• Title/Summary/Keyword: Baseball Game

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The Effect of Discomfort Index on Outfielder's Game Record Data (불쾌지수가 외야수의 경기 기록 데이터에 미치는 영향)

  • Kim, Semin;Shin, Chwa-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.8
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    • pp.978-984
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    • 2020
  • In this study, the correlation between sports records and weather data was analyzed using the big data analysis method. To this end, data was collected by API and crawling, data was processed, statistics were performed, and data visualization was performed. The subject of this study was a player who entered the regular at-bat among outfielders in the 2019 KBO League. In addition, meteorological data were analyzed by using the unpleasant index and above 70 and below 70. As a result of the study, in the various hitting indicators, which are the records that pitchers intervene, the higher the unpleasant index, the better the outfielder's record, but pitchers, walks, pitches, pitching success rates, pitches per turn, pitches per game From the records of the back, it was found that the outfielder made the pitcher difficult. It is expected that this study will help the development of the sports data industry and the performance of baseball players, baseball teams, and coaching staff.

A Study on the Analysis of Factors for the Golden Glove Award by using Machine Learning (머신러닝을 이용한 골든글러브 수상 요인 분석에 대한 연구)

  • Uem, Daeyeob;Kim, Seongyong
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.48-56
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    • 2022
  • The importance of data analysis in baseball has been increasing after the success of MLB's Oakland which applied Billy Beane's money ball theory, and the 2020 KBO winner NC Dinos. Various studies using data in baseball has been conducted not only in the United States but also in Korea, In particular, the models using deep learning and machine learning has been suggested. However, in the previous studies using deep learning and machine learning, the focus is only on predicting the win or loss of the game, and there is a limitation in that it is difficult to interpret the results of which factors have an important influence on the game. In this paper, to investigate which factors is important by position, the prediction model for the Golden Glove award which is given for the best player by position is developed. To develop the prediction model, XGBoost which is one of boosting method is used, which also provide the feature importance which can be used to interpret the factors for prediction results. From the analysis, the important factors by position are identified.

Bayesian estimation of the Korea professional baseball players' hitting ability based on the batting average (한국프로야구 선수들의 타율에 기반된 타격 능력의 베이지안 추정)

  • Cho, Yong Ju;Lee, Kwang Ho
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.1
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    • pp.197-207
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    • 2015
  • In baseball game, the hitting ability of batter is frequently assessed by a batting average, a run batted in, a home run, a run scored, an on-base percentage, etc. Recently, more comprehensive indicators such as OPS, ISO, SECA, TA, RC and XR are often used. But, these measures generally shows large deviations since they are calculated from the data for a certain period of time, and they are not an estimate of a population parameter, either. In this paper, we will presume the pure hitting ability of the korea professional baseball players as a parameter which is depend upon at bat. We will estimate the parameter by using the Bayesian method.

Predicting Win-Loss of Professional Baseball Game by Using Data Mining Techniques (데이터마이닝 기법을 이용한 프로야구 경기 승패 예측)

  • Kim, Jun-Woo;J, Da-Seol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.241-242
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    • 2018
  • 야구 관람객들은 주로 자기가 선호하는 팀의 경기나 이길 가능성이 높은 경기를 관람하고자 한다. 때문에 시중에 지난 경기, 당일의 경기, 미래 경기에 대한 정보를 얻을 수 있는 KBO 사이트와 경기 승/패를 예측하기 위한 정보를 얻을 수 있는 사이트에서 경기 기록에 대한 정보를 얻어 관람 일을 결정하는데 도움을 얻는다. 따라서 본 연구에서는 데이터마이닝을 통하여 프로야구 팬들이 특정 팀의 승/패를 예측하는데 사용할 수 있는 유용한 규칙과 패턴을 도출해보고자 한다.

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Game-Scheduling by Mathematical Programming and Expert System (수리계획법과 전문가 시스템을 이용한 경기 일정 작성)

  • Jo, Hyeon-Bo;Park, Sun-Dal
    • Journal of Korean Institute of Industrial Engineers
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    • v.14 no.2
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    • pp.53-61
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    • 1988
  • Games such as baseball, soccer are scheduled by a given game type such as tournament, league or their mixed form. The objective of this paper is to find an efficient game-scheduling method with respect to traveling distance, break-time and other conditions. In this paper we first present two models which minimize traveling distance. The first model that a match is played once each other is solved by a heuristic method. In the second model that a match is played more than once, teams are paired by a modified 0 - 1 programming, and the pairs are rearranged in order to generate a number of workable schedules. Then Expert Systems is applied to solve breake-time and other conditions. In order to represent expertise's knowledge effectively, we present a new design of knowledge-base and data-base, inference engine including many rules and meta-rules which controls the global system. In knowledge-base, binary relation among various attributes is used to ease not only knowledge acquisition but also system execution.

