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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Decoding (un)known opponent's game play, a real-life badminton eye tracking study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Aditi Mavalankar</string-name>
          <email>aditi.mavalankar@students.iiit.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Snigdha Dagar</string-name>
          <email>snigdha.dagar@research.iiit.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kavita Vemuri</string-name>
          <email>kvemuri@iiit.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>International Institute of Information Technology</institution>
          ,
          <addr-line>Hyderabad</addr-line>
          ,
          <country country="IN">India</country>
        </aff>
      </contrib-group>
      <fpage>211</fpage>
      <lpage>215</lpage>
      <abstract>
        <p>Is the underlying cognitive processes different when playing with an opponent whose game play is familiar to that of an unknown? This study filtered the advance cues extracted by expert and amateur players when paired with an opponent whose game play is familiar to that of an unknown opponent. Our data collected in a real-life naturalistic game play conditions suggests that at the beginning of the game and for the first serve only the opponent's torso is crucial for cues and as the game progresses the information from the feet seems to be sufficient for the expert players in contrast to the data from the amateur player. Subsequently the preparatory or quiet-eye period for the serves at the beginning of the game play was higher than for later serves for all player sets. The preparation time for known opponents by expert players was higher for the first serve than for the unknown opponents but by the fifth serve the duration was negligible. Analysis of complete rallies show that post-serve attention allocation to opponent's racket and shuttle-in-flight is paramount in the play for both sets of opponents. Taken together the results of this investigation suggests that expert player's visual attention was distinguishable to that of an amateur player and expert players quickly decode unknown opponent's competence fairly early in the game play and follow consistent pattern of visual search. The results from the preliminary experimental data suggest the possibility of understanding how humans employ dynamic pattern recognition models in visual-search.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Data collected from real-life naturalistic conditions
provides insight into anticipation, prediction and rapid
readjustments processes applied by players in a sport like
badminton. Analysis of data like eye gaze collected from
players engaged in real-time naturalistic game play can
provide an accurate reflection of player behavior. Inferences
on the underlying cognitive and motor skills can be derived
to a certain extent from two main indices, visual search
patterns and fixation duration in the preparatory,
anticipatory and execution phases of the game play. In this
study we report scanpath analysis reflecting the visual
search in later two phases with emphasis on the quiet eye
period in the preparatory phase. We do this by comparing
data from three players paired against opponents with whom
they have played before and others whose game play was
unknown. A wearable eye tracker (Tobii Glasses I) was
used to collect saccadic eye movement and the fixation
duration, which is an estimate of attention allocation at
particular regions of interest important for game strategy,
though it was shown that other factors like stress can also
influence fixations (Abernethy, 1988, 1990). The quiet-eye
period in our case is the preparatory phase of the player just
before executing the serve. This period is defined as the
time taken to access task relevant cues and strategize
appropriate motor actions
        <xref ref-type="bibr" rid="ref6">(Vickers, 1996)</xref>
        .
      </p>
      <p>
        Previous studies on badminton which looked at
differences in experts versus novice game play using spatial
occlusion concept (Abernethy &amp; Russel, 1987a,b) show the
former exhibited better anticipatory behavior while the later
needed more information for decision making. In the same
study a video recording of game play was shown to novice
and expert players who wore a mobile eye tracker and the
fixation duration at five distinct regions – shuttle-in-flight,
opponent's arm,racket,head,face,legs – revealed that both
groups have similar early fixations regions though time on
the racket and arm was more for the expert while it was the
head area for the novice. Secondly they report that the order
of the fixation on the cues was not dissimilar. A similar
study on tennis
        <xref ref-type="bibr" rid="ref2">(Goulet et al., 1989)</xref>
        aimed to understand
visual search pattern reported that focus was on
shoulder/trunk of the opponent in the preparation stage and
then shifts to the racket during the execution phase while
novices depend on more cues by using pre-recorded game
play as stimulus.
