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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Visual Analysis of Player Interactions in Soccer Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ivona Ivkovic-Kihic</string-name>
          <email>ivona.ivkovic-kihic@cgv.tugraz.at</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Seebacher</string-name>
          <email>daniel.seebacher@uni-konstanz.de</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manuel Stein</string-name>
          <email>manuel.stein@subsequent.ai</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tobias Schreck</string-name>
          <email>tobias.schreck@cgv.tugraz.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Reinhold Preiner</string-name>
          <email>r.preiner@cgv.tugraz.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Graz University of Technology</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Graz University of Technology, University of Sarajevo</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Subsequent GmbH</institution>
          ,
          <addr-line>Konstanz</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Konstanz</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p />
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Recently, visualization of sport data in general, and soccer data in
particular, has received much 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.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>In team sports such as soccer, a fundamental task of coaches is
the analysis of individual games to identify strengths and
weaknesses, plan team lineups and tactics, and understand the critical
key events that lead to success or failure. Besides analyzing the
overall behaviour and interplay of an entire team, coaches are
often interested in observing local interactions between individual
players of competing teams, such as tackles for the ball, as the
success or failure of these interactions can have a very high
impact on the match outcome. The important key actions deciding
the outcome of such interactions often happen within very few
seconds, where the skill and training of a player can be decisive.
Accordingly, coaches want their teams’ tactic to be organized in
a way that the strengths and weaknesses of their players
regarding diferent interaction types perfectly outbalance the opposing
team. Besides pure match analysis, a detailed assessment of a
player’s interaction behaviour is also important for scouting for
new players that optimally complement their team.</p>
      <p>
        Several previous work have investigated visual analysis
approaches for interactions either based on raw motion data [
        <xref ref-type="bibr" rid="ref21 ref24">21,
24</xref>
        ], employing an interaction definition merely based on
imitative motion [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], or focused on semantic aspects at the level
of global team tactics [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. However, especially within invasive
team sports, considering short-time small-scale interactions and
their relations is highly relevant for the analysis process.
Analyzing these interactions comes with diferent challenges that stem
from the complexity and interdependencies of their contained
information. Simple pattern detection on the motion data is often
not feasible for this analysis task, as the crucial motion
information decisive for the interaction outcome is mostly concentrated
in a very short time span, and is further dependent on additional
semantic context such as the change of ball possession.
      </p>
      <p>In this paper, we develop a visual analysis approach that
addresses these challenges and aims at fostering an
interactioncentric analysis process, allowing for investigating game-specific,
player-specific and shape-based relations of individual
interactions in a soccer game. To provide an accessible notion of the
nature of individual interactions, we propose a suitable visual
representation as glyphs, encoding both motion data and
semantic context information (Section 3.2). We further investigate an
appropriate quantitative encoding of its motion data, providing
the analyst with a feature-related structuring of the data and
giving rise to common analysis tasks like similarity assessment or
clustering (Section 3.3). To foster an in-depth analysis of matches
and player performances based on these interactions, a visual
representation of a player-related spatiotemporal context of these
Interactions Glyphs is proposed, summarizing the interaction
history of individual or pairs of players (Section 4). Based on these
atomic encodings, the interaction data is made accessible in an
interactive analysis framework, combining means of navigation
and filtering in a categorical, spatial, temporal and feature-space
domain (Section 5). We demonstrate that our approach allows
for quick insights into the current game situation and its
relations to the performances of players within individual or groups
of interactions (Section 6). In particular, our system supports a
causal investigation of game outcomes, aiming for an eficient
identification of key interaction events that led to a successful or
unsuccessful game outcome. As a result, our approach allows for
a deeper understanding of games in team sports, and gives rise to
new workflows for sports-related analysis and decision-making.
2</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>Our work relates to several topics, including spatiotemporal
visual data analysis, glyph techniques, and applications in soccer
data analysis. We next discuss selected related works and how
we add to it.
