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2 ESPOR DIJITAL All rights of this manual belongs to ESPOR DIJITAL company. Given with the product. Releasing and copying partly or fully is illegal. 2

3 CONTENTS Welcome 5 eanalyze Overview 6 1. Getting Started in eanalyze Season Team Match Player Card Coach Card Defining The Match Roster Add/Remove Players Lineups Match Information Coding From Video Video Library Video Library - Import Folder Video Coding Overview Video Controls Video Coding Point and Click Method Keyboard Method Key Method Points and Rotation Coding Live Live Coding Synchronize Creating Highlight Reels Highlight Reel Clips Highlight Reel Viewer Video Export 59 3

4 6. Analyzing the Data Interactive Analysis Attack Analysis Court Analysis Court Analysis - Interactive Possession Analysis - Interactive Performance Analysis Cumulative Analysis Tools Actions Convert Video Customize Tree View 91 4

5 Welcome Welcome and thank you for purchasing eanalyze Volleyball v 3.0 You have purchased the most advanced Match Analysis software on the market for soccer coaches around the world. We are pleased to have developed eanalyze to help you and your team, club or organization best achieve your winning advantage. The information you need to track and analyze to be a successful coach is unique for your sport. You need technology developed specifically for you. That s what makes espor s two cutting edge products unique. eanalyze and eassist are designed from the bottom up to provide sport specific technology for coaches. eanalyze provides coaches with cutting edge technology for performance and video analysis. Track individual player and team actions, play and player efficiency rates and game statistics all linked to customized reports, video analysis and game footage. eassist provides coaches a "virtual" assistant coach where you can develop training plans, game plans, catalog player cards and create 3D animated drill and playbooks. Learn how espor products for football, basketball, soccer and volleyball can give you the WINNING edge. 5

6 eanalyze Overview True Performance Sports Analysis For Volleyball eanalyze provides volleyball coaches with game changing technology for performance and video analysis. Track individual player and team actions, play and player efficiency ratings and game statistics all linked to customized reports, video analysis and game footage. eanalyze provides the following benefits for volleyball coaches: four easy ways to code a game advanced statistics and game analysis eports of individual and team actions all linked to video footage tools to track tendencies of your team and your opponent TRACK PLAYER ACTIONS track individual player and team actions analyze games to improve your team s performance link actions and statistics to game footage to cut-up video automatically organize and review video clips with the push of a button ANALYZE LIKE NEVER BEFORE quickly access every possible statistic break down a match using advanced reporting features analyze games to identify tendencies and weaknesses of your team analyze your opponent to identify their tendencies and weaknesses 6

7 EASILY CODE A GAME FOUR EASY WAYS select the location on the court in the Action Window enter shortcuts using the keyboard quick code real-time using 10-key speak in to a microphone using state-of-the-art voice recognition COMMUNICATE BETTER WITH YOUR PLAYERS mark up video to improve your players performance and behaviors organize video clips to easily review both successful and unsuccessful offenses export videos to a CD, DVD or ipod for your players to review reveal tendencies with advanced reporting 7

8 1. Getting Started in eanalyze 1.1. Season Seasons are the top level in the tree navigation structure. Teams, matches and all analysis data are ultimately dependent on the season of play. Inserting a Season To insert a new season: 1. Select Insert > Season to display the Insert Season dialog. 2. Select a season from the list. The message "OK" will display if the season does not already exist. 3. Click OK. The new season displays in the Navigation Tree located on the left side of the eanalyze Volleyball window. Expanding the season folder displays two folders below named Matches and Teams. 8

9 1.2. Team Teams are dependent on a season. If you have not done so, first insert a season. Inserting a Team 1. Select Insert > Team to display the Insert Team dialog. 2. Select a season from the list. 3. Enter a name in the Team text box. 4. Click OK. The new team displays in the navigation tree located on the left side of the eanalyze Volleyball window. Expanding the new team folder displays two folders below named Player Cards and Coach Cards. Use these to enter information for the players and coaches on the team. 9

10 1.3. Match Matches are dependent on a season and the teams playing in the match. If you have not done so, first insert a season and the teams. Inserting a Match To insert a new team: 1. Select Insert > Match to display the Insert Match dialog. 2. Select a season from the list. 3. Select a team from the Home list to specify the home team. 4. Select team from the Visitor list to specify the visiting team. 5. Click OK. The new match displays in the navigation tree located on the left side of the eanalyze Volleyball window. Expanding the new match folder displays several functions to define and analyze data associated with the match. Start by defining the Match Roster. 10

11 See Also: Insert a Season Insert a Team 11

12 1.4. Player Card The Player Card dialog stores player data for an entire team. Before coding a match, you must create a player card for each player, entering a name and jersey number. All other data stored on the player cards is optional but you should find it to be a very useful reference tool for managing your team. The Player Card dialog is similar to a rotary file index. Accessing the dialog allows you to access all the existing player cards for your team. You may flip through all the existing cards or create new ones using the buttons on the upper right corner of the dialog. Alternatively, you can also access existing cards or create new ones using the navigation tree on the left side of the eanalyze Volleyball window. Player cards are dependent on a season and team. If you have not done so, first insert a season and team. 12

13 Inserting Player Cards for a Team 1. Select Insert > Player Card to display the Player Card dialog. Alternatively, you may also click Insert New Card under Player Cards for the appropriate team in the Navigation Tree. 2. Enter the player's name in the Name field. 3. Enter the player's jersey number in the Jersey Number field. 4. Enter additional information as necessary. 5. Click Insert Player Card to create another player card. 6. Repeat steps 2 through 5 for each player on the team. Personal Information The Player Card dialog has four tabs for every player. the first tab, Personal Information, contains essential information about the player. The Name and Jersey Number fields are required for coding and analyzing a game. The other fields are optional but do allow you to store essential information about a team. For example, the players' shoe, jersey and waist sizes can be stored and easily exported to a spreadsheet for reference when ordering uniforms. In the upper right corner of the Personal Information tab is a display box for a photograph of the player. Click Add Photo to display a browser dialog allowing you select a photo file of the player in either JPEG or GIF format. Fitness Report The Fitness Report tab has a number of fields for common fitness measurements, ranging from the Body Mass Index (BMI) to body measurements and heart rate. All of the fitness measurements are listed vertically with seven columns to the right. These columns allow you to record the fitness measurements periodically throughout the season. 13

14 Injury Report The Injury Report tab has a number of options and fields for recording the type, location, conditions and treatment for an injury. Personal Stats The Personal Stats tab displays the same bar charts for actions as the Performance Analysis function. Once one or more games are coded, you can display the statistics for the player by selecting from the game(s) on the right side of the dialog. Navigation Buttons The buttons in the upper right corner of the Player Card dialog allows you to manage all of the player cards for the team. First This button displays the first player card listed for the team. Previous This button displays the player card previous to the current one. Next This button displays the player card after the current one. Last This button displays the last player card listed for the team. 14