        <xref ref-type="bibr" rid="ref5">Singer et al., (1996</xref>
        ) also used simulated
tennis play and found differences between skilled and
nonskilled player in visual-search , reaction time and decision
accuracy with non-skilled players fixating longer on the
opponent's head and less systematic in the tracking of the
inflight ball. It was also shown that player's ability to
anticipate opponent's intentions from postural cues is an
advantage
        <xref ref-type="bibr" rid="ref4">(Rowe &amp; McKenna, 2001)</xref>
        and a skill that is
acquired over time by players.
      </p>
      <p>
        Using a more sensitive eye tracker, Abernethy (1990)
conducted experiment with video recorded squash game
play projected on a huge screen on the wall of the squash
court. The players were positioned in the court and the data
showed that experts fixate on head/arm more than on the
racket as compared to novice players, from which they
inferred that experts are capable of eliciting advance cues
just from posture. The fixation times were not different for
the two groups and visual search pattern variation was not
evident. A meta-analysis of three decades of work
        <xref ref-type="bibr" rid="ref3">(Mann
et al. 2007)</xref>
        which compared the attentional allocation of
experts and novices report that the former have fewer long
duration fixations translating to possible higher information
extraction
        <xref ref-type="bibr" rid="ref7">( Williams et al., 1999)</xref>
        quicker. The quiet-eye
time , as another gaze behavior index, of experts was found
to be higher when compared to less-skilled players across
studies on a wide range of domains including in sports
        <xref ref-type="bibr" rid="ref3">(Mann et al 2007)</xref>
        . Other studies on badminton looked at
the dynamic patterns from the players mutual spatial
displacement within the court as an important variable for
speed scalar product estimates which showed increased
stroke variability to disrupt stable patterns
        <xref ref-type="bibr" rid="ref1">( Chow et al.,
2014)</xref>
        .
      </p>
      <p>The ability to gauge the expertise levels of the opponent
and play optimally is a strategy applied by even reasonably
good players in elite sports like badminton. As in any
competitive setting the player needs to quickly gauge and
decipher the opponent tactics from overt visual cues like
facial expressions, body posture and spatial position on the
court and also covert memory models formed from previous
encounters with the opponent. In the absence of prior
information, the player needs to quickly build the same
early on in the game to win. An expert player's skill is based
on the ability to analyze opponent’s strength and weakness
and evolve response strategy accordingly. Of interest to
cognitive research and to sports personnel is the dynamic
process applied by expert players who are able to quickly
decode an unknown opponents game play, which is the
focus of the present study. Towards this we collected data
in a open-to- sky mud badminton court in near natural game
play conditions from 3 highly rated badminton players
pitched against six known and unknown opponents.</p>
    </sec>
    <sec id="sec-2">
      <title>Methods</title>
      <sec id="sec-2-1">
        <title>Participants</title>
        <p>Two players (P1, P2) rated 9/10 with at least 6-7 years of
experience and having participated in inter-college
tournaments and a third player (P3) who was rated 7/10 but
has not taken part in any serious competitive matches were
paired with 6 opponents (O1,O2,O3,O4,O5,O6) each. Of the
6 opponents, O1,O2,O3 were comparable in expertise to P1
and P2, while the rest of the opponents were fairly good
players. O1 and O2 had played in practice sessions with P1
and P2 while the other opponents game play was unknown.
P3 had played with O1 and O3 before. The participants
were all in the age group of 18-23 years and right-handed.
The known and unknown opponents were mixed to take
care of any habituation that might occur in the players. All
players had given their consent before taking part in the
experiment.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Procedure</title>
        <p>The eye movements were recorded from head-mounted
tracking device from Tobii (Glasses 1,
http://www.tobii.com/), the recording unit connected to the
glasses is the size of a smart-phone and hooked onto the
participants track-pants and hence allows for natural play.
All the experiments were carried out in the same familiar
open-air court in naturalistic conditions and the frame-grab
in Figure 1 shows the court with heatmap overlaid from a
recording. For each pair of participants 10 random serves
from the three players were collected, as the data was
collected from naturalistic real-time game play, utmost
effort was made to ensure that opponent and player's spatial
position in the court was constant through out the
forehandserves with minimal variation in the velocity of release of
the shuttle. The participants were allowed to continue the
rally till one of them dropped a shot. After all the sets were
completed the player was asked to rate the opponent's play.
on a scale of 1-10. The rating was taken purely on the basis
of their game play on that particular day. The fixation
duration above a threshold of 70ms and the scanpath was
analyzed at three phases: a) the preparatory b) actual
execution of the serve by the player and c) the complete
rally.
