• Title/Summary/Keyword: Baseball Game

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A Study on the Win-Loss Prediction Analysis of Korean Professional Baseball by Artificial Intelligence Model (인공지능 모델에 따른 한국 프로야구의 승패 예측 분석에 관한 연구)

  • Kim, Tae-Hun;Lim, Seong-Won;Koh, Jin-Gwang;Lee, Jae-Hak
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.77-84
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    • 2020
  • In this study, we conducted a study on the win-loss predicton analysis of korean professional baseball by artificial intelligence models. Based on the model, we predicted the winner as well as each team's final rank in the league. Additionally, we developed a website for viewers' understanding. In each game's first, third, and fifth inning, we analyze to select the best model that performs the highest accuracy and minimizes errors. Based on the result, we generate the rankings. We used the predicted data started from May 5, the season's opening day, to August 30, 2020 to generate the rankings. In the games which Kia Tigers did not play, however, we used actual games' results in the data. KNN and AdaBoost selected the most optimized machine learning model. As a result, we observe a decreasing trend of the predicted results' ranking error as the season progresses. The deep learning model recorded 89% of the model accuracy. It provides the same result of decreasing ranking error trends of the predicted results that we observe in the machine learning model. We estimate that this study's result applies to future KBO predictions as well as other fields. We expect broadcasting enhancements by posting the predicted winning percentage per inning which is generated by AI algorism. We expect this will bring new interest to the KBO fans. Furthermore, the prediction generated at each inning would provide insights to teams so that they can analyze data and come up with successful strategies.

A Study on the Establishment of Advanced Sports Culture (선진 스포츠 문화 정립에 관한 연구)

  • Park, Hyoung-Kil
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.425-434
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    • 2019
  • The purpose of this study is to improve the academy sports field for the establishment of advanced sports culture. This study used qualitative research. The research participants were baseball players for 11 years and have been professional baseball players. Another study participant has been a soccer player for eight years. And he has been a football coach for 13 years. The results of this study are as follows. First, the act of entertaining was the form in which parents served sports leaders meals and alcohol. Parents' student athletes had increased chances of playing in the game and were able to receive faithful guidance. Second, the student athletes whose parents did not act of entertaining to the sports leader were discriminated against. The student athletes were harassed by their leaders, their positions changed, and their chances of playing were reduced. Third, parents' student athletes who did not act of entertaining to their leaders either stopped exercising or moved to another school because of discrimination. Eventually, the entertainment culture of academy sports acted as a mechanism to induce sports de-socialization of student athletes, and made students experience a negative aspect of sports culture. As a result, the entertainment culture of academy sports caused discriminatory treatment due to economic inequality. Therefore, the negative entertainment culture of academy sports should be eradicated for the establishment of advanced sports culture.

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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Humeral Torque in Youth Baseball Pitchers: Implications for the Development of Little League Shoulder and Humeral Retroversion (청소년기 야구 투수의 상완골 회전력: 소아 야구 견 및 상완골 후염의 발달에 미치는 영향)

  • Kim Young-Kyu;Sabick Michelle B.;Torry Michael R.;Hawkins Richard J.
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.2 no.1
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    • pp.62-70
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    • 2003
  • Purpose: We examined the kinematics and kinetics of the shoulder in youth baseball pitchers in light of the mechanisms of development of little league shoulder and humeral retrotorsion. Materials and Methods: The joint kinematics and the net force and torque acting on the humerus were calculated in fourteen youth pitchers throwing in a simulated game. Results: The major force component acting on the humerus was a tensile force of 378$\pm$81 N that peaked just after ball release. The predominant torque on the humerus was an external rotation torque about the long axis of the humerus. This torque reached a peak value of 35.3$\pm$6.7 Nm about 73$\%$through the pitching motion. This torque is approximately 66$\%$ of the torque required to fracture of the adult humerus. Conclusions: The direction of the humeral torque was consistent with the development of increased humeral retrotorsion in the throwing arm. Shear stress arising from the high torque during the late cocking phase likely leads to deformation the relatively weak proximal humeral epiphysis. The external rotation torque applied to the humerus during the pitch also agrees with the proposed mechanism for development little league shoulder, which has been hypothesized to be due to rotational stresses acting on the epiphysis during the throwing motion.

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Video Highlight Prediction Using GAN and Multiple Time-Interval Information of Audio and Image (오디오와 이미지의 다중 시구간 정보와 GAN을 이용한 영상의 하이라이트 예측 알고리즘)

  • Lee, Hansol;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.143-150
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    • 2020
  • Huge amounts of contents are being uploaded every day on various streaming platforms. Among those videos, game and sports videos account for a great portion. The broadcasting companies sometimes create and provide highlight videos. However, these tasks are time-consuming and costly. In this paper, we propose models that automatically predict highlights in games and sports matches. While most previous approaches use visual information exclusively, our models use both audio and visual information, and present a way to understand short term and long term flows of videos. We also describe models that combine GAN to find better highlight features. The proposed models are evaluated on e-sports and baseball videos.

