MLB is Cracking Down on Your Twitter GIFs

Our days of posting our favorite baseball highlights on Twitter might be coming to an end, if they haven’t already. Recently, it appears as if MLB Advanced Media has been requesting that Twitter remove GIFs (technically, GIFs uploaded to Twitter are converted into video files, but the idea remains) that they believe violate copyright laws. It’s a move that’s both within the rights of MLBAM, yet still slightly confusing from a fan-engagement standpoint. If this is a harbinger of things to come, then our days sharing sports GIFs with our friends and followers might soon be over.

I first heard of the new policy via FanGraphs writer Jeff Sullivan. He had created a GIF of Felix Hernandez and tweeted it, but later got an email alerting him that it had been taken down.

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As it happens, MLB had a video of the same highlight on their site. Now, Jeff’s GIF would be in violation of copyright whether MLB had their own highlight posted or not, it just seems like more than a coincidence. In the full email the above picture is referencing, there were other reported tweets from different Twitter users — notably @cjzero, who posts many videos of various sports through the social media platform. Sullivan believes this to be a mistake.

“Weirdly, in the same email, I saw notice of identical complaints filed about @cjzero and @megrowler. I probably wasn’t supposed to see those but multiple people responsible for this are stupid,” he said.

However, it shows that he is not the only one being targeted in this new development.

The idea is simple. MLB sees a GIF of a play or highlight and notices that they have the same video hosted on their web site. However, when the video is viewed on their web site, an ad is played beforehand. On Twitter, it’s not. MLB loses a (probably very tiny) source of revenue. MLB asks Twitter to take it down, Twitter complies.

(Note, I am not a lawyer. The following is simply my speculation based on the fact that I am a reasonable human adult)

Is it a violation of copyright laws? Yes. Well, probably. It all depends on your (or a judge’s) take on what’s fair use. There was actually a big decision in the courts recently about media takedowns and fair use. In what’s now known as the dancing baby case (no, not that dancing baby), a parent was instructed by YouTube to take down a video they had posted of their baby because the radio in the background was playing a song by Prince. The video taker, Stephanie Lenz, along with the Electronic Frontier Foundation sued Universal Music Group (the copyright holder) claiming that Universal did not consider fair use before ordering the video’s removal. Eventually, the United States Court of Appeals for the Ninth Circuit ruled in Lenz’s favor. The gist is that Lenz didn’t just post a Prince music video, but a video in which the song happened to be playing. It falls under the umbrella of fair use.

There are four basic factors of fair use:

  • the purpose and character of your use
  • the nature of the copyrighted work
  • the amount and substantiality of the portion taken, and
  • the effect of the use upon the potential market.

Lenz’s claim most likely falls under the first. Lenz did not post the video with the intent of allowing people to listen to Prince for free. If Jeff Sullivan (or anyone else effected by MLBAM’s new attitude) wanted to contest their treatment, they might have some ground to stand on, but it would be shaky. Number three seems plausible if you take the length of a clip against the length of a whole game, but as I’m sure MLBAM considers a highlight to be just as much copyrighted as an entire game.

In the long run, fighting a copyright claim probably isn’t worth it. It is worth it, however, to question just who is being served here. Major League Baseball is worth over $30 billion. Are they really going to cry “poor” when some people don’t have to watch a T-Mobile ad before a highlight of a home run? And, to me, the chance to screw over MLB isn’t in most poster’s interests either. The point is simple — GIFs play right in the browser when scrolling through Twitter. Sure, people can link the MLB clip, but it would involve extra clicking. Is it a big deal? Not really. But the immediacy of it all is what makes Twitter Twitter.

Let us not forget that nearly every baseball GIF people post enhances MLB’s brand. The NBA figured this out early. They let anyone with iMovie and some time post highlights, mash-ups, parodies, etc. to YouTube, Twitter, Facebook, and the like. If you want to find a baseball clip on YouTube, you better hope that MLB has posted it themselves. Otherwise, there are no others to be found.

Because of my experience as a baseball writer, I immediately wondered about MLB’s new stance impacting baseball sites and blogs. A lot of writers use GIFs for analysis or to drive home a point. Are we to believe that this practice will be in jeopardy? Sullivan doesn’t think so, at least for right now.

“I’ve never heard of MLBAM complaining about gifs used at FanGraphs,” he said in an email correspondence. “Similarly, I don’t recall ever getting a complaint about gifs I used at SB Nation or Lookout Landing. Maybe something just slipped my mind, but there’s never been anything systematic. It seems they’re mostly okay with gifs used in the context of analysis, but viral stuff on Twitter — that gets their attention. Maybe because they’re trying to establish their own social presence and they want something approximating a monopoly of coverage. But this is speculation! I’m probably going to keep trying #pitchergifs because I’m a dangerous rebel who likes danger.”

I did reach out to MLBAM for comment, but have not heard back as of this writing. In the interest of full disclosure, my email provider did go down for about 20 minutes this morning. It’s unlikely that they tried to reach me then, but I mention it just in case. In truth Major League Baseball — a sports league that has a very large and powerful media empire named after it — has been fairly tone deaf when it comes to these types of things. Recently, they’ve made a big push with things like Cut4 and their Twitter account to promote their game. It’s a shame that they view other people, fans who want to help them out for free, simply as copyright violators. The fans are on MLB’s side on this one. At least for now. If this behavior continues, they might start losing some of their most connected and promotional fans. That would be a shame for both sides.


How David Ortiz Keeps Hitting Homers

On September 12, David Ortiz led off the top of the fifth inning by turning on a Matt Moore curveball, depositing it into the Tropicana Field bleachers for his second home run of the day and the 500th of his career. Ortiz became the 27th MLB hitter to reach the 500-homer milestone, and (at 39 years and 298 days) the fifth-oldest.

Ortiz didn’t get regular at bats until his age 24 season with Minnesota, and when he first came to the Red Sox, he shared the DH role with the immortal Jeremy Giambi. Contrast that with fellow Dominican and 500-homer man Albert Pujols, who had already played three full seasons by that age and collected 114 home runs as the Cardinals’ everyday left fielder. How has Ortiz managed to overcome this late start and defy the aging curve to hit dingers long after other sluggers have seen their power decline?

