TechGraphs News Roundup: 1/22/2016

Greetings, fair readers. The NFL has it’s championship Sunday this weekend, the NHL All Star Game (love it or hate it) is right around the corner, and we’re still waiting for a couple big signings in Major League Baseball. It’s an exciting time for sports fans, though the sports-tech world had a bit of a quiet week. It’s a post-CES lull for sure, but nevertheless, here are the stories that we found interesting from this week.

The biggest news this week came from Facebook, which has launched a new platform for engaging with a sporting event and other fans. Titled Facebook Sports Stadium, it’s a little mix of Twitter, an ESPN mobile app, and an engagement-measuring tool. Knowing Facebook, it’ll certainly get a couple face lifts along the way, but it’s an interesting tool for non-Twitter people out there that still want to discuss the sport they are watching on TV.

Another big story comes from MLB which settled a lawsuit concerning their blackout policies. As of this writing, all the details are still a little fuzzy, but it looks like the price of the overall MLB.tv package will be lower (yay!), and there will be an option built in for fans of out-of-town teams when said team comes to play in said fan’s town. It’s a developing story, and we’ll keep an eye on it.

Just today, UEFA announced that it will be instituting goal line technology in upcoming tournaments. David Weirs tells me this is a good thing.

Samsung is rumored to working on a smartwatch/shirt sensor combo. It’s an interesting idea. A smartwatch for the every day activities that can be paired up with a body sensor to collect more granular data during workouts.

Kirk Herbstreit, a wealthy sports announcer, got butt-hurt about a non-wealthy basketball player trying to get paid for his likeness and causing a cancellation of a video game series that cost Herbstriet a job.

Hoverboards are dumb and dangerous, and probably more dangerous when 200 lb. testosterone machines are riding them. That’s why the Carolina Panthers banned players from using them.

Wired has a nice story on the overall influx of technology in football.

Video-streaming service Ustream has been acquired by IBM. Ustream hasn’t dabbled too much in sports as of yet, but if their partnership can bring forth a series product (and given IBM’s history of corporate partnerships), we could see that technology being utilized by leagues in the not-so-distant future.

That’s all for this week. If you’re on the east coast, good luck with your shoveling. Be excellent to each other.


Learn from a Nerd: David Wiers Explains esports (Part 1)

Editor’s note: The esports landscape has really expanded over the past year or so, and, for the longest time, we’ve given all the esports stories to David Wiers (an avid gamer and former esports competitor himself) since nobody else here really understands it. Contributor Patrick Dubuque looked to remedy this by digging deep with Wiers to get a better understanding of how this whole world works. Part 1 of that chat is below.)

Patrick: So [recently] ESPN announced its esports section, which seems like a major step toward legitimizing the phenomenon. As someone who enjoys video games but was born in a different era, I find myself attracted to the idea of esports but entirely outside the realm where it takes place.

The first thing that struck me when I went to ESPN’s site is the header: where the usual categories like standings and schedule go, the basic elements of a sport, there are three games: League of Legends, Dota2, and Hearthstone. Are these it? I know there are other games which are played competitively, if not at that level (Rocket League springs to mind), so what differentiates these three? Are they the “major leagues” right now, and what changes that, if anything?

David: Similar to how the MLB is different from the NFL, is different from the MLS, each individual game can carry multiple esports leagues. On one side, League of Legends is ran from a very rigid — some would say concrete sequential — manner from the game’s developer, Riot. On the other side of things is Dota 2, ran by their developer, Valve. With different leagues, formats, qualifiers, and simultaneously running events, the esports schedule can get hectic in a hurry.

As for different games, I’m a bit surprised to see Counter-Strike: Global Offensive not a part of the specifically named esports titles. After LoL and Dota, CS:GO is almost universally acknowledged as the No. 3 in esports, and some would argue at times, the No. 1 title. In CS:GO alone, there is FaceIt, ESEA, and CEVO for league play, plus weekend style tournaments like Major League Gaming, DreamHacks, Intel Extreme Masters, and more.

I personally find it very curious that ESPN pushed out this launch at this time, just days after TNT had a cross-promotion with their NBA guys for the new CS:GO league. If you ever wanted to see Shaq get banter’d by some esports nerds, well, here you go.

As for changes, I have to envision a player union of some sort in the near future. Whether or not it will be for individual games or across all of esports is in the air.

Have you had a chance to check out Twitch.TV, MLG, Azubu or any of the streaming options that has really allowed esports to take off? They’re driving a huge amount of innovation and change to almost all digital media, not just esports.

P: I watch Twitch occasionally when I’m pacing in circles with my two-month-old, but not enough to be able to track the competitive stuff. It’s always hard when you don’t have the time to immerse yourself in a sport, give it the time it deserves to appreciate it. As a newer sport, I guess that’s an issue esports has on the bigger scale.

So what makes a game “good” for competitive gaming? Is it the interests of the players, the interests of the game publishers, the interests of the viewers? I personally find FPS shooters far more difficult to watch, as a theoretical sports fan, than other styles of games, and even the endless multitasking of the RTS makes my head hurt a little (I was an awful, awful Starcraft player). Does that factor in?

