• Title/Summary/Keyword: 기대득점

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Run expectancy and win expectancy in the Korea Baseball Organization (KBO) League (한국 프로야구 경기에서 기대득점과 기대승리확률의 계산)

  • Moon, Hyung Woo;Woo, Yong Tae;Shin, Yang Woo
    • The Korean Journal of Applied Statistics
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    • v.29 no.2
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    • pp.321-330
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    • 2016
  • Run expectancy (RE) is the mean number of runs scored from a specific base runner/outs situation of an inning to the end of the inning. Win expectancy (WE) is the probability that a particular team will win the game at a specific game state such as half-inning, score difference, outs, and/or runners on base. In this paper, we derive RE and WE for the Korea Baseball Organization (KBO) League based on six-year data from 2007 to 2012 using a Markov chain model.

Evaluating the quality of baseball pitch using PITCHf/x (PITCHf/x를 이용한 투구의 질 평가)

  • Park, Sungmin;Jang, Woncheol
    • The Korean Journal of Applied Statistics
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    • v.33 no.2
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    • pp.171-184
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    • 2020
  • Major League Baseball (MLB) records and releases the trajectory data for every baseball pitch, called the PITCHf/x, using three high-speed cameras installed in every stadium. In a previous study, the quality of the pitch was assessed as the expected number of bases yielded using PITCHf/x data. However, the number of bases yielded does not always lead to baseball scores, or runs. In this paper, we assess the quality of a pitch by combining baseball analytics metric Run Expectancy and Run Value using a Random Forests model. We compare the quality of pitches evaluated with Run Value to the quality of pitches evaluated with the expected number of bases yielded.

Measuring the accuracy of the Pythagorean theorem in Korean pro-baseball (한국프로야구에서의 피타고라스 정리의 정확도 측정)

  • Lee, Jangtaek
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.3
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    • pp.653-659
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    • 2015
  • The Pythagorean formula for baseball postulated by James (1982) indicates the winning percentage as a function of runs scored and runs allowed. However sometimes, the Pythagorean formula gives a less accurate estimate of winning percentage. We use the records of team vs team historic win loss records of Korean professional baseball clubs season from 2005 and 2014. Using assumption that the difference between winning percentage and pythagorean expectation are affected by unusual distribution of runs scored and allowed, we suppose that difference depends on mean, standard deviation, and coefficient of variation of runs scored per game and runs allowed per game, respectively. In conclusion, the discrepancy is mainly related to the coefficient of variation and standard deviation for run allowed per game regardless of run scored per game.

Sport Situational Analysis Using Artificial Intelligence : Focused on Football Expected Goal (인공지능을 이용한 스포츠 상황 분석 서비스 : 축구의 기대 득점을 중심으로)

  • Kim, Jin Sob;Kim, Min Jun;Lee, Kwanhyeong;Yoon, Yongsoo;Moon, Jaehyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.826-829
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    • 2020
  • 스포츠팀 운영에 있어서 경기 중 상황에 대한 통계와 분석을 통해 좋은 성과를 내는 것은 스포츠 야구 종목의 Sabermetrics를 통해 이미 증명된 바가 있다. 한편, 축구에서는 최근 들어 선수의 역량을 평가하기 위하여 객관적인 시각에서 슈터(Shooter)에게 주어진 기회, 즉 슈팅 상황을 바라보는 기대 득점(Expected Goal; 이하 xG)이라는 지표가 등장하였으나, 객관성이라는 평가 의도와 다르게 경기 내 각각의 슈팅 상황을 정의하는 것에 있어 축구 분석관들의 주관성에 의존하는 한계성을 지녔다. 본 논문은 xG를 산출하는 방식에 있어서 기존의 주관성을 배제하고 인공지능을 통해 상황을 정의하여 객관적인 평가지표를 지향하며 유의미한 통계적 수치를 지닌 xG를 도출함으로써 결과 위주의 분석만이 존재하던 축구 종목에 있어서 경기 중 상황에 대한 객관적인 판단 및 정의에 대한 방향성을 제시한다. 또한, 본 논문에서의 인공지능은 국내 K리그 슈팅 데이터를 통해 학습되어 K리그 내 전략적인 상황들에 대한 특화된 xG를 도출하며, 이를 웹을 통해 K리그 내 선수 개개인에 대해서 시계열, 상대 팀, 슈팅 위치별 그래프로 시각화하여 제공하는 시스템을 구축함으로써 K리그를 기준으로 선수에 대한 평가 및 경기 운영에 기여할 수 있는 기대 득점 분석 서비스를 제공한다.

