Iwan W. Griffiths
Swansea University
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Iwan W. Griffiths.
PLOS ONE | 2012
Lama Qasem; Antonia Cardew; Alexis Wilson; Iwan W. Griffiths; Lewis G. Halsey; Emily L. C. Shepard; Adrian C. Gleiss; Rory P. Wilson
Dynamic body acceleration (DBA) has been used as a proxy for energy expenditure in logger-equipped animals, with researchers summing the acceleration (overall dynamic body acceleration - ODBA) from the three orthogonal axes of devices. The vector of the dynamic body acceleration (VeDBA) may be a better proxy so this study compared ODBA and VeDBA as proxies for rate of oxygen consumption using humans and 6 other species. Twenty-one humans on a treadmill ran at different speeds while equipped with two loggers, one in a straight orientation and the other skewed, while rate of oxygen consumption () was recorded. Similar data were obtained from animals but using only one (straight) logger. In humans, both ODBA and VeDBA were good proxies for with all r2 values exceeding 0.88, although ODBA accounted for slightly but significantly more of the variation in than did VeDBA (P<0.03). There were no significant differences between ODBA and VeDBA in terms of the change in estimated by the acceleration data in a simulated situation of the logger being mounted straight but then becoming skewed (P = 0.744). In the animal study, ODBA and VeDBA were again good proxies for with all r2 values exceeding 0.70 although, again, ODBA accounted for slightly, but significantly, more of the variation in than did VeDBA (P<0.03). The simultaneous contraction of muscles, inserted variously for limb stability, may produce muscle oxygen use that at least partially equates with summing components to derive DBA. Thus, a vectorial summation to derive DBA cannot be assumed to be the more ‘correct’ calculation. However, although within the limitations of our simple study, ODBA appears a marginally better proxy for . In the unusual situation where researchers are unable to guarantee at least reasonably consistent device orientation, they should use VeDBA as a proxy for .
Ecology Letters | 2013
Rory P. Wilson; Iwan W. Griffiths; Philip A. Legg; Michael I. Friswell; Owen R. Bidder; Lewis G. Halsey; Sergio A. Lambertucci; Emily L. C. Shepard
The tortuosity of the track taken by an animal searching for food profoundly affects search efficiency, which should be optimised to maximise net energy gain. Models examining this generally describe movement as a series of straight steps interspaced by turns, and implicitly assume no turn costs. We used both empirical- and modelling-based approaches to show that the energetic costs for turns in both terrestrial and aerial locomotion are substantial, which calls into question the value of conventional movement models such as correlated random walk or Lévy walk for assessing optimum path types. We show how, because straight-line travel is energetically most efficient, search strategies should favour constrained turn angles, with uninformed foragers continuing in straight lines unless the potential benefits of turning offset the cost.
Computer Graphics Forum | 2012
Philip A. Legg; David H. S. Chung; Matthew L. Parry; Mark W. Jones; Rhys Long; Iwan W. Griffiths; Min Chen
Today real‐time sports performance analysis is a crucial aspect of matches in many major sports. For example, in soccer and rugby, team analysts may annotate videos during the matches by tagging specific actions and events, which typically result in some summary statistics and a large spreadsheet of recorded actions and events. To a coach, the summary statistics (e.g., the percentage of ball possession) lacks sufficient details, while reading the spreadsheet is time‐consuming and making decisions based on the spreadsheet in real‐time is thereby impossible. In this paper, we present a visualization solution to the current problem in real‐time sports performance analysis. We adopt a glyph‐based visual design to enable coaching staff and analysts to visualize actions and events “at a glance”. We discuss the relative merits of metaphoric glyphs in comparison with other types of glyph designs in this particular application. We describe an algorithm for managing the glyph layout at different spatial scales in interactive visualization. We demonstrate the use of this technical approach through its application in rugby, for which we delivered the visualization software, MatchPad, on a tablet computer. The MatchPad was used by the Welsh Rugby Union during the Rugby World Cup 2011. It successfully helped coaching staff and team analysts to examine actions and events in detail whilst maintaining a clear overview of the match, and assisted in their decision making during the matches. It also allows coaches to convey crucial information back to the players in a visually‐engaging manner to help improve their performance.
IEEE Transactions on Visualization and Computer Graphics | 2011
Matthew L. Parry; Philip A. Legg; David H. S. Chung; Iwan W. Griffiths; Min Chen
Video storyboard, which is a form of video visualization, summarizes the major events in a video using illustrative visualization. There are three main technical challenges in creating a video storyboard, (a) event classification, (b) event selection and (c) event illustration. Among these challenges, (a) is highly application-dependent and requires a significant amount of application specific semantics to be encoded in a system or manually specified by users. This paper focuses on challenges (b) and (c). In particular, we present a framework for hierarchical event representation, and an importance-based selection algorithm for supporting the creation of a video storyboard from a video. We consider the storyboard to be an event summarization for the whole video, whilst each individual illustration on the board is also an event summarization but for a smaller time window. We utilized a 3D visualization template for depicting and annotating events in illustrations. To demonstrate the concepts and algorithms developed, we use Snooker video visualization as a case study, because it has a concrete and agreeable set of semantic definitions for events and can make use of existing techniques of event detection and 3D reconstruction in a reliable manner. Nevertheless, most of our concepts and algorithms developed for challenges (b) and (c) can be applied to other application areas.
