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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>H. Li);</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>BadmintONTO: A Badminton Domain Ontology</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Huanyu Li</string-name>
          <email>huanyu.li@liu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Patrick Lambrix</string-name>
          <email>patrick.lambrix@liu.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Ontology, Badminton Domain, Badminton Game Play Data, Knowledge Representation</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer and Information Science, Linköping University</institution>
          ,
          <addr-line>Linköping</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Swedish e-Science Research Centre</institution>
          ,
          <addr-line>Linköping</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1881</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>In diferent sports fields, collecting play-by-play data has become significant for data analysis, as seen in sports like baseball, basketball, ice hockey and football. Badminton remains a relatively new domain in terms of systematically collecting game play data (i.e., play-by-play or shot-by-shot) with only some recently published datasets online. While the game play data provides some detailed information about matches, it lacks rich semantics for complex information retrieval and data analysis. Consequently, the data cannot be used for applications where semantics are needed. This paper introduces a badminton domain ontology - BadmintONTO, along with its illustrative usages to showcase the capability of this ontology to represent basic domain knowledge and to annotate play-by-play data.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        Sports analytics involves using data from sports events to gain insights about a sport and its
surroundings. The advancements in computer science (e.g., in machine learning, deep learning,
computer vision) have significantly facilitated the development of many methods and tools for
sports analytics. Video understanding techniques have been used in assistant referee systems
(e.g., video assistant referees (VAR) in football, video review in ice hockey, instant replay
in baseball and basketball, and the Hawk-Eye system in badminton and tennis). In various
sports, there is a growing focus on interpreting play-by-play data generated through video
understanding techniques. Play-by-play data holds value for analyzing player performance or
investigating techniques and tactics in diferent sports such as prior studies for basketball [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ],
baseball [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], football [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], ice hockey [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and badminton [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Unlike the baseball, basketball,
ice hockey and football fields which have provided and utilized play-by-play data for quite
a long time, the badminton field recently obtained play-by-play datasets, BadmintonDB [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
(with 9 single matches), and ShuttleSet [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] (with 44 single matches) which were published in
2022 and 2023, respectively. ShuttleSet models more information than BadmintonDB such as
locations of players and shuttles in terms of court areas, and hitting styles (i.e., forehand or
Proceedings of the Joint Ontology Workshops (JOWO) - Episode X: The Tukker Zomer of Ontology, and satellite events
co-located with the 14th International Conference on Formal Ontology in Information Systems (FOIS 2024), July 15-19,
http://huanyuli.se (H. Li); https://www.ida.liu.se/~patla00/ (P. Lambrix)
      </p>
      <p>
        © 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
backhand). Similar to the challenges faced in ice hockey [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], the badminton domain encounters
dificulties in leveraging play-by-play data for complex query requirements. Ontologies can
alleviate this problem as they provide benefit to information retrieval, data integration, and FAIR
(Findable, Accessible, Interoperable and Reusable) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] data sharing, by formally representing
domain knowledge. However, there is a lack of ontology-related work focusing on badminton.
