The purpose of this study was to assess the measurement accuracy of the most commonly used tracking technologies in professional team sports (i.e., semi-automatic multiple-camera video technology (VID), radar-based local positioning system (LPS), and global positioning system (GPS)). The position, speed, acceleration and distance measures of each technology were compared against simultaneously recorded measures of a reference system (VICON motion capture system) and quantified by means of the root mean square error RMSE. Fourteen male soccer players (age: 17.4±0.4 years, height: 178.6±4.2 cm, body mass: 70.2±6.2 kg) playing for the U19 Bundesliga team FC Augsburg participated in the study. The test battery comprised a sport-specific course, shuttle runs, and small sided games on an outdoor soccer field. The validity of fundamental spatiotemporal tracking data differed significantly between all tested technologies. In particular, LPS showed higher validity for measuring an athlete’s position (23±7 cm) than both VID (56±16 cm) and GPS (96±49 cm). Considering errors of instantaneous speed measures, GPS (0.28±0.07 m⋅s-1) and LPS (0.25±0.06 m⋅s-1) achieved significantly lower error values than VID (0.41±0.08 m⋅s-1). Equivalent accuracy differences were found for instant acceleration values (GPS: 0.67±0.21 m⋅s-2, LPS: 0.68±0.14 m⋅s-2, VID: 0.91±0.19 m⋅s-2). During small-sided games, lowest deviations from reference measures have been found in the total distance category, with errors ranging from 2.2% (GPS) to 2.7% (VID) and 4.0% (LPS). All technologies had in common that the magnitude of the error increased as the speed of the tracking object increased. Especially in performance indicators that might have a high impact on practical decisions, such as distance covered with high speed, we found >40% deviations from the reference system for each of the technologies. Overall, our results revealed significant between-system differences in the validity of tracking data, implying that any comparison of results using different tracking technologies should be done with caution.
This study describes an approach to quantification of attacking performance in football. Our procedure determines a quantitative representation of the probability of a goal being scored for every point in time at which a player is in possession of the ball–we refer to this as dangerousity. The calculation is based on the spatial constellation of the player and the ball, and comprises four components: (1) Zone describes the danger of a goal being scored from the position of the player on the ball, (2) Control stands for the extent to which the player can implement his tactical intention on the basis of the ball dynamics, (3) Pressure represents the possibility that the defending team prevent the player from completing an action with the ball and (4) Density is the chance of being able to defend the ball after the action. Other metrics can be derived from dangerousity by means of which questions relating to analysis of the play can be answered. Action Value represents the extent to which the player can make a situation more dangerous through his possession of the ball. Performance quantifies the number and quality of the attacks by a team over a period of time, while Dominance describes the difference in performance between teams. The evaluation uses the correlation between probability of winning the match (derived from betting odds) and performance indicators, and indicates that among Goal difference (r = .55), difference in Shots on Goal (r = .58), difference in Passing Accuracy (r = .56), Tackling Rate (r = .24) Ball Possession (r = .71) and Dominance (r = .82), the latter makes the largest contribution to explaining the skill of teams. We use these metrics to analyse individual actions in a match, to describe passages of play, and to characterise the performance and efficiency of teams over the season. For future studies, they provide a criterion that does not depend on chance or results to investigate the influence of central events in a match, various playing systems or tactical group concepts on success.
The present study aimed to validate and compare the football-specific measurement accuracy of two optical tracking systems engineered by TRACAB. The "Gen4" system consists of two multi-camera units (a stereo pair) in two locations either side of the halfway line, whereas the distributed "Gen5" system combines two stereo pairs on each side of the field as well as two monocular systems behind the goal areas. Data were collected from 20 male football players in two different exercises (a football sport-specific running course and smallsided games) in a professional football stadium. For evaluating the accuracy of the systems, measures were compared against simultaneously recorded measures of a reference system (VICON motion capture system). Statistical analysis uses RMSE for kinematic variables (position, speed and acceleration) and the difference in percentages for performance indicators (e.g. distance covered, peak speed) per run compared to the reference system. Frames in which players were obviously not tracked were excluded. Gen5 had marginally better accuracy (0.08 m RMSE) for position measurements than Gen4 (0.09 m RMSE) compared to the reference. Accuracy difference in instantaneous speed (Gen4: 0.09 m�s-1 RMSE; Gen5: 0.08 m�s-1 RMSE) and acceleration (Gen4: 0.26 m�s-2 RMSE; Gen5: 0.21 m�s-2 RMSE) measurements were significant, but also trivial in terms of the effect size. For total distance travelled, both Gen4 (0.42 ± 0.60%) and Gen5 (0.27 ± 0.35%) showed only trivial deviations compared to the reference. Gen4 showed moderate differences in the low-speed distance travelled category (-19.41 ± 13.24%) and small differences in the high-speed distance travelled category (8.94 ± 9.49%). Differences in peak speed, acceleration and deceleration were trivial (<0.5%) for both Gen4 and Gen5. These findings suggest that Gen5's distributed camera architecture has minor benefits over Gen4's single-view camera architecture in terms of accuracy. We assume that the main benefit of the Gen5 towards Gen4 lies in increased robustness of the tracking when it comes to optical overlapping of players. Since differences towards the reference system were very low, both TRACAB's tracking systems can be considered as valid technologies for football-specific performance analyses in the settings tested as long as players are tracked correctly.
