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Scorekeeping with Smart Phones Mobile Solution for Outdoor Team

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1. The missing results were collected from the paper score sheets which were kept as a backup for StatKeeper application The instability of the application and platform was noted also in the feedback gathered from the volunteers using a paper form 28 response rate For some reason the application often slowed down if it was used for many games in a row Restarting the system solved this problem The overall slowness of the application on the Series 60 platform was not perceived to be problematic except in a few exceptionally fast situations For the tournament organizers the system was a great success and provided more detailed information than what typically has been available in these kinds of tournaments Unfortunately because of the limited functionality of the tournament Web server the scores weren t shown on Web in real time although the data was available on the server side 5 Discussion The StatKeeper application proves that implementing a low cost and highly usable scorekeeping solution is possible using smart phones as a platform The authors see this kind of system 1 The application runs much faster for example on a Series 40 UI phones such as Nokia 6230 benefiting many volunteer run tournaments like international junior soccer tournaments e g Hesa Cup with 800 teams or little league baseball tournaments Some changes would be needed because of different rules and statistical requirements In slow scoring games such as
2. game data is stored in the phone for later handling One crucial design point of view for the whole application was robustness for example in the case that there are application errors or the phone s battery dies To protect against such cases the game data is stored in the phone s non volatile memory as well as sent to the server each time after an event in the game At the beginning of the game the actual starting time is also stored With this information available it is possible to fully recover the application without any problems if the battery dies or the application goes to an unrecoverable state The application can similarly recover from situations in which the non volatile memory of the phone is erased All events inputted so far are stored on the server and the only thing lost would be the game clock and events that happened while the phone was rebooting The UI of the application currently in English only but it was designed and implemented so that it is easy to add new languages All texts are accessed via a function interface using a logical id that is basically the index in an array of all texts The lifetime of some graphical items made it hard to change the language on the fly therefore multiple language interfaces were not implemented 4 3 Implementation Details The UI of the application was implemented using the MIDP Form system It provides an easy and fast way to create applications with standard widgets e g text fie
3. have been too hard for the novice users to learn and therefore this approach was discarded Using the menus operated with the soft keys of Series 60 phones was seen much easier for the volunteers to learn Initially the plan was to map the left soft key to one team and the right key to the other team Each of the menus would have had selections for timeouts and goals This would have been natural from the scorekeeper s viewpoint but this mapping was discarded because of implementation problems and because the mapping of the right soft key run against the general Series 60 application guidelines As following the standard was seen to be important we finally agreed on implementing a menu structure along the Series 60 guidelines where the left soft key was reserved for various actions and the right soft key was mainly used for reverting the previous action and for exiting from the application Considerable time was also spent on deciding what to show to the user on each screen It was agreed that better to err on showing too much than too few items to the user even if the screen would end a little cluttered Figure 3 provides four screenshots of the StatKeeper application Note that in the second screenshot the letters H and V stand for home team and visiting team respectively This order for the team scores is typical in Europe whereas in U S the score for visiting team is usually displayed first Selec a field gupita f 0 01 16 1384
4. is depicted in Figure 2 The same structure was used as basis for the design of the StatKeeper application _End of game Enter Score amp _ 9 Scorers Goal i d t Start screen amp Wait for game In game Send repor Signatures Select game to start Clock running Time out Etc Halftime spl Timer for Send report game breaks Figure 2 A simplified process view on scorekeeping used in the StatKeeper application As the volunteers for the tournament were from many age groups and from different parts of the world their background with cellular phones varied a lot some had had only a little experience with cellular phones and even less with smart phones Also training time prior the tournament was limited and even if a user manual was provided to the volunteers it was most unlikely that anyone of the volunteers would have had time to read the manual As the volunteers were envisioned to work sometimes under a lot of stress the system needed to be as easy to use as possible The volunteers should not need to configure anything all the messaging between the application and the back end server had to be hidden and as much of the game logic as possible e g timeout lengths point caps time caps was to be implemented into the system The usability requirements dictated the choice of the UI style Using numbers as shortcuts to specific actions would