15 Export This button creates a report in Excel spreadsheet format based on one of the following options. o o o o o All Data for Current Player - All stored information for the current player All Data for All Players - All stored information for all the players Fitness Data for Current Player - Data from the Fitness Report tab for the current player Player List - A list of all the players for the current team. Measurements for All Players - Body measurements for all the players See Also: Insert a Season Insert a Team Performance Analysis 15

16 1.5. Coach Card The Coach Card dialog stores coach or trainer data for an entire team and is similar to a rotary file index. Accessing the dialog allows you to access all the existing coach cards for your team. You may flip through all the existing cards or create new ones using the buttons on the upper right corner of the dialog. Alternatively, you can also access existing cards or create new ones using the navigation tree on the left side of the eanalyze Volleyball window. Player cards are dependent on a season and team. If you have not done so, first insert a season and team. Inserting Coach Cards for a Team 1. Select Insert > Coach Card to display the Coach Card dialog. Alternatively, you may also click Insert New Card under Coach Cards for the appropriate team in the Navigation Tree. 16

17 2. Enter the coach's name in the Name field. 3. Enter additional information as necessary. 4. Click Insert Player Card to create another player card. 5. Repeat steps 2 through 4 for each coach or trainer on the team. In the upper right corner of the Coach Card dialog is a display box for a photograph of the coach. Click Add Photo to display a browser dialog allowing you select a photo file of the player in either JPEG or GIF format. Navigation Buttons The buttons in the upper right corner of the Coach Card dialog allows you to manage all of the coach cards for the team. First This button displays the first coach card listed for the team. Previous This button displays the coach card previous to the current one. Next This button displays the coach card after the current one. Last This button displays the last coach card listed for the team. Delete This button deletes the current coach card. 17

18 Export This button creates a report in Excel spreadsheet format based on one of the following options. All Data for Current Coach- All stored information for the current coach All Data for All Coaches - All stored information for all the coaches Coach List - A list of all the coaches and trainers for the current team. See Also: Insert a Season Insert a Team 18

19 2. Defining The Match Roster 2.1. Add/Remove Players The first two of the three tabs on the right side of the Match Roster dialog are named based on the teams playing and contain a roster of players playing in the match. By default, this list is blank and must be populated so the players can be referenced when coding the match. Adding a Player to the Roster If you have not done so, first insert the player cards for each team. The player cards must contain a name and jersey number, as they will be referenced when coding a match. To add players to the roster: 1. Select Match Roster under the appropriate match in the navigation tree. 2. Click the tab for the desired team on the right side of the Match Roster dialog. 19

20 3. Click Add/Remove Players to display the Add/Remove Players dialog. 4. Double-click a player in the Select Player column to add the player to the Lineup column. Alternatively, you can select the player and click Add. 5. Repeat step 4 for each player playing in the match. 6. Close the Add/Remove Players dialog. The added players now display in the table below the tab 7. Click OK. The new match displays in the navigation tree located on the left side of the eanalyze Volleyball window. Expanding the new match folder displays several functions to define and analyze data associated with the match. Start by defining the Match Roster. Tip: Add all the players that might play to the roster whether you plan to play them or not. If there is an injury or other unforseen substitution, you'll be able to code their actions. See Also: Player Card 20

21 2.2. Lineups The area on the left side of the Match Roster dialog is an interactive lineup screen. You are not required to define a lineup to code a game but doing so does have some benefits as you can... Use it to create a graphical representation of your starting lineup. View how your starting lineup matches up to your opponent's. Use the court as a whiteboard to indicate player movement. The Home and Visitor areas display all of the players added to the team rosters with the Add/Remove Players button. The court below these areas display 6 blank jerseys representing the players. You can assign which players each jersey represents and position them by clicking on the court. Assigning a Player If you have not done so, first add players to the team's roster. To assign a player: 1. Click and drag the name of the player in either Home or Visitor areas of the Match Roster dialog. 2. Drop the player onto the desired jersey on the court. 3. Select a lineup from the list in the Lineups area and click Save to save your lineup. 21

22 Drawing a Line on the Court To draw a line on the court: 1. Click one of the five line thickness buttons to define the desired line thickness. 2. Click one of the five line thickness buttons to define the desired line thickness. 3. Click and drag your cursor on the court to create a line. 4. Select a lineup from the list in the Lineups area and click Save to save your lineup. 22

23 Jersey The following options apply to the jerseys displaying on the court. Size Use the (+) and (-) buttons to either increase or decrease the size of the displayed jerseys. Click Reset to restore the jerseys to the original size. Label Click the Label button to toggle the display of the player name below the jersey. By default, this display is off. Color Click a color icon to define the color of all of the jerseys of a single team. Align Click either the Home Align or Visitor Align to align all of the jerseys in a column on the side of the court. Line The following options apply to lines you draw on the court. Thickness Click one of the five buttons to define the thickness of a line before drawing it. Colors Click one of the five buttons to define the color of a line before drawing it. 23

24 Undo Click Undo to step backward one step to remove a line that you have drawn. Clear Click Clear to remove all the lines that you have drawn. Lineup After modifying the court, you can save it as a lineup. You can save up to ten lineups. Select a lineup from the list and click Save. You can also export the lineup to an Excel spreadsheet by clicking Excel. This creates an excel spreadsheet named temp.xls containing a screenshot of the saved lineup and a player roster for each team. Tip: Use the line tool to design plays to communicate to your players. See Also: Add/Remove Players 24

25 2.3. Match Information The Match Information area of the Match Roster dialog contains several fields for storing essential information about the match. Name By default, the name of the match is populated using the names of the two teams separated by "vs.". For example, "Team 1 vs. Team ". Date The date of the match is stored as six numbers with a solidus (forward slash) following every 2nd number. The format is MM/DD/YY where MM is a two-digit number (01 through 12) representing the month, DD is a two digit number representing the day and the YY is a two digit-number representing the last two digits of the year. For example, enter 10/18/08 to represent October 18, The date of the match displays on the title bar of dialogs associated with the match. Location This field is intended to store the name of the arena, city or other locational information. Scores The names of the teams display at the bottom of the Match Information area followed by a series of boxes. The first column is the match score. The following five numbered columns are the set scores. 25

26 3. Coding From Video 3.1. Video Library The Video Library dialog is the tool for loading and managing videos referenced when coding a game. Prior to entering the Video Coding module, insert the videos you plan to use. Inserting a Video To insert a video in to the library: 1. Select Tools > Video Library to display the Video Library dialog. 2. Click Insert New to display the Open dialog. 26

