Training Package for Hockey

Training Package for Hockey HCI Coursework By: Ahmad Sheikh (Project Manager) Shamsudeen Umar Mukesh Patel Swapnil Srivastava 3/17/2013 Contents TA...
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Training Package for Hockey HCI Coursework By: Ahmad Sheikh (Project Manager) Shamsudeen Umar Mukesh Patel Swapnil Srivastava

3/17/2013

Contents TABLE OF FIGURES ................................................................................................................ 2 Abstract ............................................................................................................................................... 3 Introduction ................................................................................................................................ 4 Definition of Problem Addressed ............................................................................................... 5 Review of Related Work ............................................................................................................ 6 1.

Focus X ...................................................................................................................................... 6

2.

SwingReader ............................................................................................................................. 7

3.

Kinovea ..................................................................................................................................... 8

4.

LongoMatch .............................................................................................................................. 9

Analysis of User Requirements ............................................................................................... 18 REQUIREMENTS DOCUMENT: ............................................................................................. 18 List of intended users .................................................................................................................. 18 Glossary of terms ..................................................................................................................... 18 Hockey ........................................................................................................................................ 18 Hit ............................................................................................................................................... 19 Push ............................................................................................................................................ 19 Flick ............................................................................................................................................. 19 Aerial ........................................................................................................................................... 19 Scoop .......................................................................................................................................... 19 Back-stick hit ............................................................................................................................... 19 Slap-shot ..................................................................................................................................... 19 Penalty corner ............................................................................................................................. 19 Penalty flick ................................................................................................................................. 19 PERSONAS: ............................................................................................................................ 23 First Generation Prototypes ..................................................................................................... 26 Second Generation Prototypes ............................................................................................... 32 Summary and Recommendations ........................................................................................... 35 References ............................................................................................................................... 37

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TABLE OF FIGURES Figure 1: Screenshot showing ruby example of Focus X2 ..................................................................... 6 Figure 2: Golf example of SwingReader ................................................................................................ 7 Figure 3: Measurement of metrics in Kinovea ...................................................................................... 8 Figure 4: Side by side view .................................................................................................................... 8 Figure 5: Example of hockey penalty corner video analysis .................................................................. 9 Figure 6: Drawing tool allows insertion of arrows, curves and shapes ............................................... 11 Figure 7: Ice hockey stick with WiiMote attached .............................................................................. 13 Figure 8: The apparatus used by Mahmood et al (2011) for measurement of cardiac function. ........ 16 Figure 9: The setup used for heart rate monitoring by Zulfiki et al (2012).......................................... 17 Figure 10: Prototype 3a ...................................................................................................................... 28 Figure 11: Prototype 3b ...................................................................................................................... 28 Figure 12: Prototype 3c....................................................................................................................... 29 Figure 13: Prototype 3d ...................................................................................................................... 29 Figure 14: Prototype 3e ...................................................................................................................... 30 Figure 15: Prototype 3f ....................................................................................................................... 30 Figure 16: G2 Prototype: Opening window ......................................................................................... 32 Figure 17: G2 Prototype - Analysis window ........................................................................................ 33 Figure 18: G2 Prototype - Multiscreen window .................................................................................. 34 Figure 19: G2 Prototype - SpreadSheet window ................................................................................. 34

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Abstract A project was undertaken to create a software package to aid the training of various levels of hockey players. An analysis of existing packages and a review of the literature revealed that there were both strengths and deficiencies in the current state of knowledge. It appeared that most of the products on the market were generated by non-hockey players in that either they were aimed at other sports, or at sports in general, or where targeted at hockey, fell short of their objectives. It must be mentioned that it was not possible to evaluate the system used by our own university hockey team, which is one of the top ones in the country. This might have thrown light into a more “goal-driven” and fit for purpose solution. Lessons were gleaned in the art of risk management in this context. Our personas include a top player, a manager and a coach, based on which requirements were derived; these could have been more linked to hockey tactics and the persona features than being of a low-level functional type. We were very satisfied with our second generation prototype, which took account of most of the requirements that were elicited, and included buttons, links and windows that were appropriate for their respective actions. Our final project taught us several important lessons, although a reasonable degree of success was achieved in the limited time frame given. It was concluded that an approach more directly oriented towards human computer interaction as a specialty rather than software engineering in general might have resulted in a more fruitful ending.

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Introduction In today’s sporting world, it is the aim of every individual to play at their best, using all their skills and abilities to win as many games as possible. This gives them a fighting chance to be ‘spotted’ as a young age, where they start off by representing their local club, then county or state, their ultimate dream being to play at international level. Even though these individual players are talented in their own way, they can still improve their techniques, skills and physical and mental fitness to become outstanding and worldrenowned players such as David Beckham, Shane Warne and Simon Mantell. A vast majority of professional, indeed local clubs will make use of some kind of sport video analysis techniques. These video analysis techniques allow the team management, such as coaches and selection managers to see an individual’s strengths and weaknesses compared to his or her colleagues, as well as how individuals work together as a team, so they can put out the strongest team or know which formation to use, for example in hockey or football. In golf or tennis, which is more of an individual sport, video analysis software can be used in the same way. Strengths and weaknesses can be identified and discussed. For all sports, such learning tools are vital for the players, coaches and selection managers. An individual can always improve or ‘learn new tricks’ by refining a few hints recommended or identified by the coach or the video tool. In this project we will create a new and improved sports video analysis package, specifically for hockey. By looking at what existing packages offer to beginners, regular players, professionals and team management such as coaches and selections managers, we will try to identify the scope for improvements. From the strengths and weaknesses of these existing packages, we will attempt to create a package that is more user friendly, easy to use, quick to process information and has the ability to store information. We plan to integrate a system that will use a player’s physiological status, including blood pressure, height, weight, body, fat and water content to quantify the fitness level and to improve the overall performance of the individual over a period of training. This would be our own unique input into such a package. Our idea is to create a video analysis package which allows individuals to improve their overall performance in hockey, whether they are beginners, club or professional players. By using a video sensor, such as that similar to the Kinect, developed by Microsoft, together with a hockey stick and a virtual ball, we will be able to assess the shot power, speed and accuracy of an individual’s hit, flick or push. In summary, the final software package should serve as a tool for various categories of users to improve upon their own or their trainees’ skills, expertise and fitness with the eventual goal of helping them to achieve a greatly advanced competence in hockey.

