Coaches and analysts prepare for upcoming matches by identifying common patterns in the positioning and movement of the competing teams in specific situations. Existing approaches in this domain typically rely on manual video analysis and formation discussion using whiteboards; or expert systems that rely on state-of-the-art video and trajectory visualization techniques and advanced user interaction. We bridge the gap between these approaches by contributing a light-weight, simplified interaction and visualization system, which we conceptualized in an iterative design study with the coaching team of a European first league soccer team. Our approach is walk-up usable by all domain stakeholders, and at the same time, can leverage advanced data retrieval and analysis techniques: a virtual magnetic tactic-board. Users place and move digital magnets on a virtual tactic-board, and these interactions get translated to spatio-temporal queries, used to retrieve relevant situations from massive team movement data. Despite such seemingly imprecise query input, our approach is highly usable, supports quick user exploration, and retrieval of relevant results via query relaxation. Appropriate simplified result visualization supports in-depth analyses to explore team behavior, such as formation detection, movement analysis, and what-if analysis. We evaluated our approach with several experts from European first league soccer clubs. The results show that our approach makes the complex analytical processes needed for the identification of tactical behavior directly accessible to domain experts for the first time, demonstrating our support of coaches in preparation for future encounters.
A bstract. Previous research has exposed the discrepancy between the subject of analysis (real world) and the actual data on which the anal ysis is performed ( data world) as a critical weak spot in visual analysis pipelines. In this paper, we demonstrate how Virtual Reality (VR) can help to verify the correspondence of both worlds in the context of Infor mation Visualization (InfoVis) and Visual Analytics (VA). Immersion allows the analyst to <live into the data world and collate it to famil iar real-world scenarios. If the data world lacks crucial dimensions, then these are also missing in created virtual environments, which may draw the analyst's attention to inconsistencies between the database and the subject of analysis. When situating VR in a generic visualization pipeline, we can confirm its basic equality compared to other mediums as weil as possible benefits. To overcome the guarded stance of VR in Info Vis and VA, we present a structured analysis of arguments, exhibiting the circum stances that make VR a viable medium for visualizations. As a further contribution, we discuss how VR can aid in minimizing the gap between the data world and the real world and present a use case that demon strates two solution approaches. Finally, we report on initial expert feed back attesting the applicability of our approach in a real-world scenario for crime scene investigation.
Recently, visualization of sport data in general, and soccer data in particular, has receivedmuch research attention. Visual sport data exploration helps to understand behavior and performance of athletes and teams, identify possible influence factors, and changes over time, among other important tasks. In soccer match data, much of the play is determined by direct interactions between players spatially close to each other, competing for influence. We introduce a novel visual analytics system for exploring pairwise player interactions using a trajectory-based data representation in a highly interactive multiple view approach. Our notion of player interaction is based on proximity of pairs of players, and respective motion patterns represented as trajectories. Our approach segments player interactions from soccer match data, as the basis for linked analytical views. A matrix view allows to explore interaction frequencies between players, group of player roles, and assess overall game dominance between teams. An appropriately defined interaction glyph allows to compare interactions based on player motion, ball possession, and pitch position. We further investigate the design of a descriptor encoding the geometric configuration of interaction trajectory pairs, enabling common analytical tasks like clustering or searching for similar interactions. We demonstrate the applicability of our approach by use cases on real soccer match data, detailing the analytical tasks supported by our system. © 2021 Copyright for this paper by its author(s). Published in theWorkshop Proceedings of the EDBT/ICDT 2021 Joint Conference (March 23–26, 2021, Nicosia, Cyprus) on CEUR-WS.org. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0)
Previous research has exposed the discrepancy between the subject of analysis (real world) and the actual data on which the analysis is performed (data world) as a critical weak spot in visual analysis pipelines. In this paper, we demonstrate how Virtual Reality (VR) can help to verify the correspondence of both worlds in the context of Information Visualization (InfoVis) and Visual Analytics (VA). Immersion allows the analyst to dive into the data world and collate it to familiar real-world scenarios. If the data world lacks crucial dimensions, then these are also missing in created virtual environments, which may draw the analyst's attention to inconsistencies between the database and the subject of analysis. When situating VR in a generic visualization pipeline, we can confirm its basic equality compared to other mediums as well as possible benefits. To overcome the guarded stance of VR in InfoVis and VA, we present a structured analysis of arguments, exhibiting the circumstances that make VR a viable medium for visualizations. As a further contribution, we discuss how VR can aid in minimizing the gap between the data world and the real world and present a use case that demonstrates two solution approaches. Finally, we report on initial expert feedback attesting the applicability of our approach in a real-world scenario for crime scene investigation.