27 3. Select the video to insert. 4. Click OK. Once a video is inserted in to the lilbrary, it displays in the table on the Video Library dialog. There are four columns in this table Description Click in this field to change the description of the video. Video Path Click in this field to change the path of the video manually or double-click to change it by browsing. Once double-clicking the field, you must select a video. Sort Order This field defines the order in which the videos display when selecting from the video list in the Video Coding dialog. Hide This check box determines if the video is shown or hid from the video list in the Video Coding dialog. Activate the check box for videos you want to hide. This may be useful for videos that don't apply to a match you are about to code. Tip: You can reference multiple videos when coding a single match so you may find it easier to manage a video for each set rather than a single video for the entire match. You will also save file space. See Also: Video Library - Import Folder 27

28 3.2. Video Library - Import Folder The Import Folder button on the Video Library dialog allows you to import multiple videos. Importing a Directory of Videos To import a folder of videos to the library: 1. Select Tools > Video Library to display the Video Library dialog. 2. Click Import Folder to display the Video Library - Import Folder dialog. 3. Click Select video directory to display the Video dialog 4. Select the directory containing the videos to import. 5. Click Import Video List. After selecting a directory containing videos, all videos in the directory display in the table on the Video Library - Import Folder dialog. There are four columns in this table Video Name The name of the video. Media Length The length of the video in seconds. Import This check box determines if the video is to be imported. By default, all of the check boxes are active. De-activate the check box for videos you want to skip. Order The order in which the video is imported. Tip: You can reference multiple videos when coding a single match so you may find it easier to manage a video for each set rather than a single video for the entire match. You will also save file space. 28

29 3.3. Video Coding Overview The process of video coding involves recording what actions occur during a match and when they happen. The data records then correlate to a specific time in the timeline of a video so that the video footage can be easily viewed. Before coding a match, you need to add one or more videos to the Video Library. You also need to have inserted a season, teams, player cards and a match. Once you insert a match, you can then select the Video Coding option below the match in the navigation tree. Doing so displays four dialogs. Court The Video Coding - Court dialog displays in the upper left corner of your screen by default and represents the court with the players. This dialog serves two purposes: 29

30 Along with the Video Coding - Players/Actions dialog, it provides one method of coding a match by allowing you to select where on the court an action takes place. It allows you to keep track of the rotation and score of the match. Players/Actions The Video Coding - Players/Actions dialog displays in the lower left corner of your screen by default and lists the players and actions. This dialog serves two purposes: Along with the Video Coding - Court dialog, it provides one method of coding a match by allowing you to select the player performing an action and the specific action. It allows you to define the players on the court including who the setter is. Video The Video Coding - Video dialog displays in the upper right corner of your screen by default and serves two purposes: It allows you to view the video(s) of the match you are coding. It allows you to create custom play clips that are independent of the video coding process. Data Records The Video Coding dialog displaying in the lower right corner of your screen and serves two more purposes: It provides two more methods of coding. It displays the data records created when you code. 30

31 Video Controls The Video Coding - Video dialog displays when selecting Video Coding in the Navigation Tree. It is the tool for viewing video during the coding process. Before coding, you must first load the video to the library. If you have not done so already, select Tools > Video Library to insert the videos you need in the library. Once this is done, the videos become available for viewing. Refer to Video Library for more details. Viewing a Video To view a video for coding: 1. Select Video Coding for the desired match in the Navigation Tree. 2. Select the video from the Select Video list. 3. Click Play/Pause. Video Control The video controls are located below the video screen. Select Video This list allows you select a video from the library to view. Milliseconds This text box sets the amount of time the Rewind and Fast Forward buttons reverse or advance the video. Snapshot This button takes a snapshot of the video at the moment the button is selected and prompts you to save it as a JPG file. Rewind and Fast Forward These buttons reverse or advance the video in half second increments set by the Milliseconds text box. 31

32 Play/Pause This button plays the video clips in the list on the lower right area of the dialog. Clicking the button again pauses the clips. Play Speed This button sets the play speed. Clicking it toggles from normal speed (1) to double speed (2) to half speed. To use it, click it to set the desired speed and then click Play/Pause. Mute This button mutes the sound on your computer. Once you click it, the button changes to indicate that it is muted - click it again to unmute it. Please note that it mutes all sound on your computer. Timeline The timeline displays below the video controls and is used indicate where you are in the video. There are increments and a playhead that have a time display indicating the position. For example, [19:13] represents nineteen minutes thirteen seconds from the beginning of the video. The timeline can also be used to scrub the video. Dragging the playhead allows you to move through the video, either rewinding or fast forwarding the video. Tip: The column on the right side of the Video Coding - Video dialog is used to create custom clips. You may find it convenient to create 32

33 custom clips during the video coding process. To learn more about creating custom clips, refer to Highlight Reel Clips. See Also: Highlight Reel Clips 33

34 Video Coding Coding a match can be easily done by reviewing the video footage of a match and recording the actions that take place. Each action is marked to a position on the timeline and video clips are automatically created. There are three methdods of coding for which you record what the action is, who performs the action and where the action takes place on the court. The Point and Click method involves selecting an area on the Video Coding - Court dialog then selecting the player and action from the Video Coding - Players/Actions dialog. This method is visual, allowing you to easily select an area on the court without memorizing the numbers representing the areas. The Keyboard method involves using the Key Entry text box on the Video Coding - Data Records dialog and your keyboard to enter the player using a jersey number, the action using shortcut keys and the number representing the area on the court. This method allows you to create the records using only your keyboard without using your mouse. The 10 Key method involvdes using the Key Entry text box on the Video Coding - Data Records dialog and a 10 keypad to enter the player using a jersey number, the action using a numerical shortcut key and the number representing the area on the court. The method allows you to creae the records using only a 10 keypad and is the fastest method of coding. By default, the home team displays on the left side of the court. Depending on which side the camera has recorded the match, you may want to switch the teams on court. Switching the Teams To switch the teams on the court: 34

35 1. Select Video Coding for the desired match in the Navigation Tree. 2. Click Switch in the Video Coding - Court dialog. Tip: Remember to switch the teams at the beginning of each set when the teams change sides. After creating an action record, you should verify that all the information is correct. If you need to change anything, simply select the field to change and modify it. For example, to change the action, select the action field for the record and select the new action from the Video Coding - Player/Actions dialog. Tip: You can easily navigate a specific action in the video timeline by simply clicking on that action in the Video Coding - Data Records dialog. The play head then moves to where that action was coded. If you need to delete a record, mark it for deletion by clicking the box in the far left column of the data record. Doing this darkens the box. 35