We can glean some extra insights from Ortiz’s relationship with Zepp’s baseball sensor. Because Ortiz is one of nine MLB players who endorse the Zepp baseball sensor, Zepp includes data and video from a couple of his swings with their app. And even when compared to the other professionals they’ve worked with, Ortiz’s swing impresses the Zepp scientists.

“Most of the athletes we work with are 25 years old, in the prime of their career,” Trevor Stocking, Zepp’s product manager for baseball and softball, said. “For him to have the kind of bat speed he does at age 38, 39, 40, it’s really special.”

David Ortiz Data - Total

Looking at his swing data (pictured above), we see Ortiz’s swing speed is in line with other Zepp athletes like Giancarlo Stanton, Mike Trout, and Hunter Pence. Ortiz’s time to impact (how early before contact the hitter starts his swing) is just above league-average. According to Zepp, most professional hitters’ time to impact is between .14 and .18 seconds; Ortiz was clocked at .138 seconds.

David Ortiz Bat Speed Impact

Viewing his swing path in the three-dimensional representation above, we see that Ortiz focuses on keeping his hands close to his body, ensuring the bat stays on a direct path to the ball with a minimal amount of wasted energy. This helps keep his bat fast and his swing quick.

But Ortiz is a giant of a man, listed at 6’4″ and 230 pounds. For younger players who use this technology to compare their swings to that of their heroes, it might not be a great idea (or even possible) to mimic his strategy without his strength. But Stocking says there are still lessons to be learned from his data.

“What you come away with each time you work with David Ortiz is a respect for how hard he works,” Stocking said. “He understands his swing and has a plan when he gets in the batter’s box. That’s something we can all strive to do.”

Apart from Ortiz’s successes, Zepp has had a few accomplishments of their own this summer. The company inked deals with the Angels, Diamondbacks, Padres, and Rays to provide sensors and data to hitters throughout those organizations. CEO Jason Fass said the four teams are additions to Zepp’s existing stable of MLB organizations, but declined to divulge how many or which teams, citing non-disclosure agreements.

Zepp also strengthened their existing relationship with Perfect Game, providing sensors for in-game use at this summer’s showcase events like the PG All-American Classic. The in-game data from such high-level talent provided a novel database for Zepp’s research.

“It’s the first time ever this kind of data has been recorded with pro-level talent,” Stocking said.

The Perfect Game data also hinted at a relationship between attack angle (or swing plane) and success. In the admittedly small sample gathered at the showcase, the average hit was associated with a slight uppercut, an attack angle of 12 degrees. Most outs, on the other hand, were produced by a nearly flat or slightly downward swing, having an average attack angle of -2 degrees.

“This would back up a lot of our MLB data that tells us most line drives occur when the attack angle is between five and 20 degrees,” Stocking said.

The Zepp sensor is a square, neon green device held in place by a flexible strap that goes over the knob of the bat. The sensor contains two accelerometers and one gyroscope, allowing Zepp to track the bat’s path through six degrees of freedom. Having two accelerometers allows the sensor to track the large, high-frequency accelerations that happen around impact while still accurately tracking the lower-frequency accelerations as the bat moves through the zone. The sensor connects via Bluetooth to an Android or iOS phone or tablet, where swing data (and simultaneous video) can be captured, stored, and compared to friends and professionals like Ortiz, Stanton, Trout, and others.


TechGraphs News Roundup: 9/18/2015

Happy Friday, dear readers. Between the baseball playoff push and the beginning of the pro and college football seasons, we are in for another wild sports weekend. Between your gulps of beer and piles of nachos, feel free to cleanse your palette with all the sports-tech stories we found interesting this week.

I’ve been using technology to improve my golf practice (look for that article soon), so when Wilson announced their new smart basketball that helps players get stats on their practice sessions, I was intrigued. The implementation seems fairly simple and straightforward. It seems most applicable to serious student and pro athletes, but I suppose anyone who wants to improve on their skills before their next pickup game could benefit.

For the first time ever, the FIFA video game franchise will feature women players this year. This is good! However, never content to let anything go unsullied, the NCAA is, once again, ruining things. Due to eligibility concerns, 16 women players have been pulled from the digital rosters of FIFA 16. Though the athletes and EA Games seemed to do everything by the book, the players didn’t want to risk their collegiate futures by disobeying the all-mighty NCAA. They weren’t getting paid to appear on the game, but the NCAA still found a reason to not let these talented women represent their countries. The NCAA has their stellar reputation to uphold, after all.

Golden Tee is making the jump from the pub floor to your phone. Now, enjoy all the fun of virtual golf without the ever-present smell of cigarettes and stale beer. Not having to put your hand on that cesspool of a rollerball is also a plus. Though, it’s not as if your smartphone isn’t without its own germ farms.

In case you weren’t annoyed enough with the respective brands by themselves, Snapchat has teamed up with the NFL. Simply subscribe to the NFL’s Live Story feed and get inundated with countless pictures and video every Sunday. Just don’t expect to see broadcast footage beamed over with cat faces on it — TV video won’t be sent via the service.

ESPN has a nice story about the Miami Dolphins and how they are using all kinds of technology to help keep their athletes healthy. There’s even mention of their work with Kitman Labs, which our own Dr. Bryan Cole profiled not too long ago.

Bad news, wannabe daily fantasy millionaires: The system is already rigged against you.

Last year, NBA 2K15’s facial scanning features lead to some terrifying results. This year, NBA Live 16 is taking a crack at it, and, according to Polygon, the results are much less nightmare-inducing.

You think getting a pre-draft spreadsheet together for your fantasy football league is hard? Try being the guy in charge of assigning skills to every player in Madden.

Finally, if your day has been wrecked by Google Now leaking sports scores when you were DVRing a game, Gizmodo has a nice write-up on how to save yourself from future frustration

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


PSA: iOS 9 on iPad Allows Picture-in-Picture for MLB At Bat

One of the more heralded features of Apple’s new iOS 9 was a feature called picture-in-picture (available on iPad only). It allows users to shrink down a currently-playing video down to the corner of the iPad screen so they can use other apps while the video still plays. I certainly piqued my interests — could I finally watch MLB.tv on my iPad with the ability to shoot off a quick tweet or email? On the first day of iOS 9’s public availability, my questions were answered.

