sports engineering
Transcription
sports engineering
SPORTS ENGINEERING Steve Haake INSTANT EXPERT 24 00 Month 2010 | NewScientist | 1 1,000 BIKES (old) OARS, BIKES, POLE VAULT (new) 100 YOUNG’S MODULUS 10 POLE VAULT (old) OARS (old) ARCHERY BOWS (new) P O RO U S C ER A MI C S ARCHERY BOWS (old) 1 Knowing the physical properties required, the chart tells you which material to use 0.1 FOA MS 0.01 100 Light RU B B ER S 300 1000 3000 DENSITY (kg/m3) 10,000 The birth of sports technology 30,000 Heavy material world Sports equipment designers have to work out what materials might be best for a bicycle frame or a tennis racket. With such a vast range of materials available, where do they start? One valuable tool is a materials selection chart. Routinely used by engineers, these charts show combinations of properties plotted against each other, such as density versus stiffness. The result is a “material space” populated with blobs, each describing a class of materials, such as wood, polymers and metals (see chart, above). In 1995 Ulrike Wegst and Michael Ashby, both then at the University of Cambridge, published the first paper showing how selection charts could be used to identify which materials would work best for sports. With rowing, for instance, an oar must be able t o withstand large forces during the stroke and yet must bend just the right amount to give the athlete the correct feel. An oar should also be as light as possible to minimise energy in accelerating its mass and also to keep the boat high in the water and to minimise drag. This points towards wood, glass fibre or carbon-fibre reinforced plastics. Or consider the pole vault. The pole must be able to store large amounts of energy without breaking, while its mass is kept to the minimum. Bamboo comes out highly in the selection process, which explains why it was still in use in the 1950s. Today glass fibre and carbon fibre are the materials of choice because they are more flexible, store more energy and can be shaped to enhance performance further. Record breakers World record How times for the 100-metre sprint have changed. The introduction of automated timing led to an apparent 0.2-second increase Second world war Mean of top 25 sprinters Fully automated timing Usain Bolt 9.72 seconds, 9.69 seconds 2008 9.58 seconds 2009 11.2 Time (seconds) META LS A ND A LLOYS P O LY MER S Sport is one of the earliest adopters of new technologies 11.4 For millions of years, humans have used tools and technology to enhance the things we do. Throughout human evolution, our imaginative minds have invented games, which help us to learn useful physical and mental skills as well as have fun. It was inevitable, then, that technology and sport would eventually marry up, and sports engineering is the basis of that union. Any technology is considered fair game – as long as it is within the rules of sport – and sport is quicker than almost any other industry to take up new ideas. So what has shaped the engineering of sport up to now? GOLF DRIVERS CO MP O S I T ES WO O D A N D WO O D P RO D U C T S generation of large-headed drivers which, like tennis rackets, have a larger hitting area and peripheral weighting so that the club twists less in golfers’ hands when they hit a ball off-centre. Probably at the pinnacle of sports equipment design is British bicycle designer Mike Burrows. Working with engineering firm Lotus, he applied good design principles to create a bike with a carbon-fibre frame for Chris Boardman in the 1992 Barcelona Olympics, on which he won the 4000 metres pursuit. Apart from the psychological effect of the bike’s style and beauty, Burrows’s design reduced mass and increased stiffness so that less energy was lost through bending of the frame. More importantly, it improved the aerodynamic efficiency and optimised the rider’s position. First world war HOW TECHNOLOGY TRANSFORMED SPORT C ER A MI C S 11.0 10.8 10.6 10.4 Luther Cary 1891 10.8 seconds Maurice Greene 1999 9.79 seconds 10.2 10.0 9.8 Jim Hines 1968 9.95 seconds 9.6 9.4 1890 1898 1906 ii | NewScientist | 7 July 2012 1914 1922 1930 1938 1946 1954 1962 Carl Lewis 1991 9.86 seconds 1970 1978 1986 1994 2002 2010 The inaugural Olympic games was one of the key moments in human civilisation. It took place in ancient Olympia in 776 BC to honour the Greek god Zeus. There was only one event, the stadion – a foot race about 200 metres down a track and back again. Soon rules were established that included simple technological advances, such as a grooved sill for the starting block and poles to mark the track. The Greeks introduced a plethora of other sports in the 300 or so Olympiads that led up to the last ancient games in the 4th century AD. Chariot racing, running in armour and the javelin all had their own technological intricacies and sets of rules. Fast-forward 15 centuries to Victorian Britain and the industrial revolution. Societal changes had as much to do with the rise of sport as the technological advances taking place at the time. Sport profited from