      </p>
      <p>To address the aforementioned challenges, we develop the BadmintON onTOlogy
(BadmintONTO). In Section 2, we present related work. Then in Section 3, we present the
development and content of BadmintONTO. BadmintONTO is developed and maintained in a
GitHub repository,1 with a published SPARQL server.2 Moreover, we publish the ontology by
employing a permanent URI3 as an identifier through the w3id service. Section 4 outlines the
example usages and evaluation of BadmintONTO. Finally, we discuss the result and outline
several directions for future work in Section 5, and conclude in Section 6.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Related Work</title>
      <p>This section introduces relevant sports domain ontologies and general ontologies.</p>
      <sec id="sec-3-1">
        <title>2.1. Sports Domain Ontologies</title>
        <p>Several existing works focus on modeling domain knowledge in sports using ontologies. For
instance, the International Press Telecommunications Council (IPTC) established a standard
for exchanging news data known as SportsML.4 Additionally, IPTC developed several
domainspecific ontologies for various sports (e.g., football, baseball and volleyball) as well as a general
ontology called Sport Schema.5 However, these domain ontologies primarily concentrate on
representing sports statistics and lack concepts or relationships to represent domain knowledge,
particularly at the level of techniques and tactics. Sport Schema aims to model certain concepts
and relationships applicable to various sports for data sharing purposes, such as event and
participation concepts. Similarly, the British Broadcasting Corporation (BBC) developed a sport
ontology6 focusing on representing data related to news.</p>
        <p>
          There is academic work focusing on developing ontologies for various sports, including ice
hockey, tennis, football and baseball. For example, the ice hockey ontology introduced in [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]
aims to interpret play-by-play data. In [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], a shot taxonomy for tennis is presented, derived from
an analysis over trajectory data provided by the Hawk-Eye system which considers information
such as the ball’s shape and trajectory and speed of balls. Additionally, in the domains of
football [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] and baseball [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], there is work focusing on commentary generation or match
summarization, which involve natural language text generation tasks based on ontologies. For
basketball, a generic and unified classification with semantic annotations of basketball-related
terms is proposed in [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
1BadmintONTO GitHub repository: https://github.com/huanyu-li/BadmintONTO
2SPARQL server showcase: https://huanyu-li.github.io/BadmintONTO/demo/
3BadmintONTO Identifier: http://w3id.org/BadmintONTO
4SportsML: https://iptc.org/standards/sportsml-g2/
5Sport Schema: https://sportschema.org
6BBC sport ontology: https://www.bbc.co.uk/ontologies/sport-ontology/
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>2.2. General Ontologies for Sports Events Modeling</title>
        <p>Other relevant work is about ontologies focusing on modeling event-related semantics and
spatio-temporal extent. In [14], a survey on event-related ontologies is conducted based on six
dimensions of events, which are What (changes and actions of events), Where (possible places of
events), Who (active/passive entities of events), Why and How (possible reasons of events) [15].
In addition, an event pattern is used in both [16] and [17] where concepts and relationships
such as roles and spatio-temporal extent are modeled. Similarly, the Event Ontology7 defines
relationships between events and temporal, spatial entities, as well as a relationship between
events and agents. An event processing ontology design pattern is proposed in [18], in which
EventObject is a sub-concept of InformationObject from the DOLCE ontology [19]. Event objects
can be simple and complex event objects. There is a relationship, InformationAbout between
EventObject and Event. In representing temporal extent, the OWL-Time ontology8 ofers models
for relevant temporal concepts and their relationships. For spatial information representation,
GeoSPARQL [20], established as a standard query language for geospatial data in the Semantic
Web by the Open Geospatial Consortium (OGC)9, provides an ontological model. Another
initiative, GeoLink [17] aiming at interlinking geospatial data across diverse datasets and
domains, also provides an ontology for representing geospatial data related to events.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. Ontology Development</title>
      <p>We employed the NeOn ontology engineering methodology [21] to develop BadmintONTO.
Specifically, our focus was on requirements analysis and the reuse and re-engineering of
ontological resources according to the NeOn methodology. While other methodologies for
ontology development such as the On-To-Knowledge (OTKM) methodology [22] and eXtreme
Design (XD) [23] exist, we chose to follow the NeOn methodology as it permits us to also take
future possible scenarios (e.g., the scenario about ontology alignment) into account.</p>
      <sec id="sec-4-1">
        <title>3.1. Requirements Analysis</title>
        <p>To develop an ontology for the badminton domain, we conducted a study on: (1) existing
ontologies related to sports and general domains as mentioned in Section 2, (2) state-of-the-art
data analysis applications in badminton and then discussed with domain experts in terms of
domain interests of information retrieval and data analysis. The domain experts include the first
author and an expert with coaching experience. Basically, the requirements analysis includes
use case identification and competency question identification.</p>
        <p>Use Case. BadmintONTO aims to capture semantics that model the details of badminton
matches, enabling the annotation of play-by-play (i.e., shot-by-shot) data, not only of match
statistics but also techniques and tactics performed by players. Additionally, it should facilitate
semantics-aware searching over play-by-play data.
