trunk and lower limbs during cutting. Non-negative matrix factorisation and K-means were used to extract muscle synergies (muscles that are activated in parallel) of 12 subjects with cut experience and 9 subjects without experience based on the sEMG signal collected from cutting at three cut angles (45°, 90°, and 135°), which was also mapped into the spinal motor output.

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Background: Cutting is a quick change of direction that challenges body balance and stability. As the cut-angle increases, the elite athlete can achieve higher performance by pre-adjusting the posture of the lower limb joints. However, it is unclear how the cut-angle affects the neuromuscular control of cutting and the step before cutting, which is essential for daily training and preventing injury in large-angle cutting.

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