Today real‐time sports performance analysis is a crucial aspect of matches in many major sports. For example, in soccer and rugby, team analysts may annotate videos during the matches by tagging specific actions and events, which typically result in some summary statistics and a large spreadsheet of recorded actions and events. To a coach, the summary statistics (e.g., the percentage of ball possession) lacks sufficient details, while reading the spreadsheet is time‐consuming and making decisions based on the spreadsheet in real‐time is thereby impossible. In this paper, we present a visualization solution to the current problem in real‐time sports performance analysis. We adopt a glyph‐based visual design to enable coaching staff and analysts to visualize actions and events “at a glance”. We discuss the relative merits of metaphoric glyphs in comparison with other types of glyph designs in this particular application. We describe an algorithm for managing the glyph layout at different spatial scales in interactive visualization. We demonstrate the use of this technical approach through its application in rugby, for which we delivered the visualization software, MatchPad, on a tablet computer. The MatchPad was used by the Welsh Rugby Union during the Rugby World Cup 2011. It successfully helped coaching staff and team analysts to examine actions and events in detail whilst maintaining a clear overview of the match, and assisted in their decision making during the matches. It also allows coaches to convey crucial information back to the players in a visually‐engaging manner to help improve their performance.
Glyph-based visualization is an effective tool for depicting multivariate information. Since sorting is one of the most common analytical tasks performed on individual attributes of a multi-dimensional data set, this motivates the hypothesis that introducing glyph sorting would significantly enhance the usability of glyph-based visualization. In this paper, we present a glyph-based conceptual framework as part of a visualization process for interactive sorting of multivariate data. We examine several technical aspects of glyph sorting and provide design principles for developing effective, visually sortable glyphs. Glyphs that are visually sortable provide two key benefits: 1) performing comparative analysis of multiple attributes between glyphs and 2) to support multi-dimensional visual search. We describe a system that incorporates focus and context glyphs to control sorting in a visually intuitive manner and for viewing sorted results in an Interactive, Multi-dimensional Glyph (IMG) plot that enables users to perform high-dimensional sorting, analyse and examine data trends in detail. To demonstrate the usability of glyph sorting, we present a case study in rugby event analysis for comparing and analysing trends within matches. This work is undertaken in conjunction with a national rugby team. From using glyph sorting, analysts have reported the discovery of new insight beyond traditional match analysis.
Disclaimer UWE has obtained warranties from all depositors as to their title in the material deposited and as to their right to deposit such material. UWE makes no representation or warranties of commercial utility, title, or fitness for a particular purpose or any other warranty, express or implied in respect of any material deposited.UWE makes no representation that the use of the materials will not infringe any patent, copyright, trademark or other property or proprietary rights. UWE accepts no liability for any infringement of intellectual property rights in any material deposited but will remove such material from public view pending investigation in the event of an allegation of any such infringement. Abstract-Video storyboard, which is a form of video visualization, summarizes the major events in a video using illustrative visualization. There are three main technical challenges in creating a video storyboard, (a) event classification, (b) event selection and (c) event illustration. Among these challenges, (a) is highly application-dependent and requires a significant amount of applicationspecific semantics to be encoded in a system or manually specified by users. This paper focuses on challenges (b) and (c). In particular, we present a framework for hierarchical event representation, and an importance-based selection algorithm for supporting the creation of a video storyboard from a video. We consider the storyboard to be an event summarization for the whole video, whilst each individual illustration on the board is also an event summarization but for a smaller time window. We utilized a 3D visualization template for depicting and annotating events in illustrations. To demonstrate the concepts and algorithms developed, we use Snooker video visualization as a case study, because it has a concrete and agreeable set of semantic definitions for events and can make use of existing techniques of event detection and 3D reconstruction in a reliable manner. Nevertheless, most of our concepts and algorithms developed for challenges (b) and (c) can be applied to other application areas.
The process of rigorous training and coaching is one that is essential to any sports player aiming to develop their abilities further. From the novice player through to professional athletes, it is vital to maintain and assess their level of performance in order to progress to a higher standard. However, traditional practice routines can often be non-strategic and devised with an “ad-hoc” approach. In order for a training regime to be beneficial to a player, methods to examine a player's performance are desirable and can offer quantifiable feedback that will help the player to understand their current weaknesses and provide a benchmark to improve upon. This article focuses on the introduction of a systematic skills test. We assess the fundamental physics of snooker and from this we identify a set of key skills that characterises the basis of all snooker shots. We present 5 snooker tests that can be used to quantify the performance of these key skills. This allows us to analyse snooker players in an objective manner based on their level of ability for each key skill. The article concludes with a user study that assesses the performance of novice, intermediate and professional players when performing our proposed snooker skills test, which demonstrates the ability to make accurate comparison between players of different ability.
Organizing sport video data for performance analysis can be challenging, especially when this involves multiple attributes, and the criteria for sorting frequently changes depending on the user's task. In this work, we propose a visual analytic system to convert a user's knowledge on rankings to support such a process. The system enables users to specify a sort requirement in a flexible manner without depending on specific knowledge about individual sort keys. We use regression techniques to train different analytical models for different types of sorting requirements. We use visualization to facilitate the discovery of knowledge at different stages of the visual analytic process. This includes visualizing the parameters of the ranking model, visualizing the results of a sort query for interactive exploration, and the playback of sorted video clips. We demonstrate the system with a case study in rugby to find key instances for analyzing team and player performance.
Voltammetric measurements at the surface of cotton fabric were conducted after impregnating the surface of the textile with graphite flakes. The resulting conducting surface contact was connected to a conventional basal plane pyrolytic graphite substrate electrode and employed both in stagnant solution and in rotating disc voltammetry mode. Diffusion through the immobilized cotton sample (inter-fiber) is probed with the aqueous Fe(CN)6(4-/3-) redox system. With a small amount of platinum immobilized at the cotton surface, catalase reactivity toward hydrogen peroxide was observed and used to further quantify the diffusion (intra- and inter-fiber) into the reactive zone at the graphite-cotton interface. A well-known catalase model system, the dinuclear manganese metal complex [Mn(IV)2(micro-O)3L2](PF6)2 (with L=1,4,7-trimethyl-1,4,7-triazacyclononane), is investigated in aqueous 0.1 M carbonate buffer at pH 9.8 in contact with cotton fabric. Absorption of the metal complex is monitored and quantified by voltammetric methods. A Langmurian binding constant of approximately K=2x103 M-1 was determined. Voltammetric measurements of the adsorbed metal complex reveal strong absorption and chemically irreversible reduction characteristics similar to those observed in solution. In the presence of hydrogen peroxide, catalyst coverage dependent anodic catalase activity was observed approximately following the rate law rate=k[catalyst]surface[H2O2]solution and with k=3x104 dm3 s-1 mol-1. The catalyst reactivity was modified by the presence of cotton.
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