Visual data exploration is a useful means to extract relevant information from large sets of data. The visual analytics pipeline processes data recorded from the real world to extract knowledge from gathered data. Subsequently, the resulting knowledge is associated with the real world and applied to it. However, the considered data for the analysis is usually only a small fraction of the actual real-world data and lacks above all in context information. It can easily happen that crucial context information is disregarded, leading to false conclusions about the real world. Therefore, conclusions and reasoning based on the analysis of this data pertain to the world represented by the data, and may not be valid for the real world. The purpose of this paper is to raise awareness of this discrepancy between the data world and the real world which has a high impact on the validity of analysis results in the real world. We propose two strategies which help to identify and remove specific differences between the data world and the real world. The usefulness and applicability of our strategies are demonstrated via several use cases.
To prepare their teams for upcoming matches, analysts in professional soccer watch and manually annotate up to three matches a day. When annotating matches, domain experts try to identify and improve suboptimal movements based on intuition and professional experience. The high amount of matches needing to be analysed manually result in a tedious and time-consuming process, and results may be subjective. We propose an automatic approach for the realisation of effective region-based what-if analyses in soccer. Our system covers the automatic detection of region-based faulty movement behaviour, as well as the automatic suggestion of possible improved alternative movements. As we show, our approach effectively supports analysts and coaches investigating matches by speeding up previously time-consuming work. We enable domain experts to include their domain knowledge in the analysis process by allowing to interactively adjust suggested improved movement, as well as its implications on region control. We demonstrate the usefulness of our proposed approach via an expert study with three invited domain experts, one being head coach from the first Austrian soccer league. As our results show that experts most often agree with the suggested player movement (83%), our proposed approach enhances the analytical capabilities in soccer and supports a more efficient analysis.
With the increasingly detailed investigation of game play and tactics in invasive team sports such as soccer, it becomes ever more important to present causes, actions and findings in a meaningful manner. Visualizations, especially when augmenting relevant information directly inside a video recording of a match, can significantly improve and simplify soccer match preparation and tactic planning. However, while many visualization techniques for soccer have been developed in recent years, few have been directly applied to the video-based analysis of soccer matches. This paper provides a comprehensive overview and categorization of the methods developed for the video-based visual analysis of soccer matches. While identifying the advantages and disadvantages of the individual approaches, we identify and discuss open research questions, soon enabling analysts to develop winning strategies more efficiently, do rapid failure analysis or identify weaknesses in opposing teams.
Analysts and coaches in soccer sports need to investigate large sets of past matches of opposing teams in a short time to prepare their teams for upcoming matches. Thus, they need appropriate methods and systems supporting them in searching for soccer moves for comparison and explanation. For the search of similar soccer moves, established distance and similarity measures typically only take spatiotemporal features like shape and speed of movement into account. However, movement in invasive team sports such as soccer includes much more than just a sequence of spatial locations. We propose an enhanced similarity measure integrating spatial, player, event as well as high level context such as pressure into the process of similarity search. We present a visual search system supporting analysts in interactively identifying similar contextual enhanced soccer moves in a dataset containing more than 60 soccer matches. Our approach is evaluated by several expert studies. The results of the evaluation reveal the large potential of enhanced similarity measures in the future.
The analysis of invasive team sports often concentrates on cooperative and competitive aspects of collective movement behavior. A main goal is the identification and explanation of strategies, and eventually the development of new strategies. In visual sports analytics, a range of different visual-interactive analysis techniques have been proposed, e.g., based on visualization using for example trajectories, graphs, heatmaps, and animations. Identifying suitable visualizations for a specific situation is key to a successful analysis. Existing systems enable the interactive selection of different visualization facets to support the analysis process. However, an interactive selection of appropriate visualizations is a difficult, complex, and time-consuming task. In this paper, we propose a four-step analytics conceptual workflow for an automatic selection of appropriate views for key situations in soccer games. Our concept covers classification, specification, explanation, and alteration of match situations, effectively enabling the analysts to focus on important game situations and the determination of alternative moves. Combining abstract visualizations with real world video recordings by Immersive Visual Analytics and descriptive storylines, we support domain experts in understanding key situations. We demonstrate the usefulness of our proposed conceptual workflow via two proofs of concept and evaluate our system by comparing our results to manual video annotations by domain experts. Initial expert feedback shows that our proposed concept improves the understanding of competitive sports and leads to a more efficient data analysis.