5. of them are better suited for scorekeeping systems This paper studies keypad and menu based UI in more detail but also other input methods would be possible In short voice recognition could be used as the required vocabulary to control the UI is limited the vocabulary would consist of a handful of event nouns e g timeout score goal assist substitution the names of the two teams or visitor home and a list of player names However the background noise typical of most sport events would most likely cause problems even if highly a directional microphone were used Pen input would allow the application designer to create a screen layout with on screen buttons which could be matched to events and players However pointing those small buttons with the stylus could be challenging in real time situations given the lack of haptic feedback and high precision requirements Additionally the stylus could be lost easily From the infrastructure viewpoint there is seldom access to electricity on the fields so the devices need to be battery operated Preferably the battery should last for one day Alternative solution is to provide backup batteries for the field personnel or to set up charging stations near the fields Also the fields usually do not have wired access to the Internet to access the tournament back end system Therefore the devices need to have some kind of wireless connectivity being it ce
6. schedule and especially as the back end server implementation was completed only a few days before the tournament it was necessary to be able to test the application without the actual server For this reason an emulation of server events was implemented in the communication part of the application This emulation gives the correct XML server responses for each possible request the application makes so that everything down to XML parsing can be tested This would require some really fatal application error or severe problem in the phone s internal software Testing with the built in server emulation gave no clue about how long it would take to send and receive the messages This information was not extremely important as during the game the application communicates in the background However some data was needed For this purpose a really simple HTTP server emulation was implemented using PHP The script simply matches the client s requests to filenames of XML files that contain the correct server response Testing with this server was enough to proof that pre game functionality selecting the field and the game was in fact quite fast even though it requires communication at each state change Even with these emulations testing the full system was of course a necessity Some parts of the communication were tested while the server was still under implementation but a few test runs with the full system were done just some days before the
7. soccer and even Ultimate a WAP based solution would be sufficient too if the network coverage is good Based on the feedback and experiences during this project some future improvements are planned The UI should be re implemented using MIDP Canvas instead of the MIDP Form system which allows more freedom in the UI design The most important improvement achieved with this is that the Exit command would not be on every form Besides with MIDP Canvas the UI design can be redone to improve the visibility of the important details different fonts and colors can be used to make the main screen easier to interpret Also current clock time and battery level should be available on the main screen because that information is worthwhile to the scorekeeper There is one application logic error in the application If a goal is scored and the discussion on the field takes too long as can happen when a new point cap is introduced because of reaching the time cap the phone might start the next point automatically after one minute thus changing the point cap incorrectly This was encountered once during the tournament In many tournaments and especially in series which contain many tournaments the player roster for any team may change Therefore roster editing capabilities should be added to the application The scorekeeper could show the current roster to the team captains and the application should have functionality to add delete and edit en
8. such equipment This lack of personnel and equipment is especially true in amateur sports events in events targeted for juniors and in events for less known sports like ultimate Frisbee Additionally organizing an outdoor event for such sport creates further challenges compared to running an indoor event with controlled climate and most of the infrastructure e g electricity possibly wired networking in place This paper describes the implementation and deployment of a comparatively low cost system which allows untrained volunteers to keep time and score for matches in a large scale multi site tournament First we study the challenges and requirements for keeping score of games in an outdoor tournament in general and provide an overview of related research Thereafter we briefly visit the rules of Ultimate and describe the prior scorekeeping methods and systems for this sport The design implementation testing and deployment of our system for World Ultimate Championships held in 2004 in Turku Finland WUGC2004 is described in detail hereafter In the final chapter we discuss how the system could be developed further to for example From here on we will refer to ultimate Frisbee with the term Ultimate Frisbee is a registered trademark of WHAM O Inc accommodate also other sports with somewhat different rules and different scorekeeping requirements 2 Score and Timekeeping Systems for Team Sports There are a number of requirem