2.1</p>
    </sec>
    <sec id="sec-4">
      <title>Visual Analysis of Spatiotemporal Data</title>
      <p>
        Geospatial data arises in many areas, and to date, visual analysis
of this data has received much attention. There is already a rich
body of work on visual analysis of geospatial data in general [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ],
and movement data in particular [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Key analysis tasks in visual
movement data include at which level of detail to describe
movement, how to compare movements, and identify similarities and
outliers, both for trajectories in isolation, or groups of trajectories.
To date, many applications have been studied, e.g., exploration of
dynamics of trafic flows [
        <xref ref-type="bibr" rid="ref10 ref23">10, 23</xref>
        ]. Also, in [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], animal movement
patterns are considered. Often, functional relationships need to
be considered for object movements, which may be influenced
by varying environmental influences on the movement.
      </p>
      <p>
        Besides movement in physical space, movement can also be
an important factor when working with time-dependent
visualizations. In [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], patterns in time-dependent scatter plot data
were identified by movement analysis, e.g., allowing analysts to
group similar changes and segment meaningful time intervals of
the change.
      </p>
      <p>In this work, we investigate a specific feature of group
movement data, that is, the motion of two locally interacting entities.
We analyze the interactions of such entities in terms of the
geometric configuration of their trajectory intervals at the time of
their encounter.
2.2</p>
    </sec>
    <sec id="sec-5">
      <title>Visual Analysis with Glyphs</title>
      <p>
        Glyph-based techniques are a well-known approach in
visualization, often designed to give compact overviews over large
amounts of data records and/or dimensions. According to [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
"Glyphs are a common form of visual design where a data set is
depicted by a collection of visual objects referred to as glyphs".
Diferent visual channels are typically used to compose glyphs,
e.g., color, shape, size/height/length, orientation, texture, opacity
etc. Symbolic glyphs can also be used to represent trajectories
and movement [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Recently, Motion Glyphs [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] were introduced
to show properties of large dynamic graphs. The glyph design
includes an outer circle showing context of the graph, and a focal
part of the graph as a node-link diagram in the center. In a case
study, it was applied to sets of moving elements (fish schools),
supporting analysis of leader/follower patterns among others.
The Motion Rugs approach [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is a dense visualization which
provides a space-eficient overview of development of moving
elements over time, supporting analysis of patterns in groups of
movers.
      </p>
      <p>In our work, we rely on glyphs to show trajectory interactions,
using color, shape, orientation and size, as well as the outcome
of an interaction in terms of change in ball possession.
2.3</p>
    </sec>
    <sec id="sec-6">
      <title>Soccer Analytics</title>
      <p>
        The analysis of sports data in general [
        <xref ref-type="bibr" rid="ref18 ref9">9, 18</xref>
        ], and soccer data in
particular [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], has become an important application in visual
data analysis. Soccer Stories [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] represents one of the first visual
soccer analysis systems, giving visual designs for diferent soccer
match situations. Interaction allows to explore soccer matches
by phases and events, e.g., corner kicks, passes, dribbling etc. A
large amount of work in Soccer Analytics focuses on analyzing
team tactics and the global behaviour of a team [
        <xref ref-type="bibr" rid="ref14 ref16 ref20 ref22 ref29">14, 16, 20, 22, 29</xref>
        ].
Marcelino et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] analyze behavior patterns of football players,
measuring performance fingerprints of individuals and teams,
and considering pairwise interactions to model and assess overall
team performance. Similar in spirit, our work focuses on
interaction pairs as the basis on which team analysis builds. In our
approach we support exploration of interaction pairs by
interactive cluster analysis and linked views for detail exploration.
In the literature, to date many player and match features are
considered for visual exploration, including free and interaction
spaces [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], pressure [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], collective team movement [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ],
performance and event data [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], and much more. While many works
consider abstract pitch and trajectory visualization, some works
map derived data and visualizations onto soccer video streams,
for integrated analysis. In [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], such a mapping is proposed, and
shown that coupling video with visualization overlay allows for
efective match context in the analysis.