Given MLB’s long-standing partnership with Apple, I half expected the feature to be available from the get-go. As I played with the new OS, I found this to not be the case.

However, later that day, the fine folks at MLB Fan Support set me straight.

Once I updated the app this morning, I was able to take it for a test drive.

To enable the feature, one only needs to click thte PiP icon when the video is playing. It immediately pops into the corner. Users can then adjust the size of the video, restore to full screen, or close it all together. If you have a new-ish iPad, just update to iOS 9 (if you haven’t already) and update the At Bat app.

The whole experience was very slick during my testing. As someone who likes using my iPad to watch MLB.tv, I’m excited to finally get the ability to use other apps while I’m watching. I often use commercial breaks to send a couple emails or see what’s going on with Twitter.

iOS 9 also offers a feature called slide over, which allows users to bring a condensed view of an app (like Mail or Twitter) onto the screen while their main app remains. I tested this with At Bat as well, but the slide over brings focus to the new app and pauses playback of the video.

Now, when I want to use another app during a commercial or even during a slow part of the game, I can send my video down to the corner of the screen and do what I need to get done.

Yes, it’s a feature that computers could do forever — and almost any device that plugs into a TV can play MLB.tv, freeing up the hands for other applications, but for those of us who like to watch baseball while doing the dishes or cooking dinner, this new way to multitask will prove to be very helpful. MLB Advanced Media has a strong relationship with Apple. Let’s hope that other sports get in on the picture-in-picture action soon.


Serie A to Premiere Brand New Soccer Streaming Service

I personally believe the old saying “all roads lead to Rome” tends to embody “different means to the same end” and in the case of online streaming versus traditional cable subscriptions, money as always, is the bottom line. In regards to the streaming cash flow, once again Rome — okay, all of Italy — is front and center in accomplishing the end of collecting revenue, this time by means of streaming. Today the top league of Italian soccer, Serie A, announced a service that beginning on Saturday, will stream three fixtures per weekend.

The price for viewing access is 3.99 for the weekend or €2.00 per individual match. In addition to the games themselves, each will have both pre- and post-game shows for analysis and news for the matches and around the league. It’s a huge move away from the old school television broadcasts, and for here in the United States, where beIN Sports holds the broadcasting rights. Serie A is the first major European league to offer a service of this kind and this could bring about a huge boost to their fandom abroad.

Via Statista, as of 2013, Serie A held the second highest broadcast revenue, trailing only the English Premier League.

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An argument could be made that Italy’s top league isn’t the powerhouse it once was, however the league has posted solid results in UEFA Champions League play, the top continental league in Europe. Even after Serie A lost one of their bids to Germany’s Bundesliga following the 2011-12 season, they’ve posted respectable results. Since being limited to three teams receiving bids to the Champions League, Italian powerhouse Juventus has managed a runner-up finish in the CL last year and both Roma and Milan have made appearances in the Group Stage of the tournament as well. Even with four teams (Juventus, AC Milan, Inter and Napoli) in the top-20 most valuable soccer clubs as of 2015, Serie A has some catching up to do if they’d like to match the brand value of the titans of European soccer.

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If this streaming agreement opens up the first of many more casual soccer fans here in the US, all the better. The individual game price is well worth testing the waters of Serie A, but the model of online viewing is the most important part. If other leagues — namely the Premier League, Bundesliga or Ligue One — are able to find a way to offer streamed soccer, it will be another huge win, much like Fox Soccer 2 Go, for cord-cutting soccer fans.


Kinduct Sports Offering Featured in Dodgers Accelerator Program

Kinduct Technologies made waves in the sports tech world when they were selected as one of ten companies in the Dodgers Accelerator program. But CEO Travis McDonough admits that his company is more mature than many of his fellow participants.

“We have 40 employees, we’ve got many many different clients, we’re across different industries, we have a mature operating system,” he said. “We have now 50 professional sporting organizations that are using our tool and it changes every day.”

The tool, which is known as the Athlete Management System, aggregates data from wearable, camera-based, and even more subjective systems into a single environment. The system includes visualization tools so teams can search for correlations between the data themselves, and a machine learning component to further guide organization training plans. The system gives vital help to organizations trying to understand the massive amounts of data they collect from games and practices.

“There’s been an explosion of ancillary tracking tools on the market today, everything from camera systems to GPS trackers to heart rate monitors to smart phones,” McDonough said. “And all those data sources, as valuable as they are, reside in siloed pockets.”

In addition to the Athlete Management System, Kinduct offers similar services in the health care, wellness, and human performance market (which covers military and law enforcement applications). Their experience in these other fields informs the algorithms behind their athletic products.

“Because we have had the opportunity to start to figure the machine learning side out on the health side, we’re able to cross-pollinate and apply it to the sports market,” McDonough said.

But the operating system and machine learning tools are only as effective as the data they can handle. McDonough said Kinduct works with their clients to incorporate both new and existing sources of data. Their web page lists relationships with camera-based systems including the NBA’s SportVu system, as well as wearable trackers like Polar Global and Catapult, among others.

“We’re very agnostic, and we love to pull in data from as many sources as possible,” he said. “So we are absolutely delighted at the new technologies that are coming out, and all these emerging data sources are exactly what make us more powerful.”

Kinduct counts dozens of sports organizations among its clients — including “more than half the NBA,” according to McDonough — and is working with a few unnamed leagues to manage data across all teams. The obvious differences are there, of course: basketball teams have different expectations for their relationship with Kinduct than hockey teams or baseball clubs. But the varying levels of sophistication across organizations provides an additional challenge, and Kinduct has to ramp up or scale back their offerings according to the client’s experience and comfort level.

“The NBA teams, they put their arms right around technology so we adopt what they use,” McDonough said. “When it comes to other organizations … they’re looking for recommendations by us to suggest ancillary technologies that can do the best job of tracking their players.