7The Event Ontology: https://motools.sourceforge.net/event/event.html
8OWL-Time ontology: https://www.w3.org/TR/owl-time/
9Open Geospatial Consortium: https://www.ogc.org
Competency Questions. After discussions between domain experts and ontology engineers,
we formulated competency questions that BadmintONTO should be able to address.
• CQ1: What are the contextual details of a competition or match, such as time, location,
and match type?
• CQ2: How many matches reach to a third set in a tournament competition?
• CQ3: Which techniques (shots) does a player/pair primarily use in a match?
• CQ4: (On average), how many shots does a player/pair play to win a point in a match?
• CQ5: What are the reasons for a player/pair getting or losing a point?
• CQ6: What is the number of shots for the longest rally in a match?
• CQ7: How many rallies end within the first three shots in a match?
• CQ8: Are there any patterns of shots leading to a player/pair getting points in matches?
• CQ9: Who are the winners of competitions (e.g., in diferent match types)?
• CQ10: In doubles matches, what are the stance positions of the winning pair of players
(parallel stance or front-back stance) for all winning points?</p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Development and Implementation Process</title>
        <p>The NeOn methodology outlines two essential activities: conceptualization and formalization,
which are based on specifications derived from requirement analysis. These two activities also
involve considering existing ontological resources, such as ontologies or patterns. Therefore,
we extract key terms from the requirements analysis results, which could represent concepts
and relationships. Based on these key terms, we explore existing resources for potential reuse
or re-engineering, as discussed in Section 2.</p>
        <p>Our ontology implementation process involves several steps. We implement the ontology
using Protégé,10 hosting it on a GitHub repository,1 and creating documentation using tools,
pyLODE11 and WebVOWL.12 To evaluate the ontology, we follow a multi-step approach. Firstly,
we write RML (RDF Mapping Language) mappings [24] to construct an RDF dataset based
on BadmintONTO and an example match from ShuttleSet. Secondly, we utilize an Apache
Jena Fuseki-based SPARQL server13 to execute and test SPARQL queries over this RDF dataset.
Additionally, we employ ontology pitfall scanners and validators such as OntOlogy Pitfall
Scanner (OOPS!) [25] and OOPS! for FAIR (FOOPS!) [26] to identify and address potential
issues. Further details are elaborated in Section 4. It is worth noting that our development
and implementation process follows an iterative-incremental model. We prioritize writing
RML mappings to annotate play-by-play data and conduct OOPS! and FOOPS! checks once
we achieve a relatively stable ontology implementation. This approach enables us to identify
and address potential issues promptly. In the subsequent sections, we delve into more detailed
discussions about conceptualization and formalization.
10Protégé: http://protege.stanford.edu
11pyLODE: https://github.com/RDFLib/pyLODE
12WebVOWL: https://github.com/VisualDataWeb/WebVOWL
13Apache Jena Fuseki: https://jena.apache.org/documentation/fuseki2/</p>
        <sec id="sec-4-2-1">
          <title>AgentRole</title>
          <p>hasAgentRole</p>
        </sec>
        <sec id="sec-4-2-2">
          <title>Event</title>
        </sec>
        <sec id="sec-4-2-3">
          <title>InformationObject</title>
          <p>occursAtLocation
isPerfoisrmedBy
occursAtTime hasSubEvent</p>
        </sec>
        <sec id="sec-4-2-4">
          <title>Agent</title>
        </sec>
        <sec id="sec-4-2-5">
          <title>TemporalEntity</title>
          <p>wktLiteral</p>
        </sec>
      </sec>
      <sec id="sec-4-3">
        <title>3.3. General Conceptualization and Formalization</title>
        <p>Based on the results of the requirements analysis, we identify some general key concepts and
relationships to be modeled in BadmintONTO as shown in Figure 1. They are relevant to general
events. We introduce formulation details as follows.</p>
        <p>Event and Agent. An event typically involves participating agents who play specific roles
(e.g., players or umpires in a sport event). At this stage, we focus on modeling the roles of
participants in events, such as participating players and teams. We specify in the ontology that
each event has some participating agents through the roles performed by agents (Axioms 1
and 2). This approach to modeling roles and participating agents is well discussed and used
as shown in [16] and other design patterns.14 In addition, we follow the approach in [16] for
modeling a sub-event relationship, which is a transitive relationship with event as both the
domain and range (Axioms 3, 4 and 5).
