VB Game Management & Analysis

A Comprehensive User Manual

1. Introduction

Welcome to the ultimate tool for volleyball coaches. This application is a powerful two-part system designed to streamline your coaching workflow from live game management to post-game data analysis.

  • Game Management/Flow: An intuitive interface for tracking plays and skill qualities, managing substitutions and timeouts, and visualizing game momentum with a real-time rotational tool. Throughout your coaching journey, a knowledgeable **AI assistant** is always available to provide insights and clarifications.
  • Game Analysis: A dedicated tool for loading saved game reports, combining data, and leveraging an AI assistant to gain deep insights into team performance.

This manual will guide you through all the features of the application, enabling you to make faster, data-driven decisions on and off the court.

2. Game Management / Game Flow

This is the best modern comprehensive all-in-one tool. It’s designed for speed, efficiency, and real-time feedback, making it one of the most complete coaching suites available. Built for the pace of a live match, Game Flow adapts to all different levels of coaching with three distinct tracking modes:

  • Level 1 (Outcome-Based): The fastest way to track performance against a game plan. Focus on team-level outcomes (kills, aces, errors) to quickly gauge momentum and make strategic adjustments.
  • Level 2 (Quality-Based): Go deeper by analyzing the quality of each touch in a rally for your team as a whole. Understand not just what happened, but how well it was executed.
  • Level 3 (Individual & Team Skills-Quality): Achieve maximum detail by breaking down skill quality for both the team and individual players. This provides precise, actionable data for targeted player feedback and development.

You can seamlessly switch between these modes at any time, giving you the flexibility to capture the right level of detail for every situation.

2.1. Getting Started: Login & User Profile

While the tool can be used by anyone, logging in unlocks powerful cloud features for saving lineups and collaborating on game reports.

  1. Accessing Your Profile or Logging In: Click the Person Icon in the top-left corner.
  2. Guest Users: If you are not logged in, clicking the icon will redirect you to the login page. After you successfully log in, you will be taken to a welcome page. From there, simply find the main menu and select Game Management to return to this tool.
  3. Logged-in Users: A "User Profile" modal will appear, showing your username, assigned group, and roles. This is also where you can Sign Out.
Cloud Features: Saving game reports and lineups to the cloud requires you to be logged in and assigned to a group. Contact vcp@cyburi.com to properly onboarding you to a group.

2.2. Phase I: Setting Up Your Game

Proper setup is the key to accurate game tracking. All game configuration is handled in the setup modal.

Accessing the Setup Screen

Click the Setup button in the header to open the "Game Setup" modal. If a game is in progress, a confirmation will be required to start a new one, as this will clear all existing plays.

Configuration Options

  • Team Details: Set the Name and select a unique Color for both the Home and Away teams.
  • Starting Score & Server: Use the +/- buttons to set a starting score for each team (e.g., for a deciding set). Click on the team's header section (Home or Away) to designate which team has the first serve. A 🏐 icon will indicate the serving team.
  • Serving Order: Select the starting rotation number (1-6) for each team.
  • Lineup Plans: You can pre-configure and save up to five different lineups (Plan A through E) for the Home team.
    1. Select a Plan from the dropdown.
    2. Enter the player jersey numbers or identifiers for each of the 6 zones. You can use a hyphen for substitutions (e.g., "10-5").
    3. The application automatically saves your changes to that plan when you select a different one or close the modal.
  • Offensive System: Choose between a 5-1 or 6-2 system (with 'B' variants). This choice affects the automated receive formation visuals during the game.
  • Cloud Settings (Logged-in Users):
    • Load Group Settings: Fetches the last saved team names and lineups for your group from the cloud.
    • Save to Group Settings: Saves the current setup (all lineups and names) to the cloud for your group to use.

Starting the Game

Once configuration is complete, click New Game to begin, or Save & Close to save your preferences without starting a new match.

Final Check: Before recording the first point, always double-check that your team's lineup on the court matches the rotation order shown in the tool, and verify which team is serving (indicated by the 🏐 icon on the main scoreboard).

2.3. Phase II: Live Play Recording

Once a game is started, the main screen shows the Trendline graph. This is a visual representation of the point-by-point momentum of the game. To begin recording, simply click anywhere on the Trendline grid to open the "Recording Play Form".

Choosing Your Tracking Mode

Game Flow supports your coaching needs at every level of competition with three distinct tracking modes, allowing you to choose the level of detail you need on the fly.