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Definition of Problem Addressed Aim: To create and design a global two-way system to enable both newcomers and seasoned hockey players to develop and improve their hockey skills, level of fitness and some indication of their body composition. The package will be geared towards continual and ongoing feedback to the player(s) and team management such as coaches and selection managers, therefore permitting progressive improvement in the overall ability of the player(s), potentially on the field. Features: The program will include analysis of the power, accuracy, direction and speed of the hits and shots, by a calculation of the initial and final velocities (using the principles of dynamics) of the virtual ball, and an appraisal of the pressure, movement and angle of rotation of the hands holding the hockey stick during dribbling, with the aid of a pressure transducer and an electromyogram. A video camera will enable the recording of various views of the player and his hands/legs at different zoom levels, and this will be portrayed to the users on screen (live) and in retrospect. In terms of fitness, the gadgets/screens will display a representation of the heart rate, blood pressure, electrocardiogram and ventilation rate and depth. These will be input by means of remotely controlled electrodes using radio waves, and the latter via an electronic spirometer. A Bioelectrical Impedance Analyser will be utilised to determine the relative percentages of water, muscle, fat and other constituents of the player’s body. It can also be used to determine a player’s weight and body mass index, provided the height of the player is known. In relation to the mode of feedback conveyed to the player(s) and team management from the system, the intention is to use a combination of audiovisual and printed evaluation of the total level of agility and expertise of the player(s). Requirements: Factors that will need to be taken into consideration in the design include credentials of players (beginners, school team members, club players, national league players, etc.), their backgrounds (development, degree of literacy and numeracy, other sports, interests, computer skills, etc.) and their respective requirements: size, speed, contrast, colour and format of the display given the fact that the users may be in continual motion; ease of use of the graphical display and physiological parameters sections; facility of translation of main parts to different languages, since hockey is played by various ethnic groups in a wide range of countries, etc.

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Review of Related Work Review Of Existing Packages

1.

Focus X

One package surveyed was Focus X. Users of this product are coaches and educators in all aspects of sport. However Focus X is presently used in more than 30 different sports. Useful features of Focus X2 (a newer version):     

Portability and consequent adaptability of platform Multi-screen technology, which allows easy comparison of different aspects of performance Any aspect of team or individual performance can be ‘tagged’ and instantly viewed Can automatically create highlights/movies of selected aspects Can generate statistical data automatically, which is downloadable to specialist software

Weaknesses:  

Recording and display of fitness levels on different screens/modules, necessitating repeated user input e. g. mouse click. Following from the above, less accessibility of detailed health indicators e. g. heart rate, blood pressure or VO2max (maximal oxygen consumption per minute).

Reference: http://www.performanceinnovation.net/products

Figure 1: Screenshot showing ruby example of Focus X2

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2.

SwingReader

Features: 

Record a video using the device camera, or import your favorite ones from your computer.



Watch frame-by-frame by just a swipe of user’s fingers. Unparalleled slow motion capabilities



Draw lines, compute angles, track fine-grained motion using circle guides.



Compare any two videos, over-laid or just rotate to view side-by-side.



Upload, share, and discuss within your browser.



Track object motion.



Compute pitching speed for baseball.

R e f Figure 2: Golf example of SwingReader

Reference: http://www.swingreader.com/home

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3.

Kinovea

Allows measurement of distances and times manually or use of semi-automated tracking to follow points and check live values or trajectories.

Figure 3: Measurement of metrics in Kinovea

Can observe two videos side by side and synchronize them on a common event.

Figure 4: Side by side view

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Can export the analysis to spreadsheet formats for scientific study and further processing.

Reference: http://www.kinovea.org/

4.

LongoMatch

Performance analysis made easy LongoMatch has been designed to be very easy to use, exposing the basic functionalities of video analysis being located in an intuitive interface. Tagging, playback and edition of stored events can be easily done from the main window, while more specific features can be accessed through menus when needed.

Figure 5: Example of hockey penalty corner video analysis

Flexible and customizable for all sports LongoMatch can be used for any kind of sports, allowing to create custom templates with an unlimited number of tagging categories. It also supports defining custom subcategories and creating templates for your teams with detailed information of each player which is the perfect combination for a fine-grained performance analysis

Post-match and real time analysis

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LongoMatch can be used for post-match analysis supporting the most common video formats. But it can also be used for live analysis, capturing from Firewire or even without a capture device, being able to import the video file after the analysis. This feature allows decoupling the capture process from the analysis, but having it ready as soon as the recording is done.

Export of analysis in several formats The results of the analysis can be presented in several formats, exporting the key plays to a new video file or generating statistics reports. With LongoMatch you can easily create video highlights in a few steps, directly from the analysis window or using playlists. Rendering jobs can be queued, making it easier to create videos at the same time.

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Tools specially designed for video analysis As time is important and coding fast even more, so in LongoMatch most action can be performed through shortcuts. The video player can be completely controlled with the keyboard, supporting frame-stepping and slow motion. LongoMatch has also a tool for exporting sequential snapshots and a powerful drawing tool.

Figure 6: Drawing tool allows insertion of arrows, curves and shapes

Reference: http://www.longomatch.org/features.php

Review of Existing Systems A rough translation of Nintendo from the Japanese dialect to English is “leaving luck to heaven”[12]. The company was established in 1964 in the area of gaming consoles. The various Nintendo’s until now are listed below in chronological order 1. 2. 3. 4. 5. 6.

