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Exercise

With the two first pages that you have, identify


which structure each paper takes, and which
sentences in each paper addresses the points:
Structure A
1. What is the motivation for this work?
2. What is the problem you are addressing?
3. What is your solution/approach?
4. How do you evaluate your solution/approach?
5. What is the contribution of the work?

Structure B
1. What is the motivation for this work?
2. What is the question you are asking?
3. What is the study you conducted?
4. What did you find?
5. Why does it matter?
6. What is the contribution of the work?
Graphics Interface Conference 2015, 3–5 June, Halifax, Nova Scotia, Canada

!!!!!!! Amateur Ice Hockey Coaching and the Role of Video Feedback
!!!!!!! Jason Procyk, Carman Neustaeder, Thecla Schiphorst
*

School of Interactive Arts & Technology, Simon Fraser University

teaching routines of coaches and how video feedback systems


ABSTRACT should be designed in the future to meet their needs. To explore
Amateur minor hockey coaches have recently begun to capture this problem, we conducted an observational and interview study
and play back video recordings to provide their teams with visual involving highly competitive PeeWee, Bantam, and Midget minor
feedback of their play as a learning tool. Yet what is not clear is hockey teams in first and second tier leagues. We targeted these
whether such video feedback is useful and how video feedback kinds of competitive high-caliber teams because we wanted to
systems could be designed to better match the needs of amateur understand teaching, learning, and video at a level where
hockey coaches and players. As such, we wanted to understand competition and skill development are just as important as fun. At
coaches’ current practices for communicating and teaching and lower levels, coaches and players might interact differently to
their current use of video feedback (if at all). We observed games achieve recreational goals.
and practices and conducted in situ interviews with amateur The results of our observations and interviews reveal that
coaches. Our results show that teaching and learning at highly teaching and learning at highly competitive levels of minor
competitive levels of minor hockey focuses on decision-making hockey focus on decision making and comprehension of the game
and comprehension of the game rather than individual physical rather than individual physical movement. This teaching often
movement. One-on-one teaching happens opportunistically and in occurs one-on-one in very short, opportunistic time periods
very short time periods throughout games and practices. However, throughout games and practices. Yet those teams that used video
video feedback is currently used in a much different context, often feedback used it in a manner that was very different than their
away from the ice because of technological limitations. Based on more typical coaching routines. Video feedback was used outside
these findings, we suggest video feedback systems be designed for the context of the ice in special sessions and with the entire team
use within the context of games and practices while balancing the present (in contrast to one-on-one coaching). This was largely
individual needs of players with coaching goals. because of the limitations of existing video technologies, which
caused coaches to create workarounds. Based on these findings,
Keywords: Hockey, video feedback, coaching. we suggest video feedback systems for amateur hockey be
designed with a different approach where they can be integrated
1 INTRODUCTION into games and practices during short time intervals, support
individual feedback in a socially-sensitive manner, and simplify
In team sports like ice hockey, coaches leverage their expertise video curation while still supporting the coach’s unique
and experience to provide analysis, feedback, and guidance for understanding of the player’s individual needs.
players to help them improve over time. Traditionally coaches First, we outline the related work on communication over
have relied on verbal communication, physical demonstration, and video, sports training systems, and the use of audio/video in
simple diagrams; however, more recently, some have begun to physical activities. Second, we describe our study methodology.
capture and play back video recordings to provide their teams Third, we convey our results, and finally, we provide a discussion
with visual feedback [16,17]. Professional clubs [1,6,7] have the of our findings and the implications they have for the design of
resources to include video in their training and preparation video feedback systems for hockey coaches and players.
routines, but many competitive amateur clubs lack the funding
and resources to utilize video on a regular basis. Increasingly 2 RELATED WORK
powerful, affordable, and portable display and camera technology
Video has been studied extensively in HCI as a way to support
(e.g. smartphones, GoPro) might help to address these problems
collaboration in the workplace. However, there has been relatively
and support new methods of teaching at all levels of hockey.
little study of the intersection between video and sports training.
Coaching and feedback in sports in general has been studied
A handful of experimental training systems have been designed
extensively in psychology and motor learning research
around video feedback, and the most relevant work beyond
[5,8,26,32]. This work also includes some investigation of the
training systems focuses on the use of video to create shared
efficacy and value of video feedback, but there is relatively little
experiences of physical activities over distance.
exploration of how coaches actually utilize video in their teaching
practice [16,17] and whether or not such usage maps to the actual 2.1 Video-Mediated Communication
routines that coaches use to teach their players. In HCI, we have
seen the use of video studied in a variety of work contexts (e.g. There is a large body of work exploring the use of video in the
[15,22,29]) as well as personal situations (e.g. [3,21]). However, workplace as a way to improve productivity in collaborative work
there has been little exploration of the design of video feedback [23,29,35]. At a high level, video has been shown to support
systems for sports (notable exceptions exist [19,24]). awareness amongst distributed colleagues in the workplace so
In our research, we wanted to understand coaches’ current they know when others are available for interaction [3,12]. At a
practices for communicating and teaching and explore their low level, video has been used as part of collaborative workspaces
practices for using video feedback. We wanted to learn how where distributed colleagues work on a shared artifact (e.g., a
current video feedback technology does or does not fit the drawing surface) [12][14][15]. Here the view of a remote