D: Oh man, the list of things that make a game good for competitive play is long and varied. My unconsidered answer off the top of my head would be game balance above all. If one particular strategy, weapon, character etc. is overpowered or underpowered, the game will suffer from it, people will leave the game and any esports hope and hype for it dies out. That said, there are a number of games I would think make for great entertainment, Team Fortress 2 to name one, but a mix of gameplay balance and a stale meta-game in the competitive scene have hurt various titles.

Rather than address the gameplay side of things, the production side can absolutely make or break a tournament or league. Sound, camera work, good conditions and times for the players and the casters/hosts all play a huge role in how an event is perceived. I remember back when StarCraft II was *the* esport around, the North American Star League held a major tournament and their sound was an absolute disaster. Despite being the biggest esport title on the block at the time as well as featuring great gameplay, the most referenced thing about that is still a running joke in the SC community. If ever an event has sound trouble, there is no shortage of “NASL sound guy must be here!” type jokes. I mean, even a quick Google search almost four years after the event brings a ton of memes, joke videos and an announcement about the guy getting fired.

To circle back to my previous mention of meta-games within esports titles, they are to me, one of the most fascinating parts about games. The “mind games” so to speak can play a huge role, especially if someone does something unexpected and against the “normal gameplay.” It’s like when the NFL mixed in the Wildcat formation, the rise of the cut fastball in baseball, or better yet defensive shifts in baseball. Small things that may go against the tradition of the sport, but when executed correctly, can have a huge effect. I may be talking against a straw man at this point, but I still bristle a bit when people shrug off esports and simply “nerds playing video games.” There is nuance to each esport, and heck, to each tournament and league as well as calculations to exploit the other team or other player’s nuance.

P: I guess that takes me to the next aspect of esports I don’t really understand: the player and team structure. My first intro to the sport was when I lived in South Korea in 2002, and found a 24-hour StarCraft channel. Without being able to understand the announcers, and not being good enough at the game to appreciate the subtlety onscreen, the image I was left with was the players: two guys sitting across each other, clouds of dry ice tumbling over their feet, utterly motionless and expressionless. I loved it.

Given the structure of gaming, the amount of attention it requires during play and the fact that the focus of the viewer is on an avatar on a separate screen, can the gamer reach the same level of stardom and identity as other sports? Or are they doomed to be a secondary part of the action for reasons of logistics alone?

D: I think some esports figures are already stars, at least in their niches. If the issue of recognizability is at hand, then we’ve already seen that happen to traditional sports stars. I mean, Kris Bryant just wore sunglasses and people didn’t recognize him as their Lyft driver. Sure, we can be overly reductive and say esports players are just guys sitting in chairs, but we can be equally reductive with other sports. Basketball, hockey and soccer are just teams of people trying to put an object in a net.

There has been, I don’t want to say issues, but concerns and some bemoaning of a player’s real life persona not matching their in-game flair or style. The crude term “faceless Korean” in the StarCraft scene was one where it attempted to describe a potentially great Korean player, but someone who lacked a significant persona in the post or pre-game interviews.

I’m hesitant to call a lack of perceived persona racially based, but I absolutely think it is culturally based. The Dota 2 and LoL scene is largely dominated by Koreans, Chinese, and Europeans, specifically the Nordic countries. None of these countries are known for their outgoing or boisterous personalities, however that is changing with time. Korean SCII pro gamer Jan Min-Chul, better known as MC (aka The Boss Toss for his incredible Protoss playing abilities) recently sang Frozen’s Let It Go at a StarCraft tournament. If you told me 10 years ago a Korean would be singing in front of thousands of people, I would never have believed it. That said, there have been some, umm, enthusiastic and wild characters in esports. Look no further than Lee Sung Eun, aka FireBatHero for possibly the only time an esports player will take off his clothes, throw out ice cream to the crowd and then jump into a body of water. Although I will say Won Lee Sak, aka Parting, did two of those three things back in the fall of 2014.

While it isn’t an ideal proxy for popularity, esports some esports organizations rival that of traditional sports. For example, Fnatic is at 475K Twitter followers, Team SoloMid is at 540K and then my beloved Oakland A’s are at 291K and your Mariners are at 325K followers. If we aren’t already at the time of huge esport organizational as well as individual player popularity, we’re damn close.

P: One thing that might affect the visibility of particular players in esports is the lack of visibility of teams. From an outsider perspective, teams seem to be composed in a similar fashion to NASCAR: loose allegiances of players assembled like corporate executives, with no tie to local region. Because of this, it’s harder for the introductory fan to grasp onto a particular team or a even a particular star who feels, even artificially, “theirs.” Is this true? Or because of the sport’s international underpinnings, does rooting take on more of a nationalistic bent, like the Olympics or FIFA? Or is it not so much the lack of cohesive teams that lend to a lack of observable standings to track, and more a product of a more golf/poker-like tournament format that prevents a fan from appreciating the greatness of a team?

D: Unfortunately, allegiances and even signed agreements are often not enough to keep players — and organizations — from breaking promises and breaching contracts. Players get cut, teams get cut, teams leave organizations, orgs buyout other player to replace their own, etc. Mostly things take a regional pride, such as North America against Europe against Asia, etc.

That said, players shift and move regions as well for most esports, though the World Championship Series for StarCraft is region locked to citizenship and other legal paperwork in an encouragement to get the local players some competition. I have pretty mixed feelings about that, as fostering the local scene is of course important, but region locking any competition makes it less of a meritocracy. Of course there is also pride for each nation, and it was huge upset when France beat South Korea in Nation Wars recently. For some genuine esports passion, here is the French broadcast of final moments.