  ⊑ ∃ ℎ. ⊓ ∀ ℎ.
 ⊑ ∃      . ⊓ ∀      .
ℎ  ∘ ℎ  ⊑ ℎ 
⊤ ⊑ ∀ℎ . 
∃ ℎ .⊤ ⊑  
(1)
(2)
(3)
(4)
(5)
Event and SpatioTemporalExtent. Another modeling concern of BadmintONTO is
representing events and their temporal and spatial information. We utilized the OWL-Time ontology8
for this purpose. In detail, a TemporalEntity in OWL-Time is specified by Instant and
Interval, while the latter can have time instants inside. In addition, OWL-Time provides a vocabulary
to describe time, temporal duration, etc. In our ontology, we connect Event and
TemporalEntity through the occursAtTime relationship (Axiom 6). To represent spatial information,
we draw inspiration from GeoSPARQL [20] and GeoLink [17]. For instance, we specify that
each event takes place at certain locations (Axiom 7), with each location being a sub-concept
of Geometry defined in GeoSPARQL (Axiom 8). Moreover, considering the need to express
14E.g., http://ontologydesignpatterns.org/wiki/Submissions:Objectrole, http://ontologydesignpatterns.org/wiki/</p>
        <p>
          Submissions:ParticipantRole
positions of players and shuttles in terms of their corresponding court areas (e.g., each court
can be divided into 16 areas [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]), we specify that a location can also be expressed in terms of
CourtArea (Axiom 9). Events can take place at multiple locations and times. This arises from
the possibility of an event being suspended and conclude at diferent times and locations.
(6)
(7)
(8)
(9)
(10)
(11)
(12)
  ⊑ ∃   .   ⊓ ∀   .  
  ⊑ ∃  . ⊓ ∀  .
 ⊑ ∃   .   ⊓ ∀   .  
 ⊑  
Contextual Information of Events. To represent contextual information of events, such as
scores of sets or matches and reasons for winning or losing rallies, we adopt established practices
as presented in [16, 17], utilizing the InformationObject based on DOLCE [19]. Additionally,
the InformationObject captures information about event entities and other related entities,
such as the winning player of a match event or a specific shot type of a shot.
        </p>
        <p>⊑ ∃   .    ⊓ ∀   .   
⊤ ⊑ ∀  .   
∃   .⊤ ⊑</p>
      </sec>
      <sec id="sec-4-4">
        <title>3.4. Conceptualization for Other Badminton Domain Knowledge</title>
        <p>Figure 2 illustrates additional concepts essential for annotating badminton events. Specifically,
we define a taxonomy of Event, which encompasses sub-concepts such as CompetitionEvent,
MatchEvent, SetEvent, RallyEvent, and ShotEvent. Accordingly, we establish a taxonomy
of InformationObject with sub-concepts CompetitionInformation, MatchInformation,
SetInformation, RallyInformation, and ShotInformation. These sub-concepts intend to
capture information such as scores, locations, and participating players as shown in Figure 3,
all of which are covered in the play-by-play data. Specific events occurring during a match,
such as challenges to the shuttle’s landing position and penalty judgments, are modeled within
BadmintONTO for potential future utilization despite not being currently represented in the
badminton play-by-play data (i.e., ShuttleSet).</p>
        <p>We model diferent instances of roles as outlined in Figure 2 (e.g., SingleRoleA and
SingleRoleB) to distinguish the two players/pairs/teams in a game. While in some contexts, these
roles may be interpreted as home role or opponent role, we opted for a more generic approach,
modeling them as Role A and Role B. These roles persist throughout an entire match.
