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Example of a soccer tournament configuration. On the left, the group stage (column with teams badges) results into a ranking after games have ended. On the right, the elimination bracket phase (for the best group stage teams) determines who the winner of the competition will be.

Example of a soccer tournament configuration. On the left, the group stage (column with teams badges) results into a ranking after games have ended. On the right, the elimination bracket phase (for the best group stage teams) determines who the winner of the competition will be.

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Article
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An advanced interface for sports tournament predictions uses direct manipulation to allow users to make nonlinear predictions. Unlike previous interface designs, the interface helps users focus on their prediction tasks by enabling them to first choose a winner and then fill out the rest of the bracket. In real-world tests of the proposed interface...

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... consider sports tournaments with a com- mon configuration: the combination of a ranking phase and a bracket phase (see Figure 2). Usu- ally, the ranking phase precedes the bracket phase (and is called the group stage), during which teams play against each other once or twice. ...
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... ally, the ranking phase precedes the bracket phase (and is called the group stage), during which teams play against each other once or twice. The left side of Figure 2 shows such a group stage oc- curring at the beginning of a tournament. The best-ranked teams after the group phase enter the second phase where teams are assigned an opponent and are eliminated after each round. ...
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... best-ranked teams after the group phase enter the second phase where teams are assigned an opponent and are eliminated after each round. The right side of Figure 2 shows such a stage that looks like a bracket converging to the winner of the tournament. ...
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... is where there is a divergence between the current interfaces and the way users perform pre- dictions. Current interfaces only implement the structure of predictions illustrated in Figure 2 as the sum of a series of games. The user's mental model, however, follows the opposite path: it first concentrates on the tournament's outcome, and then focuses on finding individual game results given the outcome. ...
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... found that betting websites sometimes are already populated with pre- diction suggestions (for example, providing odds) and allow users to enter their predictions. Figure 2 shows the typical interface for sport brackets (both for predictions and results communica- tion) that we observed. Most of the websites used standard HTML widgets for input such as check- boxes, dropdown lists, and text inputs, and they organized team options using a bracket layout. ...
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... of the websites used standard HTML widgets for input such as check- boxes, dropdown lists, and text inputs, and they organized team options using a bracket layout. To successfully enter their predictions, users have to manually input data for each team by game and start with the first round of games to end up with the final (from left to right in Figure 2). ...
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... circle's size indicates the visitor's number of interactions (max 4,354 interactions). The horizontal axis is the bracket size (32 is a full bracket), and the vertical axis is the time spent on the website (in seconds with a logarithmic scale). We added a low opacity to circles to better show the distribution of dense areas by reducing overplotting. ...