      </p>
      <p>
        For the analysis of individual player movement, an important
aspect is to provide a proper visual representation and abstraction
of player’s trajectories [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], which also gives rise to designing
suitable approaches for interactive search within the trajectory
data [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. We resort to similar abstractions for putting key
interaction events between players into a spatiotemporal order.
Other previous work has investigated the classification of
particular match events like passes in football matches based on given
spatiotemporal data [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>In our work, interactions between players and their outcome
are utilized as the key aspects of the analysis of a soccer game.
We propose an appropriate design to represent these interactions
as glyphs, which can be displayed in their spatial context on the
soccer pitch. We are investigating a feature encoding for the
trajectory footprints of two players during a mutual interaction,
enabling tasks like similarity-based exploration. A proposed visual
analysis system is complemented by a matrix view structuring
the player interactions based on player roles, and providing an
entrance point for an interactive exploration of player interactions
within a game.
3
3.1</p>
    </sec>
    <sec id="sec-7">
      <title>INTERACTIONS IN SOCCER GAMES</title>
    </sec>
    <sec id="sec-8">
      <title>Definition and Input Data</title>
      <p>In the context of our work, interactions are defined based on a
set of trajectories that track the motion of players over a certain
interval of time, in our case, the time frame of a soccer match.
In this paper, we are using data extracted from a vision-based
motion tracking technique. The data contains the position of
the soccer players as well as the ball with a spatial resolution of
10  and a temporal resolution of 100 . Moreover, the data is
annotated to indicate for each point in time the player that holds
the ball. An interaction is defined to occur whenever the distance
between two players falls below a certain proximity threshold.
Starting from the point of closest distance at a reference time
0, we extract the trajectory segments of the interacting players
from the time interval [0 − Δ, 0 + Δ ] and use these segments
for visually representing the players’ motion at this interaction.
For the data demonstrated in this paper, we constantly use a
Δ = 0.75 seconds. To obtain a robust set of non-redundant
interactions, interactions with overlapping time intervals are
removed, keeping the interaction centered around the minimal
distance between players.</p>
      <p>Moreover, we only extract interactions between players of
opposing teams that include the ball, as these are the most
important ones to afect the current and future game situation, e.g. by
change of ball possession, or by preparing situations that lead to
a goal. In this way, less relevant proximity interaction between
players of the same team (e.g. players in a wall during a free kick
scenario) are not taken into consideration. If the tracking data
is labeled accordingly, we also filter out interactions that
happen during non-active phases, e.g. after outs or fouls and during
player substitutions. Finally, the motion data from the second half
of the game is mirrored to allow a simplified spatial mapping of
the player motion and their interactions in the further course of
their visual analysis. Note that due to reasons of confidentiality,
the datasets used in the rest of the paper are anonymized.
3.2</p>
    </sec>
    <sec id="sec-9">
      <title>Visual Encoding</title>
      <p>In order to represent and analyze a set of player interactions
throughout the game, a consistent visual representation of both
motion data, as well as its semantic context in the game, is needed.
To serve that purpose, glyphs combining these two types of data
are used. Our proposed glyph design consists of (1) an inner part
representing the trajectories of two interacting players as well
as the ball trajectory, and (2) an outer ring that represents the
ball possession before and after the interaction phase. Players’
trajectories (Fig. 2c and Fig. 2d) are plotted based on the fixed
number of points registered at the same points in time for both
players, with an arrowhead pointing at the direction of the
players’ motion. Curves representing the movements of players are
colored by the players’ teams. The ball trajectory is presented by
a thicker, red semi-transparent line, with the arrowhead showing
direction of its movement. In general, during the interaction time
interval, the ball can move larger distances than the players, e.g.,
when being passed or shot. In order to reduce overplotting in
such cases, the ball trajectory is clipped whenever it exceeds the
glyph circle, and a non-transparent arrow indicates the direction
of ball movement outside the ring.</p>
      <p>To visualize ball possession, the outer ring is divided into two
parts: the first, smaller section (Fig. 2a) colored corresponding to
the team holding the ball before the interaction, and the larger
section (Fig. 2b) of the ring colored based on the team holding the
ball right after the interaction. In this way, it can be easily
determined whether the interaction caused a change in ball possession.
