How to code a game with the Statspro rugby analysis program The Statspro rugby analyses program was created specifically for the school, club and small union market. Our goals were to make the program user friendly and the stats easy to use and understand. Preparation To register the program, please send an e-mail to [email protected]. Please specify the following: At which school, club or union are affiliated with. What teams you intend to code. Your capacity in the team. Your cellphone number and email address. What you want as a username and password. Your ID number. After registration the Statspro office will activate your profile. You will then be able to use your login information to log in to the website and analysis program. Create a player profile for each player Login at client login on www.statspro.co.za and go to the create player profile page. On this page enter each player’s data. This will be used to create a squad sheet with all relevant information that can be used by management to contact players. Video file After the program is installed and user have successfully logged in, the next step is to create a wmv video file of the game. This video file must be named as per the following example: WYNvPRG2012050719A.wmv The 1st 3 Letters WYN indicates your prefecture given to you by the Statspro office. This is followed by a small v that is short for versus. Followed by your opposition 3 letters. Followed by the date. Year / month / date Followed by the team 19A in this case. Click on file and then navigate to the game file on the computer. Team selection Click on player list and select the team that played in the game. Save and close. Also click on upload player in this game on the right of the application. Button Layout Before you start coding a game, familiarize yourself with the layout of the buttons and their functions. In addition to the team event buttons the following buttons can be found on the program: Us and Them buttons. This indicates possession, the team with the put in or that was awarded the penalty. Certain player short cuts will automatically change the us or them buttons. For example the tackle short cut will indicate that the ball is in opposition hands while the carry shortcut indicates that the us button must be active. Step, play pause The video control buttons Type box The area where shortcuts are fed into the program Export Clip The video creation tool. Select the coulomb or event Select to Mpeg Under to Mpeg in the mpeg type box select DVD Pal Select convert To create a video file of a players’ involvement in a game tick the “play Colom” box and click on the position. Then click on export clip. To create a video file of one of the player involvements untick the “play Colom” box and click on the position. Then click on export clip. Save Data To save coded data Upload To upload data to the database in order to view stats. Frame step With the frame step bar to the left few frames are skipped at a time. With the frame step bar to the right a lot of frames are skipped at a time. You are now ready to start coding a game. Coding a game The Statspro coding system works on a combination of buttons and short cut keys. It was developed to make coding fast while still being user-friendly. Here are a couple of key notes on coding rugby with the Statspro rugby analysis program. The Statspro rugby analysis program has the following functions: View video clips of team and player stats that were coded into the application. View team and player stats on our password protected website. Create video files of all team or player stats. For example make a video file of everything that player 9 did in the game. How to code Coding is done by going through the game once and recording or “coding” information into the program as the game goes on. There are 2 different aspects that we look at namely team and player stats. Coding a team stat you need to indicate a start and an end time while a player stat is only indicated by the entering of a shortcut key. Team Stats Remember to indicate Us or Them at the start of each phase. Some automation to track us and them is built into the program so that when a game is coded properly there are only a couple of instances in a game that you need to correct us and them. This mainly happens after the ball is kicked and the possession is turned over. If it is our lineout the us button must be activated, similarly when a penalty is awarded to us it is indicated by the activating the us button Coding a team event you need to indicate a start and an end time. Click the appropriate event button at the start of the event. It will go red. You can now put information about that event into the type box by using relevant shortcut keys. Remember to indicate the end of the event by clicking on the button again. We indicate the area in which the team event happened while the event button is red. The area codes works as follows: If the team that you are coding plays from left to right D1 will be at the top left of the screen. The field is divided into 4 areas. Own try line to own 22. = D Own 22 to half way line. = C Halfway line to opposition 22. = B Opposition 22 to opposition try line. = A Block A is then divided into 4 areas A1 = touchline on the left to 15m line A2 = 15m line to the posts A3 = The post 15m on the right A4 = 15m on the right to right touchline. Playing from right to left the areas looks as follows A4 B4 C4 D4 A3 B3 C3 D3 A2 B2 C2 D2 A1 B1 C1 D1 It is important to note that opposition event areas are coded in the same areas. For example if they have a scrum on the left in your 22 the area code will be D4.while if you have a scrum on the left in their 22 the area code will be A1. Playing from left to right the areas looks as follows D1 C1 B1 A1 D2 C2 B2 A2 D3 C3 B3 A3 D4 C4 B4 A4 In other words the area code is always determined by your teams playing direction. D being a defensive position and A being an attacking position. 1 is far left and 4 is far right. If for example we are playing from left to right and have the put in to an attacking lineout on the right hand side of the field we will click US then LINEOUT then click on the A4 and if the lineout was not lost we will click the LINEOUT button again at the end of the lineout. The following team stats are coded by clicking on the corresponding button at the beginning of the event: Scrum Lineout Ruck Penalty Kick at goal Try Scored Kickoffs Kick in Play To code any additional information use the Mark Clip button. You can also write a comment at any stage. The comment button opens a box in which one can write a comment. These comments can then be added to a video file when exporting the comments to a video file. The kick in play button is used when analyzing future opposition to see in what area the ball is kicked. This is done by typing AA, BB, CC, DD into the type box while the kick in play button is red. Additional Team Stats Commands The next principle that we use to simplify coding is to say that a team event is always won unless it is lost. In other words you only have to indicate team stats that are lost. All the others will be taken as won. We indicate a team event as lost by typing the relevant shortcut into the type box while the event button is red. The shortcuts to indicate the loss of a team event are as follows: Scrum Lost = SL Lineout Lost = LL Ruck Turned Over = RT Kicks at goal The match score is calculated by adding the tries from the tries scored button to the successful kicks. The following shortcuts must be entered after the kick at goal button is activated. Conversion kick = CO Penalty Kick = KPE Drop kick = DR Kick Successful = YE Kick Not Successful = NO Player Stats Player stats are recorded by typing shortcut keys into the type box at the time of the event. The program then gives us a lead and lag time of 5 seconds each. Each player event will thus be a 10 second video clip starting 5 seconds before and ending 5 seconds after the shortcut was typed. A player shortcut is typed by 1st typing the number of the player followed by the event. For example 15p will be player number 15 passed the ball. The player shortcuts we use are as follows: Carry = C Pass = P Offload in contact = O Kick = K Tackles Made = T Tackle Assist = A Tackles Missed = M Handling Error = E Ruck = R Line Break = B Turnovers Made = S Penalty Conceded = Q Kick Fielded = F Try scored = D General Notes To delete a mistake highlight two rows and press delete. Remember to save your work every so often. After the game is coded save again and upload the data to our database in order for you to view the stats on our website. On the website www.statspro.co.za go to client login and after you have logged in select to view team or player stats. Select your game from the dropdown list and press the load button. For any further questions contact Riaan Barnard Cell: 0722565136 Mail: [email protected] Skype: statspro1 Website: www.statspro.co.za
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