36 The record will then be deleted once you code the next record or exit the Video Coding function. Please be aware that once you delete a record, it cannot be recovered. However, you can unmark the records by clicking the box again. The remaining columns in the Video Coding - Data Records dialog are as follows. No The jersey number of the player performing the action. Player The name of the player performing the action. Set The set in which the action occurs. Action The action performed. Area The area on the court where the action takes place. This may be recorded as a single number, which represents where the action begins, or as two numbers separated by "=>", which represents both where the action begins and ends. For options on the Video Coding - Video dialog, please refer to Video Controls. The Close button on the Video Coding - Data Records dialog closes all four Video Coding windows. Tip: You may find it convenient to create custom clips for highlight reels while you are coding a match. For more details, refer to Highlight Reel Clips. See Also: Highlight Reel Clips 36

37 Point and Click Method The Point and Click method of coding involves using all four windows that display when you select Video Coding in the Navigation Tree. The process uses the four dialogs in a counterclockwise manner: 1. View the video using the Video Coding - Video dialog. 2. Define where the action takes place on the field using the Video Coding - Court dialog. 3. Record the action and the player who performs the actions using the Video Coding - Players/Actions dialog. 4. The resulting action record displays on the Video Coding - Data Records dialog. Recording an Action To record an action: 1. Select a video from the Select Video list. Only videos added to the library are available for selection. 2. Click Play/Pause to play the video. 3. Click Play/Pause to pause the video where the action takes place. If necessary, you can use the Rewind and Fast Forward button to move the play head to the desired position on the video. 4. Click on the Video Coding - Court dialog to indicate where on the field the action takes place. A window displays with all of the players listed. 5. Select the player performing the action from the displayed window or from the Video Coding - Player/Actions dialog. A window displays with all of the available actions listed. 6. Select the action from the displayed window or from the Video Coding - Player/Actions dialog. A record is added 37

38 to the database, which displays in the Video Coding - Data Records dialog. There are five options on the Video Coding - Court dialog. Lines This button controls the color and thickness of the lines drawn on the field. Clicking it toggles the court lines between a number of colors and thicknesses. Background This button controls the color and texture of the field's background. Clicking it toggles between the following: wood, white and solid green. Areas This button controls the display of the numbers representing the nine areas on the court. Clicking it toggles between several shades of translucency, ranging from invisible to solid white. Jersey Colors This button controls display of several buttons controlling the color of the jerseys for each team. For each team, two sets of color buttons display - one for the setter and one for the rest of the players. Switch This buttons switches the side the teams on the court display. Before coding each set of the match, be sure to set this correctly by clicking it. There are seven boxes displaying at the top of the Video Coding - Players/Actions dialog for both the home and visiting team. These text boxes allow you to define the lineup of the players on the court in the six serve rotations. The seventh box is for defining which of the six players is the setter. The designated setter then displays in a different color. Tip: 38

39 If you don't want the setter to display in different color, click Jersey Colors to display the jersey color buttons and set both colors for the same to the same color. 39

40 Keyboard Method The Keyboard method of coding involves using the Key Entry text box on the Video Coding - Data Records dialog and your keyboard to enter the player, action and area on the court. Recording an Action To record an action: 1. Select a video from the Select Video list. Only videos added to the library are available for selection. 2. Click Play/Pause to play the video. 3. Click Play/Pause to pause the video where the action takes place. If necessary, you can use the Rewind and Fast Forward button to move the play head to the desired position on the video. 4. Ensure that Method is set to Keyboard on the Video Coding - Data Records dialog. 5. Enter the code representing the player, action and area on the court. 6. Press ENTER to create the data record. The basic format of the keyboard entry is v##kk## where: The "v" is used to indicate the action is for the visiting team. If the action is for the home team, merely omit the "v" and enter "##kk##" The first two-character number is the jersey number of the player. This may be either one or two characters. The two-character keyboard shortcut represents the action. Please refer to the table below for the default shortcuts. The second two-character number is the area or areas on the court. This may be either a one or two character number. A single number represents the area where the action takes place. If you do not plan to record a 40

41 subsequent action or if there is no subsequent action (e.g., a "kill"), entering two numbers represents both the area where the action starts and stops. The keyboard shortcuts for the actions are defined in the Action Properties dialog, accessed by selecting Tools > Actions and clicking Action Properties. By default, the following keyboard shortcuts are defined. Action Service Ace Serve - 3-Serve Serve - 2-Serve Serve - 1-Serve Servcie Error Dig Dig Attempt Serve Reception - 3-Pass Serve Reception - 2-Pass Serve Reception - 1-Pass Serve Reception Error Assist Assist Attempt Kill Attack Attack Error Back Row Attack Back Row Attack Attempt Back Row Attack Continuous Dink Dink Attempt Block Kill Block Solo 41 Shortcut sa s3 s2 s1 se dg da r3 r2 r1 re as aa ak at ae br bk bc di da bk bs

42 Block Assist Keep in Play Keep in Play Attempt Ball Handling Error Net Error Position Fault Yellow Card ba kp ka bh ne pf yc Here are a couple of examples: A service ace by player 12 of the home team from area 1 to 6: 12sa16 An attack by player 6 of the visiting team from area 4: v6at4 See Also: Actions 42

43 Key Method The 10 Key method of coding involves using the Key Entry text box on the Video Coding - Data Records dialog and your 10 keypad to enter the player, action and area on the court. Recording an Action To record an action: 1. Select a video from the Select Video list. Only videos added to the library are available for selection. 2. Click Play/Pause to play the video. 3. Click Play/Pause to pause the video where the action takes place. If necessary, you can use the Rewind and Fast Forward button to move the play head to the desired position on the video. 4. Ensure that Method is set to 10 Key on the Video Coding - Data Records dialog. 5. Enter the code representing the player, action and area on the court. 6. Press ENTER to create the data record. The basic format of the 10 key entry is 0##+##+## where: The "0" is used to indicate the action is for the visiting team. If the action is for the home team, merely omit the "0" and enter "##+##+##" The first two-character number is the jersey number of the player. This may be either one or two characters. The second two-character number represents the action. Please refer to the table below for the default shortcuts. The third two-character number is the area or areas on the court. This may be either a one or two character number. A single number represents the area where the action takes place. If you do not plan to record a 43

