• Title/Summary/Keyword: Baseball

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Big Data Analysis of the Correlation between Average Daily Temperature and Batting Power (빅데이터를 활용한 타자의 장타력과 일일 평균 기온 간의 상관관계 분석)

  • Kim, Semin;Shin, Chwacheol
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.225-230
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    • 2020
  • The KBO League is held over a long period of time due to the large number of games. Also, Korea has a diverse and distinct climate. Therefore, this study analyzed the relationship between the daily average temperature and the record of batting power such as home runs, triples, doubles, number of bases, batting percentage, and net batting percentage, and a third baseball record was defined. For this study, the correlation between the daily average temperature data and the batter who entered the standard at-bat in the KBO League in 2019 was analyzed through the SEMMA method. From the results of this study, it was found that the average daily temperature had an effect on a batter's hitting power. In particular, it was found that a batter's hitting power decreased on the day of temperatures recorded between 20.0 degrees and 24.9 degrees, and it was discussed that this may have been related to the physical condition of the pitcher the batter was facing. Therefore, it can be expected that players, coaching staff, and the front desk can use them in the game through conditions outside the game. In addition, it is expected that it will be a more useful analysis model by analyzing the records of pitching, base running, and defense as well as subsequent batting records.

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 Developing of Sports Commentator Attribute Scale for Adaptation to ICT and New Media Platform Era

  • Choi, Eui Yul;Jeon, Yong Bae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.163-170
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    • 2020
  • The purpose of this research is to organize panels centered on professional workers and experts in the sports media industry, identify structures and items of sports media commentators' attributes that conform to the present era through the collective agreement process, and evaluate the derived measures according to the scale development procedure. We would like to shed new light on the nature of commentators due to the rapid development of broadcasting technology and the emergence of new media platforms, the emergence and expansion of smart media receptors and the changing environment of modern sports broadcasting. For this purpose, a panel of experts from academia and industry related to sports management and sports media was organized and the attributes of commentators were analyzed using the Delphi method. Technology development in the sports market has created a new sports consumption environment. In these consumer environments, various environmental factors influence the consumer's consumption culture of sports consumers. For example, professional information, as well as interpretations of sports culture, history and society are becoming their share for sports commentators, and viewers are demanding more diverse characteristics from sports commentators. In this respect, the study of sports commentator attributes can be a deep understanding of the rapidly changing culture of sports consumption.

The Characteristics of Cultural Sustainability in Architectural Design of MLB Ballparks (MLB 구장의 건축 디자인에 나타난 문화적 지속가능성의 특성)

  • Kim, Kwang-Hoe;Lee, Young-Han
    • KIEAE Journal
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    • v.15 no.6
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    • pp.93-100
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    • 2015
  • Purpose: Ballparks of KBO which were built by local governments and operated for baseball game-centered have been required more sustainable development according to going into low growth phase in Korea recently. MLB ballparks with the teams having 100 year old tradition have been sustainable-developed economically, socially, environmentally and culturally. This research is to study the characteristics of cultural sustainability in architectural design of 30 MLB parks. Method: To begin with comparison analysis of usage rate of 10 ballparks of KBO with 30 ballparks of MLB, and architectural designs of facades, fields, accommodations, sculptures, greens, roof gardens, etc. are analyzed in the MLB ballpark. And finally, the characteristics of cultural sustainability in the architectural design are analyzed. Result: MLB ballparks have played role as core-space of urban community, accumulated space of citizens' memory being originated in natural climatic feature of region, historical image of city and tradition of home-ballpark. A basis of these characteristics could is nature of cultural sustainability, that is to say local community, historical restoration, social solidarity.

A Implementation of an Efficient Starting Line-up System using the Forward Channing Technology (전향참조 기법을 이용한 효율적인 선발 라인업 시스템 구현)

  • Park, Hong-Jin;Kwon, Soon-Hwan
    • Journal of Internet Computing and Services
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    • v.9 no.3
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    • pp.79-90
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    • 2008
  • This paper introduces how we have designed and implemented an efficient starting line-up system of professional baseball players, using the forward chaining technology which is an expert system technology. The knowledge base adopted holds 286 players and 148 evaluation Items. Each player's competitiveness is measured as a numerical value in points through 2 different phases. The 1st phase point represents the static information of the target player and the 2nd his dynamic information. This paper gets a representative value of the player, which is used as the basis on which an efficient line-up system in views of both game environments and counterparts is constructed.