Similarly, a uniformly colored ring indicates the continuous ball
possession of the respective team. Besides the local inspection
of player motion, this kind of glyph design maintains a visual
overview of ball possession changes when exploring larger sets
of glyphs.
3.3</p>
    </sec>
    <sec id="sec-10">
      <title>Quantitative Encoding</title>
      <p>An important aspect for analyzing the nature of interaction
events between players is the ability to detect and assess
similarities between diferent interactions, and thus allow for
classifications of motion patterns whose relation to diferent game
situations or outcomes of tackles are to be analyzed. To establish
such a measure of similarity, we seek for an encoding of the
common motion patterns of interacting players.</p>
      <p>
        A typical approach is a quantitative encoding of motion
trajectories as shape descriptors that capture the geometric features
of trajectory segments [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. However, in contrast to descriptors
for single trajectories, the encoding of pairs of interacting
trajectories in a single descriptor raises additional challenges. Besides
rotation and reflection invariance, which is a commonly
desirable property for shape-based descriptors, we also require it to
be player and team agnostic, i.e., exchanging the motion data
between involved players should lead to the same interaction
descriptor. To this end, we encode the trajectory pairs of an
interaction in a feature vector, capturing the most descriptive
properties of the involved motion data characteristic for a
tackling event: (1) the relation between the involved players’ motion
directions (in-sync, intercepting, or frontal approaching), and (2)
the change in the scope of action for the player owning the ball,
indicating how pressing the attack is. In our design, we measure
these properties along 8 regular intervals during the interaction
time frame, illustrated in Figure 3b. At each time step, we capture
the distances  between player positions as well as the current
motion directions ® , ® from the -th to the next sample point.
From these data, the angles  between player orientations as
well as the distance diferentials Δ = +1 − are extracted and
renormalized to the unit cube [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ]16 based on [−,  ] for angles,
and on the min/max of all distance diferentials in the dataset.
The final normalized values are then encoded in the interaction
descriptor (Δ1, 1, . . . , Δ8, 8).
      </p>
      <p>v
wi ai i
di
di+1
(a)
wi
(b)</p>
      <p>This encoding gives rise to basic analytical tasks like clustering,
performing similarity queries based on the motion characteristic,
and similar. Figure 3b illustrates the interaction data extracted
from a given soccer game on the dominant eigenplane of the
resulting 16-dimensional feature space. The data exhibits a mainly
continuous distribution of interaction data in this space, but also
reveals prototypic, strongly discriminating interaction trajectory
pairs around the convex hull of this subspace, as highlighted
in the figure. For instance, synced parallel motion (far left) vs.
frontal opposing parallel motion (far right), or cross-overs
(bottom left) vs. local dribbling with U-turns (top right). Extracting
such interaction prototypes around this convex hull enables a
rough distance-based clustering (c.f. scatterplot color coding),
and will later also be utilized as anchor points for an explorative
visual analysis process.
4</p>
    </sec>
    <sec id="sec-11">
      <title>SPATIOTEMPORAL EMBEDDING</title>
      <p>Glyphs as described in Section 3.2 represent the two players’
movements, ball movement, ball possession, and spatial
placement. Glyphs as such still miss the context information like other
players’ movements, and the chronological ordering of the events.