  1. Level 1 (Simple Mode): The fastest way to manage your game. Track team-level outcomes like kills, aces, blocks, and errors with a single tap after each rally. Perfect for understanding game momentum and making quick, effective adjustments.
  2. Level 2 (Advanced Rally Mode - Team): When rallies get longer and more complex, switch to Advanced Mode. Use the COMBO input to chart every serve, pass, set, and attack in a rally without assigning player numbers. The tool automatically generates a detailed statistical summary of your team's skill quality (e.g., Total Serves: Ace:2, Great:5, Good:5, OK:3, Error:2), giving you powerful insights into team performance.
  3. Level 3 (Advanced Rally Mode - Individual): Gain maximum detail by assigning each action to a specific jersey number within the COMBO input (e.g., 10I2+5P3-9S3-11H4). The post-game report will provide both team-level statistics and a breakdown of individual player performance, allowing for precise, targeted feedback and practice planning.
Tip: There is a steep learning curve to master the speed and accuracy required for Level 2 and Level 3 tracking during a live game. We recommend practicing with recorded matches before using it in a real match.

Recording a Point in Simple Mode

Level 1 - Tracking play by outcome and how did we win/lose a play using two main buttons (home won and away won). The GUI is split into two main sections for intuitiveness.Use swap side to match with reference court which help with the live-game flow.

  • Home Action on Point Won: Use this section when the Home team scores a point. Select the primary reason for the win (K - Kill, A - Ace, B - Block, etc.) and add any specific details in the Notes field. Then, click the green +Home Point button.
  • Home Action on Point Lost: Use this section when the Away team scores. Select the Home team's error that led to the point loss (AE - Attack Error, SE - Serve/Receive Error, etc.). Add notes and click the red +Away Point button.
Screenshot of Simple Recording Mode

Figure 1: Simple Mode Interface

Tip: Have a clear understand for the gray area situations: 1) between "Force Opponent" and "Opp Error"; 2) between "Defense Error" and "Move On".

Recording a Point in Advanced Mode

Click the Simple/Advanced Mode toggle.

Upon entering Advanced Mode, you can choose between Level 2, which tracks the quality of each net crossing using the Smart Suggestion Buttons, or Level 3, which allows you to manually enter detailed rally sequences.

Screenshot of Advanced Recording Mode

Figure 2: Advanced Mode Interface

For a complete technical guide to the rally string format, including all codes and examples, please see the Advanced Rally String Reference section.

Tip: To switch between Level 2 - 3, simply toggle between "Manual Input/Use Suggested Buttons".

Real-Time Features

  • Court Displays: Both sections show a real-time mini-court with the current rotation of each team. This helps you verify player positions at a glance.
  • Receive Formation Preview: In the "Home" section, press and hold the Receive button to see a visual overlay of a standard receive formation for your selected offensive system and current rotation. Release the button to return to the standard rotation view.
  • Timeouts: Click the Home Timeout or Away Timeout buttons. The remaining timeouts are tracked on the button.
  • Undo: The Undo button will remove the very last action recorded (whether it was a point or a timeout).
  • Swap Sides: Click the Swap Sides button to visually swap the Home and Away columns on the recording form, which is useful if the teams switch sides on the real court.

After recording a point, click the Trendline button to return to the main graph view.

2.4. Phase III: Reporting & Saving

At any point during or after the game, you can generate a detailed report.

Generating the Play-by-Play Report

At the bottom of the Trendline screen, click on the Report section header. This will expand to show a detailed, text-based play-by-play log and a comprehensive game summary. The summary includes final scores and a breakdown of how points were scored and lost.

Saving the Game Report to the Cloud

Note: This feature is only available to logged-in users who are part of a group.
  1. After generating the report, a "Save to Cloud" section will appear.
  2. A default filename is suggested (e.g., YYYYMMDD-Home_vs_Away.txt). You can edit this filename as needed.
  3. Click the Save button to upload the complete text report to your group's secure cloud storage.

Saved reports can then be accessed using the Game Analysis tool.

3. Game Analysis Tool (trendLineReport.html)

This powerful tool allows you and your coaching staff to review past games, combine data from multiple matches, and use AI to uncover trends and insights.

3.1. Accessing the Tool

Login Required: Accessing and analyzing reports requires you to be logged in and a member of a group where reports have been saved.

Navigate to the "Game Analysis" page from the main menu. If you are not logged in, you will be prompted to do so.

3.2. Loading Game Reports for Analysis

  1. Select Reports: In the "Select Reports" card on the left, you will see a dropdown list of all game reports saved to your group's cloud storage.
  2. Add to Analysis: Choose a report from the list and click the Add Report to Analysis button.
  3. Combined Content: The text content of the selected report will appear in the "Combined Report for Analysis" area on the right.
  4. Combine Multiple Reports: You can repeat this process to load and combine data from multiple games into a single view. This is useful for analyzing performance against a specific opponent over time or across a tournament.
  5. Manage Loaded Reports: Above the text area, you will see tags for each loaded report. Click the 'x' on a tag to remove that report from the current analysis session. Click the Start Over button to clear all loaded reports.

3.3. AI-Powered Analysis

The true power of this page lies in its integration with the AI Coach Assistant. The combined text of all loaded reports serves as the direct context for the AI.

