Login / Signup

Optimising the front foot contact phase of the cricket fast bowling action.

Paul James FeltonMaurice Raymond YeadonMark Arthur King
Published in: Journal of sports sciences (2020)
Cricket fast bowling is a dynamic activity in which a bowler runs up and repeatedly delivers the ball at high speeds. Experimental studies have previously linked ball release speed and several technique parameters with conflicting results. As a result, computer simulation models are increasingly being used to understand the effects of technique on performance. This study evaluates a planar 16-segment whole-body torque-driven simulation model of the front foot contact phase of fast bowling by comparing simulation output with the actual performance of an elite fast bowler. The model was customised to the bowler by determining subject-specific inertia and torque parameters. Good agreement was found between actual and simulated performances with a 4.0% RMS difference. Varying the activation timings of the torque generators resulted in an optimised simulation with a ball release speed 3.5 m/s faster than the evaluation simulation. The optimised technique used more extended front ankle and knee joint angles, increased trunk flexion and a longer delay in the onset of arm circumduction. These simulations suggest the model provides a realistic representation of the front foot contact phase of fast bowling and is suitable to investigate the limitations of kinematic or kinetic variables on fast bowling performance.
Keyphrases
  • virtual reality
  • molecular dynamics
  • deep learning
  • machine learning
  • finite element