44 subsequent action or if there is no subsequent action (e.g., a "kill"), entering two numbers represents both the area where the action starts and stops. The 10 key shortcuts for the actions are defined in the Action Properties dialog, accessed by selecting Tools > Actions and clicking Action Properties. By default, the following shortcuts are defined. Action Shortcut Service Ace 1 Serve - 3-Serve 13 Serve - 2-Serve 12 Serve - 1-Serve 11 Servcie Error 10 Dig 2 Dig Attempt 20 Serve Reception - 3-Pass 33 Serve Reception - 2-Pass 32 Serve Reception - 1-Pass 31 Serve Reception Error 30 Assist 4 Assist Attempt 40 Kill 5 Attack 51 Attack Error 50 Back Row Attack 52 Back Row Attack Attempt 53 Back Row Attack Continuous 54 Dink 55 Dink Attempt 56 Block Kill 6 Block Solo 61 44

45 Block Assist 62 Keep in Play 7 Keep in Play Attempt 70 Ball Handling Error 8 Net Error 9 Position Fault 91 Yellow Card 92 Here are a couple of examples: A service ace by player 12 of the home team from area 1 to 6: An attack by player 6 of the visiting team from area 4: See Also: Actions 45

46 Points and Rotation While coding a match, you should also record when points are scored and when the players rotate. By doing this, you'll be able to perform analysis based on the serve rotation and view the score when actions take place. The points and rotation are controlled by function keys on your keyboard. A key to the function keys is located at the bottom of the Video Coding - Court dialog. There is also a scoreboard at the top of the dialog to indicate the score and a ball to indicate the serving team. After a point is scored, merely press the appropriate Function key to perform the operation. In addition to Function keys to score points and rotate, there are also operations to remove points, reverse rotation and change the serving team to correct mistakes you may make. The score and rotation are only stored once you create the next record. 46

47 The following are the available operations. Function Key F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 Operation Add a point for the Home team Remove a point for the Home team Add a point for the Visiting team Remove a point for the Visiting team Rotate players for the Home team Reverse the rotation for the Home team Rotate players for the Visiting team Reverse the rotation for the Visiting team Rotate players and add a point for the Home team Rotate players and add a point for the Visting team Change the Serving team 47

48 4. Coding Live 4.1. Live Coding Clicking Live Coding in the Navigation Tree displays the Live Coding dialog that is similar in appearance to the four Video Coding windows. The main difference is that there is no video screen or controls. Live coding is for recording actions live during a match. This offers the distinct advantage of being able to access analysis results during halftime so that you can make real-time adjustments to your strategy. After coding a match using Live Coding, you can then use Synchronize to attach the actions to video footage. You can then access video clips for the actions as if you coded the match using Video Coding. Depending on your preference, use either Live Coding/Synchronize or Video Coding. You do not need to do both. By default, the home team displays on the left side of the court. Depending on which side the camera has recorded the match, you may want to switch the teams on court. Switching the Teams To switch the teams on the court: 1. Select Video Coding for the desired match in the Navigation Tree. 2. Click Switch in the Video Coding - Court dialog. Tip: Remember to switch the teams at the beginning of each set when the teams change sides. Recording an Action To record an action: 48

49 1. Click on the court to indicate where the action takes place. A window displays with all of the players listed. 2. Select the player performing the action from one of the columns on the right side of the Live Coding dialog. 3. Select the action from the middle column on the right side of the Live Coding dialog. The data records display below the court. If you need to delete a record, mark it for deletion by clicking the box in the far left column of the data record. Doing this darkens the box. The record will then be deleted once you code the next record or exit the Live Coding function. Please be aware that once you delete a record, it cannot be recovered. However, you can unmark the records by clicking the box again. The remaining columns are as follows. No The jersey number of the player performing the action. Player The name of the player performing the action. Set The set in which the action occurs. Action The action performed. Area The area on the court where the action takes place. This may be recorded as a single number, which represents where the action begins, or as two numbers separated by "=>", which represents both where the action begins and ends. There are five options on the Court area of the dialog. Lines This button controls the color and thickness of the lines drawn on the field. Clicking it toggles the court lines between a number of colors and thicknesses. Background 49

50 This button controls the color and texture of the field's background. Clicking it toggles between the following: wood, white and solid green. Areas This button controls the display of the numbers representing the nine areas on the court. Clicking it toggles between several shades of translucency, ranging from invisible to solid white. Jersey Colors This button controls display of several buttons controlling the color of the jerseys for each team. For each team, two sets of color buttons display - one for the setter and one for the rest of the players. Switch This buttons switches the side the teams on the court display. Before coding each set of the match, be sure to set this correctly by clicking it. See Also: Video Coding 50

51 4.2. Synchronize Clicking Synchronize in the Navigation Tree displays the Synchronize dialog that is similar in appearance to the Video Coding - Video dialog. Its purpose is to synchronize the data created using the Live Coding function with an existing video of the same match. By doing this, the database of action records will then be the same as if you had used the Video Coding function, allowing you to access video clips of all the actions. This process involves two timelines. The first timeline is the one established when the record button is pressed on the video camera generating the video file. Regardless of when the match actually begins, the start point of this timeline is the beginning of the video. The second timeline is the one established by the Live Coding function when you click the Start button on the Live Coding dialog. As you watch the match and record actions, the clock is keeping track of time in eanalyze. Recording the actions real-time means that this timeline should be the same as the one for the video from the point of the first action. The synchronization process aligns points on the two timelines. Using it to align the first action in both timelines will thus synchronize the two timelines, assuming all of the subsequent actions are the same relative time apart in the two timelines. 51

52 If there any delays in recording actions during live coding of the match, the two timelines may need further synchronization. Simply watch the video and use the Synchronize feature to align necessary actions. All subsequent actions keep the same relative time from each synchronized action so as you go through the process, the two timelines will become aligned. Before synchronizing an action to video, you must first load the video to the library. If you have not done so already, select Tools > Video Library to insert the videos you need in the library. Once this is done, the videos become available for synchronization. Refer to Video Library for more details. Synchronizing an Action to Video To synchronize an action to video: 52

53 1. Select Synchronize for the desired match in the Navigation Tree. 2. Select a video from the Select Video list. Only videos added to the library are available for selection. 3. By default the first action is selected, as indicated by a cursor in the far left column. If you are not synchronizing the fist action, select an action to synchronize. 4. Use the Play/Pause button or any other means of navigating the video to find the action. 5. Click Synchronize to synchronize the action to the video. 6. Repeat steps 2 through 4 for each action to synchronize. Other than the Synchronize button, the options on the Synchronize dialog are identical to those on the Video Coding - Video dialog. Please refer to Video Controls for more details. Tip: Since the action video clips are defined 5 seconds before and 4 seconds after the marker on the video timeline, your actions don't need to be precisely synchronized. This means you may only need to synchronize the beginning actions of each set. See Also: Video Library Video Controls 53