From a researcher’s perspective, the fact that Kinduct works with such a large percentage of the NBA is exciting. Deep in their databases is tracking and data, across games and practices, on dozens of elite athletes. McDonough estimated that the average NBA team spent $10 million on players sidelined with “preventable” injuries, repetitive stress injuries arising from flawed biomechanics that he likened to a stone cutter chipping away at a rock. And while McDonough was more than happy to describe how an individual team could combine their various data sources to find potential injury markers, he also stressed his company’s respect for the “firewall” that protects not only each team’s raw data, but also any metrics they build on top to analyze those data.

“It’s almost like we provide a technological apartment building, but each and every team moves their specific furniture and wallpaper in it, and the keys to the front door are locked down so no one can go in it but that organization,” he said.

Still, he agreed that a league-wide approach would be more effective, allowing coaches and staff to spot trends in a wider sample of data that could keep players off the trainer’s table.

“The right thing in the future is for leagues to be able to analyze the data and intervene to make sure the players are playing at their best and reducing injury as best as they can,” McDonough said.

Nevertheless, Kinduct is still dealing with health care data, which is subject to a wide range of safeguards to protect patient confidentiality. On top of that, athletes and the players associations that represent them remain leery about biomechanical data being used against them during contract negotiations. Players associations also objected to earlier iterations of the system that tracked athlete workouts during the off-season as excessive. As a result, Kinduct has worked to produce a system that provides the data front offices are after while remaining as unobtrusive as possible to players.

“For a player, they just want to win games, they want to win a championship,” McDonough said. “And a level of surveillance [during the season] seems to be acceptable by both the players’ association, the players, and of course management and ownership.”

It was announced in August that Kinduct was one of the ten companies selected for the Dodgers’ first annual accelerator program, which will run through a “demo day” November 15. The Dodgers are running the accelerator in conjunction with advertising agency R/GA, who has successfully run a number of similar programs in the past. Described by McDonough as “almost like a business boot camp,” the program offers Kinduct mentoring from a who’s who of sports executives and a chance to get more exposure.

“What we have is a Ferrari in a garage,” he said. “This allows us to open the garage door and have more people see our Ferrari. And people want to drive it, and it’s exciting.”

For now, McDonough and his staff have moved to Los Angeles to participate in the accelerator, and plan to open an office in the U.S. after the program to expand into the American market, especially in the health care, fitness, and military areas that fall under the same “human performance” umbrella as the company’s Athlete Management System. Still, McDonough said the company would remain true to its Canadian roots regardless of its excursions south of the border.

“We’ll always have a home base in Halifax,” McDonough said. “But we need to have a bigger presence in the United States.”


On the Fairness of the PITCHf/x Box Being Shown on TV

Recently, yours truly was a guest on the Offspeed Podcast talking about the plausibility of robot umpires being used in baseball. Not humanoid robots, really — more like a system of lasers or cameras similar to what the San Rafael Pacifics used recently in a game/publicity stunt. I mentioned how PITCHf/x could be better utilized to monitor and grade umpires, bringing a level of accountability to the whole process. There are a lot of caveats that go into all that, and I would suggest you listen to the episode to get all my thoughts if you are interested, as I’m not keen on regurgitating all of them here. But as I was watching Monday’s Astros/Rangers game, my thinking started to change. There were some questionable calls, as there always are in any game. But we only knew they were really questionable because of the broadcast’s replay and the use of PITCHf/x technology. It got me wondering; is it fair that we as fans are the only people that get to see the strike zone in real time?

Criticisms of the home plate umpire are nothing new. Way back when, fans in the bleachers would argue over balls and strikes. Then TV came, and fans could yell at it over a call. A little later, instant replay was brought into the fold, further increasing the fans’ abilities to form opinions on where a pitch crossed the plate. High definition video did the same. And recently, almost every network has utilized some form of PITCHf/x visualization on screen. Some do it in replays, others have it emblazoned on the screen for every pitch. Never before have we been able to criticize umpires, hitters, and pitchers over their respective opinions on the strike zone to such a degree. And the weirdest part as that we are the only people who can see it. That’s kind of nuts. In essence, we have a better understanding of the strike zone than those who are in charge of it, or whose successes or failures depend on it. It’s an odd situation we’ve put ourselves in. And I’m wondering if something doesn’t need to change.

The first option would be for MLB to enforce some sort of rule and abolish the PITCHf/x box in broadcasts all together. As complaining about home plate umpire calls is in the list of Top One Favorite Things for a Baseball Fan to Do, I don’t really see that happening. I would imagine most fans wouldn’t care (or would even applaud) if the permanent box went away, but it would certainly be missed on replays. FOX would get a slew of complaints during the postseason if our favorite umpire-measuring tool was to go away. Like $10 beer and God Bless America, it’s part of the game now, like it or not.

The second option would be to figure out a way to have the strike zone represented in real life — some sort of hologram displaying the dimensions for the pitchers, hitters, umpires, and fans to see. I understand that this would be SUPER WEIRD. But it would be effective. In all honesty, if we went through all the trouble of installing this system, we could probably do away with the home plate umpire all together and have a laser/camera setup make the decisions for us. This is the premise of the #RobotUmpsNow movement. It would be extremely accurate, and honestly would give a solid foundation to one of the more important dimensions of the game.

This seems foreign, because until very recently, it wasn’t possible. Baseball is full of lines, but strike zone lines (with the exception of the actual home plate) were never available. But it’s 2015, and it is possible now. So why hasn’t baseball adopted it?

Every other sport has lines painted where the boundaries of the game lie. This lets the players and officials know when that boundary has been crossed. We wouldn’t dream of playing a football game on a field without the goal lines. Though ball placement by officials in the NFL can leave things to be desired, the first down line is still represented by a movable arrow on the sidelines. Hockey, tennis, EVERY OTHER SPORT has visible lines depicting what’s in play and what’s out. Yet, in baseball, the strike zone — the area where every play begins — does not.

Except if you are watching at home, that is. Umpires (allegedly) get graded on their interpretation of a strike zone that they cannot see. There are dimensions written in the rules, certainly. But remember that the whole balls/strikes thing was invented when pitchers threw underhand and curve balls were illegal. Dudes are humping it up over 100 MPH and dropping nasty breaking balls in our current game. Isn’t it a little unfair to ask the human eye to interpret that data on the spot?

