In professional soccer, nowadays almost every team employs tracking technology to monitor performance during trainings and matches. Over the recent years, there has been a rapid increase in both the quality and quantity of data collected in soccer resulting in large amounts of data collected by teams every single day. The sheer amount of available data provides opportunities as well as challenges to both science and practice. Traditional experimental and statistical methods used in sport science do not seem fully capable to exploit the possibilities of the large amounts of data in modern soccer. As a result, tracking data are mainly used to monitor player loading and physical performance. However, an interesting opportunity exists at the intersection of data science and sport science. By means of tracking data, we could gain valuable insights in the how and why of tactical performance during a soccer match. One of the most interesting and most frequently occurring elements of tactical performance is the pass. Every team has around 500 passing interactions during a single game. Yet, we mainly judge the quality and effectiveness of a pass by means of observational analysis, and whether the pass reaches a teammate. In this article, we present a new approach to quantify pass effectiveness by means of tracking data. We introduce two new measures that quantify the effectiveness of a pass by means of how well a pass disrupts the opposing defense. We demonstrate that our measures are sensitive and valid in the differentiation between effective and less effective passes, as well as between the effective and less effective players. Furthermore, we use this method to study the characteristics of the most effective passes in our data set. The presented approach is the first quantitative model to measure pass effectiveness based on tracking data that are not linked directly to goal-scoring opportunities. As a result, this is the first model that does not overvalue forward passes. Therefore, our model can be used to study the complex dynamics of build-up and space creation in soccer.
In professional soccer, increasing amounts of data are collected that harness great potential when it comes to analysing tactical behaviour. Unlocking this potential is difficult as big data challenges the data management and analytics methods commonly employed in sports. By joining forces with computer science, solutions to these challenges could be achieved, helping sports science to find new insights, as is happening in other scientific domains. We aim to bring multiple domains together in the context of analysing tactical behaviour in soccer using position tracking data. A systematic literature search for studies employing position tracking data to study tactical behaviour in soccer was conducted in seven electronic databases, resulting in 2338 identified studies and finally the inclusion of 73 papers. Each domain clearly contributes to the analysis of tactical behaviour, albeit insometimes radicallydifferent ways. Accordingly, we present a multidisciplinary framework where each domain's contributions to feature construction, modelling and interpretation can be situated. We discuss a set of key challenges concerning the data analytics process, specifically feature construction, spatial and temporal aggregation. Moreover, we discuss how these challenges could be resolved through multidisciplinary collaboration, which is pivotal in unlocking the potential of position tracking data in sports analytics.
Daily activities require agents to interact with each other, such as during collision avoidance. The nature of visual information that is used for a collision free interaction requires further understanding. We aim to manipulate the nature of visual information in two forms, global and local information appearances. Sixteen healthy participants navigated towards a target in an immersive computer-assisted virtual environment (CAVE) using a joystick. A moving passive obstacle crossed the participant's trajectory perpendicularly at various pre-defined risks of collision distances. The obstacle was presented with one of five virtual appearances, associated to global motion cues (i.e., a cylinder or a sphere), or local motion cues (i.e., only the legs or the trunk). A full body virtual walker, showing both local and global motion cues, used as a reference condition. The final crossing distance was affected by the global motion appearances, however, appearance had no qualitative effect on motion adaptations. These findings contribute towards further understanding what information people use when interacting with others.
Modelling crowd behavior is essential for the management of mass events and pedestrian traffic. Current microscopic approaches consider the individual's behavior to predict the effect of individual actions in local interactions on the collective scale of the crowd motion. Recent developments in the use of virtual reality as an experimental tool have offered an opportunity to extend the understanding of these interactions in controlled and repeatable settings. Nevertheless, based on kinematics alone, it remains difficult to tease out how these interactions unfold. Therefore, we tested the hypothesis that gaze activity provides additional information about pedestrian interactions. Using an eye tracker, we recorded the participant's gaze behavior whilst navigating through a virtual crowd. Results revealed that gaze was consistently attracted to virtual walkers with the smallest values of distance at closest approach (DCA) and time to closest approach (TtCA), indicating a higher risk of collision. Moreover, virtual walkers gazed upon before an avoidance maneuver was initiated had a high risk of collision and were typically avoided in the subsequent avoidance maneuver. We argue that humans navigate through crowds by selecting only few interactions and that gaze reveals how a walker prioritizes these interactions. Moreover, we pose that combining kinematic and gaze data provides new opportunities for studying how interactions are selected by pedestrians walking through crowded dynamic environments.
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