• Title/Summary/Keyword: 한국 프로야구

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자연에서 찾은 건강 - 두근두근 스포츠 스타 - '국민타자' 이승엽의 귀환

  • Lee, Jong-Gil
    • 건강소식
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    • v.36 no.1
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    • pp.14-15
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    • 2012
  • 이승엽이 8년간의 일본 프로야구 생활을 정리하고 돌아왔다. 그는 "아쉬움보다 시원하다."고 입을 열었다. 시실 이승엽은 일본생활을 더 이어갈 수 있었다. 지난 2010년 12월 1년간 연봉 1억 5천만 엔을 받고 오릭스 유니폼을 입었지만 발표와 달리 유효기간이 2년이었던 까닭이다. 한국행은 보장된 연봉을 포기한 새로운 도전인 셈. 그가 미소를 지으며 국내 리그로 복귀하는 진짜 이유는 무엇일까. 이승엽을 만나 솔직한 심정을 들어봤다.

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Measurements for hitting ability in the Korean pro-baseball (한국프로야구에서 타자능력의 측정)

  • Lee, Jang Taek
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.2
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    • pp.349-356
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    • 2014
  • In baseball, sabermetric batting statistics are used to compare an offensive performance of players. There exist dozens of sabermetric statistics, but baseball fans don't like the complexity of an abundance of measures. This paper provides a batting grade index (BGI) using principal component based on eight batting statistics. These are OPS, ISO, SECA, TA, RC, RC/27, wOBA and XR. We show that how standardized batting statistics are aggregated and weighted to arrive at a single composite measure of BGI. Also our result allows for segmentation of players into groups using the K-means clustering algorithm.

Estimation of OBP coefficient in Korean professional baseball (한국프로야구에서 출루율 계수의 추정)

  • Lee, Jang Taek
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.2
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    • pp.357-363
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    • 2014
  • OPS is a sabermetric baseball statistic calculated as the sum of a player's on base percentage (OBP) and slugging percentage (SLG). One of the frequently cited problem with OPS is that OPS gives equal weight to its two components, OBP and SLG. In fact, OBP contributes significantly more to scoring runs than SLG does. This paper provides some exploration into the correct weighting of OBP to SLG when adding the two together. By correlating different coefficients of OBP to runs scored per game, the weighted OPS that weighting OBP 56% in two place more than SLG produced the highest correlation. We found that the weight of OBP increases as RPG increases. Also we suggest the linear regression equation of the best OBP coefficient against RPG.

Emotional experiences of baseball fans at winning and losing games: An fMRI approach (경기 승패에 따른 야구팬들의 정서경험: fMRI연구)

  • Park, Hye-Ju;Yoo, Ho-Sang
    • Korean Journal of Cognitive Science
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    • v.21 no.3
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    • pp.429-446
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    • 2010
  • This study is to examine if emotional valance depending upon the result of baseball game(losing or winning) of subjects' favorite team yields hemispheric asymmetry measured by fMRI. Subjects were twelve fans of the Samsung Lions baseball team. The brain activations have been observed while they watched winning and losing scenes of their favorite team. As a results of the experiment, those who watched winning scenes showed the activation of the left and right cuneus, right inferior occipital gyrus, right inferior frontal gyrus, left amygdala, right parahippocampal gyrus, left uncus, left cingulate gyrus, left inferior temporal gyrus, right middle temporal gyrus, left declive, left culmen. On the contrary, those who watched losing scenes showed the activation in the right middle frontal gyrus, left anterior cingulate, left sub-gyral, left lentifomrm nucleus, left thalamus, left claustrum, left insula. The evidence of hemispheric asymmetry from this study has not been demonstrated and activation in amygdala observed during watching winning scene has not been observed in losing scene. Therefore more in-dept research is required about defeat stimuli induction.

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A Study on Visual Identity of Professional Baseball Uniforms in Korea, America, and Japan - Focused on Color - (한·미·일 프로야구 유니폼의 비주얼 아이덴티티 연구 - 색채를 중심으로 -)

  • Lim, Songmi;Lee, Misuk
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.117-135
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    • 2013
  • With the growth of mass media, professional baseball teams have strived to keep up team's tradition and individuality and build a distinctive image through sports marketing using visual identity. Among others, a baseball uniform is used as a sports marketing tool more than an uniform. Uniform color acts as a distinctive element in team's uniform design and is effective to raise attention, manifest a positive image to spectators, and increase trust and affinity. This study aims to compare and analyze color characteristics and images of professional baseball uniforms in America, Japan, and Korea as visual identity. For this, literature review was made on the history of baseball, uniforms, sports marketing, and visual identity, and then color characteristics and images were analyzed on professional baseball away uniforms in Korea, America, and Japan collected in Internet and official web sites. The results are as follows. First, for color characteristics of professional baseball uniforms, the most frequently used color was R(V) color in Korea, ltGy color in America, and Bk color in Japan. Second, for color images of professional baseball uniforms, the most frequently used image was a casual image in Korea, a dandy image in America, and a modern image in Japan.