9. tournament started Because of the accurately specified XML interface there were only a few bugs related to communication The most valuable output from testing was to help making the UI as logical as possible and this was possible even with the in phone server emulation 4 5 Tournament Usage and Feedback The group of 30 volunteer pairs was very heterogeneous They had different skill levels in using phones and in scorekeeping To make sure that all the scorekeepers were capable of using StatKeeper a short training session was organized and a short user manual was provided for them The training was organized so that each pair got a mobile phone and they were given step by step instructions on how to handle the application Many scorekeepers were able to use the application without any instructions but some inexperienced phone users were slower to learn as they had never used a complex mobile phone application before The fact that all of the scorekeepers were able to use the application with only a little training verified our UI choices and instructions to be acceptable The training session was also the first ever testing that the server was able to handle multiple simultaneous clients The application succeeded in providing results for almost all of the games 392 out of 395 although the application crashed for some unidentified reasons more often than that The built in recovery mechanism succeeded in allowing recovery in most of the cases
10. tournaments which provide somewhat delayed scoring information for the games on the Internet to serve also those people who were not able to make it to the tournament themselves Also some tournament organizers have started to provide individual scoring information goals and assists only Such record keeping requires that each game has a non playing scorekeeper For example the Finnish Flying Disc Association FFDA has been using paper score sheets since early 80s to keep track of individual scoring information Usually the home team is responsible for keeping the score and reporting the score to the league organizers FFDA has also an online system called Pelikone into which scorekeepers could update the information from the paper score sheets Also the World Flying Disc Federation WFDF has used paper score sheets in the official WFDF sanctioned tournaments like World Ultimate Championships and World Ultimate Club Championships Two examples of these score sheets are provided in Figure 1 World Ultimate Championships 2000 Official Scoresheet Teams X vY Date Time Division Pool Starting zone Pull Team End Sea Team X Team Y Start Time 1 se es 22 yaa s Time Outs Team X Team Y Suomen Liitokiekkoliitt
11. were also able to negotiate an affordable deal for data transmission charges with a local carrier which further solidified smart phones as our choice of development platform Mainly due to the strict development timetable Java JZ2ME MIDlet was chosen as a development language instead of native Symbian C which has a steep learning curve This limited our choices to some degree during the development especially on the UI side e g soft key mapping One major advantage of MIDlet development is the availability of very good and free of charge development and testing tools For this project two software development kits were evaluated Mainly because the emulator startup time in the Nokia Developer Suite for J2ME 2 1 was about one minute which made the testing really slow Sun s J2ME Wireless Toolkit version 2 1 was used for development and testing The drawback of this solution was that the emulator did not really resemble real devices For detailed UI testing in real environment the application was sent to the real target device over Bluetooth In parallel to the scorekeeping application development a back end system for scheduling the games keeping track of rosters collecting the scores and displaying the scores on a Web site was developed by a 3 party company Fiare Oy As there is a messaging interface between these two systems the development efforts needed to be coordinated carefully and therefore a requirements specification alo