Yes, it takes away certain aspects of the game — I’ve even argued this myself. Some pitchers possess the ability to widen the strike zone over the course of the game. Some catchers have the ability to frame pitches to make them look like strikes. These are tangible skills that would be reduced should a concrete strike zone be put in place. But sometimes you have to break a few eggs, especially when the fairness of the sport is in question.

I doubt any of this will change in my lifetime. I’m not even sure it should. Baseball is a sport built on and respectful of tradition — some times to a fault. That doesn’t erase the fact that it’s still being played with an ostensibly-invisible boundary that we certainly have the capability of representing visually. When the fans have access to slow-motion replays at 60 frames per second of pitches traveling over a superimposed strike zone, and everyone actually involved in the game has to just kind of guess and wing it, it creates a strange dichotomy. Science and technology have created bigger and stronger athletes, faster pitches, and a system that can track a ball’s position in a split second. And for the most part, we’re asking umpires to just eyeball it. I’m not quite sure in whose interests that serves. The fans are better equipped to calls balls and strikes than the umpires now. Perhaps it’s time that everyone on the actual field of play are afforded the same luxuries that we are.

(Image via ESPN)

Behind the Code: Sports-Reference Founder Sean Forman

Behind the Code is an interview series centered around the sports-related web sites we use every day. The first installment features Sports-Reference founder Sean Forman.

For the first century of sports, newspapers, almanacs, and baseball cards were the medium of choice for communicating statistics. But the world of sports statistics has gone from paper to electric in less than two decades — and the Sports-Reference family of websites has been a key component in that transition.

We caught up with Sean Forman, founder of the Sports-Reference network — which includes Baseball-Reference.com, Pro-Football-Reference.com, and Basketball-Reference.com — and talked about the genesis and future of his family of stats sites.

Bradley Woodrum: What inspired you to start the site back in 2000? I know David Appelman started FanGraphs to help his fantasy team. Did B-Ref have equally humble beginnings? Or was the expectation to become, essentially, the modern almanac for sports statistics?

Sean Forman: I had a similar creation story. There was really nobody doing an online encyclopedia and I thought it would be a great medium for that work. You could hyperlink between pages. So rather than leafing through a book (sounds crazy now) to hunt down Joe DiMaggio’s teammates you could just click a link and see them all. I didn’t expect it to do much. I worked hard on it for two months (while I was in grad school and should have been working on my dissertation) and got the basic site done.

BW: What was the online sports statistics scene back in 2000? What were your go-to resources for stats before Sports-Reference and before the Lahman database?

SF: The Lahman DB was the first bones of the site. It wouldn’t have happened without Lahman’s DB and the work of Pete Palmer that the Lahman DB is based upon. There was no historical content really online in 2000. TotalBaseball.com had a site, but it was barely usable. I was a disciple of Jakob Nielsen at that time, so my focus on usability and ease of use really paid off initially as there was so much cruft out there in web design. Splash pages, flash sites, image maps, blink and marquees.

While TotalBaseball.com had a pretty nifty biography section for major players back in 2000, it lacked the meat of a more statistically rigorous site.
While TotalBaseball.com had a pretty nifty biography section for major players back in 2000, it lacked the meat of a more statistically rigorous site.

BW: I understand you were previously a teacher before working on Sports-Reference full time. What was that transition like? And how did you finally make the decision to go full time?

SF: I was a full-time math/CS professor for six years. I actually completed the site before taking that job. During that time, I did B-R in my free time. One mitigating factor is that we weren’t updating in-season at that time, so the stress was a lot lower and we didn’t need to be as on top of things. I could leave it for a week and not worry about it.

BW: The Sports-Ref family is famous for its Spartan design — outside of the player pictures on B-Ref, there’s, what, a single PNG on the whole site, and that’s the logo. Even the interactive charts and graphs have a minimalist design. Has this aesthetic lasted the test of time for its functionality, or is it more just the site’s personality at this point?

SF: [It has a] few more [pictures] than that, but not many. We are trying to reduce them further.

It’s both our personality and for functionality reasons. I’ve heard some people call it the Craigslist of baseball stats. I like to think one of our strengths is that we can view the site from the user perspective better than most. That is really hard to do. We have 250 MB internet connections and gigantic phones and use the latest chrome browser and know internally how the site is put together, but a new user has none of that. They may be on an old windows machine with a 1200×800 resolution with a slow internet connection. Basically you’ve got to make things more obvious than you can even imagine being necessary.

We had a good example of this last week. We launched a new “register” section to combine the minors, Japan, NLB, Cuba and KBO stats into one area. Larry Doby is our test case for this. We called it register because we’ve got 70+ Sporting News Baseball Registers on our shelves and those showed the stats pretty much in the way we are doing it now. Within 20 minutes of launching, we got complaints that we’d taken away the minor league stats, asking are were expecting people to “sign-up” (read register) for the site. We should have caught that on our end, but we were able to fix it quickly and improve the clarity in the process.

Larry Doby's page shows the new layout and links for the stats register. Even small changes like this can cause big waves with users.
Larry Doby’s page shows the new layout and links for the stats register. Even small changes like this can cause big waves with users.

BW: Speaking of the lesser known stats, the B-Ref Bullpen has developed into a go-to resource for baseball fans and writers, oftentimes trumping player’s actual Wikipedia pages. What inspired you to add this feature? Do you expect the basketball and football sites will eventually get their own wiki’s too?

SF: I started it because 1) I love Wikipedia. Wikipedia may be the greatest human accomplishment of all time. I’m not joking. Think about how valuable having all of that knowledge in one place is. (DONATE!). 2) For good reason Wikipedia starts their baseball articles with info like “Ty Cobb is an American baseball player…” and I thought that it would be interesting to put together pages for players that were more in depth and baseball oriented than wiki would want. The funny thing is that the star players get almost no treatment on our site, but we have 1000’s of words on Japanese players, Negro Leaguers and early players. It makes sense as there is a need to know about those players.

As for the other sites, we probably should have just done it by now. I’ve been skeptical we’d get any traction with them, but it would have been a good idea to start them.