54 5. Creating Highlight Reels 5.1. Highlight Reel Clips The clip reel column to the right of the video screen on the Video Coding - Video dialog is used for creating custom video clips. These clips can later be viewed and exported to highlight reels. Highlight reel clips should not be confused with the clips that are created automatically through the coding process. These clips are custom recorded to your specification so they can include as many actions as you want. 54

55 In order to create a video reel clip, you must first load the video to the library. If you have not done so already, select Tools > Video Library to insert the videos you need in the library. Once this is done, the videos become available for viewing and coding. Refer to Video Library for more details. Creating a Video Reel Clip To create a video reel clip: 1. Select a video from the Select Video list. Only videos added to the library are available for selection. 2. Click Play/Pause to play the video. 3. Click Play/Pause to pause the video where you want the clip to begin. 4. Click Record to indicate you want to start recording. The play head displays as red. 5. Click Play/Pause to start recording. 6. Click Play/Pause to stop recording. 7. Click Add Clip to create the clip and display the Clip Properties dialog. 8. Enter a name for the clip and select the team and player or players you want to identify with the clip. 9. Click OK to close the Clip Properties dialog and add the clip to the clip reel on the right side of the Video Coding - Video dialog. See Also: Video Library Video Controls 55

56 5.2. Highlight Reel Viewer The Highlight Reel Viewer dialog displays when selecting Highlight Reel Viewer in the Navigation Tree. It is the tool for viewing highlight reel clips and creating and exporting highlight reels. Before creating a highlight, you must first video clips. Refer to Highlight Reel Clips for more details. Creating a Highlight Reel To create a highlight reel: 1. Select Highlight Reel Viewer for the desired match in the Navigation Tree. 2. Select the Clip Name, Team and Player lists as necessary to filter the clips displayed in the list on the lower right area of the dialog. 3. Enter a name in the Name text box. 4. Click Save to create the highlight reel. Once saved, the reel can be selected for viewing at any time using the Name list. Video Control The video screen displays on the left side dialog and the video controls are located in the upper right corner. Rewind and Fast Forward These buttons reverse or advance the video in half second increments. Play/Pause Clips This button plays the video clips in the list on the lower right area of the dialog. Clicking the button again pauses the clips. 56

57 Play Video This button plays the entire video timeline past the end of the clip. Slow Motion This button sets the play speed. Clicking it toggles from normal speed (1) to three quarters speed to half speed. To use it, click it to set the desired speed and the click Play/Pause Clips. Mute This button mutes the sound on your computer. Once you click it, the button changes to indicate that it is muted - click it again to unmute it. Please note that it mutes all sound on your computer. Highlight Reel These options are for creating and managing highlight reels that contain the video clips in list displaying on the lower right area of the dialog. Name This list allows you to either enter a name for the highlight reel in order to create a new one, or to select from an existing one. Save This button creates a highlight reel with the name as entered in the Name text box, containing the clips displayed in the list on the lower right area of the dialog. Export This button displays the Video Export dialog, allowing you to export a highlight reel containing the listed clips. 57

58 Delete This button deletes the highlight reel selected in the Name list. Properties These options are for managing the video clips listed on the lower right area of the dialog. Clip Name This list displays video clips with a name matching the one you select. Team This list displays video clips for a team matching the one you select. Player This list displays video clips for a player matching the one you select. Filter This button displays the Filter dialog, from which you can select multiple teams or clips to display. Delete This button deletes the selected video clip. See Also: Highlight Reel Clips 58

59 5.3. Video Export The Video Export dialog allows you to edit and export video clips to a number of common video formats. It can be accessed either through the Highlight Reel Viewer dialog or the Clip Viewer dialog, which can be accessed through a number of Analysis dialogs. When you access the Video Export dialog through the Highlight Reel Viewer dialog, you are exporting the custom video clips that you create for a highlight reel. When you access the Video Export dialog through the Clip Viewer dialog from one of the Analysis dialogs, you 59

60 are exporting the action clips created automatically by the coding process. In either case, the Video Export dialog allows you to edit the video by adding notations, effects and transitions for a professional appearance and to export the clips to formats suitable for a CD, DVD, or an ipod. Exporting Video Clips To export a set of video clips: 1. Click Export from either the Highlight Reel Viewer dialog or the Clip Viewer dialog to display the Export Video dialog. 2. Edit the video, adding notations, effects or transitions as desired. 3. Use the video controls to preview the video with any edits you have made. 4. Click the tab for the appropriate format: AVI, MPEG, WMV or Mov and set the format options as desired. 5. Set the Frame Size, Frame Rate and Resize options as desired. 6. Click Export to display the Save As dialog. 7. Enter a name for the video file in the File name text box, browsing to the desired directory. 8. Click Save. Video Controls The buttons in this area of the dialog allow you to preview the exported video, complete with any notations, effects and transitions you may have added. Play This button plays a preview of the exported video containing all of the clips in the storyboard. 60

61 Pause This button pauses the preview of the exported video. Clicking Play then resumes the preview. Stop This button stops the preview of the exported video. Clicking Play then starts the preview from the beginning. Image Editor This button takes a still image of the video and launches the Image Editor dialog, allowing you to modify the image using a variety of tools such as text and lines. For more information on using the Image Editor, please refer to Image Editor. Tip: To easily play a single clip, merely double-click it in the Storyboard. Effects This area of the dialog allows you to add effects to the exported video for an artistic appearance. Add This button adds the effect specified by the drop down list to the right of the button from the start to the end times specified in the text boxes. A number of effects are available and applicable options display in the area below the drop down list. Storyboard This area of the dialog lists all of the video clips selected for export. The columns in the table, from left to right, are: 1. Clip Name 2. Start - The starting point of the video clip relative to the overall timeline of the video in seconds. 61

62 3. End- The ending point of the video clip relative to the overall timeline of the video in seconds. 4. Total - The total length of the clip in seconds. 5. Transition - This list allows you to add a transition from one clip to the next for a more professional appearance. 6. Duration - The duration of the transition in seconds. By default, this is 2 seconds. The remaining storyboard options to the right of the clip table are as follows. Insert Clip This button allows you to insert either a still image or a video file to display either before or after the selected clip in the table, as specified by the radio option below the button. Delete Clip This button removes the selected clip from the list so it is not included in the exported video file. Random Transition This button adds transitions to all of the clips, selecting the type of clip at random. To AVI AVI stands for Audio-Video Interleave and is a common file format with an extension of.avi. Compress Video Activating this option allows you to compress the video by selecting a codec (coder-decoder) from the drop down list to the right of the option. Compressing video reduces the size of the exported video file. There are dozens of codecs available with varying degrees of quality versus file size. The drop down list is populated with the codecs that are installed on your machine. By default, you'll only have a number of common codecs installed by your operating system. You can, however, download or purchase better codecs. One of the most popular codecs is Divx, which can be downloaded at Compress Audio 62