On the topic of observable standings, the crew at Team Liquid, plus the various Smash Bros boards as well as the group that runs Esports Earnings all do incredible work. TL in particular has been a massive influence on just about every esports fan, really whether those fans know it or not.

Anecdotally, I’m not sure all of the esports fans really recognized the level of team-play and coordination it takes to play at a high level. From my days of being an active esports competitor, it isn’t just aim and reaction times, but it’s working as a cohesive unit and breaking down previous demos of yourselves and opposition. Recognizing your strengths and the opponent’s weaknesses in real-time as well as conveying that to your team is what separates the top teams from the also-rans. I remember breaking down opposing team’s demos as if we were football coaches going over game film. Being at the top of the esports world really is a full time job, and then some. Unlike blogging, it isn’t just sitting in mom’s basement, amirite?!

(Stay tuned for Part 2, coming soon.)


TechGraphs News Roundup: 1/15/2016

2016 already has seen more than its share of changes, so we welcome you back to the regularity and predictability of the TechGraphs News Roundup with this collection of sports-tech stories we found interesting this week.

The 2016 Consumer Electronics Show wrapped up on Saturday. We covered the highlights in last week’s Roundup, but the good folks at Baseball Prospectus assembled a nice summary of some of the baseball-specific applications showcased there. (And don’t miss our own Bryan Cole in the comment section with a video clip of Shaq O’Neal wiping out while testing a baseball swing analyzer.)

Speaking of the future of baseball, the trial in Garber v. Office of the Commissioner of Baseball, a class-action lawsuit against MLB over the league’s television-broadcast policies, starts on Tuesday, and Nathaniel Grow has a preview of the arguments.

While CES featured a number of audio companies promising future development in the wireless headphone space, two, Earin and Bragi Dash, already have retail-ready wireless earbuds. As this thorough review explains, truly wireless earbuds still have some hurdles to overcome, one of which is the fact that our dumb human heads are full of water, an unfriendly medium for the transmission of wireless signals. While it’s apparent that this technology remains in the developmental phase, it will be interesting to see whether it has uses beyond personal fitness and entertainment, such as for communications between football players and their coaches.

Cleveland Cavaliers owner Dan Gilbert, among others, has backed Courtside Ventures, a Detroit-based $35 million venture capital fund targeting early stage sports technology and sports-centered media startups. Early indications are that the group is interested in virtual reality and analytical data.

Way back in September, we were one of the first site to tell you about Pylon Cam, which since has become the star of this (NFL and college) football season. After its special seat at the table during ESPN’s multi-platform broadcast of the college football national championship game, it should come as no surprise that CBS will be incorporating the technology into its Super Bowl 50 coverage. Also included: a 360-degree replay view courtesy of thirty-six cameras mounted on the stadium’s upper deck and a camera providing viewers with the on-field perspective of certain players, such as the quarterback.

It seems as if companies make these types of claims every week these days, but a company called VCIS just unveiled a new style of football helmet that they say reduces the threat of head injuries. Putting a dual-shell design into an attractive helmet is no easy task, but th high price ($1,500 a pop) might be a hindrance. VICIS hopes to have the helmets for sale before the coming football season.

Speaking of football, if you happen to fall in the very narrow spectrum of people who don’t care about the Super Bowl, but happen to have a Google Cardboard headset lying around, you’ll be happy to learn that this year’s Puppy Bowl will be broadcast in VR.

Finally, today is the deadline for nominations for the 2016 Sports Technology Awards. If your proposal, development, technology, or product in one of about a dozen categories is good enough, you could earn a trip to the awards ceremony in London this April. Past winners include the All England Lawn Tennis Club (known to most Americans as Wimbledon) in the “Best Technology Partnership” category for their partnership with IBM, something we’ve documented here.

That’s all for this week. Have a mindful Martin Luther King, Jr. weekend, and please be excellent to each other.


The Astros Hack Won’t Be the Last in Sports

Criminal charges have finally come down in the case regarding an employee of the St. Louis Cardinals illegally accessing computers belonging to the Houston Astros. Chris Correa has plead guilty and could face up to 25 years in prison for his involvement in hacking the Astros’ database. It’s a move that will hopefully deter professional sports teams from participating in this kind of behavior in the future, but one that certainly won’t guarantee it. On the contrary, these kinds of security breaches are now commonplace among corporations, and there doesn’t seem to be any discernible light at the end of the tunnel. Provisions can be made, certainly, but there’s no guaranteeing that any professional sports teams’ internal documents and information will be safe from hackers looking to make a name for themselves, or even from rival teams.

In his (Insider) piece for ESPN, Jim Bowden opines on some possible punishments for the Cardinals in the wake of the scandal. His last idea has good intentions, though the implementation is basically impossible:

New computer requirements: Manfred should put together a task force that would make sure all 30 teams have sufficient security for their baseball operations systems so that hacking is nearly impossible. These systems can either be checked on a regular basis or be monitored from a central location (i.e. the commissioner’s office).