Nintendo entertainment system (1985) Super Nintendo entertainment system (1991) Nintendo 64 (1995) Nintendo GameCube (1999) Wii (2006) Wii U (2012) 1. Wii Wii is a home gaming console released by Nintendo in 2006. Wii being the seventh generation console catered a Wii Remote or colloquially known as Wiimote which was one of

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the zenith of the Wii. Wii Remote later known as Wii Remote Plus which had the functionality of the Motion Plus accessory added the Wii Remote. 2. Wii Remote The main feature of Wii Remote is its motion sensing capability [11], which allows the user or player to manoeuvre the items on the screen via gesture recognition and pointing the use of accelerometer and optical sensor technology. The controller communicates wirelessly with the console using a short-range bluetooth radio. Wii Remote has the ability to sense acceleration along three axes through the use of an ADXL330 accelerometer.It also possesses a PixArt optical sensor[1], which allows it to determine where the Wii Remote is pointing. This could be adapted to determine the angle of lie and of grip of a hockey stick. Wii remote senses light from the console’s sensor bar[1][11] , which allows consistent usage regardless of the television type or size. Sensor bar features 10 infrared LEDs, five at each end of the bar. In addition, rotation of the Wii Remote with respect to the ground can also be calculated from the relative angle of the two dots of light on the image sensor. There is a possibility of gearing this in line with the needs of hockey.

The use of an infrared sensor to detect position can cause some detection problems when other infrared sources are around, such as incandescent light bulbs or candles. This can be easily alleviated by using fluorescent lights around the Wii, which emit little to no infrared light. There is no way to calibrate the position of the cursor relative to where the user is pointing the controller without the two stable reference sources of light provided by the Sensor Bar The position and motion tracking of the Wii Remote allows the player to mimic actual game actions, such as swinging the hockey stick or manoeuvring the ball using the Wii Remote to play and create a skill for the game.

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Hockey (ice)

Figure 7: Ice hockey stick with WiiMote attached

Hockey stick peripheral comes with a Wii remote and nunchuk snugly fits along its length, with a motion sensor working together, you will be able to swing the stick for wrist shots and slap shots as well as body check your opponent with pushing the motion controller with gusto. Hockey stick combined with the Nunchuk and Wii Remote can be used for manoeuvring the hockey stick, motion sensing capabilities of the WiiRemote combined with the Nunchuk, can be manipulated to the player’s needs for practicing the tricks and skills needed by the player for practicing. The WiiMote or Wii Remote placed in the hockey stick could be used to detect the correct motion by the players while playing, incorrect motion could be flashed to the player to correct it. The games like NHL Slapshot,[2] although used for ice hockey, they could be useful to the players by a little alteration in the GUI.

Playstation Move Playstation Move is a handheld motion controller wand, Playstation Move uses the Playstation Eye’s camera to track the wand’s position, and inertial sensors in the wand to detect its motion. Playstation Move for motion sensing uses the three-axis accelerometer, three axis angular rate sensor and for location tracking uses magnetometer, object recognition via Playstation Eye. The wand could, in theory, be replaced with a hockey stick; however, problems with the tapered and bowed shape of the latter could introduce complications.

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Hockey sticks with attached Playstation Move, can be used to calibrate the wrist shots or slap shots in hockey. The Orb of the Playstation Move can be used for tracking the motion of the stick using Playstation Eye. The motion sensing capabilities of Playstation Move using the accelerometer, angular sensor and magnetometer to detect the speed and movement of the shot played by the player can be utilized for further analysis. The player’s movement and grip over hockey could be understood using the console. Kinect is a motion sensing input controller developed by Microsoft for Xbox 360, with the view of not using the regular game controller to play the games on the XBox 360. [8] Kinect was build by the developer as a system that can comprehend the 3D dimensional gestures as a input and use it in the game. Kinect being a completely hands-free gaming controller , which consists of RGB camera, depth sensor and multi array microphone running a software, which provides full-body 3D motion capture, facial recognition and voice recognition capabilities[3].The Kinect sensor’s microphone array enables the XBox360 to perform acoustic source localization and ambient noise suppression. [3] A real Hockey stick could be scanned by the kinect and no other peripherals are needed. Kinect uses the image recognition to deliver the exact output of scanned object. The player could utilise kinect to learn the movement of wrist control over hockey stick and simple tricks which could help the player to build skills. Kinect uses a depth sensor which consists of infrared laser projector with a CMOS sensor which is used for receiving the infrared signal sent out from the kinect, With the help of kinect, an interactive display could be manipulated to cater the need of a novice player or a professional player. The Wrist shots, Slap Shots, key rules and semantics of the hockey play ground could be taught to the user, alternatively using the interaction the user could be corrected, if there is a wrong movement by the player. Literature Review In researching the available information on the various techniques we plan to employ in order to collect, analyse and return our data, the general impression gleaned was that people have actually used some of these methods for years. The exact systems used varied a little between workers, but the principles were similar. As a result of our investigations, the main conclusion reached was that an overall policy of using tried and tested procedures would be better than something completely new, although slight modifications were planned to meet the requirements of our personas and scenarios. Player motion tracking from video recording It is difficult to manually collect and evaluate data from a video recording. Automated tracking technology as applied to team sports like hockey has limitations stemming from lack of video and computing equipment at sports venues. This is added to by the complex, quick and agile types of movement involved in sport. The enigma to solve currently is to record video sequences that can accurately identify and label players out of a possible 22 players. The inferences that are desirable to secure are: planning and strategy; team coherence and mutual understanding; and the provision of usable feedback of dynamic situations. The solutions hitherto employed have used various modifications of notational analysis (Barris & Button, 2008).