12. 4 Kupittaa 1 0 Goal Canada Game details i Australia ys yanada Assist byt Kupittaa 1 5645674 J at01082004 0900 00 Game e events Goal by Q 0 00 05 H Boal 2 gt 1 0 00 44 Y Goal 2 gt 3 5 6 2 0 06 55 Goal 6 gt 7 2 9 9 gt 1 9 2 Australia vs Canada Jime outs left 1 ay Ct peep ent 1 O04 y Soal 5 6 2 3 Time to resume 0 00 28 Kupittaa 2 1 0 20 57 H Goal 2 gt 0 21 25 H Goal 9 gt 0 21 58 H Goal 9 gt 2 MADAINN U Cant AN Options Back Options Undo Options Back Options Back Paavo Nurmi 1 2 ad errr Figure 3 Screenshots of StatKeeper In the first screen the user selects the appointed field and game The main screen displays relevant game information Scorers are entered via a dedicated form The fourth screen presents a detailed view of a game displayed after the end of the game for verification purposes 4 2 Software Design Due to the strict timetable and the quite good understanding of the application s structure there was little pure architecture and design work done during the project application development started almost immediately The overall design of the application was around the UI each visible UI state mostly a MIDlet UI form corresponds to an application state and all the actions that change the UI state go through the same method which handles state changes Other actions are handled wi
13. Scorekeeping with Smart Phones Mobile Solution for Outdoor Team Sports Tournaments Hartti Suomela Asmo Soinio Finnish Flying Disc Association Finnish Flying Disc Association SLU 00093 Finland SLU 00093 Finland hartti csli stanford edu asmo kortis to Abstract This paper studies the use of smart phones for keeping score of games and timing those games in a sports tournament that is organized outdoors The paper first describes the general challenges faced in designing such systems Then we examine the issues faced during design implementation deployment end user training and use of a scorekeeping system for a large scale team sports tournament in which multiple games are played simultaneously Our implementation shows that smart phones can be effectively used for scorekeeping in such tournaments These kinds of solutions are comparatively easy to develop and if adequately designed the volunteers can easily learn to use such a system 1 Introduction Scorekeeping and timing of games in professional team sports tournaments leagues and separate single games is usually handled by hired and trained personnel operating sophisticated computer applications or dedicated scorekeeping equipment However there are plenty of team sports events where such facilities and equipment for scorekeeping activities are not available At those events also the personnel is usually comprised of untrained volunteers and they would need extra training to use
14. as studied online baseball statistics system but mainly from a system architecture viewpoint On the other hand there is an abundance of PC based scorekeeping software applications for various team sports including baseball basketball football ice hockey and soccer Some of these applications are basically digital versions of traditional paper score sheets and the user experience is not optimal There is also a selection of scorekeeping applications for hand held devices Such systems are more flexible for outdoor deployments than systems utilizing laptops There is also a selection of usability studies of mobile devices providing additional event related information to the audience Olsson amp Nilsson 2001 and facilitating sports event audience participation see for example Daley amp Gabriel 2004 3 Case Study Ultimate Ultimate is a team sport played by two seven player squads with a plastic flying disc on a field similar to football The object of the game is to score by catching a pass from a teammate in the opponent s end zone for which a team is awarded with one point A player must stop running while in possession of the disc only pivoting and passing to any of one s teammates is allowed Games are usually played to a point cap usually 15 17 points goals In tournaments game play is limited with an additional time cap usually 90 100 minutes to keep up with the schedule If the time cap is reached before either of t
15. ents for a scorekeeping system for team sports tournaments First of all the system should be easy to learn and easy to use as there is usually only limited time available to train the volunteers to use the system Secondly the system has to be reliable and robust as there is not usually enough personnel or additional devices available to have a parallel backup system running for all of the games The system should have means to gather the required data from the game for example scoring time and scorer information and to help the scorekeeper to keep track of available time outs and to control the time out lengths etc If real time score reporting on a Web site is required the scorekeeping devices should also send scoring updates to the tournament back end system A nice additional feature would be to have the scorekeeping device to control a scoreboard display on the fields for the enjoyment of on site spectators The scorekeeping systems for outdoor tournaments face additional challenges The scorekeeping devices operated on the fields have to be weatherproof or at least there should be means to easily protect the devices from rain Tables and chairs might not be available so the scorekeeper has to be able to operate the device with one hand only and sometimes even while standing When smart phones or other hand held devices such as PDAs Personal Digital Assistant are used for scorekeeping there is a choice of input methods available Some