I won’t berate Mr. Bowden on his nativity here. An understanding of cybersecurity doesn’t really fall under his job description. But this suggestion is both impossible and unfruitful. There simply is no way for an organization to absolutely protect itself against network attacks. We’ve seen hacks against the Office of Personnel Management, Patreon, T-Mobile, Ashley Madison, Hilton, and many other companies in 2015 alone. The attack vectors grow bigger and the number of threats gain in numbers every day. Most of what is considered cybersecurity these days is simply addressing known exploits. There are a varying degree of measures that can be taken against unknown exploits, but they are all difficult and the best require big-time money. A league-mandated policy on cybersecurity won’t help that. In fact, if teams are looking to protect themselves against corporate espionage, mandates are the last thing they want.

Let’s play this out a little. Say Team A wants to find out who Team B is planning on drafting. Team B has taken every (hypothetical) precaution laid out for them by the league. The problem is, Team A already knows all of these procedures. They know exactly which exploit methods to avoid and which are still left open. The road map is already drawn up. All they need to do is follow it.

It’s true that something like what Mr. Bowden is suggesting would hopefully ensure that teams act a little smarter. In fact, the exploit used against Houston was a very low-level attack. Correa essentially guessed an Astros employees’ password based on what that employee used as a password when he was previously with St. Louis. This really isn’t hacking, and it’s barely social engineering. Some guidelines from the league (who will hopefully consult with some professional security experts) could help prevent against these kinds of mishaps in the future. But if a team really wanted to get their hands on some classified information (and were willing to take the risk), it wouldn’t be all that difficult.

The FBI charges will most likely ensure that teams won’t try any shenanigans themselves, and certainly not from company computers on company networks. This does not mean, however, that rival teams or any other ne’er-do-wells couldn’t use outside sources to try and dig up secrets.

I don’t want to get too far into the nitty gritty of how the hacking community works, but suffice it to say that there are communities out there that are certainly willing to perform this type of work for a fee. Potential recruits can be found on certain IRC channels or Tor (a pseudo-anonymous network where web traffic is masked) sites and paid in Bitcoin — a cryptographic digital currency that makes transactions hard to trace. There are hackers out there for hire, to be certain, which means that teams wouldn’t even have to get their hands dirty.

And even if teams were to take measures into securing their servers and networks, there are certainly other ways security breaches can happen. An attacker could find an exploit in an employee’s home router and monitor their traffic from a car parked near their house. Man-in-the-middle attacks could be employed from a coffee shop a scout or executive visits.

And let us not forget social engineering, perhaps the most common way breaches happen nowadays. An attacker can call people around the front office posing as Todd from IT, telling people that the mail server failed and that they need their password to recreate their profile. People are still all-too willing to provide passwords and other sensitive data over the phone. Spoofing emails can be sent out with links to legit-looking websites. It usually only takes one person to give up their login information or click a link for an attacker to gain access to a network. People rarely change their passwords — and if they do, it’s often in predictable ways.

These are threats that all corporations face, not just sports teams. But it goes to show that no team is 100% safe, no matter what their respective league does or doesn’t do. In our age of prediction models and player evaluations and biometric sensors that track performance data, there is certainly a lot of juicy information that teams hold dear, and wouldn’t want other teams to see. The problem is that this information is stored on computers, and most computers are on networks that face the public in one way or another.

Is it a little scary? Certainly. Is it avoidable? Not entirely, though a hefty dose of firewall provisions, complex-password requirements, and employee training can go a long way to help prevent most attacks. But there’s no silver bullet that the league or anyone else can provide to ensure that what happened to the Astros won’t happen to anyone else. It’s part of the cost of doing business in our connected world, and probably will be forever.

(Image via Christian Colen)

Sweet Sixteen: The College Football Championship Megacast Strikes Back

The college football season wraps up tonight with the national championship game, which pits #1 Clemson against #2 Alabama. When the game kicks off at 8:30 (Eastern) this evening, ESPN will offer sixteen different ways to follow the action live. Let’s count them:

  1. ESPN/WatchESPN: The traditional television broadcast will be on the Worldwide Leader’s flagship television channel both through TV and online;
  2. ESPN Deportes: Spanish-language traditional television broadcast.
  3. ESPN Radio: The traditional radio broadcast will be on your local ESPN Radio affiliate, as well as through WatchESPN and the ESPN mobile app;
  4. WatchESPN: Clemson’s radio broadcast, with isolated camera shots of Dabo Swinney and Tigers players;
  5. WatchESPN: Alabama’s radio broadcast, with isolated camera shots of Nick Saban and Crimson Tide players;
  6. ESPN2: Film Room, featuring live game analysis from Florida head coach Jim McElwain, UNC head coach Larry Fedora, South Florida head coach Willie Taggart, Pittsburgh head coach Pat Narduzzi, and newly hired South Carolina head coach Will Muschamp, joined by ESPN analysts. This simulcast has been the most well-received alternative broadcast during ESPN’s two previous college football championship Megacasts.
  7. ESPNU: New this year is what ESPN is calling the “Homer Telecast,” overtly biased coverage from Clemson alum (and the school’s all-time leader in passing yards) Tajh Boyd and Alabama alum (and three-time national champion) Barrett Jones, mediated by ESPN/SEC Network’s Joe Tessitore. According to ESPN, other “partisan” guests are expected to join the action, and the broadcast will come from field level, rather than a traditional broadcast booth.
  8. ESPNEWS: Have a few empty spots on your couch? ESPN Voices promises to be a casual, “living room-type” conversation between an assorted bunch of ESPNers, including Michelle Beadle, Jay Bilas, Marcellus Wiley, and Teddy Atlas (sure!).
  9. SEC Network: The Finebaum Film Room, which debuted at last year’s national semifinal game between Alabama and Ohio State, and made a return appearance at this year’s New Year’s Eve semifinal game between Alabama and Michigan State, will make its first appearance in conjunction with a college football championship game tonight. If you’ve never heard or seen the Paul Finebaum Show, this should serve as a good introduction to the program’s host, as well as its many colorful callers, who will be able to phone in during the game.
  10. ESPN Classic: Sounds of the game. Had enough with all the jibber jabber and want to enjoy the game in relative peace? This is the channel for you, featuring nothing but the sounds of the fully enclosed University of Phoenix Stadium. Hear the public address announcer, as well as the full pregame and halftime entertainment programs. Also available on WatchESPN.
  11. ESPN Goal Line: For the true football junkies, this is the “Command Center” feed, with enhanced split-screen action. You’ll see live game action next to replays of every play, isolated feeds of both head coaches, drive charts, and statistics. Over this will play the audio feed from the ESPN Radio broadcast.
  12. WatchESPN: Replay Booth – What purports to be “an authentic recreation of the replay booth experience,” offering viewers the experience of those officials tasked with reviewing every single play and signaling when further review is required. Hosted by replay officials from the ACC and SEC, as well as an ESPN rules expert.
  13. WatchESPN: Data Center – “Significant on-screen graphic content ranging from analytics, real time drive charts, win probability updates, curated social media reaction and more.” Guess you’re just going to have to dial this one in to find out what that means. Hope it works better than the Comcast/Xfinity sports app sidebar. Unclear how it differs from the “Command Center” feed on ESPN Goal Line.
  14. WatchESPN: Student Section – Cameras focused on the student fan sections, bands, cheerleaders, mascots, and, if we’re lucky, a Bojangles outside Spartanburg.
  15. WatchESPN: Pylon Cam – Want the simultaneously best and worst seats in the house? This feed promises to rotate between the twenty-four available end-zone pylon cameras, apparently showing twelve at any one time.
  16. WatchESPN: Spider Cam – Not advisable if you’re extremely susceptible to motion sickness. Fly above the field the entire game with this view. Maybe the spider camera will get nailed by a punted football!

Say what you will about ESPN, and I have, but the Megacast is fun and the sort of thing more of which the network ought to do. Now we just need Bristol to invent a Buffalo-sauce-resistant television remote control. Enjoy the game!

(Header image via Wikimedia Commons)

TechGraphs News Roundup: 1/8/2016

Greetings, fair TechGraphs readers. Here’s hoping you all had adequate holidays. Let’s ring in the new year with all the sports-tech stories we found interesting this week.

The ringing in of the new year also means the coming of the Great Silicon Gathering known as the Consumer Electronics Show, or CES. Wearables and fitness trackers were a big theme at CES last year, and that theme appears to have carried over to the newly-christened 2016. We’ve done our best to keep tabs on all the announcements. We probably missed a couple, but here’s the general low-down on what’s coming:

Misfit is bringing a fitness tracker that actually kind of looks nice. They are also developing earbuds — yes, earbuds — that will help track your activity. Fitbit is branching out to the smartwatch market. So is Casio. And PC maker Razer. HTC is going to sell an all-in-one package that includes a scale, a fitness tracker, and a heart rate monitor. Garmin is looking to release a Google Glass/HUD device specifically designed for cyclists. They’re also coming out with a GPS watch with its own heart rate monitor. Vert is coming out with an update to their already-interesting jump tracker. A French company called In & Motion has developed a vest for skiers that will work like an airbag to to prevent injuries. Oakley is working on a pair of sunglasses with a Siri-like fitness coach built right in. And Under Armor is pairing up with IBM’s Watson super computer to develop new kinds of health and fitness tracking.

Meanwhile, a few non-CES stories came across our desk as well.

Activision has bought Major League Gaming. Fans of esports can expect to see more tournaments that should include more styles of games.

The UFC 2 video game will be coming out in March. Those interested in virtually beating the crap out of each other should mark their calendars.

Because the job of a golf club R&D team is never done, Callaway is getting into bed with Boeing to make faster drivers. No word yet on whether the 2017 model will come with optional jet engine attachments.

That’s it for this week. Have a nice weekend, and be excellent to each other.


Motus, Zepp Unveil New Wearable Baseball Tech at CES 2016

Motus Global and Zepp announced new additions to their existing lineup of baseball-specific wearable devices at this week’s Consumer Electronics Show in Las Vegas.

Motus Global’s system, called motusBASEBALL, is driven by a single IMU sensor. The new system can be used in a compression sleeve to track pitching, comparable to the mThrow, their existing offering. But the motusBASEBALL system can also be clipped on to a batting glove, providing feedback on a player’s swing.

“Our unique approach to the space, rooted in years of biomechanics services for MLB teams, along with the most powerful sports sensor on the market, gives our users the best chance at improving their mechanics and monitoring workloads on their joints,” said vice president for application development Ryan Holstad.

Preliminary information about the system is available on Motus Global’s website. The pitching metrics offered are very similar to the mThrow: both include throw limits based on workload, elbow and shoulder kinematics based on the single IMU worn over the ulnar collateral ligament, and a “bullpen mode” to help pitchers train.