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More recently, others (Mikolajczyk & Uemura, 2011) have used a vocabulary of local motion-appearance features and fast approximate search in a large number of trees. The trees were used to represent large numbers of low dimensional local features with associated motion vectors, which are estimated by optical flow. Every frame had its features provided by multiple interest point detectors. The features are then taken from a query sequence and matched to the trees. The fact that a large number of trees are used makes this process efficient. In addition, these workers used a motion compensation technique to address the problem of camera shake. An alternative method, claimed to be “novel” by the authors (Minh-Son, Masui, & Babaguchi, 2010), uses spatio-temporal patterns to analyse event tactics in sports videos. Its aim was to comprehend tactics of events like distributions and speeds of players, or attacking/defensive formations without recourse to the tracking of objects. The method used was a sequence of symbols to represent a distribution of players in a given length of time. Also, all events sharing the same type of tactic can be queried by a user. Recording and display of heart rate Numerous papers have been published describing details of the above; the majority report on clinical settings whereby patient safety and convenience together with the needs of doctors and nurses are paramount. However, there have also been several studies in the sports sector. A paper published recently (Augustyniak, 2011) used a coin-sized recorder placed on the precordium (chest) for the input with a CPU of 18MHz speed. The device was appropriate for our scenarios in that it was small, so unlikely to interfere with the sport activity, as well as light (11.2 g). A digital link to the computer, which could be remote, was used to transport the data. A different setup used by other workers (Mahmood et al., 2011) was as shown in Figure 1 below. The input device used here is inappropriate for our project as it is fitted on a finger, which obviously would not work in hockey, where the hands are a vital part of the body in use.

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Figure 8: The apparatus used by Mahmood et al (2011) for measurement of cardiac function.

Nevertheless, these workers used a Zigbee communication protocol that channelled the signal selectively into the output mechanism, and this was considered as one option for the transport of the signal. They also experimented with the ANT+ device as an alternative to the Zigbee. In terms of usability and fitness for purpose, this group appeared better since their method was non-invasive and safe in addition to the light weight and easy wearing features of Augustyniak.

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Figure 9: The setup used for heart rate monitoring by Zulfiki et al (2012)

A third group that we looked at (Zulkifli, Harun, & Azahar, 2012) used an XBee mechanism to transport data (as well as the ANT+ used by Mahmood et al), taking input from a Garmin heart rate strap. The disadvantage of this format was that the latter goes all round the chest, and so, in our opinion, would interfere with the arm action in hockey, particularly during a fully swing shot or hit. The converse is likely, too, in that the rapid movement of the arms could dislodge or otherwise disrupt the Garmin. Therefore, for our heart rate analysis, it was decided that the device used by Augustyniak would be good, but in association with an ANT+ protocol tested by both Mahmood et al and Zulkifi et al, which has the advantage of compatibility with devices permitting greater range (100 metres+), so that on pitch live recording and viewing by the coach would be facilitated, as well as the non-invasive, lightweight and safety features mentioned before. The other data input and output mechanisms we plan to use were not fully evaluated due to lack of space; however, generally accepted techniques have been adapted to the example of hockey.

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Analysis of User Requirements REQUIREMENTS DOCUMENT: Preface: A detailed and critical appraisal of the user requirements and non-functional requirements, the methods used for their elicitation and a summary of the validation criteria that are planned prior to preparation of final prototype of software. In this analysis, due consideration was given to the pertinence of the suitability of the front end to the average or common users, the nature of these being derived from the four personas created earlier. Introduction: Problem Definition: The creation of a semi-automated training software package for hockey players, managers and coaches; players could range from novices through club level players to internationals. It is envisaged that the product should cater for:  

  

Recording of player and team tactics and skill Display and analysis of hockey skills including: o Stick holding and ball control o Hits, shots, flicks, scoops, pushes and snap shots o Dribbling and sudden turning o Tackling o Stopping the ball o Taking penalty corners and penalty flicks Display of fitness, stamina and strength characteristics Ability to learn from historical data and video recordings Improvement of overall team effort and co-ordination

An overall impression was made of the general characteristics of the personas, which permitted a subsequent set of criteria to be inferred; these were geared to the basic functionality required, so that, in effect, a hybrid between needs based on personas and objectively ascertained requirements was formulated. List of intended users: Players (novices, schoolchildren, club players, university teams, county players, national players), managers, coaches, business stakeholders.

Glossary of terms: Hockey: a team sport with 11 players in a team similar to football, except the ball is propelled with a stick curved at the bottom end into an approximate semi-circle. There are forwards, midfield players and defenders as in football. The aim is to land the ball into a goal defined by two metal posts joined at the top by a crossbar and with an 18 inch high wooden board behind and a net above it. Touching the ball with the foot, leg, hand or the back aspect of the stick is a foul, for which the opposition gets a free hit. A goal can only be scored from within a semi-circle pre-drawn on the pitch around the goal, referred to in hockey jargon as the ‘D’, unless a hit or other propulsion of the ball from outside the ‘D’ is contacted or deflected by a player of either team who is him/herself within the ‘D’ before it passes the goal-line.

