Table of Contents Executive Summary 2



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Table of Contents


Executive Summary 2

1.0 Definition 3

1.1 Motivation 3

1.2 Goals and Objectives 3

1.2.1 Umpire Device 3

1.2.2 User Friendly 4

1.3 Requirements 4

1.3.1 Umpire Indicator 4

1.3.1 Coach Application 6

1.3.2 Fan Application 6

1.3.3 Database 9

1.4 Specifications 11

1.4.2 Coach Application: 12

1.4.3 Fan Application: 14

1.4.4 Database 15

2.0 Research 17

2.1 Baseball 17

2.1.1 Rule Differences between Little and Major League Baseball 17

2.1.2 Currently Tracked Baseball Statistics 18

2.2 Database Development 30

2.3 User Interface Design 35

2.3.1 Best Practices in User Interface Design 35

2.4 Android Development 38

2.4.1 Web Based Browsing Vs. Application Development 41

2.5 Wireless Communication 42

2.6 Cellular Technology 44

2.7 Umpire Indicator 44

2.6.1 PCB Selection 45

2.6.2 Microcontroller Selection 47

2.6.3 Display Selection 50

2.6.4 Wireless Selection 53

2.6.5 Pushbutton Selection 55

2.6.6 Battery Selection 55

2.6.7 Case Selection 57

2.6.7 Surface Mounting 58

3.0 Design 60

3.1 Umpire Indicator 60

3.1.1 Microcontroller 60

3.1.2 Firmware Coding 60

3.1.2 Implementing Displays 61

3.1.3 Push Buttons and Battery Indicator 64

3.1.4 Wireless Implementation 66

3.1.5 Power 68

3.2 Coach Application 69

3.2.1 User Interface 70

3.2.2 Classes 79

3.3 Fan Application 95

3.3.1 User Interface 96


3.3.2 Methods 102

3.4 Database 104

3.4.1 Database Hardware 106


3.4.2 Data Structures 106

3.5 Expanded Design Summary 111

4.0 Prototyping and Testing 114

4.1 Build and implementation Strategy 114

4.1.1 Umpire Indicator 114

4.1.2 Coach Application: 115

4.1.3 Fan Application 116

4.2 Testing Strategy 117

4.2.1 Umpire Indicator: 117

4.2.2 Coach Application: 119

4.2.3 Fan Application 121

4.2.4 Database: 122

5.0 Budget and Administration 125

5.1 Pricing Breakdown, Sponsorship and Time allocation 125

126


6.0 Conclusion 129

6.1 Summary 129

6.2 Reflection 129

6.2.1 Features Left Out 130

6.3 Appendix 136

6.3.1 References 136



6.3.2 Copyright Permissions 137










Executive Summary


Little league baseball scoring methods have widely remained unchanged, using a basic system involving the coaches manually tabulating data with pen and paper, and more complex statistics being completely unrecorded, due to lack of proper means to do so. Enhancing the ability of the coaches to effectively manage and record these statistics, while allowing umpires to more fluidly input game data, will not only allow coaches and players to better analyze their team statistics, but also enable fans of their little league teams to have easier and more available and immediate access to game and team statistics. Providing a seamless experience to umpires, coaches, and fans, will not only allow more statistical data to be recorded and managed, but allow more time to be focused on the game while doing so. Coaches will have an application specifically designed for them, allowing them to intuitively control their team layout, as well as input any player changes and register disputes with the other coach or the umpire. Streamlining this process also provides more feedback for the umpire, allowing the umpire to observe player changes in a quicker manner. Additionally, these changes will be immediately available to the fans, allowing them to stay informed with the current team roster.
Implementing a mobile design using Android-based devices allows for a more customizable, user-friendly interface, for each user to access and manipulate data in ways most convenient for them. Coaches can easily control their team rosters, player positions, and line-ups in an electronic interface, and immediately return those results to be viewed by umpires and fans on their own devices. This system also provides much less overhead for the coaches, as managing their entire team using one device, as opposed to standard roster lists and scoring sheets. Currently, spectators of a little league baseball game only receive feedback via the scoreboard, and whatever calls the umpire is actively making. Implementing this data, and more, into a database and allowing mobile devices to access and display the information, will give fans immediate access to up-to-date statistical data in ways that cannot currently be implemented using standard practices. This opens a brand new aspect of interactivity to the fans, allowing them to become more involved with the game, and providing feedback to each player’s performance. For little league parents, this is an exciting concept, as none of these advanced statistical figures are currently being stored, let alone accessible during games.
In addition to increasing the amount of readily available data and improving organizational efficiency with umpires and coaches, the interface used to display and sort all of these statistics must be easily adaptable, manipulatable, and adjustable, allowing users to pick up the software and instantly feel comfortable navigating the interface and browsing the statistics. Introducing these new services into little leagues will improve the entire structure of the game, enhancing the way coaches manage their teams, the way umpires issue game calls, and revolutionizing the way fans interact with baseball games.

1.0 Definition




1.1 Motivation


Major league baseball is full of data acquisition. From ball speed, to position it crossed the mound, to how the batter hits the ball, to if he gets on base, all data logged in coach play books or in the scoring box. This is not only redundant data but because of the extreme learning curve of the computer system this data is rarely used. Little league data acquisition is significantly more limited to the majors and the data is even less used for a useful purpose. This project looks to remedy all of these issues by properly streamlining and digitizing all data collected. To accomplish this task all points of data collection must be digitized. For the coaches, tablet devices will be given to them with the ability to log all the same data they would collect in their normal notebooks. This data then needs to be cross-referenced with the data collected by the umpire. The umpire’s data will come from his or hers pitch counting device which declares pitches to be either balls or strikes. After this data is combined it needs to be stored into a common location. This is where the beauty of this system becomes known. Because the data is being stored in a singular location the ability exists to build player profiles that show all the standard stats for that player. Because of these profiles, players can cross reference themselves with each other in a user friendly and understandable interface from a computer or a mobile device. From this point specialty functions can be implemented such as checking to see if your stats are good enough for the major leagues or if the plays a coach called against a team are effective against repeat teams.



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