The webpage also suggests that six metrics will be tracked for hitters: bat speed, hand speed, swing time, swing length (in inches), attack angle, and vertical angle. Metrics will be calculated separately for each region of the strike zone, to help hitters identify “hot” and “cold” regions. (Pitch locations will presumably be entered manually.)

To this point, not much has been revealed about the sensor driving the new system, other than that it has been “upgraded” over the current mThrow sensor. We can say for sure that the new sensor is less rounded than the current one. There is also a micro USB port for charging the sensor, a change from the induction charging previously used. More details will be revealed in the weeks leading up to the device launch (currently scheduled for February).

The company emphasized that motusBASEBALL was a consumer system, contrasting it with the motusPRO system unveiled during last month’s Winter Meetings. A full-body, five-sensor system, the motusPRO also transmits data via Bluetooth to a mobile phone or tablet for analysis. The system describes hitting and pitching motions through a wide range of angles, forces, rotations, and timing parameters. The motusPRO is currently available only to professional organizations, but Motus Global plans to roll the device out to select training facilities in the future.

Also this week, Zepp announced the next evolution of their bat sensor: an as yet unnamed offering embedded directly into the handle of the bat. As seen in the image above, the sensor will lock into a retention sleeve, which in turn will be fitted into the hollowed-out knob of a bat. Current offerings, which fit into flexible sleeves that slide over the knob, can move around or be knocked off by especially violent swings. Moving the sensor inside the bat should mitigate this problem.

The new design is still in the prototype phase, and no price point or release date have yet been announced. But Zepp claims to be in talks with a number of bat manufacturers to make a commercial version. In addition, Zepp announced a partnernship with New Balance, who unveiled a new digital sport division at CES.

Meanwhile, Zepp also has representatives at the annual convention of the American Baseball Coaches Association in Nashville. The goal there is to advance Zepp’s new design as an “open-source” industry standard for wearable sensors. To that end, the company will be hosting a roundtable discussion on this topic Friday.

Currently, devices like Motus Global’s and Zepp’s are not approved by MLB for in-game use. But MLB has said they are updating their wearables policy before the 2016 season. Until then, these devices can be used in practices and specific events: Zepp’s existing sensor has been used during game action at Perfect Game showcases, and an early version of the mThrow was used during 2014 fall instructs.


GPS-Based Athlete Tracking Systems: A Primer

If you’re following the rise of player tracking technology, most of what’s being discussed are in-game systems. Whether the system is camera-based, like SportVu in the NBA or Statcast in MLB, or sensor-based, like Zebra’s RFID tracking of NFL players or the Sportvision’s partnership with the NHL, the goal is similar: track how pro athletes in the heat of competition, with the hope of gaining a competitive advantage by the shaving of a fraction of a second here or optimizing a route there.

But there’s another way for teams to use technology to gain an edge: by keeping their best players healthy and in those big games. This requires a separate system, especially on large squads like football teams where it would be impractical to collect and process the amount of optical data needed to capture everyone’s movements across all activities. As a result, systems based on global positioning system (GPS) technology are used in practices and rehab by a wide range of teams across all major sports.

Most of the designs center around a sports-bra looking harness worn by the athlete under his or her shirt. The harness holds a device containing a GPS chip, along with additional components like accelerometers, gyroscopes, and magnetometers, to track how and where an athlete moves. The GPS device is often paired with a heart rate monitor, allowing the system to estimate exertion.

Because the device relies on satellites to track the athletes, most companies that market a GPS system also market a complementary indoor system, typically based off a technology such as RFID that is better suited to the indoor environment. If a basketball or hockey team is working with one of these companies, chances are that they’re using indoor technology.

For now, these devices are predominantly used in practices, as none of the major leagues currently allow on-field wearable sensors for safety reasons. But FIFA just relaxed their ban, following successful runs at the Women’s World Cup and Under-23 World Cup over the summer. National federations are expected to follow suit shortly, and other sports leagues (such as MLB) are drawing up procedures to approve devices for in-game use.

Most readers are familiar with activity trackers like FitBit, which typically include a GPS component. But monitoring companies say that they aren’t designed to provide enough information to accurately track an athlete’s performance during competition or training.

“They offer very little insight into athlete’s performance,” said Richard Byrne, STATSports’s Business Administrator. “FitBit themselves are the first to admit they will show you patterns relating to your fitness levels as oppose to wholly accurate data.”

It might seem surprising to hear that teams are investing in GPS technology as camera-based systems proliferate across pro sports. STATS’ SportVu cameras are positioned in all 30 NBA arenas, and soccer teams have tracked distance traveled with systems like Matrics for years. But GPS companies argue their devices provide more in-depth information than camera-based systems.

“Camera systems essentially turn a match into moving dots on a screen,” said Catapult director of marketing Boden Westover. “You get speed and distance metrics, but they’re a tiny piece of the athlete tracking pie.”

There are a number of companies that offer similar GPS systems. For this introduction, I spoke with representatives from three — Catapult, STATSports, and VX Sport — but others (including GPSports and Zephyr) are also currently being used by pro organizations.