63 As with video, compressing the audio track of your video reduces the file size. The drop down list is populated with the codecs that are installed on your machine. Configure This button is available when the Compress Video option is active. It launches the properties window of the specified codec, if available. Please note that the codec properties is software created by the author of the codec and is not supported by espor. To MPEG MPEG stands for Moving Picture Experts Group and is a common file format with an extension of.mpg. MPEG Type This option allows you to set the type of MPEG file to export. One of the best choices is MPEG2. Depending on the type you select, a number of other advanced options may be available, which you can be used to optimize the size of the exported file. To WMV WMV stands for "Windows Media Video" and is an efficient, streaming format generally used for the internet. The exported video has an extension of.wmv. WMV Profile This list allows you to select from a number of predefined profiles that are optimized for specific internet speeds. Each profile is descriptive for how the exported file is intended to be used. Please note that the slower the network speed (the smaller Kbps number), the lower the quality of the video will be. For the best results, select the highest quality for the assumed network speed of your audience. For example, if your viewers are using broadband (DSL or cable internet), select Windows Media 8 Best Quality based VBR for Broadband. Custom Profile Activate this option to enter a custom Windows Media Encoder profile. You will be prompted for a file with an extension of.prx, which can be created by the Windows Media Profile Editor. For more details, visit To Mov 63

64 Mov is a Quicktime file format authored by Apple. Quicktime movies generally have excellent quality but do require a Quicktime player to view. You can download the Quicktime player at Video Compressor This option allows you to set the video compressor to use for the exported video file. Both MPEG4 and Sorenson3 are excellent choices. Depending on the type you select, a number of other advanced options may be available, which you can be used to optimize the size of the exported file. Audio Channels This option allow you to select either Stereo (dual channel) or Mono (single channel). Unless you have a specific, set this to Mono to reduce the file size of your exported video. Video Options These options allow you to determine the properties of the exported video. Frame Size These two text boxes define the size of the exported video by allowing you to enter the width and height. This works in conjunction with the Resize option. Frame Rate This text box defines the number of frames displayed per second of video. The frame rate used for television and films is 30 frames per second. Since the frame rate impacts the size of the exported video, a frame rate of 12 or 15 is typically used for videos on the internet. The video still looks relatively smooth, while saving file space. Resize This option works in conjunction with the Frame Size option. None exports the video at the same size as the original video, ignoring the dimensions entered in the Frame Size text boxes. 64

65 Stretch resizes the exported video as necessary to fit the dimensions entered in the Frame Size text boxes. Please note that this may distort the image depending on the difference between the dimensions of the original and exported video. Crop resizes the exported video by trimming it to fit the dimensions entered in the Frame Size text boxes. Please note that removes a portion of the image based on the difference between the dimensions of the original and exported video. Preserve Aspect Ratio exports the video at the same aspect ratio as the original. The aspect ratio is the width divided by the height. For example, the aspect ratio for a standard television signal is 4:3, meaning it is four units wide and 3 units high. When using this option, width of the exported video is determined by the width entered in the first Frame Size text box whale the dimension entered in the second text box is ignored - instead the height is calculated from the aspect ratio of the original video and the entered width. Tip: To avoid distorting your video, export your video at the same size or by using the Preserve Aspect Ratio option. To determine the size and frame rate of your original video, right-click over the video in Windows Explorer and select Properties > Summary. See Also: Highlight Reel Viewer Image Editor <Clip Viewer> 65

66 6. Analyzing the Data 6.1. Interactive Analysis The Interactive Analysis dialog is a very versatile tool for viewing the data for a match. You can select an entire team or an individual player, and then select an action or actions to display on the field and in a table below the field. At any time you can then easily export the displayed data to an Excel spreadsheet or view the video clips. Before viewing data, you must first have created data for the match. Refer to Video Coding for more details. Viewing Action Data To view the actions for a match: 1. Select Interactive Analysis for the desired match in the Navigation Tree. 2. Set the display options as desired. 3. Select either a player or an entire team. 4. Select an action. The actions for the selected player or team display in the court and table below the court. The options in the upper right area of the dialog allow you determine how to view the data. Set the options before selecting the player or team, and action. Vector This option controls how the action is represented on the field. Point Only displays only the point where the action takes place. Point & Line displays the point along with a vector from the point of action to the point of the next action. Player This option controls how the point of action is represented. Symbol displays the point of action as a symbol representing the action. The symbols display next to each action in the table below the options, which can be used as a legend. Number 66

67 displays the jersey numbers of both the player performing the action and the player performing the next action. Set This option allows you to display the actions performed in set 1, 2, 3, 4, 5, or all. Display Based On Setter's Location This option has two settings, allowing you to display actions based on the setter's location in serve rotation. The default setting is All Areas, which display all of the actions as you have selected regardless of the setter's location. Setting this option to When Setter is in displays the actions based on the checkboxes in the diagram below the option, which represents the setter's location based on the serve rotation. Display This option allows you to display either one or several actions. By default, this option is set to Single so that every time you select an action the field refreshes, displaying only that action. When it is set to Multiple, each action is added to the field when selected without refreshing it. Show All For Player This button displays all the actions for the selected player. Export to Excel This button takes a snapshot of the field and exports it along with the pertinent data to an Excel spreadsheet. The resulting spreadsheet is named temp.xls and is not yet saved. If you want to keep it be sure to save it. Clip Viewer This button displays the Clip Viewer dialog, which can be used to view the video clips of the actions on the field and ultimately export them. See Also: Video Coding 67

68 6.2. Attack Analysis In addition to viewing individual actions, the Interactive Analysis dialog allows you to view all the actions in a single attack. When you select a team, the Attack column displays all of that team's attacks. Then selecting an attack displays all of the actions in the attack on the court. Before viewing data, you must first have created data for the match. Refer to Video Coding for more details. Viewing Attack Data To view the attacks for a match: 1. Select Interactive Analysis for the desired match in the Navigation Tree. 2. Set the attack display options as desired. 3. Select a team. 4. Select an attack. The actions for the selected attack and team display in the court and table below the court. There are several options in the center area of the dialog allowing you determine how to view the data. Set the options before selecting the team. Both / 1st / Other This option controls which attacks display in the Attack column. Both displays all of the available attacks. 1st displays the first attacks after a serve. Other displays the transitional attacks that occur after the first attacks. Serve This option controls the display of the opponent's serve in green. The selected team's actions display in red. Display Selected 68