Citations

... Visualization has long been used in sports to present data [56], including box scores [25], tracking data [18,44,55,81], and metadata [77]. Sports visualizations are mainly used for post-game analysis or in-game informing purposes. ...
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... The visualization of sports data can be divided into two categories from the perspective of content analysis. The first category represents the full tournament or league season, in which data either show the points and rankings of each team during the season [10] or provide support for game prediction [20]. The second category is meant to analyze a single game, in which the situational dynamics of the game and the game information of two competing teams are presented. ...
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... However, some researchers have also enabled direct manipulation of graphical encodings in other visualization types. This includes the direct manipulation of: position of cells in table visualizations to either steer the underlying ranking model [46] or explore rankings [31,44]; angle of a pie chart segment to navigate the time dimension [20]; rows and columns in matrix visualizations [30,42]; nodes in tree visualizations [45]; and position of tokens in unit based visualizations [16]. ...
Article
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We investigate direct manipulation of graphical encodings as a method for interacting with visualizations. There is an increasing interest in developing visualization tools that enable users to perform operations by directly manipulating graphical encodings rather than external widgets such as checkboxes and sliders. Designers of such tools must decide which direct manipulation operations should be supported, and identify how each operation can be invoked. However, we lack empirical guidelines for how people convey their intended operations using direct manipulation of graphical encodings. We address this issue by conducting a qualitative study that examines how participants perform 15 operations using direct manipulation of standard graphical encodings. From this study, we 1) identify a list of strategies people employ to perform each operation, 2) observe commonalities in strategies across operations, and 3) derive implications to help designers leverage direct manipulation of graphical encoding as a method for user interaction.
... However, some researchers have also enabled direct manipulation of graphical encodings in other visualization types. This includes the direct manipulation of: position of cells in table visualizations to either steer the underlying ranking model [46] or explore rankings [31,44]; angle of a pie chart segment to navigate the time dimension [20]; rows and columns in matrix visualizations [30,42]; nodes in tree visualizations [45]; and position of tokens in unit based visualizations [16]. ...
Preprint
We investigate direct manipulation of graphical encodings as a method for interacting with visualizations. There is an increasing interest in developing visualization tools that enable users to perform operations by directly manipulating graphical encodings rather than external widgets such as checkboxes and sliders. Designers of such tools must decide which direct manipulation operations should be supported, and identify how each operation can be invoked. However, we lack empirical guidelines for how people convey their intended operations using direct manipulation of graphical encodings. We address this issue by conducting a qualitative study that examines how participants perform 15 operations using direct manipulation of standard graphical encodings. From this study, we 1) identify a list of strategies people employ to perform each operation, 2) observe commonalities in strategies across operations, and 3) derive implications to help designers leverage direct manipulation of graphical encoding as a method for user interaction.
... The visualization of sports data can be divided into two categories from the perspective of content analysis. The first category represents the full tournament or league season, in which data either show the points and rankings of each team during the season [10] or provide support for game prediction [20]. The second category is meant to analyze a single game, in which the situational dynamics of the game and the game information of two competing teams are presented. ...
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Fencing is a sport that relies heavily on the use of tactics. However, most existing methods for analyzing fencing data are based on statistical models in which hidden patterns are difficult to discover. Unlike sequential games, such as tennis and table tennis, fencing is a type of simultaneous game. Thus, the existing methods on the sports visualization do not operate well for fencing matches. In this study, we cooperated with experts to analyze the technical and tactical characteristics of fencing competitions. To meet the requirements of the fencing experts, we designed and implemented FencingVis, an interactive visualization system for fencing competition data. The action sequences in the bout are first visualized by modified bar charts to reveal the actions of footwork and bladework of both fencers. Then an interactive technique is provided for exploring the patterns of behavior of fencers. The different combinations of tactical behavior patterns are further mapped to the graph model and visualized by a tactical flow graph. This graph can reveal the different strategies adopted by both fencers and their mutual influence in one bout. We also provided a number of well-coordinated views to supplement the tactical flow graph and display the information of the fencing competition from different perspectives. The well-coordinated views are meant to organically integrate with the tactical flow graph through consistent visual style and view coordination. We demonstrated the usability and effectiveness of the proposed system with three case studies. On the basis of expert feedback, FencingVis can help analysts find not only the tactical patterns hidden in fencing bouts, but also the technical and tactical characteristics of the contestant. Graphical abstract Open image in new window
... The background pitch with recognizable landmarks is probably the most common way to tell which sport has been picked if this cannot simply be inferred. Additional landmarks can be added, such as those specific to sport events like a trophy showing for the UEFA Champion's League [Won13] or the FIFA World Cup [VP16]. ...
... Making tournament predictions has also been investigated from an input perspective. Vuillemot and Perin [VP16] explored the direct manipulation of tournament brackets to support people making their predictions using a visualization interface (see Figure 24). Instead of specifying with text or standard widgets which team progresses to the next stage of the tournament, users directly drag and drop teams to any stage of the tournament bracket. ...
... As a result, with few exceptions (e.g., [PBV16,TSLR07,PYHZ14]), most of the research papers we surveyed do not contribute a new generic technique but instead a tailored adaptation of an existing one. The most frequent visualization technique extensions we found were of node-link graphs (e.g., [PVF13b]), heatmaps (e.g., [PSBS12, Gol12, Bes16, AAB * 16, MB13]), small Figure 24: Tournament brackets are meta-data that can be used to support an intuitive prediction-making process, by dragging and dropping teams according to their expected performance in the competition [VP16]. Image courtesy of the authors, used with permission. ...
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... In contrast to prior research, which has primarily used interaction logs to evaluate discovery of functionality in online interactive visualizations (e.g., [6], [23], [28]), our study combines log data with eye movement data, video and audio recordings to produce detailed records of the discovery process. ...
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