the introduction of regular leisure time, the rise in the middle classes, increased levels of disposable income and cheaper sports equipment produced in large quantities. Until then, sport had mostly used readily available materials such as wood and leather. But that changed in the 1850s when Thomas Hancock, Charles Goodyear and Charles Macintosh invented ways to produce vulcanised rubber on an industrial scale. By heating a mixture of rubber and sulphur, they transformed a naturally sticky substance into a durable material with superior mechanical properties. This transformed modern ball sports in the mid to late 1800s. Rubber bladders replaced real animal bladders, so balls could be mass-produced with almost identical properties. Rubber was also used in shoes and clothing. The introduction of the pneumatic rubber tyre by John Dunlop in the 1880s led to more comfortable bicycles and the transition from the rather cumbersome penny-farthing to the modern safety bicycle. As professionalism increased and competitors improved, techniques to monitor and measure performance became more important. The invention of photographic film in 1885 allowed Eadweard Muybridge to create his classic stop-motion technique for studying galloping horses. Flash photography and cine-film followed and sports coaches began to use high-speed film with rates of hundreds of frames per second to measure athletes’ technique and improve their performance. By the 1930s developments in timing allowed measurements to be made with an accuracy of 0.1 seconds. In the 1970s timing to 0.01 s became mandatory in athletics. By then it was possible to synchronise the starter’s pistol with quartz timing and light beams crossing the finish line. One consequence was that athletes appeared to get slower by around 0.2 s because the slight pause as the timekeeper reacted to the gun and activated the watch was no longer a factor (see chart, bottom left). Technology has revitalised the Olympics since the first modern games in 1896 I.O.C./Getty Images Stiff New materials have changed the design of traditional sports equipment. Graphite tennis rackets, for instance, made the wooden rackets used for more than a century obsolete within a few years. The stiffer graphite frame meant that rackets could be made longer and wider, increasing the hitting area and the size of the “sweet spot” where ball impact is most effective. It also shifted the frame’s centre of mass away from the long axis through the handle, so that the racket was less likely to spin in the player’s hand if the ball was off-centre. These new racket features made tennis easier for beginners to learn and, some argue, increased the speed of the elite game. Graphite shafts are also popular in golf, and titanium has had a significant effect on the design of golf drivers. Being light, strong and corrosionresistant, both materials are ideal for the new Flexible Below: Gouhier-Hahn-Nebinger/ABACA/Press Association Images, right: Umit Bektas / Reuters elite design 7 July 2012 | NewScientist | iii THE PHYSICS OF SPORT Aerodynamics Fluid flow plays an important part in sport, with the most obvious example being a swimmer in water. For cycling, athletics and many other sports, the fluid is the air. While sports scientists seek to improve an athlete’s biological performance, sports engineers seek to reduce energy losses, particularly those that are the result of interactions with a fluid. Probably the most important force to minimise is drag, which is controlled by a number of factors. It is proportional to the square of the speed, so doubling the speed means four times as much drag. It is also proportional to the density of the fluid. Water is almost 1000 times as dense as air, so a triathlete experiences far greater drag when swimming than running or cycling. Another factor is the cross-sectional area of the body in relation to the fluid. Doubling the area doubles the drag force and this is why cyclists crouch when riding. One of the main effects of polyurethane all-in-one swimsuits is to compact the body. The smaller cross-sectional area reduces drag. More subtle effects are important too. In the 1970s, Elmar Achenbach at the Jülich Nuclear Research Centre in Germany carried out a series of experiments on spheres in a wind tunnel. He showed that the roughness of a sphere’s surface influences the way that a fluid flows over it and thus affects drag. Even scratches a hundredth of a millimetre deep are significant. One of the clearest examples of this is the dimples on a golf ball. In the late 1800s, golf balls were smooth, and because they were expensive players Sport is not just about maximising the performance of the athlete, it is also about minimising the energy that is lost as we run, swim or slide through the fluids around us. Engineers now know that understanding the forces that dominate a particular sport is crucial to performing well Computational fluid dynamics helps to improve design and performance Newton’s insights the numbers game kept them for as