However, these pieces of information are crucial for
understanding the context of interaction and making meaningful and
comprehensive conclusions.</p>
      <p>To this end, we design a suitable visual embedding of these
glyphs into their spatiotemporal context, i.e., their position on
the soccer pitch and the timeline, which at the same time
establishes a connection to the involved players. Our design comprises
a collection of all interaction glyphs associated with a player,
or a specific pair of players, connected by a spline curve that
puts them into chronological order (see Figure 4c). We therefore
call this visual representation an Interaction History Curve. The
curve segments are colored by a gradient of yellow and green
for the first and second half respectively, corresponding to the
timeline shown in Figure 4a and thereby establishing a visual
representation of time.</p>
      <p>In the following, we are proposing an interactive approach
that integrates the visual representations developed so far into
an visual analysis tool allowing for a task-oriented exploration
and analysis of soccer interaction data.</p>
    </sec>
    <sec id="sec-12">
      <title>PLAYER INTERACTION ANALYSIS</title>
      <p>In this section, we present an interactive system that combines
diferent views utilizing the visual and quantitative encoding of
the interaction data (Section 3) as well as their spatiotemporal
embedding (Section 4) enabling an explorative visual analysis
workflow. In order to provide the user with a suitable overview on
the data, we require diferent views on the interactions present
in a game, providing a categorical overview, showing the
frequencies of mutual interactions between players of opposing
teams and their success in keeping or stealing the ball, a
spatial overview to show where these interactions happened, and a
temporal structure to indicate when the interactions happened.
At the same time, a user might want to explore data through
multiple levels of details, including: (1) an overall view of the
entire spectrum of interaction data present in a single game, as
well as (2) their spatial distributions and concentrations, (3) the
quantitative distribution of interactions over the participating
players and player pairs, (4) groups of interactions based on our
feature-based cluster analysis, as well as (5) detailed analysis of
interactions (details on demand).</p>
      <p>Based on the above requirements, we design a user interface
that provides these views and interactively links them to allow
for an encompassing visual analysis and exploration of the data.
5.1</p>
    </sec>
    <sec id="sec-13">
      <title>Interaction Matrix</title>
      <p>The Interaction Matrix (Figure 4b) shows data at a global level
and at a high level of abstraction, and is used as a starting point
for player-based analysis.</p>
      <p>Cells of the upper triangular matrix represent the overall view
of the number of interactions of each player and each pair of
players, respectively. Color intensity of non-diagonal cells is
determined based on the number of interactions that occurred
between the two players, where darker colored cells indicate
that more interactions happened between the two players.
Diagonal cells represent the number of interactions that one player
had with all other players during the game, where more intense
color means more interactions were registered, and the color is
determined by the team color of the player.</p>
      <p>In contrast, the lower triangular matrix represents the players
performances in the means of ball possession changes during the
interactions. Each cell is colored based on the team color of the
player that had more positive outcomes. In this context, a positive
outcome for playerA means that (a) playerA’s team kept the ball,
or (b) playerA’s team stole the ball from playerB’s team. A higher
color saturation represents a higher percentage of interactions
with a positive outcome for the respective team. The matrix
is complemented by bars behind the player’s names indicating
the total ball possession time for each player. Combining this
information with the number of interactions allows for a more
distinctive assessment of the player’s performance. Players in
the Matrix are ordered first by the team, then by their playing
positions, and diferent roles are distinguished by line separators
and labeled accordingly. This particular ordering allows for both
a player-based performance analysis as well as an overall
rolebased assessment between teams.</p>
      <p>When hovering over the cells on the upper part of the
matrix, corresponding cells in the lover part are highlighted, and
vice versa. In this way, users can easily explore both interaction
numbers and possession ratio for the selected pair of players at
the same time. Finally, selecting a non-zero cell in the matrix, all
interactions of the corresponding player or pair of players are
shown on the Soccer Field View and Similarity Search Panel.
5.2</p>
    </sec>
    <sec id="sec-14">
      <title>Soccer Field View</title>
      <p>This view (Figure 4c) shows interaction glyphs as described in
Section 3.2 plotted at the spatial location they occurred on the
pitch. Glyphs also serve as trigger points for the situation
animation. When clicked, they show an animation of movements of all
players and the ball at the time of the interaction, providing the
user with a detailed visualization of the game situation.
Moreover, a marker on the timeline appears to clearly indicate when
the interaction takes place in the game. When activating the
corresponding setting in the Toolbox, Interaction History Curves
are displayed connecting all the interactions in chronological
order. Glyph rings representing the ball possession are oriented
according to the tangent of the Interaction History Curve at that
point.