16. he teams has reached the point cap a multi step time cap procedure is used to find out to how many points still need to be scored in general leading score 2 As this procedure can appear complicated to an inexperienced scorekeeper a scorekeeping system should assist the scorekeeper in calculating the correct point cap Besides the time cap timekeeping responsibilities generally include limiting halftime length timeout lengths and the time between points after one goal has been scored and before the play for the next point has started The scorekeeper should also be aware of how many time outs each team currently have available 3 1 Available Scorekeeping Systems for Ultimate The Ultimate community in general is quite relaxed what comes to the personal scoring information and even to the exact final scores It is common that in tournaments only win loss record is kept although the final scores of all games are usually observed to be able to solve tiebreakers In many tournaments there are no separate scorekeepers for the games The games are timed with a central horn and the players themselves are responsible for keeping the score 4 For example in NCAA basketball the official score is kept and the box scores are produced with The Stat Crew System available at http www statcrew com gt For example Digital Scout provides solutions for various team sports See http www digitalscout com However there are a growing number of
17. ion for soccer and Ultimate games from any phone through key dial tones Anyone could register to the system to provide scoring information and the system displayed real time score of the games on the Web More recently the development team has added WAP Wireless Application Protocol interface to the system and it has been already piloted in a couple of North American tournaments The WAP interface causes some delays in the UI and does not therefore provide an optimal user experience However the pace of an Ultimate game is such that these delays are acceptable Additionally very few people in North America realize that their phone has a WAP browser so it has been quite hard for the Score O Matic team to find volunteers to keep scores in tournaments Kerr 2005 There are also some more advanced statistical systems for Ultimate These systems such as the UltiStats application for Palm OS devices and a paper based notational sports analysis system called RUFUS are more targeted towards keeping specialized and more detailed statistics of a game than providing scoring information for a tournament 4 StatKeeper Scorekeeping and Timekeeping for Ultimate In this section we describe the design implementation and deployment of our system called StatKeeper for World Ultimate Championships tournament The application was designed for Nokia Series 60 smart phones as the tournament got a number of such devices as a donation The tournament organizers
18. lds text areas radio buttons It has however quite a few limitations There is no interface to define colors on the widgets so the application is black and white except for the title logo There is also no interface to listen to direct key presses all functionality must be handled via abstract commands which in practice are mapped to the soft keys and the Options list The most severe limitation which is a Series 60 MIDP implementation specific feature is the fact that an Exit command is added to each form Therefore it is too easy to accidentally quit the application especially by an inexperienced user in a hectic situation One way around this would be to use the MIDP Canvas system which provides more freedom to the UI design but at the same time it makes the implementation harder Alternatively one could create a native Symbian application or develop the application on a completely different platform Among positive findings is that the Series 60 screen size is big enough to hold the needed information during the game This could further improved with a better graphical design as the UI of the current application was not fine tuned much Also the usability of the system and the understandability of the platform s logic the soft keys and the Options list were clearly good enough judging by how successful even the inexperienced volunteers were with StatKeeper 4 4 Pre tournament Testing Because of the tight time
19. llular data access such as General Packet Radio Service GPRS or wireless broadband access such as WiFi As the cellular access can be costly an additional challenge for the tournament organizers is to negotiate an agreement with local carriers for cheaper data access or to find other financial means to handle the data transfer costs gt Besides a score and timekeeping subsystem a tournament needs to have a back end system to schedule the games to collect and to tabulate the scores from multiple simultaneous games and to display the final scores and team standings for example on a Web site In this paper we do not study the back end system as we concentrate on the scorekeeping subsystem 3 The data gathering requirements vary from sport to sport In some sports the official box score includes also other data than just the scoring information 2 1 Related Research and Available Scorekeeping Systems The score and timekeeping applications and systems have not been widely studied from the academic perspective The usability approach in studying these systems is practically non existent For baseball a simple scorekeeping device for disabled people with LCD screen and a couple of input buttons to update the score has been described Mierzejewski amp Enderle 2000 This stand alone device does not have any access to a back end system to allow it s use in tournaments nor does it include timekeeping functionality Barstow Barstow 1999 h