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A Study on the Introduction of Baseball and Muscular Christianity in the Late Chosun Dynasty (조선 말기 야구의 도입과 강건한 기독교주의에 관하여)

  • Kim, yong-hyun;Shin, eui-yun;Kim, Youn-soo
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.147-154
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    • 2019
  • Baseball was first introduced in Korea by American Gillette, who was the general manager of the YMCA in the late Joseon Dynasty. There are many discussions about the timing of the first baseball game in Korea, but it has yet to be sorted out. But what is certain is that baseball was introduced directly from the after 1903, when the first Korea YMCA, the Hwang seong Christian Youth Association, was founded. Gillett studied at Springfield YMCA International Training School in the United States from 1900 to 1901. The school is where Gulick worked as a teacher, who actively embraced strong Christianity from Britain and laid the foundation for the YMCA project in the United States. Therefore, Gillett was influenced by this Muscular Christianity, and the reason behind the introduction of baseball in our country is the same Muscular Christianity idea. Gillett, the manager of the YMCA in Korea, has developed various sports projects in Korea based on this Manager idea. It also helped the Korean people, who have been under Japanese colonial rule since 1905, to strengthen their bodies and minds and It helped the independence movement of Koreans. These specific and practical examples are YMCA baseball team active and the 105-member incident.

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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Using Data Mining Techniques to Predict Win-Loss in Korean Professional Baseball Games (데이터마이닝을 활용한 한국프로야구 승패예측모형 수립에 관한 연구)

  • Oh, Younhak;Kim, Han;Yun, Jaesub;Lee, Jong-Seok
    • Journal of Korean Institute of Industrial Engineers
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    • v.40 no.1
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    • pp.8-17
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    • 2014
  • In this research, we employed various data mining techniques to build predictive models for win-loss prediction in Korean professional baseball games. The historical data containing information about players and teams was obtained from the official materials that are provided by the KBO website. Using the collected raw data, we additionally prepared two more types of dataset, which are in ratio and binary format respectively. Dividing away-team's records by the records of the corresponding home-team generated the ratio dataset, while the binary dataset was obtained by comparing the record values. We applied seven classification techniques to three (raw, ratio, and binary) datasets. The employed data mining techniques are decision tree, random forest, logistic regression, neural network, support vector machine, linear discriminant analysis, and quadratic discriminant analysis. Among 21(= 3 datasets${\times}$7 techniques) prediction scenarios, the most accurate model was obtained from the random forest technique based on the binary dataset, which prediction accuracy was 84.14%. It was also observed that using the ratio and the binary dataset helped to build better prediction models than using the raw data. From the capability of variable selection in decision tree, random forest, and stepwise logistic regression, we found that annual salary, earned run, strikeout, pitcher's winning percentage, and four balls are important winning factors of a game. This research is distinct from existing studies in that we used three different types of data and various data mining techniques for win-loss prediction in Korean professional baseball games.

The Study of Selecting Pitcher using Data Mining on Professional Baseball Game Simulator (데이터마이닝을 이용한 프로야구 경기 시뮬레이터에서의 투수 선정 방법에 대한 연구)

  • 정지문;박혜원;최성
    • Proceedings of the KAIS Fall Conference
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    • 2000.10a
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    • pp.370-374
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    • 2000
  • 야구 경기에서는 한 경기에 여러 투수가 등판하게 되는데, 상황에 따라 성격이 다른 투수가 공을 던지게 된다. 이러한 등판 투수의 선정은 감독 고유의 권한이며 감독이 오랜 경험을 통해 승리하기 위해 최적의 투수를 선정하게 된다. 본 논문은 그러한 감독의 경험을 학습하기 위하여 프로야구 경기에서 발생하는 기록 데이터를 데이터마이닝을 이용하여 분석한 후, 앞으로 열릴 경기에 등판할 투수를 미리 예측할 수 있는 방안에 대하여 연구하였다.

Relationship Based Customer Satisfaction by the Development of Information Technology in Sports Industry (정보기술 발전에 의한 관계 기반 고객 만족도 개발을 위한 연구)

  • Yum, Jihwan
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.207-219
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    • 2013
  • The study examined relational marketing in terms of transaction specific satisfaction and cumulative satisfaction in the professional sport industry. The study evaluated the motivation of spectators visiting professional baseball games in 2012 and the satisfaction factors of relationship marketing. In this study, the satisfactions were considered in terms of single satisfaction associated with transaction and gradual satisfaction associated with customer loyalty. The relationship marketing was established considering each factor of marketing strategies, facility, game performance and entertainment. The study categorized the factors for customers to visit games as facility, game performance and entertainment with marketing strategies. The study found out that the customer satisfaction was related with both transaction specific satisfaction and cumulative satisfaction where cumulative one is longer term related. Moreover, cumulative satisfaction will be more related with the long term team financial performance.