BW: Baseball, basketball, football, hockey, and Olympics. Is there any area remaining that you might want to add? Maybe prep / high school stats?

SF: The great frontier is soccer (fbref.com). It makes the history of professional baseball look like child’s play. We have a great dataset and hope to get something launched this winter. My favorite stat I’ve discovered is that the English Wikipedia has more pro soccer clubs listed than there have been players in Major League Baseball history.

BW: Oh wow. I can’t even conceptualize that many teams. I’m looking forward to see how you handle that!

A big thanks to Sean for taking the time to talk with us! Be sure to give him a follow on Twitter at @Sean_Forman.


TechGraphs News Roundup: 9/11/2015

After a laborious break, the News Roundup is back with the football sports-tech stories we found interesting this week.

Tennis may be slower to embrace technology than other sports, but if the All England Club can get web-savvy, you know the game is catching up to the curve. For recent evidence of that, we look to Damien Saunder and mapping software company ESRI. Saunder has been using data from Hawk-Eye, the camera system in place for the purpose of line-call challenges, and other sources to develop data visualizations of entire tennis matches. With counting stats (e.g., “How many aces did Serena hit in her last match?”) still dominating the tennis analysis conversation, Saunder believes his visualizations, and the practical information derived from them, can provide qualitative context to the whens and wheres of events that drive results in a sport in which timing and location matter. (And speaking of Hawk-Eye, this new Wall Street Journal interactive site lets you go eye-to-eye in a line-call test with the Hawk itself.)

With the NFL regular season kicking off last night, a lot of us have had football on the brain. We’ve recently covered concussions, NFL Sunday Ticket alternatives, and television streaming devices. Now comes news that Fox will be streaming live NFL games this season through its Fox Sports Go app and online at FoxSportsGo.com. Although this is a good step for fans of NFC teams, it’s a small step for the network. Access still requires a paid television-provider subscription (Dish Network users currently don’t have access), and while this does permit mobile viewing on a tablet, smartphone viewing is not supported. Finally, coverage is restricted to the game your local Fox affiliate is carrying, so if you’re an NFC North fan living in the NFC South, you’re going to need a longer Ethernet cable.

Meanwhile, Comcast is trying to improve the television viewing experience– and maybe keep your eyes off some other, non-Comcast-connected device– with a new, on-screen football app that provides interactive statistical data about players and teams in action. Use of this app requires a Comcast X1 subscription.

CBS and ESPN have been testing “Pylon Cam,” which is what it sounds like, and probably very expensive, so stop using the pylons as golf clubs. (Also from that story, New York Giants head coach Tom Coughlin expresses skepticism about the utility of using drones at training camp, and all players’ shoulder pads will contain RFID tags for on-field movement tracking.)

Not to be left out, the NFL itself is expanding its digital offerings. For example, the league’s new video network, NFL Now, will be available on its redesigned mobile app, creatively dubbed NFL Mobile, as well as online and on a number of other popular platforms, all without a subscription. Additionally, all Verizon users can stream Thursday, Monday, and in-market Sunday afternoon games on connected Android and iOS smartphones, but not tablets, at no additional cost. (Sorry, BlackBerry PlayBook users.) Sure, the NFL may be turning into a mind-melting mixture of golden-age prizefighting and professional wrestling, but at least we have little excuse for missing a second of it.

It’s looking like there will be some fresh faces in the 2015 MLB playoffs, and with less than a month to go in the regular season, the race for those final postseason spots is hot. Also hot: all that internal data the Cardinals nabbed from the Astros. Remember that? Baseball is big business, and as big data becomes an increasingly important part of that big business, data industry actors are counseling baseball teams to behave more like sophisticated corporations with intellectual property worth stealing and protect themselves accordingly.

Finally, included in Apple’s live-action data dump community theater show Wednesday was news about a new MLB At Bat app for Apple TV. The app offers plenty of features, including split-screen viewing of two live games and on-screen statistics. An NHL app also is reported to be coming to Apple TV in 2016.

That’s all for this week. While you’re streaming football straight into your domes this weekend, don’t forget to be excellent to each other.


VR’s Sports Invasion is Coming: Part 3

This is the third and final installment of Seth’s look at VR’s role in sports. You can find parts one and two here and here.

Branding & Marketing

Whether it’s a leprechaun tattooed on the bicep of a Boston Celtics fan or a white “G” circled in yellow on a green background on a flag that flaps at your neighbor’s next door during the fall, sports fans are fervent brand supporters. For some franchises, such as the Yankees, Cowboys or Lakers, the loyalty is passed down from generation to generation. For others, like the Oklahoma City Thunder or Washington Nationals, fandom is produced by geographical location or a winning product. For the unfortunate franchises, like the Jacksonville Jaguars or Miami Marlins, building a passionate fan base that regularly splurge on game tickets and scoop up team merchandise can be a rougher go.

And for those unfortunate franchises, creativity and a coolness factor is a must for marketing departments that can’t rely just on a winning team or legendary history to meet monthly metrics. Which is where VR could make a difference, as the Jags have already tried.

Last September, 3D-4U teamed up with the Jaguars and invited fans to watch part of the game in VR via an Oculus Rift. Eric Johnson of re/code, viewed a demo of the product.

The company positions between four and six cameras around the field, and depending on where the action is happening, viewers can change their angle on the game. Each camera is slightly zoomed in while recording video, which makes it possible to look around in the video by turning your head. It was also possible, at least in the demo I saw, to rewind the game and see a big play again, sort of like a cable DVR.

Despite a 3-13 record last year and a 4-12 2013, the Jaguars ranked first overall in fan experience, as voted upon by season ticket holders league wide in the NFL’s Voice of the Fan research campaign. And despite a tie for the third worst record in the league, the Jags ranked 21st in home attendance figures, ahead of the San Diego Chargers, and filling a higher percentage of capacity than the Cleveland Browns and Buffalo Bills, which ranked ahead of them. Jacksonville’s focus on fan engagement and immersion is working.

