<div><p>Several wearable athlete tracking systems provide a
collision variable calculated from unvalidated algorithms. In lieu of using an
automatic collision detection algorithm, we sought to quantify impact
frequencies directly from raw accelerometer data measured by one of these
systems (EVO, Catapult Sports, Australia). The aim of this technical report is
to provide a framework for practitioners to follow in the detection of
contact-based events in sport.</p><p><br></p><p>A smaller subsample of data was used in the internal
validation process. A random sample of 15 player-game files were used in this
analysis and represent examples from each position, multiple games and across
both seasons. All procedures were approved by the La Trobe University Human
Research Ethics Committee (HEC19375).</p><p><br></p><p>The internal validation process occurred over five steps
(Data combination, threshold detection, threshold - secondary confirmation,
filtering, filtering - secondary confirmation). Following the combination of positioning
(GPS) and accelerometer datafiles, a process was applied to find the optimal
impact detection threshold and then smoothing filter. This process allows for
detected impacts to correspond to contact-based events, validated by matching
data with OPTA video-coded files, and removes instances of impacts due to other
movements such as a heavy foot strike or change of direction.</p><p><br></p><p>
In conclusion the internal validation process
found that a g-force value of 5 g and a 0.1 s smoothing filter was accurate at
detecting impacts in professional rugby union players. When matched with video
coded footage, this resulted in a FPR of 9% and a FNR of 13%.<br></p></div><div><div> </div></div>