5.3</p>
    </sec>
    <sec id="sec-15">
      <title>Similarity Search Panel</title>
      <p>Selection Grid and Similarity Search Grid. A selection grid,
shown in Figure 4e, represents the same set of interactions as
the Soccer Field View, ordered by their time stamp. They serve
as trigger points for a query search that finds the most similar
interactions according to the descriptor introduced in Section 3.3.
Similarity is measured by the Euclidean distance between the
interaction descriptor. After selecting a query interaction, the
closest interactions are plotted in the Similarity Search Grid
(shown in Figure 4f). Using the query search, a user can explore
similar interactions to the interesting one and search for the
common behaviors in the game.
5.4</p>
    </sec>
    <sec id="sec-16">
      <title>Feature Space and Interaction Prototypes</title>
      <p>Feature Space View. Finally, we add another view on the data,
by structuring them in the visualization of their feature space
as established in Section 3.3. The view consists of two parts: an
interactive scatter plot (Figure 4g) showing the feature space
of the data, and the zoom panel showing selected interaction
while the user hovers over the scatter plot (Figure 4h). This panel
should provide a more elaborate view on the data records.</p>
      <p>Interaction Prototypes. This panel, shown in Figure 4d, lists the
cluster prototypes extracted around the convex hull as described
in Section 3.3. These prototypical interactions can serve as a
starting point for clusters exploration. By selecting a cluster
prototype, the cluster members are being plotted on the Soccer
Field View as well as the interaction selection grid to allow for
further visual analysis. As a result, users can search for patterns
in similar interactions from one cluster.
5.5</p>
    </sec>
    <sec id="sec-17">
      <title>Timeline and Toolbox</title>
      <p>The Timeline on top of the Soccer Field View represents the
time of individual interactions and it is colored with the gradient
of yellow and green, similar to the Interaction History Curve.
The Timeline can be used to filter the time span of interactions
shown on the Soccer Field View, which is also useful for reducing
the plot density on this spatial view. On top of the Timeline,
goal indicators are shown as clickable markers that trigger an
animation replaying the last few seconds before the respected
goal. These can be used for detail inspection of interactions that
lead to a goal.</p>
      <p>Finally, a toolbox, shown in Figure 4a is a simple set of filters
and user settings made for the purpose of easier analysis of
different situations. The Interaction History Curve can be switched
of to reduce the visual load on demand. Outcomes can be filtered
in order to show only interactions that led to a change or no
change in ball possession This is used to analyze the success rate
of players of teams in general.
5.6</p>
    </sec>
    <sec id="sec-18">
      <title>Implementation</title>
      <p>We implemented our system as a web-based JavaScript
application using D3 for the interactive matrix plot, the interaction
curves, and other responsive elements. Interaction information
is extracted from tracked soccer game motion datasets in an
ofline preprocess based on a predefined proximity range. For
each interaction between two players from opposing teams that
involves the ball, we store the player’s trajectory segments for a
ifxed time interval around the point of closest proximity. Based
on these trajectory pairs, we then compute the corresponding
interaction descriptors and extract interaction clusters from the
resulting feature points as described in Section 3.3. The resulting
trajectory pairs, interaction descriptors, and cluster assignments
are then loaded from the precomputed files into the framework
for interactive analysis.
6</p>
    </sec>
    <sec id="sec-19">
      <title>USE CASES AND RESULTS</title>
      <p>In order to demonstrate the usefulness of our approach, we
identify and discuss several typical analysis use cases. For this
example, we analyzed an anonymized match from a well-known
European club competition.</p>
      <p>Assessing Game Dominance. An interesting finding we
immediately discovered with our approach during the analysis of this
match was the spatio-temporal distribution of interaction glyphs
depicting transition phases in the first and second half. We
compared the distribution of the glyphs in the first half of the match
(see Figure 5a) and the second half (see Figure 5b), using the
time range filter in the timeline interface. In the first half, a
relatively even distribution of transition interacting glyphs can be
observed. However, in the second half of the match, the majority
of possession changes occurred in the orange team’s half of the
pitch. This diference in the distribution of the glyphs shows that
the blue team was way more dominant during the second half.