Meanwhile, the Sacramento Kings developed software to pair with Oculus Rifts to help sell premium seating in the yet-to-be-built arena — the Golden 1 Center, expected to open for the 2016-2017 season. The Kings told The Sporting News that they’ve sold all 850 sideline club seats ($200-$300 each) and they expect to sell all remaining courstside seats within the next several weeks. The 16-minute animation allow viewers to see a high-resolution, animated view of the team’s planned arena along with views of sponsorship inventory, suites, club seats, hospitality spaces and seats.

“It is brand new, and we can take it on the road and to someone’s office and bring the new arena to our fans,” Kings President Chris Granger told Sports Business Journal. “Instead of an old-school PowerPoint document, you create an immersive experience. It also allows partners to weigh in to create something with a great sense of understanding.”

Marketing doesn’t only extend to fans. When it comes to big time college athletics, programs need to sell themselves to recruits, too. Syracuse coach Jim Boeheim connected with Next Galaxy to create a tool to wow potential Orange players. While NCCA rules prohibit the coach from many possibilities, the idea is to invite an audience into his home, his gym and showcases his trophy room.

“You’ll be able to wear (them) and feel like you’re in Jim’s house,” Barrett Ehrlich, a financial consultant for Next Galaxy, told Syracuse.com.

Joe Favorito, a sports marketing and public relations consultant and former vice president of public relations for the New York Knicks (2001-2006), holds reservations about VR capturing a live sports audience. However, he said that when it comes to marketing, VR will succeed.

“Virtual reality is more of a secondary experience for those that can’t be there, “Favorito said. “[It] will provide a secondary experience that will be invaluable moving forward that will enhance the brand.”

Experiences such as sitting in a race car with Jeff Gordon, slapping a penalty shot against goaltender Henrik Lundqvist or a Sacramento Kings fan in Mumbai touring the Sleep Train Arena.

IBM gave tennis fans a similar experience last year at the Australian Open. IBM’s ReturnServe captured real-time data of the action on the court which was used to create a virtual serve for fans to try and return, utilizing an Oculus Rift headset and a motion-sensitive racquet.

“You’re used to seeing players that are serving at 80, 90, 150 mph,” Elizabeth O’Brien, sports marketing manager for IBM, told The Atlantic. “Here’s what 100 mph serve would look like to you, let’s see if you can return it.”

Challenges

Those within the VR industry only have to look at 3D TV’s demise for cautionary tales to avoid. While much more limited in scope and capabilities than VR’s likely offerings, 3D TV failed in several common denominators it shares with VR that the latter must focus on as building blocks of success. Nail these issues and VR is on its way to mainstream acceptance.

The Headsets

Virtual reality headsets are silly looking, let’s face it. A tux’d up George Clooney sipping a martini couldn’t look cool with this strapped to his head. Remember earlier in the series, even Peter Moore of EA Sports called them dorky. Others have called them creepy. No doubt they’re unattractive. And there’s no legitimate argument against that description.

“People are going to look back at this thing and laugh,” said Brad Allen, executive chairman of NextVR, comparing current headsets to the brick cell phones of the 80s.

The hardware will shrink and become sleek. It has to. Any wearable piece of tech has to look cool to reach the mainstream. Gizmodo summed it up nicely:

Cool gadgets that look dumb are always a bummer. But looking slick, or at least not extremely goofy, is super important for a VR headset and the future of VR in general. Any wearable gadget has to reach with a higher bar of attractiveness simply because consumers have to wear it. That’s something smartwatches are still struggling with. Not to mention Google Glass.

And while no one (in their right mind) is going to wear a VR headset out in public or all the time, virtual reality is already fighting an uphill battle against looking doofy by involving bulky face-puters. We’ve finally gotten to the point where the tech is cool enough that it’s worth wearing one, so the last thing it needs is a layer of gaudy pseudo-chrome to convince people who haven’t given this new generation of virtual reality a try. “Yeah no. That looks stupid.”

Allen envisions an evolution of the headsets similar to cell phones; headsets will continually reduce in size until it reaches a comfortable balance of functionality and fashion. Likely, they’ll be a tad larger than sunglasses.

And they also need to be comfortable. Consumers didn’t want to wear 3D TV glasses around the house, and don’t want to wear uncomfortable headgear for entertainment. For long-term sustainability, VR will need to develop headsets that can be worn for hours at time. Otherwise, they’ll end up in the tech graveyard with the Zip drives and the RAZR phone while software providers lose their grip on customers.

And then there’s the sound. The initial focus, rightfully so, in VR development was on the visuals. But without sound quality to support the 3D visuals, the immersive experience all VR developers aim for falls short. It’s 360 visuals but with 2D audio. And it’s an issue VR-invested companies know they need to address to keep consumers on board. AltspaceVR and Next Galaxy – both introduced earlier in this series – created solutions to a limiting auditory experience.

Next Galaxy created its own headphones, dubbed Ceekars, which were introduced on Indiegogo earlier this year. Marketed as a VR 4D smart headset, the wireless, battery-powered Ceekars aim to add depth and perspective to a 360 virtual environment and complete the ultimate VR experience. When watching a NFL game from the sideline, that vicious hit on the far side of the field that laid the wide receiver out for a minute will sound a lot less fierce than the tackle in front of the user that knocked the quarterback on his tuckus. The headphones also feature haptic feedback, where an embedded actuator applies motions, pressures and vibrations based on sound intensity and range, for yet another level of immersion. So not only will you hear the hit right in front of you, but you’ll feel it, too.

Business Insider spoke with AltspaceVr’s Bruce Wooden, head of developer and community relations, about their auditory offerings.

As I would later see in my demo — where I was standing in a giant mansion highlighted by an enormous television and a half-moon couch, as well as a balcony off to the side — the sound is what brought everything together.

“If you’re near to that screen, it’s loud, you hear everything,” Wooden said. “But if you’re at the balcony, you can’t hear that screen at all. So it’s just like a real party, where you’ll have two people at the screen, you’ll have French guys over there in a circle talking about whatever French guys talk about, there’s a few people on the balcony doing their thing, and it’s just like a house party. You’ll have these natural social interactions, which is exactly what we’re shooting for.”

The audio is what will tie a nice big bow around the VR package to provide an elegant product.

Health Concerns

One of the biggest issues facing VR today is the perception that it’ll make you sick. It’s not a myth. But hardware companies and software developers continue to design VR experiences to avoid a sickening experience.