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There are several other very detailed and precise rules set down by the International Hockey Federation (IHF). Hit: propulsion of the ball at pace by a full swing of the hockey stick. Push: a way of making the ball travel on the ground by a horizontally directed movement of the stick with the right hand holding the stick half-way down. Flick: similar to a push in action except that the ball is lifted. Aerial: a flick that travels higher and further – should not be done with any player being less than 5 metres away for safety reasons. Scoop: similar to a flick but with the stick held vertical, so the ball travels higher rather than further. Back-stick hit: ball hit from left to right with the stick rotated to avoid using its back aspect (which would constitute a foul). Slap-shot: a sudden short hit that is performed with the same hold as a push but similar to a hit without raising the stick first; used when there is lack of time due to opponents being nearby and likely to tackle. Penalty corner: a free chance awarded particularly when a defender’s leg/foot touches the ball inside the ‘D’ – the ball is pushed in from a spot near the goal to one side towards the ‘D’ from where an attacking player stops and either flicks or hits the ball to try and score a goal – only five defenders are allowed on the goal-line, others having to run forward past the halfway line, before the corner is taken. Penalty flick: a one-to-one contest between goal-keeper and an attacker – the latter takes one step before flicking the ball towards the goal from a defined spot about 4 metres from the goal-line. It is awarded against a defender who acts dangerously or fouls deliberately. User Requirements Definition: 1. To create a package that the user can adapt to his own time schedule 1.1. An inter operating system package that works on a PC, tablet, PDA, mobile and iPad. 1.2. To include a screen for diary/calendar to plan training schedule. 1.3. A system adaptable to Windows, Mac, Linux, RIM OS, iOS (cross-platform). 1.4. Have features usable everywhere 1.4.1. At home: virtual stick/ball. 1.4.2. On pitch: video, teamwork advice, live feedback, role play. 1.4.3. At work: only text-based or GUI without physical actions/video usable in small office. 2. Should fit in with life of user i.e. other commitments/time constraints/activities. 2.1. Silent feature for: 2.1.1. Usage while watching TV/listening to radio. 2.1.2. When children shouting/playing 2.1.3. When others using mobiles 2.2. Text feature plus visual output non-dependent on video 2.3. Facility to allow use of headphones efficiently + effectively

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2.3.1. Dolby noise reduction to attenuate low frequency background noise 2.3.2. Powerful audio control ability to permit focus on required frequencies 2.3.3. Amplification of useful signals to promote audibility. 2.4. To have a system that allows GUI as an inset in one corner of TV screen so that both activities can be performed concurrently 2.4.1. AVI/HDMI compatible interface for clear, high resolution graphics/text. 2.5. To include compatibility with packages that cater for other sports, in particular team sports, namely cricket and football: packages to use are Focus and Kinovea. 2.6. To use screen sharing option akin to that of Skype, or of Windows Remote Desktop Connection, so that expert players can aid novices ‘live’. 3. To include features to encourage young children into the sport, as most hockey players of at least reasonable merit are usually 23+ and are likely to have children who could be lured into the rewards of being hockey players. 3.1. To include a simple computer game that is both fun and can improve hand-eye coordination, a dexterity vital for hockey, in the formative years. 3.2. To incorporate a basic mouse control exercise that children can use to ‘train’ their parents with, with the aim of instilling a sense of responsibility and leadership, which are key personal qualities for budding hockey stars. 3.3. To fit in an interactive online quiz to further enhance the joint family effort in the venture.

Non-Functional Requirements: Product (Usability) 4. To make it easy for the user to use the package, and easy to navigate and to find information and history. 4.1. Package should have clear but attractive look. 4.2. Package should be indistinct and not use colours that strain the eyes of the user. 4.2.1. Arial font should be used throughout for easy readability. 4.2.2. The colours used should be complementary i.e. green (0, 255, 0 in hexadecimal code) should go with magenta, blue (0, 0, 255) with orange and red (255, 0, 0) with yellow. 4.2.3. Pictures should have a minimum resolution of 800 X 500 pixels (0.4 megapixels). 4.3. Buttons should be easy to locate and to follow. 4.3.1. With a typical western world CPU speed of 2-3 GHz, transition between windows should take a maximum of 0.3 seconds. 4.3.2. With a similar CPU speed and hard disk access speed of 30MB/s, a picture of size 250KB should download in less than 0.2 seconds, so that the user can view action shots quickly, and not be bored or distracted. 4.4. A clear software plan should be created to inform the user of its structure. 4.4.1. The software plan should have the main tabs: File, Tools, Option, Help and About. 4.5. A well-designed hierarchy of windows should be used. 4.5.1. There should be no more than 3 levels of hierarchy. Product (Security)

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5. To have certain features in the package that reassure the user 5.1. Security: the details of the user, particularly the password and credit/debit card details used for any purchase, should be powerfully encrypted. 5.2. Security: The cvv number of the user’s card should not be stored, even if the user opts for storage of card details for future purchases. Product (Efficiency) 6. To create a package that is efficient in achieving the goal i.e. of improving hockey skills and fitness as quickly as possible 6.1. To have features that permit quick assimilation of info and application of techniques 6.1.1. Explanation in simple language 6.1.2. Facility for translation in comprehensive format 6.1.3. Allowance for right to left text for East Asian alphabets 6.1.4. Simple grammar and vocabulary for children. Product (Dependability) 7. The Package should work 99.5% of the time when the correct login is used. Organisational (Environmental) 8. The Package must work on a number of operating systems including Windows XP, 7 and 8, Mac OS, iOS and Linux.

Organisational (Development) 9. The package must conform to Java 6 standards and be developed using object-oriented design throughout so that formatting changes can be implemented on all windows very efficiently. Organisational (Operational) 10. The package should work in conjunction with a database using MySQL DBMS to record data of users. 10.1. The database should have security features, namely password protection and encryption of sensitive data. 10.1.1. Passwords should be case-sensitive, and there should be a validation code, so that only passwords of the correct format are allowed. 10.1.2. Passwords must have at least six characters with at least one upper case letter and one digit. 10.2. There should be a secure login system or a facility for a new user to register. 10.2.1. For a previous user, there should be a field to enter username and another field to enter password. Organisational (Operational) 11. The details of users, i.e. name, address, phone number, username, email address, password and history of orders should be saved and maintained for three years, after

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which a reminder should be sent to the user if his/her log in has been dormant for that period. Organisational (Development) 12. The programming language that is to be used for the design is Java 6 in association with PostgreSQL. External (Ethical) 13. The Package should be in accordance with good ethical policy to develop user goodwill 13.1 there should be no text or picture is that is offensive, defamatory, obscene or insulting in anyway 13.2 there should be no material that is discriminating in terms of race, sex, or age.