long as possible. It turned out that older balls travelled further as they accumulated more nicks and bumps. The roughness creates turbulence in the layer of air in contact with the ball. This actually stabilises the flow of air around the ball, allowing it to follow the ball’s contours and reducing drag. Thus, golf ball dimples were born. The late fluid dynamicist Milton Van Dyke produced a beautiful book called An Album of Fluid Motion (Parabolic Press, 1982). It shows numerous examples of the way in which fluids can be coaxed to separate or attach to a body using geometry, steps and even trip wires. One of the clearest examples of good aerodynamic design in sport is the helmets used in cycling and the bobsled. The helmet’s main job is to direct the airflow along the back of the athlete and keep it attached to the body as long as possible, thus reducing the size of the wake and the drag. iv | NewScientist | 7 July 2012 ”One of the main effects of all-in-one swimsuits is to compact the body. This reduces drag in the water” Left: CSER/Sheffield Hallam University, Background: Richard Bartz/Wikimedia Above: Dylan Martinez/Reuters; Top: john hart/Sheffield Hallam University Sports equipment is often too complicated to analyse using mathematical equations such as those in Newton’s laws. But in the 1990s, increasingly powerful computers enabled Keith Hanna, of engineering company Fluent in Sheffield, UK, to show that sport could use numerical methods to improve design, including finite element analysis and computational fluid dynamics. Both methods start with a 3D representation of the athlete or equipment, created either with a software design package or from a 3D body scanner. Finite element analysis breaks down a complex structure such as the handlebars of a bike into a large number of small elements, whose movements are easier to work out than the structure as a whole. A computer program analyses the forces acting on each element separately, then combines them to give an overall picture of what is happening. Computational fluid dynamics is similar, though it is the fluid rather than the object that is split up into small elements. Large models can take hours or even days to run and require clusters of computers, lots of memory and many processors. These numerical methods have, however, made it possible to gain insights about sporting equipment where experiments would be just too costly or difficult to do. And they have helped with the design of equipment as diverse as archery bows, America’s Cup yachts and golf clubs. Natural philosopher Isaac Newton realised that forces were important in sport, and said as much in a letter to Henry Oldenburg, the secretary of the Royal Society in 1671. Newton’s three laws of motion are still the basis for modern sporting analysis. Using them, physicist Howard Brody at the University of Pennsylvania in Philadelphia pioneered studies of the interaction between a tennis racket and a ball. He found that the best racket designs optimise three parameters. Mass is crucial because if the racket is too heavy players find it difficult to hold, if too light the racket transfers little momentum to the ball. The centre of mass must also be optimised – too far from the hand and the racket feels “head heavy”. Finally, the moment of inertia is a product of the mass of the racket and the square of the distance of the balance point from the hand. If it is too high, players cannot swing the racket fast enough to give momentum to the ball. Newton also coined the phrase “coefficient of restitution” to describe the ratio of rebound to impact velocity of an object. Simply speaking, it quantifies the bounciness of sports balls and the effectiveness of most bats, clubs, rackets and sticks. Newton’s laws of motion are the starting point for sports engineers 7 July 2012 | NewScientist | v game on iSport Gaming and sport are moving ever closer. Nintendo’s Wii console introduced a level of sporting activity into the home and uses accelerometers and gyroscopes to track the motion of the hand controller. The introduction of Microsoft’s Kinect in 2010, however, has taken video capture to a whole new level. The Kinect is a 3D depth-sensing camera – it projects an infrared pattern of dots that bounce off an object or person and are picked up by an infrared camera. Complex algorithms convert the pattern into a depth field, while a standard video camera picks up colour images. In effect, the Kinect does for less than $100 what complex motion-tracking systems do for a thousand times as much – albeit at only 30 times per second and with less accuracy so far. Initial testing shows that, without much modification, Kinect can measure the volume of a typical human torso to within a few per cent and knee angles to within 10 degrees. The beauty of the Kinect is that it tracks hundreds of thousands of points in each picture, giving a complete 3D image of the body. It is early days yet, but already prototype systems have appeared that can track the centre of mass of