“People like the demo, they take it home, and they start throwing up,” John Carmack, the chief technology officer at Oculus, said at the Games Developers Conference in March. “The fear is if a really bad VR product comes out, it could send the industry back to the ’90s,” he said.

Dizziness, nausea, sweating and disorientation – dubbed VR sickness – is caused by the inner ear and the eye sending different messages to the brain at the same time. Valve claims to have cracked the code on eliminating the sickness and to be sure, every hardware designer is focused on delivering an experience that avoids reliving that hangover following that first night of Jägermeister.

Researchers at Stanford claim they’ve developed a headset that reduces eye fatigue, nausea, and VR sickness using light-field stereoscope technology which gives the eye a hologram-like experience for each eye to make the experience more natural. This is compared to “flat” stereoscopic headsets where each eye only sees one image, allowing viewers to freely move focus and experience depth in the virtual scene.

“You have a virtual window which ideally looks the same as the real world, ” Gordon Wetzstein, an assistant professor of electrical engineering at Stanford, told Hacked, “whereas today you basically have a 2D screen in front of your eye.”

Obviously eye strain is a natural concern when a lit up brick is strapped to one’s forehead. But how will this affect one’s brain? Can neurological damage occur following long-term use? Is it safe for children, whose brains are developing? And finally, if hours of Grand Theft Auto V play on my XBox One plants thoughts of driving up a mountain to avoid bumper-to-bumper traffic, what kind of intense impulses will an immersive experience feed my cerebral cortex?

Most of these questions can’t be answered without significant study. However, the preceding 3D experiences users had can lend some insight. Eye strain and dizziness were common symptoms that were not fixed. Warning labels reminded parents that their child’s brain was still developing, and it’s uncertain how 3D would affect that.

Livescience.com spoke with Mayank Mehta, a neuroscientist at UCLA, about virtual reality’s affect on the brain.

“We don’t really know what’s going on,” Mehta said. “I would say this is reason for caution, not business-as-usual.”

Mehta and colleagues put rats on treadmills in a virtual room, then looked at their brains. While the animal’s behavior appeared normal, they found 60 percent of the neurons shut down. And of those that don’t shut down, many showed abnormal patterns of activity and destroyed an individual rat’s map of space. Mehta admitted the consequences of the neural shutdown are unknown, but it’s worth looking in to if VR becomes such a big part of people’s lives.

Content is King

Imagine the snazziest baseball stadium you can imagine. Of course it’s tech friendly with features and amenities bursting from every seat – not just the box level. Supreme WiFi is abound. The bathrooms are sparkling clean and the concession stands lines are never longer than a TV commercial break. Getting in and out of the parking lot is quick and painless. This is VR hardware. Now imagine this same franchise without any on field talent. Like, none. There’s nothing on the field worth coming to see, since it’s filled with a bunch of Jason Tyners. This is VR without content. A snazzy stadium will bring in fans initially, but it won’t keep them coming back.

“Content is king,” Allen told me during our hour-long interview.

These VR headsets and demos will bring users in, but the content is what’s going to keep them coming back.

“We can immerse the players, and now the question is, what are we going to do with that?” said David Votypka, the senior creative director at Ubisoft-owned Red Storm Entertainment. “The way we answer that determines whether VR becomes its own growing, breathing, living gaming sector, or whether it’ll just be a cool way to play games we already know.”

Equally important for users is the ease in which content is found. Spio said for users to have to scour the web to try and find content is a big turn off for most people. Will a Netflix-like platform emerge as the go-to hub of VR content? Or will users split their time, and money, between multiple platforms, depending on which platform has the VR rights to host each sports league and conference.

And then there’s the importance of progression of content. Experiences can’t grow stale, and content-producers will need to continually offer new options for users to spend a buck on. Outside of live sports, of course.

“Constant, constant reinvention is needed,” sports marketing and public relations consultant Joe Favorito said. “How many times are we going to drive around Daytona? Once? Twice? Do we need to show a crash to get people to come back?”

Demand

Even with the coolest, most comfortable glasses which didn’t require Dramamine or result in Visine eye drops every 45 minutes, 3D TV wasn’t going to succeed because it didn’t vastly improve the way people watched television. It’s tough to get consumers to upgrade their current tech for only a marginally improved experience, which 3D TV arguably offered, at best. For VR to grow a market beyond hardcore gamers, tech nerds, and early-adopting rich guys that want the newest toy, it has to move perception from nice-to-have to must-have.

But how does VR create that must-have demand? It needs to provide an exclusive experience that is convenient and affordable that will make some part of a consumer’s life better.

That means affordable VR hardware. A $400 headset will be tough for many to swallow. Upgrade your personal computer to meet minimum standards headsets will require and now you’re up to $1500. The hardware costs will eventually come down. But initially, adoption will be slow because many won’t invest on potential.

It means no hassles. Nausea, eye strain, and any other health-related issues cannot exist. The headset needs to be comfortable and the content must be easily accessible.

And the content needs be be out of this world.

“What’s the drug?” Favorito asked. “How does this become a must-have drug that I have to have around my team, league or favorite player?”

Realistic Reality

Opinions vary substantially on the timeline of mainstream use of VR. Some think it’ll be next year, after the release of consumer headsets Oculus Rift, Project Morpheus and HTC Vive. Chris Ciaccia, a tech editor with the New York-based business and tech publication The Street, is more conservative.

“I think it’ll stay a niche for another five to seven years,” Ciaccia told Stream Daily. “People are still on the fence of ‘Why do I need another device?’”

But sports is niche. A big niche, but it’s niche. So the timeline moves up. VR in training is already here. Conversely, sports video games in VR may not hit the market until 2019, as the big developers wait to see if VR games are profitable. Sports marketing departments, which have started integrating VR in to campaigns, will continue to create and gauge the cost effectiveness of the tech to push brands and drive sales and fan engagement, increasing use VR annually as long as it proves viable. But the holy grail of it all, live broadcasts in VR of games across all leagues, may still be two or three years away.

To quote Yogi Berra, “The future ain’t what it used to be.”

(Header image via Sergey Golyonkin)