Data

Skateboarding Trick Kinematic Component Dataset

Swinburne University of Technology
Amanda Benson (Aggregated by) David Purser (Aggregated by) Kath Shorter (Aggregated by)
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ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&rfr_id=info%3Asid%2FANDS&rft_id=info:doi10.25916/sut.31746838.v1&rft.title=Skateboarding Trick Kinematic Component Dataset&rft.identifier=10.25916/sut.31746838.v1&rft.publisher=Swinburne University of Technology&rft.description=This dataset contains 70 unique skateboarding tricks, each defined by its constituent kinematic components. Kinematic components were recorded from a subset of tricks attempted across the 13 numbered ‘Battle at the Berrics’ (BATB) game tournaments published by the official ‘The Berrics’ YouTube channel, spanning 2008 to 2023. The dictionary serves as a reference table that maps each named trick to a structured representation of the movements that compose it.For each trick, the following fields were recorded: trick name (‘Trick’: e.g., Kickflip) and hierarchical cluster (‘Trick_Group’: one of 15 groupings such as Flip, Shuvit, 360, and 180 with Flip). Rotations of the skateboard about the cartesian x- and y-axes (‘flip’ and ‘shuv’ respectively) and rotations of the skateboarder about the y-axis (‘spin’) were each recorded per direction in increments of 180 degrees, using the fields Spin_Frontside ∈ {0,1,2}; Spin_Backside ∈ {0,1,2}; Shuv_Frontside ∈ {0,1,2}; Shuv_Backside ∈ {0,1,2,3}; Flip_Heel ∈ {0,2,4}; and Flip_Kick ∈ {0,2,4}. For example, a value of 2 for ‘Flip_Kick’ represents a complete 360-degree rotation about the flip axis in the ‘kick’ direction (i.e., a Kickflip).Stance was one-hot encoded as Normal, Fakie, Nollie, or Switch via the fields Stance_Fakie, Stance_Nollie, and Stance_Switch (each ∈ {0,1}). Several additional binary fields were recorded to capture whether the board rotated around the foot of the skateboarder (Wrap ∈ {0,1}); whether a board rotation was initiated late in the trick (Late ∈ {0,1}); and whether a board rotation was imparted during the initiation of the trick (Pressure ∈ {0,1}).Additionally, derived fields were included to capture joint and non-linear relationships between rotations. These include whether the spin and shuv rotations share the same direction (Rotate_Same_Dir ∈ {0,1}) and magnitude (Rotate_Same_Mag ∈ {0,1}); the extent of rotation performed from the Nollie stance, for which the direction of rotation is reversed by convention (Nollie_Spin, Nollie_Shuv ∈ {0,1,2}); whether, during a shuv rotation, the board flips in the inward direction (Inward_Flip ∈ {0,1}); and whether the trick involves both a 360-degree shuv rotation and a 360-degree flip rotation (360_Flip ∈ {0,1}).&rft.creator=Amanda Benson&rft.creator=David Purser&rft.creator=Kath Shorter&rft.date=2026&rft_rights= https://creativecommons.org/licenses/by-nc/4.0/&rft_subject=Sports science and exercise&rft_subject=Recreation, leisure and tourism geography&rft_subject=Skateboarding&rft.type=dataset&rft.language=English Access the data

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This dataset contains 70 unique skateboarding tricks, each defined by its constituent kinematic components. Kinematic components were recorded from a subset of tricks attempted across the 13 numbered ‘Battle at the Berrics’ (BATB) game tournaments published by the official ‘The Berrics’ YouTube channel, spanning 2008 to 2023. The dictionary serves as a reference table that maps each named trick to a structured representation of the movements that compose it.

For each trick, the following fields were recorded: trick name (‘Trick’: e.g., Kickflip) and hierarchical cluster (‘Trick_Group’: one of 15 groupings such as Flip, Shuvit, 360, and 180 with Flip). Rotations of the skateboard about the cartesian x- and y-axes (‘flip’ and ‘shuv’ respectively) and rotations of the skateboarder about the y-axis (‘spin’) were each recorded per direction in increments of 180 degrees, using the fields Spin_Frontside ∈ {0,1,2}; Spin_Backside ∈ {0,1,2}; Shuv_Frontside ∈ {0,1,2}; Shuv_Backside ∈ {0,1,2,3}; Flip_Heel ∈ {0,2,4}; and Flip_Kick ∈ {0,2,4}. For example, a value of 2 for ‘Flip_Kick’ represents a complete 360-degree rotation about the flip axis in the ‘kick’ direction (i.e., a Kickflip).

Stance was one-hot encoded as Normal, Fakie, Nollie, or Switch via the fields Stance_Fakie, Stance_Nollie, and Stance_Switch (each ∈ {0,1}). Several additional binary fields were recorded to capture whether the board rotated around the foot of the skateboarder (Wrap ∈ {0,1}); whether a board rotation was initiated late in the trick (Late ∈ {0,1}); and whether a board rotation was imparted during the initiation of the trick (Pressure ∈ {0,1}).

Additionally, derived fields were included to capture joint and non-linear relationships between rotations. These include whether the spin and shuv rotations share the same direction (Rotate_Same_Dir ∈ {0,1}) and magnitude (Rotate_Same_Mag ∈ {0,1}); the extent of rotation performed from the Nollie stance, for which the direction of rotation is reversed by convention (Nollie_Spin, Nollie_Shuv ∈ {0,1,2}); whether, during a shuv rotation, the board flips in the inward direction (Inward_Flip ∈ {0,1}); and whether the trick involves both a 360-degree shuv rotation and a 360-degree flip rotation (360_Flip ∈ {0,1}).

Notes

Rotations of the skateboard about the z-axis (‘tilt’) were subsumed into the wrap component, rather than recorded separately.

Trick attempts may exhibit over- or under-rotations and include minor rotations about other axes not essential to the trick definition. To account for this, rotations were recorded after rounding to the nearest 180-degree rotational increment that was visually discernible.

Item thumbnail image generated with assistance from GPT-5.

Issued: 23 06 2026

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Identifiers
ACN 633 798 857