A Study on the Determinants of Fans' Team Identification in KBO League : Focused on the Effects of Kids Marketing (프로야구 팬의 팀 동일시에 영향을 미치는 요인에 관한 연구: 응원시작 연령의 효과를 중심으로)

  • Choi, Seung-Nyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.99-110
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    • 2016
  • This study examined the factors affecting the team identification of professional baseball fans. The factors were divided into the fan factor, game factors, and other factors. For the analysis, two investigators visited stadium three times in total and a total number of 297 spectators were sampled using a convenience sampling method from three baseball teams. For the fan factor, a fan who began supporting his/her team from childhood or after childhood was used as a dummy variable. The interaction effects between the fan factor and other variables were investigated to offer a stereoscopic understanding about the role of kids marketing. In addition, three game factors and four non-game factors were analyzed. The results regarding fan variable and interaction effects were obtained. Fans from their childhood have much stronger team identification, and show interaction effects with the players. Regression analysis revealed player, promotion and fan service, price, and regional connection to have positive relations with team identification. This study is especially meaningful in a sense that it has proposed positive results regarding marketing to children, and the results will contribute to both the academic field and the industry.

The winning probability in Korean series of Korean professional baseball (한국 프로야구 우승 결정방식에서의 우승확률)

  • Cho, Daehyeon
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.3
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    • pp.663-676
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    • 2016
  • In Korean professional baseball the championship team of the year is determined by the four series of games: semi-semi-playoff, semi-playoff, playoff and korean series. To the top 5 teams in a regular season privileges are given to play the games at post season. At semi-semi playoff the winner of two teams which are ranked at 4th and 5th place in the regular season can advance to the game of semi playoff. The winner at semi playoff advances to the playoff to play with the second place team in the regular season. Finally, the championship team is to be determined in the Korean series between the winner of the playoff and the first ranked team in the regular season. We propose methods of how to calculate the winning probabilities of each of high ranked 5 teams advancing to Korean series. From our proposed methods we can estimate the championship probabilities of each of high ranked 5 teams advancing to the Korean series only if we know the winning probabilities between two teams in the regular season or the post season.

A Study on the Analysis and Design Development of Licensed Fashion Products of Professional Baseball (프로야구 라이센싱 패션제품 현황 분석 및 디자인 개발)

  • Lee, Misuk;Chung, Kyunghee
    • Journal of Fashion Business
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    • v.23 no.2
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    • pp.89-109
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    • 2019
  • The purpose of this study was to develop licensed fashion products based on the analysis of Korean professional baseball licensing. This study reviewed the introduction of sports marketing, licensing programs, and analyzed the current status of licensing brands and products in Korean baseball clubs. Based on this analysis, high value added licensed products were developed for Korean professional baseball clubs. The results of this study were as follows. First, all Korean baseball clubs operated offline shopping malls in their home stadiums and posted online shopping mall links on their websites. Moreover, licensed products were developed through agreements with sports and licensing companies, and sales were being done through official shopping malls, open markets, and shopping malls. Various marketing for specific events or targets were not done well. Second, licensed products were mostly fashion products such as clothing and hats. Most of them were unisex wear, but the proportion of fashion products for women was not large. Also, while the licensed products used elements that made the baseball team feel symbolic throughout, they sometimes sold products that did not reveal the identity of the professional baseball team, with an emphasis on motifs that were unrelated to the team. Third, this study selected KIA Tigers and developed 27 kinds of women's licensed fashion products including textile designs. Through this research, it was derived that there is the need for integrated marketing of Korean professional baseball, diversification of consumer-based licensing products, and enhanced entertainment products for the Korean baseball cheering culture.

Analysis of the Relationship between a Batter's Performance and Discomfort Index using Big Data: focusing on the Number of Pitches and On Base Percentage (빅데이터를 활용한 타자의 출루 관련 경기력과 불쾌지수의 관계 분석 : 투구 수 유도와 출루율을 중심으로)

  • Kim, Semin;You, Kangsoo
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.61-66
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    • 2020
  • Recently, attempts have been made to use data to operate games, seasons, and teams in professional baseball. Therefore, in this study, we collected baseball game records and analyzed the relationship between on-base rate and pitching count induction, and this was defined as the third record for non-game factors such as discomfort index, which includes the weather application data. When the discomfort index was over 75, the pitcher's induction of pitching was high, and when the discomfort index was less than 69.9, the on-base rate was high, but when the discomfort index was 70 or more and less than 75, the batter's on-base performance was the lowest. Through the results of the study, it could be inferred that the discomfort index, the batter's on-base rate, and the number of induction pitches are related, and that it is highly likely to be related to the pitcher's performance. Through this study, we could see the possibility of defining a cumulative/ratio record defined as the primary record and a saver metric defined as the secondary record, and a third, tertiary record linking data outside the game.

Deep Learning-Based Daily Baseball Attendance Predcition (딥러닝 기반 일별 야구 관중 수 예측)

  • Hyunhee Lee;Seoyoung Sohn;Minseo Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.131-135
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    • 2024
  • Baseball attracts the largest audience among professional sports in Korea. In particular, attendance is the primary source of income in baseball. Previous studies have limitations in reflecting the characteristics of individual stadium. For instance, the KIA Tigers exhibit the highest away game revenue among domestic teams, but they show lower home game earnings. Therefore, we aim to predict the daily attendance at the Gwangju-KIA Champions Field of the KIA Tigers using deep learning. We collected and preprocessed daily attendance, dates, weather, and team-related variables for Gwangju-KIA Champions Field from 2018 to 2023. We propose a deep learning-based linear regression model to predict the daily attendance. We expect that the proposed deep learning model will be used as basic information to increase the club's revenue.