Additionally, two specific design decisions regarding role modeling have been made in BadmintONTO,
which may be subject to future updates. The first decision involves only modeling players’ role
information at the SetEvent level for ease of annotating the play-by-play data. Future work
could explore extending these roles to all event levels or limiting them to the MatchEvent.
The second decision pertains to modeling score information of two agents. Currently, we
define the scores’ sources in terms of agents playing Role A and Role B through relationships
Hi ingArea
rdf:type
(matchScoreA, matchScoreB, setScoreA, setScoreB, roundScoreA, and roundScoreB).</p>
        <p>Furthermore, the ontology incorporates a concept of competition types, Competition, with
three sub-concepts, each representing specific competition types. For instance, the All England
Open is defined as a BWFTournamentCompetition, occurring annually, with a specific
edition linked to an instance of CompetitionEvent. Additionally, considering BadmintONTO’s
objective of annotating play-by-play data with a focus on observed techniques and tactics in
Women's Singles
Men's Singles
Men's Doubles
Women's Doubles
Mixed Doubles</p>
        <p>RallyWinReason</p>
        <p>rdf:type
isPerformedBy
getSetByPlayer</p>
        <p>RallyWinReason
matches, the representation of shot types is crucial. Therefore, we introduce the ShotType
concept with instances to represent specific shot types (e.g., serve shot and smash shot). As interests
of the badminton domain, we also introduce the HittingArea, HittingStyle, ShuttleRoute,
RallyWinReason, RallyLoseReason concepts with instances.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Usage and Evaluation</title>
      <p>This section introduces the usage and evaluation of BadmintONTO.</p>
      <sec id="sec-5-1">
        <title>4.1. Annotating Shot-by-Shot Data</title>
        <p>
          Between ShuttleSet [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] and BadmintONTO [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], we utilized the former to construct an RDF
dataset based on BadmintONTO, employing RML [24]. ShuttleSet, a human-annotated dataset,
encompasses 44 BWF (Badminton World Federation) tournament matches between 2018 and
2021, involving 27 top-ranking single male and female players. The dataset comprises 104 sets,
3,685 rallies and 36,492 shots across the 44 matches. As mentioned in Section 1, ShuttleSet
captures more details from games than BadmintonDB such as locations in terms of court areas.
        </p>
        <p>RML mappings were created across four levels corresponding to four event types:
MatchEvent, SetEvent, RallyEvent, and ShotEvent. These mappings encompassed
participating players, spatio-temporal extent, and contextual information (e.g., shot type, hitting
location, point acquisition reasons, scores) for the mentioned events, resulting in the generation
of an RDF dataset. Additionally, we publish a SPARQL server2 to answer and test SPARQL
queries over this RDF dataset (further discussed in the next Section).</p>
        <p>An instantiation example related to a match event is illustrated in Figure 4a, showcasing
temporal annotations (e.g., MatchDateTimeDescription, MatchDurationDescription, and
MatchTimeEntity). Notably, our focus on representing temporal information primarily
pertains to the match event level due to the domain’s emphasis on temporal aspects at this level
and the current version of the ShuttleSet dataset containing temporal information exclusively
at the match event level. Figure 4b demonstrates an example of annotating shot-by-shot data
at the set event level, where a set event serves as a sub-event of a match event and involves
participating players performing two diferent roles.</p>
        <p>In Figure 4c, shot-by-shot data is annotated at the rally event and shot event levels. A rally
event is characterized by information such as shot count, round scores, win reason and the
player getting the point. Additionally, a rally event includes at least one shot event (i.e., a
serving shot) as its sub-event. Incorporating location information is important for describing
a shot, enabling the analysis of shot trajectories. Thus, shot information encompasses details
such as the shuttle’s hitting and landing locations.</p>
      </sec>
      <sec id="sec-5-2">
        <title>4.2. SPARQL Query Examples</title>
        <p>An intended usage of BadmintONTO is to facilitate semantics-aware searching over
play-byplay data, aligning with the outlined use case. Following the generation of an RDF dataset, we
built a SPARQL server2 and tested several SPARQL queries.15
15All SPARQL queries are available at https://github.com/huanyu-li/BadmintONTO/blob/main/sparql_query/
"13"</p>
        <p>The SPARQL queries are written in accordance with competency questions outlined in
Section 3. Table 1 shows the concepts and relationships from BadmintONTO necessary for
writing the example SPARQL queries. Notice that currently, these queries only utilize a subset
of BadmintONTO (10 concepts and 16 relationships). Future work will explore additional
domain-specific queries and assess their compatibility with BadmintONTO. In Listings 1 and 2,
we provide example SPARQL queries corresponding to CQ3 and CQ7, respectively. For each
competency question (CQ1-CQ7), we formulated one or more SPARQL queries. However, we
currently cannot write SPARQL queries covering CQ8, CQ9, and CQ10. The unavailability of
queries for CQ8 is attributed to the absence of direct event sequence modeling in the current
version of BadmintONTO, which was left for future work. For CQ9, the limited size of the
ShuttleSet data, containing only 44 matches across various tournament competitions, does not
have examples featuring all matches from a specific competition. The test of such
competitionlevel contextual information is expected to be a future work. Regarding CQ10, the current
ShuttleSet data lacks double and mixed double matches.</p>
        <p>CQ6 RallyEvent, RallyInformation, Player
CQ7 RallyEvent, RallyInformation, Player
Listing 1: An example SPARQL query of CQ3 (What are the quantities of diferent types of shots
that SHI Yuqi hits during matches?).
1 PREFIX badmintonto: &lt;http://w3id.org/BadmintONTO/&gt;
2 PREFIX rdf: &lt;http://www.w3.org/1999/02/22-rdf-syntax-ns#&gt;
3
4 SELECT ?shottype (COUNT(?shottype) as ?num)
5 WHERE {
6 ?shotevent rdf:type badmintonto:ShotEvent .
7 ?shotevent badmintonto:isDescribedBy ?shotinfo .
8 ?shotinfo badmintonto:hasShotType ?shottype .
9 ?shotinfo badmintonto:hittingPlayer ?player .
10 ?player badmintonto:personFullName "SHI Yuqi" .
11 }
12 GROUP BY ?shottype
Listing 2: An example SPARQL query of CQ7 (How many rallies end in the serving shots?).</p>
      </sec>
      <sec id="sec-5-3">
        <title>4.3. Evaluation based on OOPS! and FOOPS!</title>
        <p>
          We have demonstrated BadmintONTO’s ability in annotating badminton shot-by-shot data and
enabling complex query answering over an RDF dataset generated based on BadmintONTO.
Furthermore, we employed the OntOlogy Pitfall Scanner (OOPS!) [25] and OOPS! for FAIR
(FOOPS!) [26] as ontology pitfall scanners and validators to identify potential issues requiring
attention. OOPS! classifies pitfalls in three importance levels that are critical, important and
minor [25]. For instance, missing annotations are categorized as minor pitfalls while
missing domain/range definitions of properties are important pitfalls. A cyclic definition in the
concept hierarchy is a critical pitfall. FOOPS! basically evaluates an ontology adhering to the
FAIR principles [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] such as the usage of a persistent, resolvable URI (Findable); availability in
diferent serialization formats (Accessible); metadata annotations using existing vocabularies
(Interoperable) and human-readable documentation (Reusable).