*
jep4@sfu.ca; carman@sfu.ca; thecla@sfu.ca

Copyright held by authors. Permission granted to


CHCCS/SCDHM to publish in print and digital form, and 179
ACM to publish electronically.
CHI 2005 ‫׀‬ PAPERS: Smart Interaction Techniques 1 April 2–7 ‫ ׀‬Portland, Oregon, USA

The Bubble Cursor: Enhancing Target Acquisition by


Dynamic Resizing of the Cursor’s Activation Area
Tovi Grossman, Ravin Balakrishnan
Department of Computer Science
University of Toronto
tovi | ravin @dgp.toronto.edu
www.dgp.toronto.edu

ABSTRACT In an effort to improve on these previously suggested


We present the bubble cursor – a new target acquisition pointing facilitation techniques we present the bubble
technique based on area cursors. The bubble cursor cursor, a new technique based upon area cursors [9, 15].
improves upon area cursors by dynamically resizing its While a standard point cursor has a single point of
activation area depending on the proximity of surrounding activation or hotspot, area cursors have larger hotspots
targets, such that only one target is selectable at any time. defined by the boundary of the cursor (Figure 1a). Problems
We also present two controlled experiments that evaluate arise, however, when the area cursor encompasses more
bubble cursor performance in 1D and 2D target acquisition than one target, making it difficult to isolate the intended
tasks, in complex situations with multiple targets of varying target (Figure 1b). The bubble cursor solves this problem of
layout densities. Results show that the bubble cursor the area cursor by dynamically updating its size based on
significantly outperforms the point cursor and the object the proximity of surrounding targets, such that there is
pointing technique [8], and that bubble cursor performance always exactly one target inside the hotspot (Figure 1c,d).
can be accurately modeled and predicted using Fitts’ law.
In the following sections, we will review previous efforts at
ACM Classification Keywords: H.5.2 [User Interfaces]: pointing facilitation; discuss the design and implementation
Graphical User Interfaces, Theory and methods, Interaction of the bubble cursor; evaluate the performance of the
styles. bubble cursor in two experiments: first in a simple 1D
Keywords: Area cursor, Bubble cursor, target acquisition, pointing task and second in a multi-target 2D pointing task
Fitts’ law. with varying target densities; show that the bubble cursor’s
INTRODUCTION performance can be modeled accurately by Fitts’ law; and
Pointing to targets is a fundamental task in graphical user conclude by discussing implications for user interface
interfaces (GUI’s). As software gets more complex with an design and future lines of work.
increasing number of selectable user interface elements
being crammed into finite sized displays, improvements in
pointing performance can have a significant impact on
overall software usability. Recognizing this challenge,
researchers have proposed several techniques [3-5, 8, 9, 14,
15, 17] that attempt to improve pointing performance by
exploiting the fact that virtual pointing can surpass physical
pointing by manipulating the control-display parameters.
With few exceptions [8], most of these new techniques have
been shown to improve pointing only in situations where
targets are fairly sparsely distributed across the display
space. When targets are more closely packed together, as is
common in many current GUIs, the benefit of these
techniques tend to degrade, and can even be detrimental, Figure 1. (a) Area cursors ease selection with larger hotspots
thus resulting in no advantage in the general case. than point cursors. (b) Isolating the intended target is difficult
when the area cursor encompasses multiple possible targets.
Permission to make digital or hard copies of all or part of this work for (c) The bubble cursor solves the problem in (b) by changing its
personal or classroom use is granted without fee provided that copies are size dynamically such that only the target closest to the cursor
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise,
centre is selected. (d) The bubble cursor morphs to encompass
or republish, to post on servers or to redistribute to lists, requires prior a target when the basic circular cursor cannot completely do
specific permission and/or a fee. so without intersecting a neighboring target. Note that the
CHI 2005, April 2–7, 2005, Portland, Oregon, USA. same legend is used for Figures 1 to 5.
Copyright 2005 ACM 1-58113-998-5/05/0004...$5.00.

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