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PERSONAS:

coach

Background Age: 45 Occupation: Full time Motor Mechanic/Part-time hockey coach Place of work: Birmingham Garage Hockey Club: Birmingham AllStars Hockey Club Technology level: Conversant with technology — Fluent in MS Office and uses IE to check emails and surf the web.

Main Points

Goals

· Works in dusty and greasy garage · Is very organised, good with meeting deadlines and has very good timing · Not a fan of technology · Likes to lead from the front

· Would like to maximise output at work · Spends time preparing hockey training sessions · Wants his hockey team to win the league and play well as a team

Description Michael is a very organized individual, who has been able to manage his time well between his family, his business and his part-time coaching job at a local hockey club. He is also a very confident and charismatic person, who wants the best out of people. As well as this, he is very respected by the club members and team players. He is currently in a happy marriage with 2 children, who he adores very much. He has owned and operated a successful car garage in Birmingham with his younger brother for the past 10 years. Michael studied Automotive Engineering at university and went on to become an automotive mechanic after completing his studies. He worked for a few well known car companies before deciding to start up his own business, with the knowledge and skills he had acquired. Michael was also a very keen hockey player, having represented both his university and his county, before he sustained an injury forcing him to retire from the game. He now coaches and part-manages the Birmingham AllStars Hockey Club. He likes to be methodical in how he carries out tasks, be it for work or his training sessions. He is very organized and has good time management. His team have been successful in the past, but they have not been able to win the league. His ambition is that his team win the league this season, by helping the players improve and develop upon their current skills through the training and fitness sessions. His team is currently unbeaten this session and he wishes to maintain this

Scenarios

· Improve physical fitness and endurance of all the players · Improve shot power and accuracy · Focus on developing and improving certain skills · Reduce injuries sustained to the players

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professional player

Background Age: 27 Occupation: Full time professional hockey player Hockey Club: Indian national team Technology level: Familiar with computers, but not to an exemplary level.

Main Points

Goals

· Short-tempered and aggressive · Believes in an attacking strategy · Likes to be part of the game play · Is very artistic and likes to paint · Actively involved in team training sessions

· Aspires to play in the next World Cup and Olympics · Would like to captain the national team · Wants to work on his timing of crosses into the ‘D’ and on his direct conversion rate

Description OCCUPATION: Sunil is current right wing (forward) for India, and is therefore a full-time professional hockey player. His life therefore revolves around this sport. As for his hockey prowess, he possesses superb dribbling skills, a pace that is the envy of every player and a cross into the ‘D’ whose velocity exceeds 100 mph. Sunil is on the list of 100 all-time top players in the world. He trains for 8-10 hours a day seven days a week. He is a person who believes in achieving his goal no matter what obstacles stand in his path. He is a staunch Hindu, who prays to his God, Krishna, regularly and without fail, before every match. He is of the strong conviction that he has reached his outstanding level in his chosen sport only out of God’s wishes and his destiny. He goes for a 3 mile run every morning at 6 am, followed by a hearty breakfast after a shower. He joins the rest of the Indian squad at 8.30 am to train until lunchtime at 12 noon. After a lunch consisting of chicken and fresh fruit and vegetables, he takes a short rest of half an hour, and then goes to the gym for two hours. This is followed by further on-the-pitch training with the team including a match against the 2nd XI. PERSONAL: Sunil is 28, married with two young children; his wife, Nancy, is essentially a housewife, but does part-time voluntary work for a charity, which her husband makes regular donations to. In whatever spare time Sunil gets, he likes painting, particularly nature and scenery including landscape. TECHNICAL: This outstanding hockey player is not a particularly zealous IT person, but has been shown how to use a training package called focus, which the Indian coach (a former Dutch international) has selected as the side’s specialist software. Sunil is able to send emails and do simple internet shopping.

Scenarios · To develop a stronger link with Shivendra Singh, centre forward, to score even more goals in partnership and to attempt to instil motivation into his team mates · To take up his childhood ambition of learning to fly. · To tone down his temperament and reduce arguments with umpires · To put behind him the grief of the loss of his father · To meet the goals set for him by Krishna without defeat or exhaustion · To encourage young people in India and around the world to take up hockey as a sport. · To improve his kite-flying skills, a traditional pastime in his home country. 24

student

Background Age: 18 Occupation: Student Place of Study: University of Birmingham Hockey Club: School of Life Science Technology level: Comfortable with technology — Fluent in Windows, browses the web, uses Facebook and likes online shopping.

Main Points

Goals

· Likes to try out new sports · Is quite disorganised, not good with timings, not good with meeting deadlines · Wants to get involved in university lifestyle and get involved in extracurricular activities · Like to party and have a good time

· Would like to improve time management · Wants to meet all his deadlines · Has recently taken up hockey at university as a beginner · Wants to his driving test

Description Edward is in his first year at University of Birmingham. He has taken English Literature to Major. He commutes daily using the bus and train to get to university. He is trying to pass his driving test and wants to get a car by next year as he wants to live nearer to campus. He has taken hockey as a novice and willing to put in an effort to gain experience as a hockey player, as he wants to impress his dad. His dad had played hockey for the university team but due to an injury while playing hockey, could not be a part of the final match against a winning team. Edward travels a lot while commuting from Rugby to the University and back, he listens to music while travelling, alternatively catches up on the live games of hockey, cricket and football and if time allows, he lets his stroke of being a bard “play with words”. He wants to spread as much time as possible on the campus in order to be in the library and read the magnificent plays of Shakespeare. He always dreamed about and wants to perform a play on Macbeth. He is bad with managing his time, wants to keep up with the work in order to meet his deadlines. He always thinks that, he is the only person with such pressure in this whole world and all the burden is on his shoulder but believes that everything is plausible if there is a determined perseverance. Coinage has been his dream, since the time he got to know that it's £100 for inventing a word and publishing it to Oxford. He plunges in the depth of his dexterity to comprehend the intricate nature of his university course and wants to pursue Shakespeare plays and stories as the time passes. He is a believer in making history and wants to write a novel or be a writer such as Shakespeare or Wordsworth as he believes that the one who writes, he lives forever. He wants to play hockey and become a skilled centre half. He has been an ardent follower of international hockey teams around the world. His passion for hockey and wanting to bring smile on his father’s face will motivate him and push him more to focus on hockey and learn from rich history of hockey. However to achieve all of this, he needs to improve his time management skills.

