the system - the annotation of soccer matches. Special 
care was dedicated to the design of this mobile 
application, because, in order to be efficient, it would 
have to represent the different moments and events 
that occur during a soccer match as best as possible. 
The state machine that makes this possible is also 
presented on this paper, where it is possible to 
understand the different flow of screens (and the 
corresponding user interface) appearing to the user 
annotating the games, reacting to the different choices 
the user makes on each individual screen. The authors 
of this system opted by allowing each user to follow 
only one of the teams on the match field (to maximize 
efficiency) and also to allow multiple different users 
to annotate the same team concurrently. This 
concurrent annotation of the events on the soccer 
match decisively contributes to a much complete 
identification of all of them, through a posterior 
aggregation and consolidation of all the collected 
data. 
The system was tested using different users, with 
different mobile application usage backgrounds, and 
without no knowledge of sports annotation tools. 
From the evaluation conducted, it was possible to 
conclude that the system is able to accurately allow 
the collection of the soccer match events, although 
some limitations were also identified. The tests 
focused more on the individual annotation task of 
each of the users, and therefore it was not yet possible 
to conclude if the aggregation of data from the 
different users could increase the event collection 
accuracy levels. 
The work described on this paper focused 
primarily on the quality of the collection of data of 
events occurring on a soccer match. The second stage 
of this work, that was not presented here, relates to 
the processing of the collected data to produce 
accurate statistics about the team and individual 
players performance. This statistical information will 
be of great value for all the different stakeholders 
involved in the soccer team, mainly for the team 
managers and players, and will help the 
democratization of the usage of advanced IT to help 
smaller professional soccer teams, or even for young 
players training teams.  
There are still some open issues that will need to 
be tackle while we continue the research and 
implementation of this system. The first one refers to 
the huge amount of data will be collected either by 
this system (where a crowd-based approach is used) 
or by other sensor-based systems (Rein and 
Memmerte 2016). The second issue to consider refers 
to the quality of the collected data, since most of the 
annotators have no or little experience on soccer 
match annotations (Hsueh, Melville, and Sindhwani 
2009; Nowak and Rüger 2010). 
ACKNOWLEDGEMENTS 
The authors would like to acknowledge the FCT 
Project UID/MULTI/4466/2016. 
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