Catapult

With over 440 clients in 40 countries listed on their website, Catapult is the best-known and most prolific GPS company. Based in Australia, their OptimEye S5 (and the goalkeeper-specific G5) use GNSS, a combination of the American GPS system and the Russian GLONASS system. The result, according to Catapult, is a system accurate to within 50 cm; an older system that uses GPS only has a stated accuracy of 100 cm. The OptimEye devices include an inertial measurement analysis (IMA) chip, an accelerometer/gyroscope combination that measures an athlete’s finer movements. For indoor clients, Catapult produces ClearSky, an RFID-based system.

Westover said that Catapult’s distinguishing characteristic was independent validation of the technology published in peer-reviewed journals.

“There are around 100 such articles that have been published on Catapult, which prove that our technology measures what we say it does,” he said. “Other systems out there being used by teams have never been scientifically proven.”

STATSports

Headquartered in Ireland, STATSports’ offering is the Viper Pod, a combination GPS and MARG device with a stated accuracy of at least one meter. The inclusion of accelerometer, gyroscope, and magnetometer components allows the Viper Pod to track accelerations and decelerations, along with athlete direction and turning. The MARG components also contribute to the scrum analysis used by their rugby clients.

Although their current indoor solution works off accelerometry data, STATSports’ upcoming Viper 3 system (due out this year) will incorporate ultra-wideband technology for accuracy up to 10 cm. The new system will also use low-energy Bluetooth to connect to other devices like heart rate monitors.

Business administrator Richard Byrne said that STATSports prides itself on its software platform in addition to accuracy.

“Our customers tell us our software is light years ahead of anything else they have experienced,” Byrne said. “We have a host of innovative metrics which allow coaches who use our system an incredibly in-depth look at their athlete’s performance.”

VX Sport

VX Sport, a New Zealand-based company, is focusing its efforts on collegiate sports teams. VX Sport’s system combines three satellite systems — GPS, GLONASS, and an analogous Chinese system — but unlike other companies, doesn’t claim that the additional satellites produces increased accuracy. Instead, managing director Richard Snow claimed that the “dark art” of GPS accuracy relied more on high-quality components and intense post-processing.

“It’s a bit like talking about a pro digital camera vs. a consumer model,” Snow said. “If you picked up a pro Nikon from ten years ago, it’s always gonna be better than the 20 megapixel thing that you buy for $75 from an electronics store. And that’s the reality with GPS.”

VX Sport also offers an IMU-based indoor tracking system that caters to volleyball and basketball clients. Incorporating an accelerometer, gyroscope, and magnetometer, the device can track leg and hip biometrics based on the steps an athlete takes. The system includes software to summarize these biometrics into injury predictors.

Given the gameday motion capture systems currently in place, these GPS-based systems might seem superfluous. But Snow emphasized the importance of his system as a way to quantify players’ effort during the daily grind of training sessions.

“It used to be someone talking with the athletes in the morning, working out how are you feeling, what’s your readiness,” Snow said. “And then at the end of the training, how did you rate that? The only way they’re going to change that is with proper monitoring.”


TechGraphs’ Guide to Watching the College Football Playoff Semifinals: Return of the Multicast?

While shifting technological, media, and economic sands may be signaling the approaching end of ESPN, the Worldwide Leader’s not dead yet, and it’s closing out 2015 with a bang. Along the lines of last year’s inaugural College Football Playoff Megacast, ESPN will be leveraging its multi-channel capabilities to deliver a variety of simulcasts for the two semifinal games taking place tonight, as well as the other four major bowl games– the Rose, Sugar, Fiesta, and Peach Bowls– spread across today and tomorrow. Although there won’t be as many options tonight as were available during last year’s championship game Megacast, it’s good to see the network continuing to take advantage of its resources by expanding coverage of these games. Viewing details on each of the “New Year’s Six” bowls are below.

Peach Bowl:

Teams: #18 Houston vs. #9 Florida State

Time and location: December 31, 12:00 pm, Atlanta, Georgia

Primary television: ESPN

Alternate television: Spider cam feed on ESPN3/WatchESPN

Audio: ESPN Radio, ESPN Radio app

Spanish-language television: ESPN Deportes

Trophy presentation: ESPNEWS, ESPN3/WatchESPN app

Orange Bowl (playoff semifinal):

Teams: #4 Oklahoma vs. #1 Clemson

Time and location: December 31, 4:00 pm, Miami, Florida

Primary television: ESPN

Alternate television: Spider cam feed and home or away audio plus ESPN visual on ESPN3/WatchESPN

Audio: ESPN Radio, ESPN Radio app

Spanish-language television: ESPN2, ESPN Deportes

Trophy presentation: ESPNEWS, ESPN3/WatchESPN app

Cotton Bowl (playoff semifinal):

Teams: #3 Michigan State vs. #2 Alabama

Time and location: December 31, 8:00 pm, Dallas, Texas

Primary television: ESPN

Alternate television: Spider cam feed and home or away audio plus ESPN visual on ESPN3; Finebaum Film Room, featuring in-studio analysts and guests, as well as live viewer telephone calls on SEC Network

Audio: ESPN Radio, ESPN Radio app

Spanish-language television: ESPN2, ESPN Deportes

Trophy presentation: ESPNEWS, ESPN3/WatchESPN

Fiesta Bowl:

