Rugby Suite Event and Parameter Definitions
There are four main Rugby skills involved in the Rugby Suite:
Within each skill we look at the following metrics:
- Duration: The duration of the contact involvement or scrum is the time (in seconds) it takes for the player/device to be back to upright and could be interpreted as Time to Feet.
- BiG Time: Back-in-Game (BiG) Time is the time (in seconds) it takes for the player to accumulate 0.50 Player Load after exiting the scrum; 0.50 cumulative Player Load was chosen after comparing many potential thresholds. BiG Times are calculated for scrums and contact involvements in which the post-scrum or post-instance period was determined to be active.
Scrum Parameters
Scrum BiG Time
Time (in seconds) it takes for the player to accumulate 0.50 Player Load after exiting a Scrum.
Average Scrum Count (Session)
Average number of Scrums in an Activity.
Average Scrum Duration
Average amount of time it takes for the Player to be back to Upright after entering into a Scrum.
Scrum BiG Time Short, Medium or Long Count
The number of Scrums detected in which the time it takes for the player to accumulate 0.50 Player Load after exiting a Scrum. The detected number of Scrums is further divided into Bands based on said amount of time (Short, Medium, Long).
What is considered a Short, Medium or Long time is set in the OpenField cloud - Bands - Scrum BiG as Band 1,2,3 respectively.
Scrum Count
The total number of Scrums in an Activity.
Total Scrum BiG Time
The accumulated amount of time (in seconds) it takes for the player to accumulate 0.50 Player Load after each Scrum in an Activity.
Contact Involvements
Contact Involvements capture all contact or collision based events (e.g. tackles, rucks, ball carries and mauls).
Contact Involvement Average BiG Time
The average amount of time (in seconds) it takes for the player to accumulate 0.50 Player Load after exiting a Contact Involvement.
Contact Involvement Avg Duration
The average amount of time (in seconds) it takes for the player (Device) to be back to an upright position after entering into a Contact involvement.
Contact Involvement BiG Time Short, Medium or Long Count
The number of Contact Involvements detected that is then sorted into Bands depending on the time it takes for the player to accumulate 0.50 Player Load after exiting the Contact Involvement. These Bands are short (band 1), medium (band 2) or long (band 3).
What is considered a Short, Medium or Long time is set in the OpenField Cloud - Bands - Contact Involvement BiG as Band 1,2,3 respectively.
Contact Involvement Duration Short, Medium or Long Avg Count
The average number of Contact Involvements detected in which the time it takes the player/device to be back to upright after entering a Contact Involvement is either short, medium or long. The detected number of Contact Involvement is divided into Bands based on said amount of time (Short, Medium, Long).
What is considered a Short, Medium or Long time is set in the OpenField Cloud - Bands - Contact Involvement Duration as Band 1,2,3 respectively.
Contact Involvement Duration Short BiG Time Short, Medium or Long Count
The number of Contact Involvements detected in which the time it takes the player/device to be back to upright after entering a Contact Involvement is Short and the time it takes for the player to accumulate 0.50 Player Load after exiting the Contact Involvement is either Short, Medium or Long.
What is considered a Short, Medium or Long time is set in the OpenField cloud - Bands - Contact Involvement Duration and Contact Involvement BiG as Band 1,2,3 respectively.
Contact Involvement Duration Medium BiG Time Short, Medium or Long Count
The number of Contact Involvements detected in which the time it takes the player/device to be back to upright after entering a Contact Involvement is Medium and the time it takes for the player to accumulate 0.50 Player Load after exiting the Contact Involvement is either Short, Medium or Long.
What is considered a Short, Medium or Long time is set in the OpenField Cloud - Bands - Contact Involvement Duration and Contact Involvement BiG as Band 1,2,3 respectively.
Contact Involvement Duration Long BiG Time Short, Medium or Long Count
The number of Contact Involvements detected in which the time it takes the player/device to be back to upright after entering a Contact Involvement is Long and the time it takes for the player to accumulate 0.50 Player Load after exiting the Contact Involvement is either Short, Medium or Long.
What is considered a Short, Medium or Long time is set in the OpenField Cloud - Bands - Contact Involvement Duration and Contact Involvement BiG as Band 1,2,3 respectively.
Contact Involvement Duration Short, Medium or Long Count
The number of Contact Involvements detected in which the time it takes the player/device to be back to upright after entering a Contact Involvement is either Short, Medium or Long. The detected number of Contact Involvement is divided into Bands based on said amount of time (Short, Medium, Long).
What is considered a Short, Medium or Long time is set in the OpenField Cloud - Bands - Contact Involvement Duration as Band 1,2,3 respectively.
Contact Involvement Total Count
Total number of Contact Involvements in an Activity or Period that have a duration within Contact Involvement Duration band settings.
Contact Involvement Total Duration
Total accumulated duration of every Contact Involvement in an Activity or Period that have a duration within Contact Involvement Duration band settings.
Lineout Jump Parameters
Total Lineout Jump Count
The total number of Lineout Jumps in an Activity.
Average Lineout Jump Count (Session)
Average number of Lineout jumps in an Activity.
Average Lineout Jump Count
Average number of Lineout jumps in a period.
For more information on how these metrics are detected and calculated, see Rugby Lineout Jumps explained. Note: this article has restricted access - please sign in to see all details.
Kicks Parameters
An event detection algorithm designed to identify and capture data around 'big' kicks within the game.
Kick Count
The number of detected Kicks in an Activity.
Kicks Per Min
The number of detected Kicks divided by the Duration of the Activity.
Average Kick Count
The Average number of Kicks detected.