        </p>
        <p>The results generated by these tools ofer insights into various design aspects (e.g., as shown
in Table 2). However, a deliberate modeling decision may trigger a reported pitfall by OOPS!
or FOOPS!. For example, deliberately leaving the domain or range of a property undefined
to enhance flexibility may be flagged by OOPS! as an important issue. Similarly, FOOPS!
checks if an ontology’s metadata includes bibliographic citation information, which may not
be deemed necessary at a certain stage of development. As a result, the results provided by
OOPS! Example Result and Decision
Pitfall description
Creating unconnected ontology elements
Missing domain or range in properties
FOOPS! Example Result and Decision
Pitfall description
Detailed metadata (The following metadata was
not found: doi, publisher, logo, status, source)
importance</p>
        <p>Minor
Important</p>
        <p>action reason
future consideration may be for future work</p>
        <p>Update for some for flexibility</p>
        <p>action
Disregard</p>
        <p>reason
not relevant at this stage
these validators primarily serve as guidance rather than ofering an exhaustive and absolute
list of issues requiring correction. We address major issues identified by these tools and track
the decisions (i.e., correction, disregard, defer to future consideration) made for them using the
GitHub repository’s issue tracker.16</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. Discussion and Future Work</title>
      <p>BadmintONTO captures semantic information within badminton play-by-play data, ofering
potential advantages for data analytics applications necessitating semantic comprehension and
data integration purposes. Currently, our implementation of the ontology primarily focuses on
annotating single matches sourced from ShuttleSet given that the ShuttleSet dataset exclusively
comprises play-by-play data for single matches. Further investigation is required to explore
how to annotate data from (mixed) double matches. For example, while in a single match,
we can infer that a hitting player’s location corresponds to that of the shuttle, as provided
by ShuttleSet. In a double match, it is essential to also document the location of the other
player within the pair (e.g., as indicated in CQ10 in Section 3). Additionally, we currently do
not test BadmintONTO for representing team competitions, as the organizational structure of
a team competition difers slightly from that of a regular tournament. Therefore, additional
information may need to be recorded beyond the scope of ShuttleSet’s coverage to accurately
capture the play-by-play dynamics of team competitions. In the future, we will investigate how
to model such team matches. For instance, a TeamCompetitionEvent may be introduced as a
sub-concept of Event.</p>
      <p>We also intend to keep track of the evolution of badminton-related datasets, including
ShuttleSet, and extend BadmintONTO with new concepts and relationships. This extension may
involve representing event sequences, detailed trajectory information of shuttles and players,
and validating unaddressed competency questions.</p>
    </sec>
    <sec id="sec-7">
      <title>6. Concluding Remarks</title>
      <p>This paper introduces BadmintONTO, an ontology designed for the badminton domain. It
follows the NeOn methodology and integrates elements from existing ontologies such as DOLCE,
the OWL-Time ontology, and various public ontology patterns. Additionally, we showcase
usage scenarios in which BadmintONTO is utilized: (1) to annotate the recently published
shot-by-shot data - ShuttleSet dataset, and (2) for asking complex queries over the annotated
dataset. Furthermore, we evaluate the ontology using the tools OOPS! and FOOPS!. Our model
also permits generality, flexibility, and the potential for future endeavors, such as establishing
certain aspects of the ontology as a standard pattern for ontological modeling in racket-based
sports (e.g., tennis, table tennis and padel).</p>
      <p>BadmintONTO is publicly maintained on a GitHub repository and accessible via a permanent
URI provided by the w3id service. We have provided guidelines, within the GitHub repository, of
how to contribute to the development of BadmintONTO. We anticipate that more domain experts,
application developers, or badminton enthusiasts could contribute to its future development.
16Pitfall report from OOPS! and FOOPS!: https://github.com/huanyu-li/BadmintONTO/issues/5
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