69 This option displays the actions on the court for the attacks you have selected. It is primarily used for displaying multiple attacks. Prior to selecting this button, double-click the desired attacks to select them. The selected attacks will be highlighted. Select All This option selects all of the attacks. Clicking the button again clears the selection. Interactive Analysis 69

70 6.3. Court Analysis The court represented in the Court Analysis dialog is divided in to 9 regions per side and is used to view how many actions take place in each region. This tool can be used in two ways. The first method is by selecting a team or player, for which the data represents all of the actions performed by that team or player. Two sets of data display in each region. The team's number of actions in the region by percentage of total actions and actual number display in black. If a player is selected, that player's data displays in red. The second method is by selecting an action, for which the data represents that action. 70

71 Before viewing data, you must first have created data for the match. Refer to Video Coding for more details. Displaying Actions by Region To view the actions by region: 1. Select Court Analysis for the desired match in the Navigation Tree. 2. Set the display options as desired. 3. Set the action options as desired. 4. Select either the team or player. The options in the upper right area of the dialog allow you determine how to view the data. Set the options before selecting the player or action. Display This option allows you to display either one or several actions. By default, this option is set to Single so that every time you select an action the field refreshes, displaying only that action. When it is set to Multiple, each action is added to the field when selected without refreshing it. Vector This option controls how the action is represented on the field. Point Only displays only the point where the action takes 71

72 place. Point & Line displays the point along with a vector from the point of action to the point of the next action. Set This option allows you to display the actions performed in set 1, 2, 3, 4, 5, or all. Display Based On Setter's Location This option has two settings, allowing you to display actions based on the setter's location in serve rotation. The default setting is All Areas, which display all of the actions as you have selected regardless of the setter's location. Setting this option to When Setter is in displays the actions based on the checkboxes in the diagram below the option, which represents the setter's location based on the serve rotation. Display This displays whether you have selected a player or action and whether the data represents all the actions for a single player or a single action. Export to Excel This button takes a snapshot of the field and exports it along with the pertinent data to an Excel spreadsheet. The resulting spreadsheet is named temp.xls and is not yet saved. If you want to keep it be sure to save it. Clip Viewer This button displays the Clip Viewer dialog, which can be used to view the video clips of the actions on the field and ultimately export them. Clear Actions This buttons removes the display of all of the vectors representing the actions on the court. See Also: Video Coding 72

73 6.4. Court Analysis - Interactive The court represented in the Court Analysis - Interactive dialog has a shaded rectangle that can be used to define a precise region on the field to examine. Drag the shaded rectangle to move it anywhere on the field. There is also a black triangle in the lower right corner of the rectangle that can be used to resize it. Before viewing data, you must first have created data for the match. Refer to Video Coding for more details. Displaying Actions in a User Defined Region To view the actions in a region you define: 1. Select Court Analysis - Interactive for the desired match in the Navigation Tree. 2. Set the display options as desired. 3. Set the time option as desired. 73

74 4. Move or resize the shaded rectangle as necessary to define an area to examine. 5. Select either a player or team. 6. Click Show All For Player to display the actions. The options in the upper right area of the dialog allow you determine how to view the data. Set the options before selecting the player or action. Vector This option controls how the action is represented on the field. Point Only displays only the point where the action takes place. Point & Line displays the point along with a vector from the point of action to the point of the next action. Player This option controls how the point of action is represented. Symbol displays the point of action as a symbol representing the action. The symbols display next to each action in the table below the options, which can be used as a legend. Number displays the jersey numbers of both the player performing the action and the player performing the next action. Display This displays whether you have selected a player or action and whether the data represents all the actions for a single player or a single action. Set This option allows you to display the actions performed in set 1, 2, 3, 4, 5, or all. Clip Viewer This button displays the Clip Viewer dialog, which can be used to view the video clips of the actions on the field and ultimately export them. Export to Excel This button takes a snapshot of the field and exports it along with the pertinent data to an Excel spreadsheet. The resulting 74

75 spreadsheet is named temp.xls and is not yet saved. If you want to keep it be sure to save it. Show Actions This button displays all the actions for the selected area. Clear Actions This button removes the display of any points and vectors representing the actions. See Also: Video Coding 75

76 6.5. Possession Analysis - Interactive The Possession Analysis - Interactive dialog is designed to allow you to view the number of actions between different areas on the court. Similar to the Court Analysis dialog, the court is divided in to 9 regions per side and can be used in two ways. The first method is by selecting a team or a player, for which the data represents all of the actions performed by that team or player. Two sets of data display in each region. The team's number of actions in the region by percentage of total actions and actual number display in black. If a player is selected, that player's data displays in red. The second method is by selecting an action, for which the data represents that action. 76

77 And below the court, the details for the specific actions are listed. Before viewing data, you must first have created data for the match. Refer to Video Coding for more details. Displaying the Number of Actions To view the actions of a possession: 1. Select Possession Analysis - Interactive for the desired match in the Navigation Tree. 2. Set the display options as desired. 3. Set the action options as desired. 4. Select either the team or player. The options in the upper right area of the dialog allow you determine how to view the data. Set the options before selecting the player or action. Vector This option controls how the action is represented on the field. Point Only displays only the point where the action takes place. Point & Line displays the point along with a vector from the point of action to the point of the next action. Player 77

78 This option controls how the point of action is represented. Symbol displays the point of action as a symbol representing the action. The symbols display next to each action in the table below the options, which can be used as a legend. Number displays the jersey numbers of both the player performing the action and the player performing the next action. Set This option allows you to display the actions performed in set 1, 2, 3, 4, 5, or all. Display Based On Setter's Location This option has two settings, allowing you to display actions based on the setter's location in serve rotation. The default setting is All Areas, which display all of the actions as you have selected regardless of the setter's location. Setting this option to When Setter is in displays the actions based on the checkboxes in the diagram below the option, which represents the setter's location based on the serve rotation. Display This displays whether you have selected a player or action and whether the data represents all the actions for a single player or a single action. Export to Excel This button takes a snapshot of the field and exports it along with the pertinent data to an Excel spreadsheet. The resulting spreadsheet is named temp.xls and is not yet saved. If you want to keep it be sure to save it. Clear Actions This buttons removes the display of all of the vectors representing the actions on the court. See Also: Video Coding 78

79 6.6. Performance Analysis The Performance Analysis dialog displays bar charts for all of the players on a team depicting the number of actions they perform, along with a percentage relative to the entire team. Selecting a team and action displays the bar chart for all the players on the team. The team is noted in the title frame of the chart with the specific action in the header of the chart. Then each player is listed, along with the number of actions, the bar and percentage of total actions. Before viewing data, you must first have created data for the match. Refer to Video Coding for more details. Displaying a Bar Chart of Actions To display a bar chart of the team's actions: 79

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