3D Modeling of Safety Leg Guards Considering Skin Deformation and shape (피부길이변화를 고려한 3차원 다리보호대 모델링)

  • Lee, Hyojeong;Eom, Ran-i;Lee, Yejin
    • Korean Journal of Human Ecology
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    • v.24 no.4
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    • pp.555-569
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    • 2015
  • During a design process of a protective equipment for sports activities, minimizing movement restrictions is important for enhancing its functions particularly for protection. This study presents a three-dimensional(3D) modeling methodology for designing baseball catcher's leg guards that will allow maximum possible performance, while providing necessary protection. 3D scanning is performed on three positions frequently used by a catcher during the course of a game by putting markings on the subject's legs at 3cm intervals : a standing, a half squat with knees bent to 90 degrees and 120 degrees of knee flexion. Using data obtained from the 3D scan, we analyzed the changes in skin length, radii of curvatures, and cross-sectional shapes, depending on the degree of knee flexion. The results of the analysis were used to decide an on the ideal segmentation of the leg guards by modeling posture. Knee flexions to 90 degrees and to $120^{\circ}$ induced lengthwise extensions than a standing. In particular, the vertical length from the center of the leg increases to a substantially higher degree when compared to those increased from the inner and the outer side of the leg. The degree of extension is varied by positions. Therefore, the leg guards are segmented at points where the rate of increase changed. It resulted in a three-part segmentation of the leg guards at the thigh, the knee, and the shin. Since the 120 degree knee-flexion posture can accommodate other positions as well, the related 3D data are used for modeling Leg Guard (A) with the loft method. At the same time, Leg Guard (B) was modeled with two-part segmentation without separating the knee and the shin as in existing products. A biomechanical analysis of the new design is performed by simulating a 3D dynamic analysis. The analysis revealed that the three-part type (A) leg guards required less energy from the human body than the two-part type (B).

Meteorological Information Analysis Algorithm based on Weight for Outdoor Activity Decision-Making (야외활동 의사결정을 위한 가중치 기반 기상정보 분석 알고리즘)

  • Lee, Moo-Hun;Kim, Min-Gyu
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.209-217
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    • 2016
  • Recently, the outdoor activities were increased in accordance with economic growth and improved quality of life. In addition, weather and outdoor activities are closely related. Currently, Outdoor Activities decisions are determined by the Korea Meteorological Administrator's forecasts and subjective experience. Therefore, we need the analysis method that can provide a basis for the decision on outdoor activities based on meteorological information. In this paper, we propose an algorithm that can analyze meteorological information to support decision-making outdoor activities. And the algorithm is based on the data mining. In addition, we have constructed a baseball game schedule with automatic weather system's observation data in the training data. We verified the improved performance of the proposed algorithm.

Comparative Study on Characteristics of Sports Movies between Korea and the U.S. (한국 및 미국 스포츠 영화 콘텐츠 특성에 대한 탐색적 연구)

  • Jeong, Eun-Jeong;Chon, Bum-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.152-161
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    • 2011
  • This study examines characteristics of sports movies between Korea and the U.S. Especially, this paper focuses on three different characteristics including structural, internal characteristics and performance of sports movies. The major results are as follows: firstly, there were similarities between two countries in terms of opening year, genre, classification but movie subjects. More specifically, movie opening years were not related to global sports events. In addition, most sports movies were mainly produced by human genre and all age movie classification. However, in terms of sports subjects, although Korean movies were constructed by baseball game, the U.S. movies were based on football game. Secondly, there were also similarities between both sports movies in terms of external characteristics such as gender difference of hero or heroine, internal story structure and their story sources. Most of sports movies have used real stories as movie story. Finally, although many of the U.S. sports movies recorded the high degree of expenditures, three movies recorded the high degree of movie consumption.

The Effect of the Satisfaction after Consumption and Consumer Self-Confidence for Hedonic Products on Transaction Coupling (소비 후 만족도와 소비자 자신감이 거래 커플링에 미치는 영향 - 쾌락적 제품을 중심으로 -)

  • Kang, Seong-Min;Kang, Hyun-Mo
    • CRM연구
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    • v.4 no.2
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    • pp.1-17
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    • 2011
  • In the study of transaction coupling and consumer behavior it is argued that the satisfaction after consumption and consumer self-confidence would affect the degree of transaction coupling. Based on Kivetz(1999), this study expand transaction coupling which is a mental accounting process. Satisfaction after consumption and consumer self-confidence have been frequently cited as a key construct for predicting various consumer-related behaviors. The purpose of this research is to examine the effect of satisfaction after consumption and consumer self-confidence for hedonic products on transaction coupling. In order to explain the impact of consumer self-confidence clearly, the authors used a five-factor(i.e., information acquisition, consideration-set formation, personal and social outcomes, persuasion knowledge and marketplace interfaces). Using the scenario about baseball game, the authors manipulated the consumer satisfaction after consumption (satisfaction vs. dissatisfaction) between-subjects design. And consumer self-confidence was measured based on Bearden et al.(2001). The results of experimental study showed that the main effects of satisfaction after consumption is significant. The larger consumer satisfaction after consumption reflected a higher degree of transaction coupling. The 2-way interaction between satisfaction after consumption and consumer self-confidence is also significant. Specifically, the transaction coupling differentiation from satisfaction after consumption tends to be larger at high consumer-self confidence than at low one.

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