badminton players, or can simply gather measurements such as the players’ height and the length and width of their limbs. For now these systems are only available to those at the higher end of sport, When attached to the body, sensors such as 3D accelerometers, gyroscopes and GPS can provide a wealth of information about an athlete’s position and orientation. Until recently they were so expensive that only university research departments and sport’s ruling bodies could afford them. But all that has changed. Today’s smartphones and gaming devices include such sensors, and this has driven down their price so much that commercial athlete tracking systems are readily available. Indeed, many football, rugby, hockey and rowing Sport is an early adopter of technology and at the turn of the 21st century, better performances were characterised by new materials and cheaper manufacturing. The biggest change happens when a technology is introduced – for example, carbon fibre led to radical redesigns of bikes, boots and boats. But after a while there are diminishing returns with each new design. What will be the next big thing to prompt a step change in performance? Mobile devices such as phones, cameras and gaming consoles are one of the fastest expanding markets. They are likely to enhance sport with their ability to measure an athlete’s performance and analyse it. For the first time, we will be able to quantify and understand the effect of a piece of kit in action on the pitch or court. Buy a new tennis racket or set of football boots and they may have sensors in them that tell you not only how well you are playing, but how you can improve. Amassing data out in the field without interrupting play has long been the ultimate goal for sports engineers – the humble cellphone might just do the trick. force, motion, speed teams are using the technology. There are now even portable wireless systems that can measure heart activity using electrocardiography, and muscle activity using electromyography. Air pressure and temperature measurements are there if athletes need them too. If it can be measured, it is being measured. Just as the technology found in smartphones is helping elite athletes, now everyone with a smartphone can access the basics. There are already hundreds of sports apps for phones and many measure performance, mostly for outdoor pursuits. There are of course places where GPS doesn’t work, such as a squash court or bowling alley, and other technologies that would be useful, such as integration with video. Here, the solutions are coming from the gaming industry… Sports engineers develop new equipment and technology and then have to work out whether it actually makes a difference. One way is to give an athlete a new golf club, for example, or a pair of shoes and test them before and after to see what changes. The test usually involves measuring the position, speed, acceleration or force of both the athlete and their equipment. For instance, divers jumping from a 10-metre platform are interested in the forces beneath their feet and how they translate into a high jump with more time to execute their complex twists and rotations. Runners tend to be obsessed with time and distance, so tracking their position is key. Archers must be stable when they release the arrow, so measuring how still they stay is important to them. Here are some of the techniques used, together with their pros and cons. but it will not be too long before Kinect-like derivatives are available in leisure centres or sports stores. The implications of this are not hard to see. Before long there will be low-cost devices – possibly on our phones – with depth-sensing cameras to measure 3D motion in the field. This will solve the long-standing problem of tracking athletes cheaply in action, and without using any kind of marker. And it will be available to anyone, at any level, who just wants to perform a little bit better. vi | NewScientist | 7 July 2012 Markers on his body track every movement and can be analysed in great detail afterwards Ethan Miller/Getty Images Top: J.C.Moschetti /R.E.A/ Retna Pictures, Right: Erik Jacobs/The New York Times/Redux/eyevine THE FUTURE OF SPORTS ENGINEERING ”Tracking technologies will soon be available to everyone who wants to perform a little bit better” n Motion tracking generally uses an array of digital speed cameras taking pictures at around 500 frames per second. For comparison, a standard camcorder takes 30 frames per second. Multiple cameras around a room can track reflective spherical markers attached to an athlete’s body at joints such as the knee and key points such as the hands. The same motion-capture system was used in movies such as The Lord of the Rings to track actors and turn them into realistic avatars. The results can be impressive, with immediate video replay of the athlete’s skeleton in motion. The systems also give copious amounts of data for each marker. The flip side is the cost – often as much as $100,000 per session, plus the need for special