This assumption is also reflected in the outcome of the match.
After a 1:2 in the first half, the blue team was able to score two
additional goals in the seconds half, earning them a 3:2 score.
(a) Half 1
(b) Half 2</p>
      <p>Role-based Assessment. The matrix-based visualization of
interactions provides an overview of the respective interactions
of all players in a game. The ordering of the columns and rows
by team and player roles allows the analysis of substructures
in the player interactions, which would be dificult or
impossible to inspect with classical matrix reordering techniques. An
example is given in Figure 6, which compares the first match
and the return match between the same teams. At first glance, it
is noticeable that the number of interactions between the first
and second game difers significantly. However, the particular
matrix ordering also immediately reveals for which combinations
of player roles these interactions have increased in particular,
which allows to draw direct conclusions about the game. In a
balanced game, the majority of interactions would be expected
to occur along the anti-diagonal of the player-role matrix
(highlighted in purple), where defenders face forwards and midfielders
encounter midfielders. In contrast, the second game also shows
a noticeable increase in the frequency of interactions between
midfielders and forwards of both teams (green). Overall, these
are indicators that the second game was more aggressive since
not only the frequency of interactions increased, but the player
combinations within which they happened also shifted away
from the usual anti-diagonal. This might be explained by the fact
that one of the teams would have went out of the competition if
they would have lost this return match in the group phase.</p>
      <p>Player-Centric Assessment. Another important analysis task
is the investigation of individual player performances. For the
game data investigated in this paper, the matrix plot indicates
a particularly strong involvement of the orange Wide Forward
Left with the Blue Wide Midfield Right player (Figure 7). A look
on their common interaction history curve provides interesting
insights into the interaction history between these two players.
First, most interactions happened on the side of the orange team,
where the orange forward player was forced into a typical
defender role far back in his own side of the field. Here he attempted
several tackles on the pressing blue midfield player. However, as
the ring colors of the interaction glyphs indicate, none of these
attempts led to a successful gain of ball possession. In contrast,
in a single interaction between these players, the blue midfield
player even obtained ball possession from the orange forward
player, in a relatively close distance to the orange goal (see black
arrow). This reflects the above insights into the the game
dominance in the second half of the game, on a player-focused level
of detail, showing that the orange forward player was heavily
outgunned by the blue midfield player.</p>
      <p>Identifying Key Interactions. A further interesting situation
we discovered during the analysis of the interaction glyphs is
depicted in Figure 8. The glyph shows that the orange team lost
possession of the ball in the midfield. While investigating the
replay animation of this scene, we noticed that the orange player
shown in the glyph first receives a pass from a player of his
own team. However, the blue player in the glyph is immediately
putting pressure on the orange player. The orange player’s
subsequent pass was a miss pass, which may have been caused by
the applied pressure. After this miss pass, the blue team was able
to bring the ball directly to the strikers, which created a very
dangerous situation with two blue players in ball possession and
a free path towards the opposing goal.</p>
      <p>Shape-based Interaction Exploration. In many cases, the type
and interpretation of an interaction between players is directly
reflected by their trajectory segments shown in the glyph. Based
on a selected interaction glyph of interest, our system allows
the user to investigate additional interactions of the same type.
Selecting a glyph in the Selection Grid (Fig. 4e) issues a search
for similar interactions throughout the game, utilizing the
interaction shape descriptor developed in Section 3.3. The 20 most
similar interactions are then presented in the Similarity Search
Grid (Fig. 4f). These can then be further investigated by clicking
them, inspecting their geographic context on the soccer pitch
(Figure 4c), and inspecting them in detail using our system’s
animation capabilities. Figure 9 shows the retrieval results of the
for two diferent interaction queries. In Fig. 9a, the user searches
for glyphs similar to a parallel run of two players. The result set
shows 20 configurations of high geometric similarity, and proofs
the rotation invariance of the proposed descriptor. Moreover, the
result set indicates that interactions of these type rarely lead to a
change in ball possession. The query in Fig. 9b denotes an
interaction of players with crossing trajectories. Again, most similarity
(a) Parallel Runs
(b) Cross-Overs
results exhibit a similar cross-over shape. Comparing the sets of
parallel runs and cross-over glyphs, we can also observe overall
longer trajectory path lengths in the parallel runs. As trajectory
segments correspond to constant time intervals (1.5 seconds in
our examples), this indicates that these type of interactions are
generally much more fast-paced than the cross-overs.