Comprehensive evaluation of baseball player's offensive ability by use of simulation (시뮬레이션을 통한 프로야구 타자들의 공격능력의 종합적인 평가)

  • Kim, Nam Ki;Kim, Sun Ho
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.865-874
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    • 2015
  • This research is to comprehensively evaluate offensive abilities of baseball players who are expected to produce as many runs as possible by their hitting and running. To this end, we establish a simulation program to obtain the so-called scoring index of an individual player. The scoring index of a player is defined as an expected number of runs scored by an imaginary team that is composed of nine copies of the player. As a simulation input, we use 2014 season data of Korean pro-baseball. As a result, we present the scoring indices of top 10 players, 9 Korean pro-baseball teams, and overall 2014 season. The scoring index can serve as a comprehensive evaluation of offensive ability of a player or a team, selection of players for a (national) team or for a starting line-up, estimation of player's worth, and so on.

Smart Basketball Device Design for Improving Shooting Success Rate (슈팅 성공률 개선을 위한 스마트 농구공 설계 연구)

  • Lee, Hyung-Ju;Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.12 no.6
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    • pp.107-112
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    • 2021
  • The purpose of this to study a more accurate scoring method in accordance with the change in the game due to the fast-break and external shots of modern basketball. We will make to design and develop a smart basketball device with a digital pressure sensor. The basketball is a sport that combines complex techniques such as dribbling, passing, and shooting, and the game wins or loses with the most goals in all sports on the planet. In particular, shooting, which determines the win or loss of a game, is the technique that is most directly linked to the score, so the angle of projection is important to make a more accurate shooting. The purpose of this to develop an assistive device in order for the player to have a certain shooting rhythm by measuring the throw angle through a sensor that can measure the throw angle of the ball during shooting. This smart basketball device, it is possible to increase the accuracy of shooting through a certain throw angle at the basketball game field or during shooting practice, and accordingly, the performance can be expected to improve.

Convergence characteristics of Pythagorean winning percentage in baseball (야구 피타고라스 승률의 수렴특성)

  • Lee, Jangtaek
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.6
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    • pp.1477-1485
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    • 2016
  • The Pythagorean theorem for baseball based on the number of runs they scored and allowed has been noted that in many baseball leagues a good predictor of a team's end of season won-loss percentage. We study the convergence characteristics of the Pythagorean expectation formula during the baseball game season. The three way ANOVA based on main effects for year, rank, and baseball processing rate is conducted on the basis of using the historical data of Korean professional baseball clubs from season 2005 to 2014. We perform a regression analysis in order to predict the difference in winning percentage between teams. In conclusion, a difference in winning percentage is mainly associated with the ranking of teams and baseball processing rate.

The Development of 'Hot & Cold Zone Data' Mobile Application for Instruction in the Athletic Club (운동부의 지도를 위한 'Hot & Cold Zone 데이터' 분석 시스템 개발)

  • Kim, Se-min;Ryu, Chang-soo;You, Kang-soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.669-670
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    • 2016
  • In this study, we developed an application that athletic leaders can refer to the map data, separated by a hot zone results of student athletes (Hot Zone) and cold zones (Cold Zone). The sport developed in this study is basketball. Athletic club's coachs can analyze a high probability of a student scoring players can use them to further improve training results. And student athletes also can through the accumulated data to identify their strengths and weaknesses expect motivation and performance enhancement, and accordingly expected to further study.

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LOCK - TOEIC Application Development Study-based Android (안드로이드 기반의 LOCK-TOEIC 어플리케이션 개발에 관한 연구)

  • Ok, Jun Hyun;Kang, Gu Yeal;Kang, Dong Hoon;Lee, Jong Hyen;Moon, Song Chul
    • Journal of Service Research and Studies
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    • v.3 no.2
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    • pp.61-74
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    • 2013
  • Lately, We have experienced increasing of Smartphone. Therefore we have experienced increasing of Application for Smartphone. This study suggested Lock-Toeic Learning Application using the smartphone. English the universal language of the world. TOEIC need to get job in Korea. It should be able to learn using LOCK-TOEIC Application of smartphone. This study add an Lock Screen Learning differentiate function of other smartphone application. We can expect Iteration learning effect using this study of Loch TOEIC smatphone application.

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Analysis on the Type and Characteristics of Penalty in World Judo (세계유도 반칙 유형 및 특성 분석)

  • Lee, Seung Hun;Lee, Man Gi
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.607-614
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    • 2020
  • The purpose of this study is to analyze the penalty types and characteristics of world judo players. Using a total of 19,889 penalties in 9,737 matches at the World Judo Grand Prix, the team draws a difference in the types and time of fouls according to gender, weight class and time. Results Both foul play and warning showed gender differences, and both men and women affected warning rates in weight class and time classification. In addition, fouls caused by non-combat behavior and camouflage attacks have a forward direction of time, and a low time of fouling by heavyweight athletes. Judo athletes and leaders expect to be used as basic data based on scientific data, such as training, skills, tactics and motivation, taking into account the characteristics of the foul type. Requires follow-up studies of scoring relationships and winning factors.