Use the "Ask Coach T" chatbot to ask complex questions about the loaded data. The AI will analyze the entire text content to provide answers. Examples of powerful questions include:

  • "In which rotations did we have the most attack errors?"
  • "What was our longest scoring run in the second game we played against the Titans?"
  • "Summarize our sideout performance when player #10 was serving."
  • "Based on this data, what are the top 3 things we should work on in our next practice?"

4. The AI Coach Assistant ("Ask Coach T")

The AI Coach Assistant is your integrated partner, available on both the Game Management and Game Analysis pages. It uses context to provide relevant help and insights.

Agentic Modes

The chatbot has different modes, which you can select using the icons at the top of the chat window:

  • Live Game Mode (on Game Management page): Ask questions about game strategy, rules, or get quick suggestions during a live match. The AI uses the current play history as context.
  • Game Report Mode (on Game Analysis page): This is the most powerful analysis mode. The AI uses the full text of all loaded reports to answer your questions.
  • Scout Mode / Tutorial Mode: These modes provide general coaching advice, drill suggestions, or help on how to use the application.

How to Use

  1. Click the chatbot icon to open the chat window.
  2. Select the appropriate mode for your query.
  3. Type your question in the input box and press Enter or click Send.
  4. The AI will provide a response based on the available context.

5. Advanced Rally String Reference

This section provides the complete technical specification for the rally string format used in the Advanced Recording Mode. Understanding this structure allows for precise manual entry and editing of rally data.

Canonical Rally String Rules

Skills & Codes

I (Intro)
The first action of any rally (the serve).
P (Pass)
The first touch on a side of the net after the ball crosses. This code is used for both serve receive and digs.
D (Dig)
This code is an alternative to `P` specifically for a touch following an opponent's attack.
S (Set)
The second touch on a side of the net, intended to set up an attacker.
H (Hit/Attack)
An offensive, overhand attack, typically the third touch.
B (Block)
A block attempt at the net. This is the first action after the ball crosses from an attack.
VA or VH (Violation AWAY or HOME)
A fault that ends the rally (e.g., net violation, lift, illegal attack).

Delimiters

+ (Net Cross)
Separates sequences of touches on opposite sides of the net. Always follows a serve (I) or a hit (H).
- (Touch Separator)
Separates individual touches that occur on the *same side* of the net (e.g., between a pass and a set).

Structure of a Touch

Each action or "touch" in the rally follows a consistent structure:

[PlayerID][SkillCode][QualityNumber]

  • PlayerID (Optional): The jersey number of the player performing the action. This is optional.
  • SkillCode (Mandatory): One of the single-letter codes defined above (I, P, S, H, etc.).
  • QualityNumber (Mandatory): A number from 0-4 rating the quality of the action. A quality of `4` represents a point-winning action (kill/ace), and `0` represents a point-losing error.

Example: 11H4 = Player #11 performs a Hit for a Quality 4 (a Kill).

Comprehensive Examples

1. Rallies Ending on the First Action (Serve)

Serve Ace

10I4 - Player #10 serves a perfect ace (Quality 4).

Serve Error

10I0 - Player #10 serves into the net or out of bounds (Quality 0).

2. Short Rallies

Serve Receive Error (Shank)

10I2+5P0 - Player #10 serves (Quality 2), crosses the net (+), and Player #5 shanks the pass (Quality 0).

Overpass Kill

10I2+5P0-9H4 - Player #10 serves, Player #5's pass is an overpass (Quality 0), and Player #9 on the serving team attacks for a kill.

3. Rallies Terminated by an Attack

Perfect Side-Out

10I2+5P3-9S3-11H4 - A classic sequence: Serve -> Perfect Pass -> Perfect Set -> Kill.

Attack Error

10I2+5P2-9S3-11H0 - A standard rally sequence, but Player #11's attack is an error.

4. Rallies Involving a Block

Stuff Block

10I2+5P2-9S3-11H2+4B4 - Player #11 attacks, and Player #4 on the opposing team gets a solo block for a kill.

Block Controlled (Soft Block)
10I2+5P2-9S3-11H3+4B2-1P3-9S3-11H4

Explanation: A hit (H3) is controlled by a block (B2), which is then passed (1P3), set (9S3), and killed (11H4) by the blocking team.

5. Long, Complex Rallies

Multi-Attack Rally Ending in an Error
10I2+5P2-9S3-11H2+1P2-4S2-7H2+5P1-9S1-11H0
                

Explanation: A gritty rally with multiple controlled attacks. The rally finally ends when a poor pass (5P1) and set (9S1) lead to an attack error (11H0) by Player #11.


This comprehensive set of rules and examples allows a user to capture virtually any sequence in a volleyball rally with a high degree of precision and in a format that is both human-readable and easy for a computer to parse.