Teams: #8 Notre Dame vs. #7 Ohio State

Time and location: January 1, 1:00 pm, Glendale, Arizona

Primary television: ESPN

Alternate television: Spider cam feed on ESPN3/WatchESPN

Audio: ESPN Radio, ESPN Radio app

Spanish-language television: ESPN Deportes

Trophy presentation: ESPNEWS, ESPN3/WatchESPN

Rose Bowl:

Teams: #6 Stanford vs. #5 Iowa

Time and location: January 1, 5:00 pm, Pasadena, California

Primary television: ESPN

Alternate television: Spider cam feed on ESPN3/WatchESPN

Audio: ESPN Radio, ESPN Radio app

Spanish-language television: ESPN Deportes

Trophy presentation: ESPNEWS, ESPN3/WatchESPN

Sugar Bowl:

Teams: #16 Oklahoma State vs. #12 Ole Miss

Time and location: January 1, 8:30 pm, New Orleans, Louisiana

Primary television: ESPN

Alternate television: Spider cam feed on ESPN3/WatchESPN

Audio: ESPN Radio, ESPN Radio app

Spanish-language television: ESPN Deportes

Trophy presentation: ESPNEWS, ESPN3/WatchESPN

The big addition here is the simulcast of the ESPN Deportes Spanish-language television broadcast on ESPN2 for both semifinal games. ESPN also plans “cross-platform coverage” of the national championship game, which it will announce next week. At a minimum, I expect a return of the general “film room” coaching analysis channel, a televised (i.e., not just online) alternate camera feed, and, in the unfortunate event that Alabama topples Michigan State tonight, the SEC Network Finebaum broadcast for the January 11 championship game.

(Header image via Wikimedia Commons)

On the End of the Tyranny of the Local Sports Market

FanGraphs’ Nathaniel Grow recently unearthed an interesting tidbit buried deep in a court filing involving Major League Baseball. Per Grow’s findings, it appears as if MLB is planning on changing up its MLB.tv service.

“beginning next season MLB will make single-team, out-of-market streams available for purchase (alongside the out-of-market package) on MLB.TV.”

It’s a feature that both the NHL and the NBA offer already, but it seems to be a harbinger of a sea change in the world of sports fandom — it’s now easier and cheaper for fans to be region-agnostic when it comes to picking their favorite sports teams.

Not so long ago, and for a very long time, if one found an affinity for a certain sport, their best bet — by far — was to follow the local team. That is, they were best served following the team that held rights to the local TV and radio markets. Those were the teams that kids could watch, listen to, and follow in the local papers (insert “you see, newspapers were these things…” joke here).

Now, fans have a choice, if they want it. It’s probably true that the ensconced fan — those that have been loyal to a team for most of their lives — aren’t budging on this one. But for young fans, or fans of any age that are looking to get into a new sport, it’s a liberating proposition.

The idea behind MLB.tv and NBA League Pass seemed always to revolve around the idea of the misplaced fan — the Cleveland native who was forced to move because of work/love or the offspring of the Yankees fan who moved to the South way back. It was, and certainly still is, a way for one to follow thier favorite team from afar. And these services are great tools for that. But they are also great tools for those looking to play the field — no pun intended. These are also built for the kid in Chicago who loves Giancarlo Stanton or the L.A. native who is a big fan of P.K. Subban. We are no longer tied to our local media markets. We can be free agents.

Again, not too long ago, if people were fans of out-of-market teams, those teams tended to be what’s known in the gambling realm as “public teams.” Think the St. Louis Cardinals or Dallas Cowboys or Chicago Bulls or Boston Bruins. These were the teams that got the most air time of their league’s respective Games of the Week that played on network (and later cable) television. If you didn’t want to follow the local team, your best bet was to latch onto a team that was on TV a lot. No more. Want to follow the Flames in Okalahoma? How about the Padres in upstate New York? No problem. Even college sports are adapting a bit, though only through conference-specific packages.

I won’t get into the specifics, because I already have, but a few years ago I was interested in finding myself a new baseball team. Ten years ago, this wouldn’t really be possible. I would have been stuck with whatever team was playing in my market (i.e. the Twins). But technology allowed me to shake off the shackles of the default.

It’s a microcosm of what technology did to commerce in general. I do believe that the rise of online retailers has been a hindrance to local businesses when it comes to the subjects of scale and wholesale-buying power, but it’s also done wonders for some. I love building PCs, but I could not imagine what I would do if Best Buy were my only option for buying PC parts. I’m lucky enough to have a Microcenter in my town, but if I didn’t I could always turn to Newegg or Tiger Direct to fill my needs. I could shop around.

The same now goes for sports fans. Think your team is dumb for supporting a domestic abuser? Sick of the local baseball team’s refusal to adopt even a modicum of advanced statistics in their daily operations? Go somewhere else. Find a better option.

In the grand scheme of things, we still have little power. TV money rules the kingdom, and blackout rules and other nonsense will still burden us peasants for some time, but there’s some light shining through. Yes, it will cost us money. Yes, the delivery methods aren’t perfect. But we are slowly being allowed to make our own decisions in the realm of fandom. We aren’t tethered to the local club. We might want to be. It’s usually easier and makes for accessible small talk with other locals. But we don’t have to.

My name is David Temple. I live in Minneapolis and I watch the Houston Astros during baseball season and the Edmonton Oilers during hockey season. I am the new face of the sports fan. It’s breaking my bank, but it’s lifting my spirits. Long live team-specific streaming packages.

(Image via Bernard Spragg)