Eye movement data was recorded at 30 frames per second.
The video recording from the eye tracker was analyzed
frame by frame using the Tobii's studio. Heat maps were
generated for each serve from preparation time of a serve to
when the rally is dropped by either one of the players.
These heat maps provide a relative measure of the duration
of gaze of the player in the different areas of interest in the
scene. From the coordinates the fixation duration at each
gaze position in the scan path was estimated with main
regions of interest being the opponent's – torso, feet and
racket and the shuttle for 4 serves out of the 10. The
selected serves were the first, second, fifth and the eighth
for all the sets. The scanpath of the player is represented in
the form of state diagrams, wherein each fixation duration at
a position of interest is a state and change in eye movements
is the transition between the states.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>The scan path before and just after the serve is analyzed
from two views a) quiet eye during the preparatory phase,
and b) the visual search pattern as the game progresses.
Four serves (s1,s2,s5,s8) for each pair of players was
analyzed to look at differences in salient cues a player
gathers in order to strategize an optimal serve and the
variation across the serves. Table 1 lists the average
fixation period of the first and last two serves in the
preparatory phase period grouped for known and unknown
opponents. The preparatory period is the time just before the
serve is executed by the player. For the known opponents
the average preparatory time was higher (824ms) than for
the unknown (670ms) for the first serves while the time for
second set of serves was slightly higher for the
unknown(435ms) than the knows (332ms). The preparatory
time for the first serves were higher than for the later serves
for both set of opponents.</p>
      <p>The scan path data from the preparation to execution of
the serve gives insights to the visual cues gathered by the
player to plan the serve, predict the return and anticipate the
response. Figure 2 is the state diagram representation for the
4 serves, for one known (O1) and an unknown (O5)
opponent for each of the players. The scanpaths of all
opponents were analyzed but not included in the figure due
to size issues. The higher rated player, P1's first landing
fixation is the opponent upper body for all the unknowns
and for 1 known player of the 6 opponents for the first serve
(red, Figure 2a), from second serve on the first fixation was
the opponent's feet consistent across all opponents.
Attention was also allocated to the opponent's upper body
after executing the serve and tracking the shuttle in-flight
for 4 out of the 6 opponents. The first fixation position for
P2 (figure 2b) was the opponent's upper body for 3
opponents – 2 unknown- in the first serve while for 2 others
(both unknown) it was the opponent's feet and for one it was
below the 70ms threshold, so not considered. As was the
case with P1, from the 2nd serve the first fixation point was
the opponent's feet. In the case of the amateur player, P3,
the first landing position was also the opponent's upper body
in 4 (one known and rest unknown) but gets random from
the second serve switching between feet, upper body and
shuttle. Interestingly P3 did not shift attention to the
opponent's body after executing the serves whereas P1 and
P2 fixate on the opponent for 4 opponents after executing
the serve.</p>
      <p>The detailed scan-path diagrams of two competitive
rallies of the eighth serve of players P1 and P2 is shown in
Figure 3, with opponents O1 and O5. As can be inferred
from the sample set of data, at the beginning the players
attention is on opponent or opponent's feet but shifts to
opponent's racket and shuttle during the actual rally
especially when paired with a known and higher rated
opponent (O1) a trend that was noticed from the analysis of
other rallies with known players. For unknown opponents
the attention away from shuttle or racket was dependent on
the rally duration and the type of shot hence, no consistent
pattern was discernible. For the amateur player (P3) the
fixations were random shifting to opponent and feet during
the rally frequently.</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion and Conclusions</title>
      <p>The aim of the study was to investigate cognitive and
motor skill differences when a badminton player is paired
against known and unknown players. The visual search
patterns suggest a deviation in the first relevant visual cue
gathered by the player in the first serve as against
subsequent serves, a trend that is noticed when playing with
either known or unknown opponents. The explanation could
be the need for player to 'seize' the facial expressions for
cues on anxiety, nervousness or casualness to make an
estimate or guess the expertise levels (unknown opponent)
or intensity for the current game play (known). For example
an easy casual countenance might be perceived to indicate a
fairly good player and cues. And the posture of the torso can
possibly give clues about the planned response especially
for unknown players in the beginning of the game play.