Scenarios · Improve time-management skills. · Improve techniques to develop skills for performing better in hockey. · Refer to the plays of Shakespeare · Uses to refer train and bus up-to-date timing from the location where he is · Refer for the next lecture timing · Refer to e-mail for keeping up-to-date with lecture and professors note. 25

First Generation Prototypes Prototype 1: Structural Points  Empty Window  Main window o Menu Controls o Buttons, Text, Label, Option controls o X region(s) in the main window  Video window  Measurement tools  Analysis tools  Indicators  Sub windows o Help window  About  Offline or online window o New Project window  List of options possibly available  Button controls o Existing Project window  Dialog Window for searching existing project  Button control for open or cancel o Project Management  Management control details o New project window sub windows  Capturing details o Extended Application  Spreadsheet  Other video format

As can be seen above, the prototype is very plain giving a simple layout of what functions the software should include. However this is very basic and needs to have further implementation before it can be used to create a working prototype. By having a simple list is a good base to start building upon, but a lot of work would be needed on this prototype before it could be developed into a second generation prototype. Having said this, there is information that can be taken from this and shown in further prototypes.

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Prototype 2:

OPENING SCREEN Coach

FITNESS/STAMINA/POWER

Pro

County Overall

BALL SPEED /PROP ULSIO N Hits Push Flick Scoo p • Sna p Shot

Club

• • • •

BALL CONTROL •Dribbling •Stopping •Moving Balll •Moving Player

Player

Scouting

• With Team • Private • With Oppo • With Individ ual

TRAININ G

• ON PITCH • Teamwork • Penalty Corner • Penalty Stroke • GYM • Cardio • Ergometer • On Field

COMBINATI ON • 1-2 • Crosses • In "D" • Feeding • Direction of attack • Making

Welfare

Novice

Break

The above prototype is better developed than the first design prototype. In the diagram above, it can be seen that the there are different buttons each with an individual purpose. On the left hand side, the various boxes show different functions and inputs that will allow the users to analyse different aspects, such as their fitness/stamina/power levels or possible ball tactics listed as ‘combination’. This prototype does seem condensed and very hard to follow, in terms of which button will lead to which window or option. From both the first design and this second design, there is a lot to be learnt. Things do need to be kept simple, but in balance. On the other hand, complexity will cause confusion and users may get lost or inpatient whilst trying to find where to go next. There has to be a compromise between the two prototypes.

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Prototype 3:

Figure 10: Prototype 3a

Figure 11: Prototype 3b

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Figure 12: Prototype 3c

Figure 13: Prototype 3d

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Figure 14: Prototype 3e

Figure 15: Prototype 3f

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The sketches for the third design of prototype seem to be easier to follow. They are clearer in terms of what we could expect to see in our second generation prototype. Each window shows something different and details can be easily seen. The windows show various options that can be chosen. The main screen shows integration of a video analyser and body composition readings, both mentioned in the original design features. Although this prototype covers a lot more than the previous two prototypes, there are a few drawbacks. It does not show how the videos of players will be imported or used, or the use of the virtual hockey stick and hockey ball to improve an individual’s skill. The important notes to take forward to the second generation prototypes are that, the design needs to be kept as simple as possible, so that it is both user friendly and easy to understand. Along with this, it needs to have the ability to compare two videos side by side. As a quick summary of the first generation of prototypes, we can see the last prototype shows a lot more promise, however adjustments are required in order to get a strong second generation prototype. All three first generation prototypes show weaknesses in the designs but amalgamated together the prototypes have the ability to produce a good second generation prototype.

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Second Generation Prototypes Starting a blank window:

Titlebar with caption of the windows

Main window that contains other control

Scenario: Playing a video and generating Figure 16: G2 Prototype: Opening window

Statistics data for analysis

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Visual Screen

Visual screen control

Visual Screen

Figure 17: G2 Prototype - Analysis window

User can set area in the field, the event that is taking place and select a team to capture the video scene for analysis

Device

Device settings control

Device

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Play parallel video for comparison

Video screen and controllers for this section

Video controller for the videos

Figure 18: G2 Prototype - Multiscreen window

Imported statistical data; this can be used to generate information for decision making