7</p>
    </sec>
    <sec id="sec-20">
      <title>DISCUSSION AND FUTURE WORK</title>
      <p>In the previous section, we have shown a set of basic but
important analysis use cases relevant to soccer coaches and analysts.
These range from an overall assessment of a team’s performance,
to investigating the role, importance and performance of
individual players, up to detailed analyzes of key interactions and their
influence on the game outcome. Our system provides several
diferent views on the interaction data present in a game, and
allows for temporal, player-related or shape-based filtering. The
latter is enabled by defining appropriate shape descriptors for
pairs of trajectory segments that constitute an interaction event.</p>
      <p>Limitations. Targeting at the visual analysis of potentially
complex player interactions over a whole game, our approach
currently exhibits several limitations. One issue is the problem of
visual clutter when many interaction glyphs are superimposed
in the spatial embedding, as seen in Fig. 7. These need to be
addressed using appropriate means of visual reduction, like density
based scaling or visual simplification, and combined with suitable
interactive detail-on-demand techniques.</p>
      <p>Moreover, our current way of extracting semantic interactions
from the raw trajectory data enforces the assumption that any
interaction only involves two players. However, in general
dribbling events or close-range interactions inside the penalty box,
e.g. after a corner kick, more than two players can be close to
or in physical contact to the ball. Our current approach would
break these down to a set of two-player interactions, which is
not able to visually express the complexity of the interaction in
a single glyph, or encode it in a descriptor.</p>
      <p>
        Another aspect is the usability of abstract views on the data
provided by our system. While shape-based similarity search and
data- or feature-based views are typical elements used by visual
analysis experts, they might be not as intuitive to domain users
like soccer coaches. However, work from other domains indicate
that such elements can indeed be useful for domain experts [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>Future Directions. Other interesting future work directions
involves finding a taxonomy of interaction patterns, e.g. by
enhancing the cluster analysis of interactions by visual cluster analysis
tools. For instance, allowing users to label interaction examples
from the PCA view and using this data to train an interaction
classifier would further improve its usability.</p>
      <p>Conceptually, besides single matches, we may also look at
the diferences in interaction patterns between matches of the
same teams, and compare them with coaching strategies. An
obvious extension of the player interaction matrix is to code it
for types of interaction patterns, e.g., to observe if same players
more frequently interact in similar patterns, or whether their
patterns change or evolve over time. We presume that sequence
mining methods can be applicable to this problem as well.</p>
      <p>Finally, there are several possibilities to enhance our shape
descriptor and glyph representation. These currently focus on
the interacting trajectories between two players and the ball and
are agnostic to the surrounding context such as the positioning of
nearby players, which however can influence individual
interactions to some degree. Including this information could therefore
add to the expressiveness and suitability to capture and explain
individual interactions in a game.</p>
      <p>Ultimately, we are going to evaluate the utilization and
usability of our system and its individual components, i.e., views on
the data, together with end users such has soccer coaches.
8</p>
    </sec>
    <sec id="sec-21">
      <title>CONCLUSION</title>
      <p>We have shown that the visual analysis of soccer games with
a focus on the interactions between the players is a promising
yet barely researched approach to game exploration. Although
we demonstrated our approach only on the example of soccer
games, it should generalize to other team sports as well. We
believe that this approach can have a great potential in helping
coaches improve the performance of their teams based on the
deeper insight on their weaknesses and strengths.</p>
    </sec>
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