After the first serve and the subsequent rally from the
second serve on, the first landing gaze is the opponent's feet
for nearly all pairs which could be due to either the player
ability to retain a memory of the opponent's facial
expressions or from the position of the feet the player could
deduce the upper body stance or a combination of both.</p>
      <p>
        Additionally, the better players (P1 &amp; P2) tend to look at
the opponent after the serve for some the serves, which
could be either a function of the type of serve which
requires the player to reconfirm the opponents body cues to
gauge motion pattern or the time for response was longer
due to in-air flight time of the shuttle and attention shifts to
the opponent. The second gaze to the opponent could also
be to fine-tune the game play by recording the current
spatial location and plan to position the return at a location
further away. For the amateur player (P3), after the serve the
opponent upper body was not tracked for any opponent
which means the player is missing important overt and
covert cues. The landing fixation for ensuing serves was
either the feet or upper body, and hence no pattern is
followed in contrast to higher rated players P1 and P2. This
could mean that amateurs have not evolved an optimal
scanpath or the ability to elicit visual cues. In studies
comparing expert versus novice
        <xref ref-type="bibr" rid="ref3">(Mann et al., 2007;
Abernethy &amp; Russell, 1987b)</xref>
        no difference was found in
visual search, but the paradigm applied was to analyze
players response to a serve whereas in our study the interest
was visual cognition applied by player to predict opponent's
response to a serve. Further experiments with amateurs
need to be conducted to validate our preliminary finding.
      </p>
      <p>
        Though the scanpath pattern from known and unknown
opponents was almost similar the preparatory duration or
quiet eye period shows that for known and unknown
opponents the first two serves were higher across all the
three players and by the fifth serve the quiet time was
significantly lower. This could be because post the first
serve the opponent's upper body is not allocated attention.
Additionally the time period for the first serves for known
opponent was higher than for unknown and the difference is
lower as the game progresses that is, by the fifth serve. The
longer eye time for higher rated known players when
playing with equally skilled opponents could possibly mean
a structured planning processes applied by these players or
even anxiety at the beginning of the play
        <xref ref-type="bibr" rid="ref7">(Williams &amp;
Elliott, 1999)</xref>
        . The differences in information processing
from visual cues of the expert players (P1 &amp; P2) and the
amateur (P3) player is similar to the findings reported in
novice versus expert comparison studies ((Abernethy &amp;
Russell, 1987b).
      </p>
      <p>In conclusion, the experiment conducted in real-life
settings and with very few motor control instructions means
we acquired natural actions but it also threw up data
analysis challenges and confident assertions were not
exactly possible. Nevertheless from the current set of data,
we can infer that players decode unknown opponents game
play fairly early in the game formulate patterns from visual
cues efficiently. An observation we noted was the
immersive play by the participants due to fewer restrictions
in motor actions or game play mechanisms. Future work
could consider more participants of national or international
standards to set the baseline for preparatory visual search
pattern and fixation times. Models from the coaches or
professional players can be used by players to optimize
acquisition of covert and overt information.</p>
      <sec id="sec-4-1">
        <title>Acknowledgments</title>
        <p>Funding acknowledgment: Partially funded under the
serious games project of the National Programme on
Perception Engineering Phase II, Department of Information
technology (DIT)/DIETY, Government of India.
Abernethy, B. (1988). Visual search in sport and
ergonomics: Its relationship to selective attention and
performance expertise. Human Performance, 4, 205-235.
Abernethy, B. (1990). Expertise, visual search, and
information pick-up in squash. Perception, 19, 63–77.
Abernethy, B., &amp; Russell, D.G. (1987a). Expert-novice
differences in an applied selective attention task. Journal of
Sport Psychology, 9, 326-345.</p>
        <p>Abernethy, B., &amp; Russell, D.G. (1987b). The relationship
between expertise and visual search strategy in a racquet
sport. Human Movement Science, 6, 283-319.</p>
      </sec>
    </sec>
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