From its very inception, the study of software architecture has recognized architectural decay as a regularly occurring phenomenon in long-lived systems. Architectural decay is caused by repeated changes to a system during its lifespan. Despite decay's prevalence, there is a relative dearth of empirical data regarding the nature of architectural changes that may lead to decay, and of developers' understanding of those changes. In this paper, we take a step toward addressing that scarcity by conducting an empirical study of changes found in software architectures spanning several hundred versions of 14 opensource systems. Our study reveals several new findings regarding the frequency of architectural changes in software systems, the common points of departure in a system's architecture during maintenance and evolution, the difference between system-level and component-level architectural change, and the suitability of a system's implementation-level structure as a proxy for its architecture.Index Terms-software architecture, architectural change, software evolution, open-source systems, architecture recovery.
Link, D and Weber, H. Effect of ambient temperature on pacing in soccer depends on skill level. J Strength Cond Res 31(7): 1766-1770, 2017-This study examines the influence ambient temperature has on the distances covered by players in soccer matches. For this purpose, 1,211 games from the top German professional leagues were analyzed over the course of the seasons 2011/12 and 2012/13 using an optical tracking system. Data show (a) significant differences in the total distance covered (TDC, in meters per 10 minutes) between the 1. Bundesliga (M = 1,225) and 2. Bundesliga (M = 1,201) and (b) a significant decrease in TDC from neutral (-4 to 13° C, M = 1,229) to warm (≥14° C, M = 1,217) environments. The size of the temperature effect is greater in the 1. Bundesliga (d = 0.30 vs. d = 0.16), although these players presumably have a higher level of fitness. This suggests that better players reduce their exertion level to a greater extent, thus preserving their ability to undertake the high-intensity activities when called upon. No reduction in running performance due to cold (≤5° C) temperatures was observed.
This research identifies which shots types in goalball are most likely to lead to a goal and herby provides background information for improving training and competition. Therefore, we observed 117 elite level matches including 20,541 shots played in the regular situation (3 vs. 3) using notational analysis. We characterized the shots by using their target sector (A-E), technique (traditional, rotation), trajectory (flat, bounce), angle (straight, diagonal and outcome (goal, violation, out, blocked). In our data, a χ2-test showed a significantly higher goal rate for men (3.9%) compared to women (3.0%). For men, we found a significantly higher goal rate in the intersection sectors between players C (5.6%), D (4.9%), and in the outer sector A. In sector A, goal rate was higher only for straight shots (6.6%). Technique and trajectory did not affect goal rate for men, but flat shots showed a higher violation rate (3.2%) compared to bounce shouts (2.0%). In women's goalball, goal rate was higher only on sector D (4.4%). Bounce-rotation shots were the most successful (5.5%). We conclude that men should focus on shots to sectors C and D (called pocket) and straight shots to sector A, as long as there are no other tactical considerations. Women should shoot primarily towards the pocket. It might also be worth playing more bounce-rotation shots and practicing them in training.
This paper describes models for detecting individual and team ball possession in soccer based on position data. The types of ball possession are classified as Individual Ball Possession (IBC), Individual Ball Action (IBA), Individual Ball Control (IBC), Team Ball Possession (TBP), Team Ball Control (TBC) und Team Playmaking (TPM) according to different starting points and endpoints and the type of ball control involved. The machine learning approach used is able to determine how long the ball spends in the sphere of influence of a player based on the distance between the players and the ball together with their direction of motion, speed and the acceleration of the ball. The degree of ball control exhibited during this phase is classified based on the spatio-temporal configuration of the player controlling the ball, the ball itself and opposing players using a Bayesian network. The evaluation and application of this approach uses data from 60 matches in the German Bundesliga season of 2013/14, including 69,667 IBA intervals. The identification rate was F = .88 for IBA and F = .83 for IBP, and the classification rate for IBC was κ = .67. Match analysis showed the following mean values per match: TBP 56:04 ± 5:12 min, TPM 50:01 ± 7:05 min and TBC 17:49 ± 8:13 min. There were 836 ± 424 IBC intervals per match and their number was significantly reduced by -5.1% from the 1st to 2nd half. The analysis of ball possession at the player level indicates shortest accumulated IBC times for the central forwards (0:49 ± 0:43 min) and the longest for goalkeepers (1:38 ± 0:58 min), central defenders (1:38 ± 1:09 min) and central midfielders (1:27 ± 1:08 min). The results could improve performance analysis in soccer, help to detect match events automatically, and allow discernment of higher value tactical structures, which is based on individual ball possession.
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