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Stress Fracture of Olecranon in Growing Athletes: A Report of Two Cases (성장기 운동선수에서 발생한 척골주두의 스트레스 골절: 증례 보고 2례)

  • Baek, Seung-Hoon;Choi, Chang-Hyuk;Kim, Se-Sik;Choi, Yong-Suk
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.9 no.1
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    • pp.65-68
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    • 2010
  • Operative treatment including a bone graft and an internal fixation was done in a fifteen-year old wrestler with transverse olecranon stress fracture. At 6 weeks after the operation, he could start active muscle strengthening exercise and returned to the previous level of exercise at 6 monthes after surgery. Conservative treatment including resting and muscle strengthening exercise was performed in an eighteen-year old baseball player with oblique olecranon stress fracture. At the follow-up of three months, he could start staged throwing exercise without pain or tenderness. He returned the previous level of throwing following strengthening exercise for 6 months.

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Economic Growth by Arts Activities Case Study on Nagahama Story in Shiga Pregecture, Japan (문화할동을 통한 지역활성화: 일본 시가현(滋賀縣) 나가하마(長浜市) 이야기)

  • Shin, Dong-Ho
    • Journal of the Economic Geographical Society of Korea
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    • v.9 no.3
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    • pp.431-440
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    • 2006
  • In many countries of the world, cultural activities are introduced as a popular means of promoting local economies and identities. In many places of Japan, a traditional cultural activity, "Machtskuri" (meaning "Vilige Making," literally) has been practiced in the past several decades. A small town, Nagahama of Shiga Prefecture, with 50,000 people, started restoring an old castle and historical build, art exibition, traditional fashion festivals, etc. Based on the successful experience from the cultural activities, community leaders of Nagahama made success in creating other projects, such as construction of a baseball stadium, a hotel and a community college. It can be concluded that Nagahama has been successful in creating making the place famious and the people confident.

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A study announcement about the game feeling decrease that is a sensitivity enemy in computer Based play (CBP) game transplant of a non-computer Based play (NCBP) game (비 컴퓨터플레이(NCBP)게임의 컴퓨터플레이(CBP)게임화에 따른 감성적 게임 체감(遞減)도 감소에 대한 연구 (인터페이스 디자인 및 게임도구디자인의 변화를 중심으로))

  • Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.18-23
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    • 2003
  • Internal organs are in a game paduk[go] to play on a printing, and a poker, Korean playing cards having cards we. And I am with all kinds of electronic amusements to do a computer with a partner and baseball, soccer, golf, tennis, several hundred to enjoy in a stadium. Most games except a computer game are local, and a case to receive a courtship is in a game during this because I need time, personnel (the other party)? and a game tool. But a computer game is single, and a game is possible, and a number for the merit that can easily play a game by an offer of all tools is, and for this reason a lot of games to enjoy in a computer please be, and it has been transplanted. I do I in order to announce that interface of a game studied a problem and an improvement plan to have let there be a few I (to game interface) if a game is ported with a computer in this study by this.

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Development of a Tangible Snowboard Training Simulator based on Virtual Reality (가상현실 기반의 체감형 스노우보드 시뮬레이터 개발)

  • Park, Changhoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.87-94
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    • 2014
  • In recent years, there has been an increasing interest in tangible sports simulators with the success of golf simulator. The main purpose of this study is to develop a tangible snowboard simulator for the beginner using virtual reality technology. This paper proposes an interactive virtual coach and high fidelity virtual environment for snowboard training. The virtual coach offers an intuitive guidance and personalized coaching feedback about the 5 fundamental riding skills. The virtual training environment uses the stereoscopic display system and motion platform to create more realistic training situation. We expect virtual reality will be used as a training aids in many sports such as taekwondo, baseball, archery and so on.

A Study on the Relationship between Customer's Majors and Products/ pro-sports Preference (고객 전공분야와 관련 제품 및 프로스포츠 선호도와의 관계 연구)

  • Chang Kyung;Ko Hyun-Min;Baek Sung-Hyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.27 no.3
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    • pp.21-25
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    • 2004
  • In today's mass production/consumption society, there are many important constituents people need to have/do for their happy life. Very few People think that among those components enjoying Pro-sports in their life is essential, and Many business companies are interested in owning/operating pro-sports teams. Thus, many studies have been progressed on sports management or sports marketing domestically and abroad. This paper studied the preference relationship between subject's majors and products/service and pro-sports. We constructed hypotheses about the relationship and tested them by using ANOVA and Tuckey tests. We found significant results that preference for coke/cider is influenced by subject's majors, and that preference for pro-baseball, pro-football, and pro-basketball is also influenced by subject's major, etc. As the results, we can have important information about who are the most important customers and who should be target customers for marketing and promotion, and with the information related business companies can attain higher profitability and less loss through more effective sports marketing.