Deep learning is a field of machine learning that has been the focus of active research and successful applications in recent years. Offline handwriting recognition is one of the research fields and applications were deep neural networks have shown high accuracy. Deep learning models and their training pipeline show a large amount of hyper-parameters in their data selection, transformation, network topology and training process that are sometimes interdependent. This increases the overall difficulty and time necessary for building and training a model for a specific data set and task at hand. This work proposes a novel visualization-assisted workflow that guides the model developer through the hyper-parameter search in order to identify relevant parameters and modify them in a meaningful way. This decreases the overall time necessary for building and training a model. The contributions of this work are a workflow for hyper-parameter search in offline handwriting recognition and a heat map based visualization technique for deep neural networks in multi-line offline handwriting recognition. This work applies to offline handwriting recognition, but the general workflow can possibly be adapted to other tasks as well.
Urbanization is an increasing global trend resulting in a strong increase in public and individual transportation needs. Accordingly, a major challenge for traffic and urban planners is the design of sustainable mobility concepts to maintain and increase the long-term health of humans by reducing environmental pollution. Recent developments in sensor technology allow the precise tracking of vehicle sensor information, allowing a closer and more in-depth analysis of traffic data. We propose a visual analytics system for the exploration of environmental factors in these high-resolution and high-dimensional mobility sensor data. Additionally, we introduce an interactive visual logging approach to enable experts to cope with complex interactive analysis processes and the problem of the reproducibility of results. The usefulness of our approach is demonstrated via two expert studies with two domain experts from the field of environment-related projects and urban traffic planning.
Handling overplotted points in spatial pixel-based visualizations is usually done either by aggregation or sampling. The third rather unusual alternative is replacing data items untangling overplotted regions. Depending on the placement algorithm visual artifacts will be created based on an optimization between overplotting, display usage, and conservation. In this paper, we exploit the replacement and create pixel-based pie-charts reflecting the numerical distribution of spatially referenced data points. With this novel approach, we bridge the gap between the overview and detail phase in Shneiderman's Information Seeking mantra. Our presented algorithm is informally evaluated with a biological case study on baboon movement.
Match analysis has become an important task in everyday work at professional soccer clubs in order to improve team performance. Video analysts regularly spend up to several days analyzing and summarizing matches based on tracked and annotated match data. Although there already exists extensive capabilities to track the movement of players and the ball from multimedia data sources such as video recordings, there is no capability to sufficiently detect dynamic and complex events within these data. As a consequence, analysts have to rely on manually created annotations, which are very time-consuming and expensive to create. We propose a novel method for the semi-automatic definition and detection of events based entirely on movement data of players and the ball. Incorporating Allen’s interval algebra into a visual analytics system, we enable analysts to visually define as well as search for complex, hierarchical events. We demonstrate the usefulness of our approach by quantitatively comparing our automatically detected events with manually annotated events from a professional data provider as well as several expert interviews. The results of our evaluation show that the required annotation time for complete matches by using our system can be reduced to a few seconds while achieving a similar level of performance.
Invasive species are a major cause of ecological damage and commercial losses. A current problem spreading in North America and Europe is the vinegar fly Drosophila suzukii. Unlike other Drosophila, it infests non-rotting and healthy fruits and is therefore of concern to fruitgrowers, such as vintners. Consequently, large amounts of data about infestations have been collected in recent years. However, there is a lack of interactive methods to investigate this data. We employ ensemble-based classification to predict areas susceptible to infestation by D.suzukii and bring them into a spatio-temporal context using maps and glyph-based visualizations. Following the information-seeking mantra, we provide a visual analysis system Drosophigatorfor spatio-temporal event prediction, enabling the investigation of the spread dynamics of invasive species. We demonstrate the usefulness of this approach in two use cases.