Information Visualization | 2015
David H. S. Chung; Philip A. Legg; Matthew L. Parry; Rhodri Bown; Iwan W. Griffiths; Robert S. Laramee; Min Chen
Glyph-based visualization is an effective tool for depicting multivariate information. Since sorting is one of the most common analytical tasks performed on individual attributes of a multi-dimensional dataset, this motivates the hypothesis that introducing glyph sorting would significantly enhance the usability of glyph-based visualization. In this article, we present a glyph-based conceptual framework as part of a visualization process for interactive sorting of multivariate data. We examine several technical aspects of glyph sorting and provide design principles for developing effective, visually sortable glyphs. Glyphs that are visually sortable provide two key benefits: (1) performing comparative analysis of multiple attributes between glyphs and (2) to support multi-dimensional visual search. We describe a system that incorporates focus and context glyphs to control sorting in a visually intuitive manner and for viewing sorted results in an interactive, multi-dimensional glyph plot that enables users to perform high-dimensional sorting, analyse and examine data trends in detail. To demonstrate the usability of glyph sorting, we present a case study in rugby event analysis for comparing and analysing trends within matches. This work is undertaken in conjunction with a national rugby team. From using glyph sorting, analysts have reported the discovery of new insight beyond traditional match analysis.
Measurement Science and Technology | 2005
Iwan W. Griffiths; Colin J Evans; Neil Griffiths
A football can be swerved considerably in flight by the application of spin. The paper considers the movement and spin of a football in three dimensions and seeks to quantify how much lateral deflection and spin can be achieved by a player in a realistic situation. The football is tracked in three dimensions by means of four markers on its surface, with tetrahedral symmetry, so that spin and deflection can be monitored under field conditions. The lift coefficients for the ball are compared with those for smooth and rough spheres.
ieee vgtc conference on visualization | 2010
Markus Höferlin; Edward Grundy; Rita Borgo; Daniel Weiskopf; Min Chen; Iwan W. Griffiths; W. Griffiths
We present a feasibility study on using video visualization to aid snooker skill training. By involving the coaches and players in the loop of intelligent reasoning, our approach addresses the difficulties of automated semantic reasoning, while benefiting from mature video processing techniques. This work was conducted in conjunction with a snooker club and a sports scientist. In particular, we utilized the principal design of the VideoPerpetuoGram (VPG) to convey spatiotemporal information to the viewers through static visualization, removing the burden of repeated video viewing. We extended the VPG design to accommodate the need for depicting multiple video streams and respective temporal attribute fields, including silhouette extrusion, spatial attributes, and non‐spatial attributes. Our results and evaluation have shown that video visualization can provide snooker coaching with visually quantifiable and comparable summary records, and is thus a cost‐effective means for assessing skill levels and monitoring progress objectively and consistently.
eLife | 2015
Rory P. Wilson; Iwan W. Griffiths; Michael G. L. Mills; Chris Carbone; John Wilson; David Scantlebury
The dynamics of predator-prey pursuit appears complex, making the development of a framework explaining predator and prey strategies problematic. We develop a model for terrestrial, cursorial predators to examine how animal mass modulates predator and prey trajectories and affects best strategies for both parties. We incorporated the maximum speed-mass relationship with an explanation of why larger animals should have greater turn radii; the forces needed to turn scale linearly with mass whereas the maximum forces an animal can exert scale to a 2/3 power law. This clarifies why in a meta-analysis, we found a preponderance of predator/prey mass ratios that minimized the turn radii of predators compared to their prey. It also explained why acceleration data from wild cheetahs pursuing different prey showed different cornering behaviour with prey type. The outcome of predator prey pursuits thus depends critically on mass effects and the ability of animals to time turns precisely. DOI: http://dx.doi.org/10.7554/eLife.06487.001
IEEE Transactions on Visualization and Computer Graphics | 2013
Philip A. Legg; David H. S. Chung; Matthew L. Parry; Rhodri Bown; Mark W. Jones; Iwan W. Griffiths; Min Chen
Traditional sketch-based image or video search systems rely on machine learning concepts as their core technology. However, in many applications, machine learning alone is impractical since videos may not be semantically annotated sufficiently, there may be a lack of suitable training data, and the search requirements of the user may frequently change for different tasks. In this work, we develop a visual analytics systems that overcomes the shortcomings of the traditional approach. We make use of a sketch-based interface to enable users to specify search requirement in a flexible manner without depending on semantic annotation. We employ active machine learning to train different analytical models for different types of search requirements. We use visualization to facilitate knowledge discovery at the different stages of visual analytics. This includes visualizing the parameter space of the trained model, visualizing the search space to support interactive browsing, visualizing candidature search results to support rapid interaction for active learning while minimizing watching videos, and visualizing aggregated information of the search results. We demonstrate the system for searching spatiotemporal attributes from sports video to identify key instances of the team and player performance.
International Journal of Sports Science & Coaching | 2009
Iwan W. Griffiths
INTRODUCTION This book has been written for “all students of human movement who require an introduction to mechanics of human movement, the instrumentation used for motion and force measurement, signal processing and manipulation using software packages, mathematics, human anatomy and fundamental statistics.” (p. v) In contrast to textbooks that use hypothetical or idealized data, the author deals with data that might require processing before any conclusions can be drawn from it and, in doing so, uses this to facilitate understanding of principles in motion analysis and biomechanics. Some of the data sets used for Case Studies and Study Questions were generated in the motion analysis laboratory at the University of Wales Swansea, which houses a VICON 512 system. The book can be subdivided into five sections: