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Stat Definitions
Technical Performance Definitions
Linear Skating
When player is skating in a straight line. Captured variations include forward, backwards, with puck and without puck.
Defensive Play: Depending on the forechecking system that the coach is using, Linear Speed is relevant to the first and/or secondary player pressuring the puck. It is also used when on the backcheck as forwards/defense come back into position inside their zone.
Offensive Play: Used when entering the zone supporting the puck carrier on a 2/1, 3/2 where the secondary support player is driving hard to the net.
With Puck: Predominantly used either on Break-A-Way or When exiting the zone, transitioning through the Neutral Zone or during offensive zone entry where opposition team is aggressive on the back check.
Main Attribute: Top Speed
Breakdown includes:
- Top, Average Speed
- Speed Profiles; 0-5 km/h (stationary), 5-10 km/h (coasting), 10-15 km/h (skating), 15-20 km/h (fast skating), 20+ km/h (sprinting)
- Time at Speed Profile
- Distance Travelled at Speed Profile
Angular Skating
When player is skating with agility in curved lines. Captured variations include forward, backwards, with puck and without puck.
Defensive Play: Predominantly used during angular forechecking where the checking player is pressuring the puck carrier inside out or when pressuring the opposition’s defense during a regroup.
Offensive Play: Mostly often demonstrated in the defensive zone where a forward is swinging either behind the net as on a power play breakout or when forwards switch lanes during a breakout or regroup through the neutral zone. It would also be utilized during offensive zone entry where the puck supporting player is swinging below the offensive blueline changing lanes to maximize speed.
With Puck: Mostly often demonstrated in the defensive zone where a forward is swinging either behind the net as on a power play breakout having picked up the puck or during offensive zone entry where the puck carrier is swinging across the zone changing lanes to maintain a high rate of speed.
Main Attribute: Top Speed
Breakdown includes:
- Top, Average Speed
- Speed Profiles; 0-5 km/h (stationary), 5-10 km/h (coasting), 10-15 km/h (skating), 15-20 km/h (fast skating), 20+ km/h (sprinting)
- Time at Speed Profile
- Distance Travelled at Speed Profile
Short Acceleration Burst
This is when a player starts motionless (under 5km/h), then accelerates for a minimum of 1.5 seconds. Captured variations include forward, backwards, with puck and without puck. Evident during faceoffs, transitioning off won or lost wall battles, moving off the wall during breakout plays, retrieving pucks after a shot on net, or during power play/penalty kill interactions.
Main Attribute: Distance traveled within 1.5 sec.
Breakdown includes:
- Distance traveled
- Top, avg acceleration force (m/s2)
- Max speed achieved
- Number of repetitions
- Linear vs. angular acceleration
Long Acceleration Sprint
When a player starts motionless (under 5km/h), then accelerates to a speed over 20km/h (9.3 mph) within 3 seconds. Captured variations include forward, backwards, with puck and without puck. Used in situations such as jumping into the rush, breakouts from behind the net or half wall, weak side forechecking, backchecking after an offensive zone loss or transition.
Main Attribute: Distance traveled within 3.0 sec.
Breakdown includes:
- Distance traveled
- Top, avg acceleration force (m/s2)
- Max speed achieved
- Number of repetitions
- Linear vs angular acceleration
Tight Turns
When within 2 secs., a player skating angular while changing direction between 140 to 190 degrees. Captured variations include forward, backwards, with puck and without puck. Predominantly used during man-on-man coverage of the puck carrier where tight turns, stop/starts, etc. are necessary to keep the offensive player contained and not allowing access to net lanes. It is also used during Penalty killing where quick short angling or stop/starts are necessary. Short angular transition skills are also used during neutral and offensive zone forechecking where defensive players pressuring the puck have to exhibit dominant edge control.
With Puck: Used by the puck carrier to evade forechecking, one-on-one pressure in all three zones. Defensive zone transition speed is most often used by defense and centers. During neutral zone play, transition skating/puck control in most often demonstrated during quick lateral movements and counter attacks off turnovers. This type of puck control is critical to puck protection and forces defensive players to have to react faster, often resulting in defensive coverage errors.
Main Attribute: Distance gain between the turn mid point and 1 sec. after, considering turn radius & speed.
Breakdown includes:
- Left or Right
- Distance gained
- Entry, mid, exit and average speeds
- Turn radius
- Number of repetitions
Wide Turns
When within 2 secs., a player skating angular while changing direction between 80 to 140 degrees. Captured variations include forward, backwards, with puck and without puck. Wide turns are typically cross-overs, primarily used during 3/3, 4/4, power play breakouts or the occasional regroup or breakout where a player is swinging from one side of the ice to the other to pick up speed.
Main Attribute: Distance gain between the turn mid point and 1 sec. after, considering turn radius & speed.
Breakdown includes:
- Left or Right
- Distance gained
- Entry, mid, exit and average speeds
- Turn radius
- Number of repetitions
Delays
When within 1.5 secs., a player who is skating at speed, drops their speed by 50%, but does not come to a full stop. Delays are often used to create time and space from an opponent, change shooting angles, create deception in puck carrying or support roles and as a precursor to changing skating direction.
Main Attribute: De-acceleration force (m/s2)
Breakdown includes:
- De-accceleration force
- Distance to complete
- Time to complete
- Delays from high or low speed skating
- Number of repetitions
Stops
When within 1.5 secs., a player who is skating at speed, drops their speed to below 5km/h coming to a near or full stop. Stops are used often in puck pursuit and checking roles, to create time and space from an opponent, change shooting angles, create deception in puck carrying or support roles and to change skating direction.
Main Attribute: De-acceleration force (m/s2)
Breakdown includes:
- De-accceleration force
- Distance to complete
- Time to stop
- Stops from high or low speed skating
- Number of repetitions
Conditioning
Calculated from a 45 sec. endurance test during combines. Conditioning is the % difference between a players top acceleration, distance skated and speed between the endurance tests top 15 sec. vs the last 15 sec. The endurance test mimics how a players cardiac system performs in a typical high intensity shift environment, with steady load forces applied throughout.
Main Attribute: Conditioning %
Breakdown includes:
- Total time completed test
- Total distance in test
- Top speed, acceleration, distance capture
- Best 15 sec. performance
- Last 15 sec. performance
- 15 sec. incremental performance
Situational Advantage / Disadvantages
Summarized player’s head-to-head ability against the benchmark opposing ability, as a percentage gain / loss.
As Puck Carrier: Players performance of various skills with the puck, matched against the benchmark opposing skills. Example, a players linear skating speed with puck vs. opponents backwards linear skating speed without puck.
As Puck Support: Players performance of various skills used in an offensive puck support role, matched against the benchmark opposing skills. Example, the distance gained from a support players tight turn vs. an opponents short acceleration burst with time increments normalized.
As Defender: Players performance of various skills used in a defensive role, matched against the benchmark opposing players skill when they have the puck. Example, the avg speed of a defenders tight turn vs. the puck carriers wide turn speed.
Main Attribute: % Advantage or Disadvantage
Breakdown includes:
- % advantage or disadvantage in the situation
- vs. average or top opponents
- Individual skill matchups
Athletic Performance Definitions
Force Output (Strength)
The maximum weight a player can handle, measured as a multiple of their body weight (g-force). This is experienced during high-speed turns and rapid movements on the ice, combining both the sideways (centripetal) and accelerating / stopping (tangential) forces exerted by the player.
Force Capacity (Conditioning)
Force Capacity is a measure of a player’s conditioning, showing how well they can maintain their peak strength over time. It is calculated by identifying all force events done during a game or practice and dividing the highest force they can produce by their average force.
Active Load (Endurance)
Active Load measures a player’s endurance by summing up all the force output of all force events done during a game or practice. This total force is expressed as a multiple of the player’s body weight, providing a comprehensive assessment of the workload a player handled and their ability to sustain high-intensity efforts over an extended period.
At Work (Exertion)
Measures how much time a player is actively engaged in high-intensity efforts, defined as handling forces exceeding 1.25 times their body weight, relative to the time spent in active recovery phases, regaining their energy. This metric provides insight into the player’s workload distribution and endurance capacity during a game or practice session.
Linear Force
Single leg strides, the power each leg is providing to accelerate in a straight line, this is the measured tangential force during acceleration.
All force measurements are in G-forces, which is the amount of body weight handled during the force event.
Right, Left Force
The force exerted on the player when turning to the right or left, this is the centripetal force measured based on speed and angle at which the player is skating.
All force measurements are in G-forces, which is the amount of body weight handled during the force event.
Deacceleration Force
Dual leg force handled when the player is stopping or slowly down from a straight line direction, this is the measured tangential force during deacceleration.
All force measurements are in G-forces, which is the amount of body weight handled during the force event.
Reports
Q: Can I review plays using Drive Hockey Analytics?
A: Yes, you are able to replay each event completely, including saving clips, marking up, sharing clipped plays and viewing the replay from different angles.
Q: Can I review skill development progress over time?
A: Yes, you are able to see how your core attributes for each skill changes over time, on an event by event basis
Events
Q: What type of events can be tracked
A: You can track the following event types:
Practices – Any unstructured event
Games – A structured full ice game Combines – A controlled binary testing environment where isolated skills are tracked when a player is skating forwards, backwards, with puck, without a puck or during an endurance test.
App Features
User FAQs
Q: How do I view my child’s player dashboard?
A: After your session, you will receive an email invite to create an account on our website and on that website you will receive an invite to view your report.
Q: How long does the invitation link last before it expires?
A: The invitation link will last 30 days. Your coach or team admin can renew this by re-inviting the player.
Q: I received an invitation to my child’s analytics but the link has expired?
A: Your coach or team administrator can simply login and re-invite you, which will reset the expiry time.
Q: How can I share a link to the report with someone else?
A: Login and select the player from your home page. Select Access > Public Profile and you can copy / paste that link to share with people who don’t have an account.
Q: Which browser is best to view my report?
A: Modern Chrome and Firefox browsers are supported on laptop or tablet. Mobile viewing is not fully supported currently.
Coach Users FAQs
Q: What kind of events can I run?
A: The system can run a practice, a game, and a combine.
Q: How do I invite players to their dashboard?
A: When you click into the team area, click on Roster to view players and invite them by email to access their analytic dashboards.
Q: What is the difference between a practice and a combine?
A: A practice just tracks a team as they practice, while a combine is a structured binary testing session that isolates skills and produces additional player breakdowns for backwards skating and performances with or without the puck.
Q: Do I have to change my practice plan to use the system?
A: No, the system will identify skills being used within the practice plan that you are running, and will compensate for times players are at work vs rest. If you would like to run a combine, Drive Hockey Analytics can provide a structured combine plan to ensure the best collection of data.
Q: How will the data be shared with me and my team?
A: You as a coach will be sent an invite to create an account through our website and view the data as an administrator. After you are sent the data, you can then send individual invites to each player. Individual players can only view their analytics, whereas coaches and team management users can view all players on the team.
Sensor Hardware
Sensor FAQs
Q: The red charging light on my anchor/tag went out, what does this mean?
A: Once the red charging light goes off, that means that the anchor/tag is fully charged and ready to use.
Q: How long does it take to charge a player sensor? Anchor?
A: The player sensors and anchors will fully charge in 2 hrs or less. If using a multi-charge, this time may be extended depending on the current level of the plugin.
Q: How long does it take to charge a player sensor? Anchor?
A: The player sensor is attached to the back of the shoulder pads using a velcro strap. We recommend to either attach onto the loop that is typically sewn into the shoulder pads, or else use the strap to wrap around the pad portion. It is best to attach in the middle of the player as high up on the shoulder pads as possible.”>A: The player sensors and anchors will fully charge in 2 hrs or less. If using a multi-charge, this time may be extended depending on the current level of the plugin.
Mobile System FAQs
Q: How long does it take to setup the tracking system before an event?
A: In a pre-calibrated rink, it takes about 15 minutes to setup the system.”>A: The player sensors and anchors will fully charge in 2 hrs or less. If using a multi-charge, this time may be extended depending on the current level of the plugin.
Q: I had one of my anchors stop working in the middle of my tracking session, will this affect my data?
A: The system is designed with redundancy, so it will continue working if some Anchors either run out of battery or otherwise stop working. For best results, we recommend using all anchors provided.
Q: How do I know the system is recording correctly?
A: In the event tracking screen, the Recording light will be highlighted red. If it is not red, you must first confirm the Network light is highlighted green, then click the ‘Sync Anchor Locations’ button, then click the ‘Data Recording On’ button. You can also double check that data is being recorded live by right clicking ‘Data’ in the navigation menu and opening it in a new tab – you should see the event with a value under the Data Rows column, and as you refresh you will see the value increase.
Q: I attempted to sync the data I recorded while connected to the Edge device, but its not working?
A: The Edge device must be connected to an ethernet cable in order to upload and sync the data. Many hotels and arenas may have firewalls restricting heavy data transfers. We recommend a connection with an upload speed of at least 2.5Mbps as slower speeds could also timeout on large data syncs.
Q: Where on the glass should I place the anchors?
A: It is best to place the anchors as high as possible, placing them a couple of inches down from the top of the glass is recommended. Bringing a step-ladder is also recommended.
Q: When tracking an event, why can I only see one Gateway device on screen?
A: This is normal, the gateway devices act like a mesh system, where one device acts as a primary interacting with the Edge and the others act as secondary extensions. Only the primary Gateway will show on the tracking screen.
General
Rink Calibration
Q: What tool should I use to measure and calibrate a rink?
A: When following our guide to measure the rink, we recommend using a laser measure that is capable of measuring at least 80 meters / yards distance. Please check the specifications, as there are some laser measuring devices on the market that are not capable of measuring that distance.
Q: What does Drive Hockey do to measure and calibrate a rink?
A: We require to stick x16 small clear stickers and 1” clear industrial velcro pieces onto the outside of the glass near the top edge. This takes about 2 hours of time walking around the outside of the rink and measuring each one. We additionally need to measure the location of the lines and faceoff dots of the rink. After this, the rink is calibrated and available for all future analytics tracking use.
Q: Why should my arena be measured and calibrated for Drive Hockey?
A: If your arena is measured and calibrated for our system, any team, association or service provider is able to provide analytics to teams using your arena. We highlight your arena as a destination that supports data analytics.
Q: How can I have our arena measured and calibrated for Drive Hockey?
A: Contact your nearest Drive Hockey service provider here: https://drivehockey.com/service-partners/