lights and a lab setting. Computers can only keep track of a The results are usually instantaneous and can be integrated with video or motion capture. But only ground reaction forces can be measured and it is difficult to make these measurements outside a lab. Again, the systems are relatively expensive. n Acceleration can be measured directly using body-mounted sensors. Accelerometers have shrunk in recent years with wireless devices becoming almost ubiquitous. However, speed and position are often more important to an athlete than force and acceleration. While it is possible to work out them out, it takes a trained eye to manipulate the data to avoid noise and errors creeping in. So what would be the perfect system for sport? It would be cheap, but also able to measure position, speed, acceleration, physiology limited number of markers, and when they are covered by the athletes’ movements, working out what is happening may take hours of tedious manual reconstruction. n Three-dimensional forces under the feet can be measured using sensitive plates sunk into the floor. and be synchronised with 3D video. And ideally, markers or sensors would be unobtrusive or not necessary at all. Complex data analysis would be hidden from view and only the important pieces of information would be fed back, just as with TV replays. 7 July 2012 | NewScientist | vii Steve Haake Steve Haake is director of the Centre for Sports Engineering Research at Sheffield Hallam University in the UK. He advises the International Tennis Federation on the effect of equipment design on the rules of tennis and is also a consultant to Adidas Next INSTANT EXPERT Pat Shipman fossils 4 August IS TECHNOLOGY CHEATING? Most talks I give on sports engineering end with the question: don’t state-of-theart technologies amount to cheating? A cheat is someone who acts dishonestly or unfairly in order to gain an advantage. The crux, then, is to know what constitutes being dishonest from a technological point of view for a particular sport. Technology and its possibilities are grounded in Newton’s laws and the manufacturing techniques of the day. The definition of dishonesty, on the other hand, is enshrined in the rather looser rules of sport. What cheating in sport amounts to, therefore, is the mismatch between what is possible with current technology and what the rules allow. Both of these change over time, so any sports ruling body has to be pretty sharp to ensure that their rules match the possibilities of the day. Sometimes both sport and the rules evolve in unison, at other times they are out of sync. In tennis, for instance, no rule for the tennis racket existed before 1978 because wooden rackets had remained largely unchanged for over 100 years. But the development of the “spaghetti” racket that produced extraordinary amounts of spin threatened to change the game and it was duly banned. This was followed by successive rules to limit racket size as new materials allowed longer rackets. An important turning point in athletics came in 1984 when Uwe Hohn of what was then East Germany threw the javelin an enormous 104.8 metres. One of the main issues with the javelin – apart from viii | NewScientist | 7 July 2012 running out of space in the stadiums – was the ambiguous flat landings, where it was unclear if the javelin had landed tip first. A technological solution was found; the centre of mass was moved forwards by 4 centimetres to ensure the javelin tip always landed first. As a result javelins travel dramatically shorter distances, less than 100 metres and Hohn’s record stands as the ultimate “old rules” javelin record. More recently, the world governing body for swimming, FINA, banned the use of all-in-one polyurethane swimsuits. Athletes were breaking an unseemly number of world records because of the reduced drag and extra buoyancy the suits gave them. New rules were introduced limiting the size of suits to nothing above the navel or below the knee for men and nothing extending past the shoulder or below the knee for women. Their buoyancy is also limited to a maximum of 0.5 newtons (equivalent to the weight of a small coin). It remains to be seen if these rules will stop the rapid rise in performance. Sports engineering and technology have an important role to play in sport. New technologies can keep a sport alive and relevant, but overuse can cause a sport to lose credibility. Whose job is it to keep the correct balance? The ruling bodies of sport have to step up to the mark. They need to keep an eye on current and future technologies and acquire the skills to understand the implications. If they don’t, they will always be playing catch-up. Further information An Album of Fluid Motion by Milton van Dyke (Parabolic Press) “The impact of technology on sporting performance in Olympic sports” by Steve Haake, Journal of Sports Sciences, vol 27, p 1421 Engineering Sport blog engineeringsport.co.uk Video richannel.org/collections/2012/ engineering-sport Twitter @stevehaake Cover image Karwai Tang/Alpha Press