20. ng the messaging interface specification was created Suomela 2004 Many of the requirements listed in this document have been already presented in the earlier chapters of this paper 7 Score O Matic is developed by a team lead by Charles Kerr Web access to the system is available at http www scoreomatic com 8 The source code and other UltiStats documentation is available at http sourceforge net projects ultistats This system was used in late 90s in U S for pass and possession level analysis of Ultimate 4 1 User Experience and UI Design In general the process and the actions of score and timekeeping define a simple structure for scorekeeping applications First of all the user has to command the application to observe the game one has been appointed to Then the application waits until the game is started After game start the application keeps track of time and waits for input from the scorekeeper mainly timeout taken goal scored which will lead to specified actions As the application returns to the main game on state a report to the tournament back end server is sent in the background Alternatively based on the game clock or on the score of the game the application itself suggests actions to the scorekeeper time for half time game has ended etc After the end of the game the scorekeeper collects approvals from the team captains and a game summary gets sent to the back end system This simplified process
21. o Ottelup ytakirja talvi 2000 i a Kotijoukkue Koti Vieras Sy tt j Tekij 5 n eer r Vierasjoukkue 2 3 Z 3 4 Ed 4 10 5 a 11 6 12 7 6 13 oo a Half Tine Stat Finish 16 a Actual Time 17 pat E 15 12 Team X Team Y 19 Aikalisat 13 Overtime TO 1 20 kot ea Orern 102 7 Meras TT tT yy ape End of Game Piet Actual Time Puoliaika p ttyi 7 N G EE Injury TO S Tem X Team Y 19 27 20 A 21 Pat 3 a 5 31 Lopputulos E 6 32 a 6 ee 33 P25 FINAL SCORE SOTG 0 10 34 35 26 E From X 37 28 38 29 Team Y xX 39 30 From Y 40 31 4l 32 42 m CAPTAINX SIG 43 44 a o 15 35 CAPTAINY SIG 46 Kapteenien Allekirjoitukset 36 i 37 45 38 9 39 Staff Name SOTG Score Team X Team Y Figure 1 Examples of score sheets for Ultimate The official FFDA score sheet is on the left The other one is the official score sheet for a WFDF tournament Obviously these paper based systems cannot alone take care of timekeeping for which the scorekeepers need to have a stopwatch An alternative method as described above is to use a central horn to observe the time cap In this case the timeouts and halftime are not properly timed Pelikone English translation Game engine was developed by Pasi Tuulosniemi in 1998 Web access to the system is available at http www liitokiekkoliitto fi pelikone Score O Matic is a computerized scoring system which initially accepted scoring informat
22. thin each state Some drawbacks due to this simple design were found as the application grew The in game state became really big even though not so complex and the method for changing between states also became really long Prior to the start of the game changes between many UI states required communication This was implemented with a common interface for sending data and getting a callback function called with the response once it was available The data for such states was then filled in the callback function and at that time the actions made active The only state in the application that differs from the logic that only UI actions can cause actions is the in game state Two separate threads were used one to update the game timer and the clock time and another to send the game events e g goals timeouts taken generated so far to the server The design of having one single separate thread for handling all the communication during a game was selected mostly for clearness the logic is extremely simple and easier to monitor and handle compared to creating separate threads for communication each time a game event occurs This thread does not signal any errors to the UI during a game it just retries to send the data every two minutes This logic was selected not to disturb the user during an eventually hectic game situation Only after each game when the final score is sent the user is told about possible communication problems and the
23. tries if needed In the current system player names were actually sent to the mobile phone but they were not shown to the scorekeeper Another useful feature would be the ability to send a stored game via Bluetooth to the server 6 Acknowledgement The authors are thankful to Pasi Tuulosniemi and Juha Jalovaara from FFDA as well as to Mikko Kaihlavirta Hannu Kyt l and others from Fiare Oy for their efforts in the project References Barstow David 1999 Baseball seasons and dog years Proceedings of the 21st international conference on Software engineering Pages 535 542 Daley W Gabriel I 2004 System for audience participation in event scoring at the 2004 Olympic Games Extended abstracts of the 2004 conference on Human factors and computing systems Pages 1685 1689 Kerr Charles 2005 Personal email communication Mierzejewski G Enderle J D 2000 The electronic baseball scorer Bioengineering Conference 2000 Proceedings of the IEEE 26th Annual Northeast 161 162 Olsson Daniel Nilsson Andreas 2001 MEP a media event platform Mobile Networks and Applications Volume 7 Issue 3 June 2002 Pages 235 244 Suomela Hartti 2004 StatKeeper midlet Keeping statistics of an ultimate game A document of client requirements http www ultimateplayer org statkeeper StatKeeperReqDoc_0_62 pdf

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