Figure 19: G2 Prototype - SpreadSheet window

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Summary and Recommendations Although a global viewpoint suggests that our project has taken a broadly successful course, there are issues that need to be taken into consideration to allow improvement and refinement. It is clear that the degree of emphasis placed on physical and medical detail could be reduced with the aim of introducing increased user friendliness and convenience of use. It is likely that a significant proportion of potential users will be reasonably low in computer literacy, as well as pure scientific knowhow, and in view of this probability, it is in our interest to strive to act in this way. While our personas seemed of a high cognitive ability in general, there are, of course, many hockey players who are scouted from the general population and may not be professional or skilled workers. Another aspect of the plan that deserved greater priority is the solution to the strategy and planning as well as “series of moves” that form the pivot points of hockey coaching. It is an established fact that, in hockey, sudden and quick dribbles, passes and runs derived from pre-determined plans and strategies can result in very quick goals in succession that can completely turn around a match. A classic example was the quarter-final match between Pakistan and South Africa at the 2012 London Olympic Games, where South Africa were leading 4-3 four minutes from the end. Out of the blue, Pakistan scored two goals in the last two minutes to win 5-4! This type of results-driven training is something that needs to be incorporated in a system in a novel way. One idea is to implement a network of computers with a multi-interactive motion-based dynamic “conference” that would allow players to practice to perfection complex moves and procedures in harmony, come rain or shine, and in the comfort of their homes, in the company of their family and friends. After rehearsing the moves numerous times in this way (involving all team members, the coach nd virtual opposition) the tactics could be extended to the real world on a hockey pitch to apply the lessons learnt in a physical sense. In terms of planning/management, some of the drawbacks can provide a learning curve. It was intended to visit the Munrow sports centre to view and analyse the software used by the University of Birmingham hockey teams (which boasts two men and 6 women England internationals); it turned out that due to heavy commitment in matches, a suitable time could not be arranged, in spite of considerable flexibility at our end. The lead to this idea was obtained from an encounter of one of our team with a member of the Sports and Exercise Science department. The impact of such a risk should have been mitigated by either an alternative plan, such as viewing a system elsewhere, or by a contingency plan. A second example of a risk management matter was the lack of alternative arrangements for drop off of personnel due to external causes. One of our team members was consistently absent from the majority of meetings and was unable to contribute nearly as much as his envisaged share, apparently due to recurrent health problems. Such unexpected risks, particularly in a previously fit and healthy young male are difficult to predict, but in retrospect, a contingency plan could have been put in place.

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Finally, in the creation of the personas, it can be construed that an even broader set of characteristics could be taken on board, looking at each persona with lateral thinking, so that factors otherwise not easily highlighted could be taken into account e.g. the possibility of a player being disabled or left-handed or a coach being blind or deaf; the scenario of a Paralympic hockey tournament; thinking about the type of hockey stick e.g. forwards use a light stick to facilitate dribbling and vice versa; an analysis of different pitch conditions and weather forecasts that would have an impact on speed of the ball and efficiency of stopping it as well as acceleration and/or skidding of players. In summary, the broad lesson learnt was to keep an open mind and observe past work with angles directed from and to as wide a range of people, events and scenarios as possible. A new version could certainly address the problem more effectively and successfully.

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References Review of Existing Packages

Review of Existing Systems 1. Castaneda, K. (2006). "Nintendo and PixArt Team Up". Retrieved 12 FEB, 2013, from http://www.nintendoworldreport.com/newsArt.cfm?artid=11557. 2. Harris, C. (2010). NHL SLAPSHOT. Retrieved 15 FEB, 2013, from http://uk.ign.com/games/nhl-slapshot-game-hockey-stick/wii-76147 3. Microsoft. (2009). "Project Natal" 101. Retrieved 10 FEB, 2013, from http://blog.seattlepi.com/digitaljoystick/archives/169993.asp 4. Mikhailove, A. (2009). (Flash Video) Playstation Motion Controller Interview Part 2(Podcast). Retrieved 1 March, 2013, from http://www.viddler.com/explore/sceablog/videos/546/ 5. Rothman, W. (2007, 29 AUGUST). Unearthed: Nintendo's Pre-Wiimote Prototype. Gizmodo. Retrieved 1 MARCH, 2013, from http://gizmodo.com/gadgets/exclusive/unearthed-nintendo-2001-prototypemotion+sensing-one+handed-controller-by-gyration-294642.php 6. Sinclair, B. (2010). Sony Reveal what makes Playstation Move tick. Retrieved 10 March, 2013, from http://gdc.gamespot.com/story/6253435/sony-reveals-whatmakes-playstation-move-tick 7. Totilo, S. (2009). Microsoft: Project Natal Can Support Multiple Players, See Fingers. Retrieved 10 FEB, 2013, from http://kotaku.com/5279531/ 8. wikipedia. Kinect. Retrieved 12 FEB, 2013, from http://en.wikipedia.org/wiki/Kinect 9. wikipedia. Playstation Eye. Retrieved 14 FEB, 2013, from http://en.wikipedia.org/wiki/PlayStation_Eye 10. wikipedia. Playstation Move. Retrieved 13 FEB, 2013, from http://en.wikipedia.org/wiki/PlayStation_Move 11. wikipedia. Wi Remote. Retrieved 10 FEB 2013, from http://en.wikipedia.org/wiki/Wii_Remote#cite_note-Nintendo_and_PixArt-44

Literature Review 1. Augustyniak, P. (2011). Wearable wireless heart rate monitor for continuous longterm variability studies. Journal of Electrocardiology, 44(2), 195-200. 2. Barris, S., & Button, C. (2008). A Review of Vision-Based Motion Analysis in Sport. Sports Medicine, 38(12), 1025-1043. 3. Mahmood, N. H., Uyop, N., Zulkarnain, N., Harun, F. K. C., Kamarudin, M. F., & Linoby, A. (2011, 4-6 March 2011). LED indicator for heart rate monitoring system in

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sport application. Paper presented at the Signal Processing and its Applications (CSPA), 2011 IEEE 7th International Colloquium on. 4. Mikolajczyk, K., & Uemura, H. (2011). Action recognition with appearance– motion features and fast search trees. Computer Vision and Image Understanding, 115(3), 426-438. 5. Minh-Son, D., Masui, K., & Babaguchi, N. (2010, 26-29 Sept. 2010). Event tactic analysis in sports video using spatio-temporal pattern. Paper presented at the Image Processing (ICIP), 2010 17th IEEE International Conference on. 6. Zulkifli, N. S. A., Harun, F. K. C., & Azahar, N. S. (2012, 27-28 Feb. 2012). XBee wireless sensor networks for Heart Rate Monitoring in sport training. Paper presented at the Biomedical Engineering (ICoBE), 2012 International Conference on.

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