the system - the annotation of soccer matches. Special
care was dedicated to the design of this mobile
application, because, in order to be efficient, it would
have to represent the different moments and events
that occur during a soccer match as best as possible.
The state machine that makes this possible is also
presented on this paper, where it is possible to
understand the different flow of screens (and the
corresponding user interface) appearing to the user
annotating the games, reacting to the different choices
the user makes on each individual screen. The authors
of this system opted by allowing each user to follow
only one of the teams on the match field (to maximize
efficiency) and also to allow multiple different users
to annotate the same team concurrently. This
concurrent annotation of the events on the soccer
match decisively contributes to a much complete
identification of all of them, through a posterior
aggregation and consolidation of all the collected
data.
The system was tested using different users, with
different mobile application usage backgrounds, and
without no knowledge of sports annotation tools.
From the evaluation conducted, it was possible to
conclude that the system is able to accurately allow
the collection of the soccer match events, although
some limitations were also identified. The tests
focused more on the individual annotation task of
each of the users, and therefore it was not yet possible
to conclude if the aggregation of data from the
different users could increase the event collection
accuracy levels.
The work described on this paper focused
primarily on the quality of the collection of data of
events occurring on a soccer match. The second stage
of this work, that was not presented here, relates to
the processing of the collected data to produce
accurate statistics about the team and individual
players performance. This statistical information will
be of great value for all the different stakeholders
involved in the soccer team, mainly for the team
managers and players, and will help the
democratization of the usage of advanced IT to help
smaller professional soccer teams, or even for young
players training teams.
There are still some open issues that will need to
be tackle while we continue the research and
implementation of this system. The first one refers to
the huge amount of data will be collected either by
this system (where a crowd-based approach is used)
or by other sensor-based systems (Rein and
Memmerte 2016). The second issue to consider refers
to the quality of the collected data, since most of the
annotators have no or little experience on soccer
match annotations (Hsueh, Melville, and Sindhwani
2009; Nowak and Rüger 2010).
ACKNOWLEDGEMENTS
The authors would like to acknowledge the FCT
Project UID/MULTI/4466/2016.
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